Beispiel #1
-1
	virtual bool ShouldHitEntity(CBaseEntity* E, int)
	{
		if (E == hTarget || E == hSelf)
			return 0;

		if (ClientClass* cl = E->GetClientClass())
		{
			const char* cclass = cl->m_pNetworkName;

			if (tf2() && (
						!strcmp(cclass, "CTFReviveMarker") ||
						!strcmp(cclass, "CTFMedigunShield") ||
						!strcmp(cclass, "CFuncRespawnRoomVisualizer")
					)
				)
				return 0;
			
			if (dod() && !strcmp(cclass, "CFuncNewTeamWall"))
				return 0;

			if (MENU_AIMGLASS && !strcmp(cclass, "CBreakableSurface"))
				return 0;
		}

		return 1;
	}
Beispiel #2
-1
int main(){
  // double r=2.0;
  //  double i=3.0;
Zespolone a=zes(20.0,32.0);
Zespolone b=zes(4.0,4.0);

dod2(&a,&b);
printz(b);
b=zes(4.0,4.0);
a=zes(20.0,32.0);
printz(*dod(a,b));

od2(&a,&b);
printz(b);
b=zes(4.0,4.0);
a=zes(20.0,32.0);
printz(*od(a,b));

mn2(&a,&b);
printz(b);
b=zes(4.0,4.0);
a=zes(20.0,32.0);
printz(*mn(a,b));

dziel2(&a,&b);
printz(b);
b=zes(4.0,4.0);
a=zes(20.0,32.0);
printz(*dziel(a,b));

return 0;}
Beispiel #3
-1
void aimbot::Update()
{
	lp		= LocalPlayer();
	dummy	= 1;

	if (ragebot && (!ents->GetClientEntity(ragebot) || ragebot > globals->max_clients))
		ragebot = 0;

	if (dod() && !lp->IsOnGround())
		return;
	
	CBaseEntity* w = lp->GetActiveWeapon();

	if (!w || !w->GetClip1() || w->IsReloading() || w->IsMelee())
		return;

	bullet	= !(w->GetNextPrimaryFire() > globals->cur_time);
	dummy	= 0;
}