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31 lines
1.2 KiB
C++
31 lines
1.2 KiB
C++
#pragma once
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#include "sdk/c_baseentity.h"
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#include "Interfaces.hpp"
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#include "Options.hpp"
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// autowall objects structure
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struct FireBulletData_t
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{
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Vector vecPosition = { };
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Vector vecDirection = { };
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CGameTrace enterTrace = { };
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float flCurrentDamage = 0.0f;
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int iPenetrateCount = 0;
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};
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bool IsBreakableEntity(CBaseEntity* pEntity);
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void ScaleDamage(int iHitGroup, CBaseEntity* pEntity, float flWeaponArmorRatio, float& flDamage);
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bool TraceToExit(CGameTrace& enterTrace, CGameTrace& exitTrace, Vector vecPosition, Vector vecDirection);
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bool HandleBulletPenetration(CBaseEntity* pLocal, CCSWeaponInfo* pWeaponData, surfacedata_t* pEnterSurfaceData, FireBulletData_t& data);
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void ClipTraceToPlayers(const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int fMask, ITraceFilter* pFilter, CGameTrace* pTrace);
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bool SimulateFireBullet(C_BaseEntity* pLocal, C_BaseAttributableItem* pWeapon, FireBulletData_t& data);
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float GetDamage(C_BaseEntity* pLocal, const Vector& vecPoint, FireBulletData_t& dataOut);
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bool ScanDamage(CBaseEntity* pLocal, Vector vecStart, Vector vecEnd);
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C_BasePlayer* GetBestTarget(CUserCmd* cmd);
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void AimBot(CUserCmd* cmd);
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