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C++ C_BaseCombatWeapon::GetItemDefinitionIndex方法代码示例

本文整理汇总了C++中C_BaseCombatWeapon::GetItemDefinitionIndex方法的典型用法代码示例。如果您正苦于以下问题:C++ C_BaseCombatWeapon::GetItemDefinitionIndex方法的具体用法?C++ C_BaseCombatWeapon::GetItemDefinitionIndex怎么用?C++ C_BaseCombatWeapon::GetItemDefinitionIndex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C_BaseCombatWeapon的用法示例。


在下文中一共展示了C_BaseCombatWeapon::GetItemDefinitionIndex方法的2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: UpdateValues

void Aimbot::UpdateValues()
{
	C_BasePlayer* localplayer = (C_BasePlayer*) entityList->GetClientEntity(engine->GetLocalPlayer());
	if (!localplayer || !localplayer->GetAlive())
		return;

	C_BaseCombatWeapon* activeWeapon = (C_BaseCombatWeapon*) entityList->GetClientEntityFromHandle(localplayer->GetActiveWeapon());
	if (!activeWeapon)
		return;

	ItemDefinitionIndex index = ItemDefinitionIndex::INVALID;
	if (Settings::Aimbot::weapons.find(*activeWeapon->GetItemDefinitionIndex()) != Settings::Aimbot::weapons.end())
		index = *activeWeapon->GetItemDefinitionIndex();

	const AimbotWeapon_t& currentWeaponSetting = Settings::Aimbot::weapons.at(index);

	Settings::Aimbot::enabled = currentWeaponSetting.enabled;
	Settings::Aimbot::silent = currentWeaponSetting.silent;
	Settings::Aimbot::friendly = currentWeaponSetting.friendly;
	Settings::Aimbot::bone = currentWeaponSetting.bone;
	Settings::Aimbot::aimkey = currentWeaponSetting.aimkey;
	Settings::Aimbot::aimkeyOnly = currentWeaponSetting.aimkeyOnly;
	Settings::Aimbot::Smooth::enabled = currentWeaponSetting.smoothEnabled;
	Settings::Aimbot::Smooth::value = currentWeaponSetting.smoothAmount;
	Settings::Aimbot::Smooth::type = currentWeaponSetting.smoothType;
	Settings::Aimbot::ErrorMargin::enabled = currentWeaponSetting.errorMarginEnabled;
	Settings::Aimbot::ErrorMargin::value = currentWeaponSetting.errorMarginValue;
	Settings::Aimbot::AutoAim::enabled = currentWeaponSetting.autoAimEnabled;
	Settings::Aimbot::AutoAim::fov = currentWeaponSetting.autoAimFov;
	Settings::Aimbot::AimStep::enabled = currentWeaponSetting.aimStepEnabled;
	Settings::Aimbot::AimStep::value = currentWeaponSetting.aimStepValue;
	Settings::Aimbot::AutoPistol::enabled = currentWeaponSetting.autoPistolEnabled;
	Settings::Aimbot::AutoShoot::enabled = currentWeaponSetting.autoShootEnabled;
	Settings::Aimbot::AutoShoot::autoscope = currentWeaponSetting.autoScopeEnabled;
	Settings::Aimbot::RCS::enabled = currentWeaponSetting.rcsEnabled;
	Settings::Aimbot::RCS::always_on = currentWeaponSetting.rcsAlwaysOn;
	Settings::Aimbot::RCS::valueX = currentWeaponSetting.rcsAmountX;
	Settings::Aimbot::RCS::valueY = currentWeaponSetting.rcsAmountY;
	Settings::Aimbot::NoShoot::enabled = currentWeaponSetting.noShootEnabled;
	Settings::Aimbot::IgnoreJump::enabled = currentWeaponSetting.ignoreJumpEnabled;
	Settings::Aimbot::Smooth::Salting::enabled = currentWeaponSetting.smoothSaltEnabled;
	Settings::Aimbot::Smooth::Salting::multiplier = currentWeaponSetting.smoothSaltMultiplier;
	Settings::Aimbot::SmokeCheck::enabled = currentWeaponSetting.smokeCheck;
	Settings::Aimbot::FlashCheck::enabled = currentWeaponSetting.flashCheck;
	Settings::Aimbot::AutoWall::enabled = currentWeaponSetting.autoWallEnabled;
	Settings::Aimbot::AutoWall::value = currentWeaponSetting.autoWallValue;
	Settings::Aimbot::AutoSlow::enabled = currentWeaponSetting.autoSlow;
	Settings::Aimbot::AutoSlow::minDamage = currentWeaponSetting.autoSlowMinDamage;

	for (int i = (int) Hitbox::HITBOX_HEAD; i <= (int) Hitbox::HITBOX_ARMS; i++)
		Settings::Aimbot::AutoWall::bones[i] = currentWeaponSetting.autoWallBones[i];

