本文整理汇总了C++中C_BaseCombatWeapon::GetInReload方法的典型用法代码示例。如果您正苦于以下问题:C++ C_BaseCombatWeapon::GetInReload方法的具体用法?C++ C_BaseCombatWeapon::GetInReload怎么用?C++ C_BaseCombatWeapon::GetInReload使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类C_BaseCombatWeapon
的用法示例。
在下文中一共展示了C_BaseCombatWeapon::GetInReload方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CreateMove
void Aimbot::CreateMove(CUserCmd* cmd)
{
Aimbot::UpdateValues();
if (!Settings::Aimbot::enabled)
return;
QAngle oldAngle;
engine->GetViewAngles(oldAngle);
float oldForward = cmd->forwardmove;
float oldSideMove = cmd->sidemove;
QAngle angle = cmd->viewangles;
shouldAim = Settings::Aimbot::AutoShoot::enabled;
C_BasePlayer* localplayer = (C_BasePlayer*) entityList->GetClientEntity(engine->GetLocalPlayer());
if (!localplayer || !localplayer->GetAlive())
return;
if (Settings::Aimbot::IgnoreJump::enabled && !(localplayer->GetFlags() & FL_ONGROUND))
return;
C_BaseCombatWeapon* activeWeapon = (C_BaseCombatWeapon*) entityList->GetClientEntityFromHandle(localplayer->GetActiveWeapon());
if (!activeWeapon || activeWeapon->GetInReload())
return;
CSWeaponType weaponType = activeWeapon->GetCSWpnData()->GetWeaponType();
if (weaponType == CSWeaponType::WEAPONTYPE_C4 || weaponType == CSWeaponType::WEAPONTYPE_GRENADE || weaponType == CSWeaponType::WEAPONTYPE_KNIFE)
return;
Bone aw_bone;
float bestDamage = 0.0f;
C_BasePlayer* player = GetClosestPlayer(cmd, true, aw_bone, bestDamage);
if (player)
{
bool skipPlayer = false;
Vector eVecTarget = player->GetBonePosition((int) aw_bone);
Vector pVecTarget = localplayer->GetEyePosition();
if (Settings::Aimbot::SmokeCheck::enabled && LineGoesThroughSmoke(pVecTarget, eVecTarget, true))
skipPlayer = true;
if (Settings::Aimbot::FlashCheck::enabled && localplayer->GetFlashBangTime() - globalVars->curtime > 2.0f)
skipPlayer = true;
if (skipPlayer)
player = nullptr;
if (Settings::Aimbot::AutoAim::enabled && !skipPlayer)
{
if (cmd->buttons & IN_ATTACK && !Settings::Aimbot::aimkeyOnly)
shouldAim = true;
if (inputSystem->IsButtonDown(Settings::Aimbot::aimkey))
shouldAim = true;
if (shouldAim)
{
if (Settings::Aimbot::Prediction::enabled)
{
pVecTarget = VelocityExtrapolate(localplayer, pVecTarget); // get eye pos next tick
eVecTarget = VelocityExtrapolate(player, eVecTarget); // get target pos next tick
}
angle = Math::CalcAngle(pVecTarget, eVecTarget);
if (Settings::Aimbot::ErrorMargin::enabled)
ApplyErrorToAngle(&angle, Settings::Aimbot::ErrorMargin::value);
}
}
}
Aimbot::AimStep(player, angle, cmd);
Aimbot::AutoCrouch(player, cmd);
Aimbot::AutoSlow(player, oldForward, oldSideMove, bestDamage, activeWeapon, cmd);
Aimbot::AutoPistol(activeWeapon, cmd);
Aimbot::AutoShoot(player, activeWeapon, cmd);
Aimbot::RCS(angle, player, cmd);
Aimbot::Smooth(player, angle, cmd);
Aimbot::ShootCheck(activeWeapon, cmd);
Aimbot::NoShoot(activeWeapon, player, cmd);
Math::NormalizeAngles(angle);
Math::ClampAngles(angle);
if (angle != cmd->viewangles)
cmd->viewangles = angle;
Math::CorrectMovement(oldAngle, cmd, oldForward, oldSideMove);
if (!Settings::Aimbot::silent)
engine->SetViewAngles(cmd->viewangles);
}