client.cpp
add this on top above your DWORDS Code:
BurstInfo burstInfo;
then add this anywhere: Code:
//===ATTACK HANDLING===========================
// Distance Shooting
int curTargetDistance = 0;
BurstInfo::RangeInfo* curRangeInfo = NULL;
// should movement be stopped e.g. for shooting?
bool bStopMovement=false;
// Nice Firing stuff
enum { FIRESEQ_INACTIVE = 0,
FIRESEQ_STARTDELAY = 1,
FIRESEQ_ACTIVE = 2,
FIRESEQ_RELEASEDELAY = 3 };
static bool bAttacking = false;
static bool bAttack2 = false;
static bool bPressedUse = false;
static int nFireSequence = FIRESEQ_INACTIVE;
static bool bFireCycle = true;
then above: Code:
void CL_CreateMove
add this: Code:
//========================================================================================
static void gFreeMovement()
{
bStopMovement = false;
}
//===================================================================================
static void gAttackHandling()
{
static double timer=0;
if(!( me.alive && cvar.aim && cvar.shoot && me.iClip )){ return; }
if(cvar.burstflags & BurstInfo::BURSTFLAG_NOAIM)
{
bAttacking = false;
bFireCycle = true;
nFireSequence = FIRESEQ_INACTIVE;
return;
}
if( !cvar.ftime ) { cvar.ftime = 0.1f; }
if( cvar.burstflags&BurstInfo::BURSTFLAG_GROUND )
{
if(!(me.pmFlags&FL_ONGROUND))
{
bAttacking = false;
nFireSequence = FIRESEQ_INACTIVE;
}
}
if (gAimbot.target!=-1)
{
switch (nFireSequence)
{
case FIRESEQ_INACTIVE:
if( cvar.sdelay )
{
nFireSequence = FIRESEQ_STARTDELAY;
timer = ClientTime::current;
gFreeMovement();
} else {
nFireSequence = FIRESEQ_ACTIVE;
timer = ClientTime::current;
bFireCycle = true;
bAttacking = true;
}
break;
case FIRESEQ_STARTDELAY:
if( ClientTime::current >= (timer+cvar.sdelay) )
{
nFireSequence = FIRESEQ_ACTIVE;
timer = ClientTime::current;
bFireCycle = true;
bAttacking = true;
}
break;
case FIRESEQ_ACTIVE:
if( bFireCycle )
{
if( (ClientTime::current >= (timer+cvar.ftime)) && (cvar.dtime!=0))
{
bAttacking = false;
timer = ClientTime::current;
bFireCycle = false;
gFreeMovement();
}
} else {
if( ClientTime::current >= (timer+cvar.dtime) )
{
bAttacking = true;
timer = ClientTime::current;
bFireCycle = true;
}
}
break;
case FIRESEQ_RELEASEDELAY:
nFireSequence = FIRESEQ_ACTIVE;
timer = ClientTime::current;
bFireCycle = true;
bAttacking = true;
break;
}
} else {
switch (nFireSequence)
{
case FIRESEQ_INACTIVE:
break;
case FIRESEQ_STARTDELAY:
nFireSequence = FIRESEQ_INACTIVE;
gFreeMovement();
break;
case FIRESEQ_ACTIVE:
gFreeMovement();
if( !bFireCycle || (cvar.rdelay==0) )
{
bAttacking = false;
nFireSequence = FIRESEQ_INACTIVE;
} else {
timer = ClientTime::current;
nFireSequence = FIRESEQ_RELEASEDELAY;
}
break;
case FIRESEQ_RELEASEDELAY:
gFreeMovement();
if( ClientTime::current >= (timer+cvar.rdelay) )
{
bAttacking = false;
nFireSequence = FIRESEQ_INACTIVE;
}
break;
}
}
}
cvar.cpp: Code:
REGISTER_CVAR_FLOAT( ftime ,0.00)
REGISTER_CVAR_FLOAT( dtime ,0.00)
REGISTER_CVAR_FLOAT( sdelay ,0.00)