	Settings::Aimbot::AutoAim::realDistance = currentWeaponSetting.autoAimRealDistance;
}
开发者ID:zig-lh,项目名称:AimTux,代码行数:54,代码来源:aimbot.cpp

示例2: CreateMove


//.........这里部分代码省略.........
	else
	{
		Ray_t ray;
		ray.Init(traceStart, traceEnd);
		CTraceFilter traceFilter;
		traceFilter.pSkip = localplayer;
		trace->TraceRay(ray, 0x46004003, &traceFilter, &tr);
	}

	oldTimeStamp = timeStamp;
	timeStamp = currentTime_ms;

	C_BasePlayer* player = (C_BasePlayer*) tr.m_pEntityHit;
	if (!player)
		return;

	if (player->GetClientClass()->m_ClassID != EClassIds::CCSPlayer)
		return;

	if (player == localplayer
		|| player->GetDormant()
		|| !player->GetAlive()
		|| player->GetImmune())
		return;

	if (player->GetTeam() != localplayer->GetTeam() && !Settings::Triggerbot::Filters::enemies)
		return;

	if (player->GetTeam() == localplayer->GetTeam() && !Settings::Triggerbot::Filters::allies)
		return;

	bool filter;

	switch (tr.hitgroup)
	{
		case HitGroups::HITGROUP_HEAD:
			filter = Settings::Triggerbot::Filters::head;
			break;
		case HitGroups::HITGROUP_CHEST:
			filter = Settings::Triggerbot::Filters::chest;
			break;
		case HitGroups::HITGROUP_STOMACH:
			filter = Settings::Triggerbot::Filters::stomach;
			break;
		case HitGroups::HITGROUP_LEFTARM:
		case HitGroups::HITGROUP_RIGHTARM:
			filter = Settings::Triggerbot::Filters::arms;
			break;
		case HitGroups::HITGROUP_LEFTLEG:
		case HitGroups::HITGROUP_RIGHTLEG:
			filter = Settings::Triggerbot::Filters::legs;
			break;
		default:
			filter = false;
	}

	if (!filter)
		return;

	if (Settings::Triggerbot::Filters::smokeCheck && LineGoesThroughSmoke(tr.startpos, tr.endpos, 1))
		return;

	C_BaseCombatWeapon* activeWeapon = (C_BaseCombatWeapon*) entityList->GetClientEntityFromHandle(localplayer->GetActiveWeapon());
	if (!activeWeapon || activeWeapon->GetAmmo() == 0)
		return;

	ItemDefinitionIndex itemDefinitionIndex = *activeWeapon->GetItemDefinitionIndex();
	if (itemDefinitionIndex == ItemDefinitionIndex::WEAPON_KNIFE || itemDefinitionIndex >= ItemDefinitionIndex::WEAPON_KNIFE_BAYONET)
		return;

	CSWeaponType weaponType = activeWeapon->GetCSWpnData()->GetWeaponType();
	if (weaponType == CSWeaponType::WEAPONTYPE_C4 || weaponType == CSWeaponType::WEAPONTYPE_GRENADE)
		return;

	if (activeWeapon->GetNextPrimaryAttack() > globalVars->curtime)
	{
		if (*activeWeapon->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_REVOLVER)
			cmd->buttons &= ~IN_ATTACK2;
		else
			cmd->buttons &= ~IN_ATTACK;
	}
	else
	{
		if (Settings::Triggerbot::RandomDelay::enabled && currentTime_ms - oldTimeStamp < randomDelay)
		{
			timeStamp = oldTimeStamp;
			return;
		}

		if (*activeWeapon->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_REVOLVER)
			cmd->buttons |= IN_ATTACK2;
		else
			cmd->buttons |= IN_ATTACK;
		if(Settings::Triggerbot::RandomDelay::enabled)
			Settings::Triggerbot::RandomDelay::lastRoll = randomDelay;

		randomDelay = localMin + rand() % (localMax - localMin);
	}
	timeStamp = currentTime_ms;
}
开发者ID:honoallu,项目名称:Fuzion-Backup,代码行数:101,代码来源:triggerbot.cpp


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