noPE

reDarkStorm Auto Airblast

Jul 11th, 2011
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C++ 2.21 KB | None | 0 0
  1.         //Msg("%s\t%d\t%f\t%f\t%f\n", pProj->GetClientClass()->GetName(), pProj->GetClientClass()->m_ClassID, XYZ(pProj->GetAbsOrigin()));  
  2.  
  3.         Vector center = pProj->GetAbsOrigin();
  4.          
  5.         string pUdr_s = /*sv_maxupdaterate*/XorStr<0x2E,17,0x1706FFE5>("\x5D\x59\x6F\x5C\x53\x4B\x41\x45\x52\x56\x4C\x5C\x48\x5A\x48\x58"+0x1706FFE5).s;
  6.         ConVar* pUdr = g_pCVar->FindVar( strdup(pUdr_s.c_str()) );
  7.         if ( !pUdr )
  8.             return NULL;
  9.  
  10.         string pIR_s = /*sv_client_min_interp_ratio*/XorStr<0xEB,27,0xEF91A41D>("\x98\x9A\xB2\x8D\x83\x99\x94\x9C\x87\xAB\x98\x9F\x99\xA7\x90\x94\x8F\x99\x8F\x8E\xA0\x72\x60\x76\x6A\x6B"+0xEF91A41D).s;
  11.         ConVar* pIR = g_pCVar->FindVar( strdup(pIR_s.c_str()) );
  12.         if ( !pIR )
  13.             return NULL;
  14.  
  15.         float flInterp = (pIR->GetFloat() / pUdr->GetFloat());
  16.  
  17.         INetChannelInfo* pNet = g_pEngine->GetNetChannelInfo();
  18.  
  19.         float scale = flInterp + pNet->GetAvgLatency( FLOW_OUTGOING ) + pNet->GetAvgLatency( FLOW_INCOMING );
  20.  
  21.         gBaseAPI.LogToFile("FLOW_OUTGOING: %f, FLOW_INCOMING: %f", pNet->GetAvgLatency( FLOW_OUTGOING ), pNet->GetAvgLatency( FLOW_INCOMING ));
  22.  
  23.         Vector vecSpeed;
  24.         vecSpeed = gOffsets.vecGetVelocity(pProj);
  25.         //vecSpeed = pProj->GetAbsVelocity( );
  26.  
  27.         //Vector center = pProj->EstimateAbsVelocity();
  28.  
  29.         VectorMA( center, scale, vecSpeed, center );
  30.         Vector eyepos = GetEyePosition(pLocalBaseEntity); //oVecView = m_vecViewOffset[0] = 0xE4
  31.  
  32.         bool EnemyProjectile = false;
  33.  
  34.         int iTeam = gOffsets.iGetTeamNum(gPlayers[me].BaseEnt());
  35.         int iProjTeam = gOffsets.iGetTeamNum(pProj);
  36.  
  37.         if ( iTeam != iProjTeam )
  38.         {
  39.             EnemyProjectile = true;
  40.         }
  41.        
  42.         static DWORD AirblastDistance;
  43.  
  44.         if ( pProj->GetClientClass()->m_ClassID == iArrowID ||
  45.              pProj->GetClientClass()->m_ClassID == iMedicArrowID ||
  46.              pProj->GetClientClass()->m_ClassID == iFlareID ||
  47.              pProj->GetClientClass()->m_ClassID == iBaseballID )
  48.             AirblastDistance = 15.5;                    //crap that moves fast + latency = bad = increase distance we blast at
  49.         else
  50.             AirblastDistance = 12.5;                    //else if its slow like rockets lets just keep it at normal range
  51.  
  52.         if ( EnemyProjectile && flGetDistance( eyepos, center ) < AirblastDistance )//&& CalcFOVTo( center ) < 40 ) //not sure what the best FOV
  53.         {
  54.             return true;
  55.         }
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