REGISTER_CVAR_FLOAT( rdelay ,0.00)
REGISTER_CVAR_INT( burstflags ,0)
REGISTER_CVAR_INT( autoburst ,0)
cvar.h: Code:
float ftime;
float dtime;
float sdelay;
float rdelay;
int burstflags;
int autoburst;
you can add this to your menu:
"*" "Titeuf (AK)" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.04;ftime 0.65;burstflags 0"
"*" "S3 M4/AK 47" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.12;ftime 0.012;burstflags 0"
"*" "GoDLiKe Ak" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.25;ftime 0.12;burstflags 0"
"*" "Titeuf (SIG)" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.04;ftime 0.65;burstflags 0"
"*" "sig bursts" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.02;ftime 0.5;burstflags 0"
"*" "Subaru ak47" "autoburst 0;sdelay 0.0;rdelay -0.77;dtime 0.40;ftime 0.40;burstflags 0"
"*" "M4a1 GoD" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.12;ftime 0.2;burstflags 0"
"*" "BusrtM4 S3" "autoburst 0;sdelay 0.01;rdelay 0.0;dtime 0.12;ftime 0.01;burstflags 0"
"*" "S3 M4/AK 47" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.12;ftime 0.012;burstflags 0"
"*" "M4A1 v1" "autoburst 0;sdelay 0.04;rdelay 0.0;dtime 0.32;ftime 0.1;burstflags 0"
"*" "M4A1 v2" "autoburst 0;sdelay 0.04;rdelay 0.0;dtime 0.035;ftime 0.2;burstflags 0"
"*" "Subaru m4a1" "autoburst 0;sdelay 0.0;rdelay -0.77;dtime 0.30;ftime 0.30;burstflags 0"
"*" "Titeuf M4a1" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.04;ftime 0.65;burstflags 0"
"*" "F0X M4a1" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.3;ftime 0.15;burstflags 0"
"*" "Titeuf M4a1" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.04;ftime 0.65;burstflags 0"
"*" "Shinta m4" "autoburst 0;sdelay 0;rdelay 0;dtime 0.09;ftime 0.019;burstflags 0"
" " "Machine" "autoburst 0;sdelay 0.03;rdelay 0.0;dtime 0.10;ftime 0.1;burstflags 0"
" " "Fast 1-shot" "autoburst 0;sdelay 0.05;rdelay 0.0;dtime 0.10;ftime 0.07;burstflags 0"
" " "Medium 1-Shot" "autoburst 0;sdelay 0.03;rdelay 0.0;dtime 0.25;ftime 0.08;burstflags 0"
" " "Slow 1-shot" "autoburst 0;sdelay 0.04;rdelay 0.0;dtime 0.20;ftime 0.08;burstflags 0"
" " "Slow 1-2 shot" "autoburst 0;sdelay 0.04;rdelay 0.0;dtime 0.32;ftime 0.1;burstflags 0"
" " "Fast Small" "autoburst o;sdelay 0.04;rdelay 0.0;dtime 0.10;ftime 0.2;burstflags 0"
" " "Slow Small" "autoburst o;sdelay 0.05;rdelay 0.01;dtime 0.17;ftime 0.2;burstflags 0"
" " "2-Bullet-1" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.25;ftime 0.12;burstflags 0"
" " "3-BuLLet-2" "autoburst 0;sdelay 0.01;rdelay 0.0;dtime 0.12;ftime 0.01;burstflags 0"
" " "M4A1 & AK" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.12;ftime 0.012;burstflags 0"
" " "AK SHort" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.25;ftime 0.1;burstflags 0"
" " "SolidWorkZ" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.3;ftime 0.1;burstflags 0"
" " "D0bbLE-Sh0t" "autoburst 0;sdelay 0.0;rdelay 0.0;dtime 0.3;ftime 0.15;burstflags 0"
Credits: Unknown