示例#1
0
void ctx_t::Globals::add_shot( ) {
	auto m_weapon = g_ctx.m_local->m_hActiveWeapon( ).Get( );
	if ( !m_weapon ) {
		return;
	}

	if ( ( g_ctx.get_command( )->m_buttons & IN_ATTACK ) && m_weapon->can_fire( ) ) {
		if ( aimbot::get( ).target_data.tid != -1 ) {
			missed_shots[ aimbot::get( ).target_data.tid ] += 1;
		}
	}
}
示例#2
0
void Babar::update_state()
{
    if (locked() )
        m_lock--;
    if (m_lock == 0)
    {
        unlock();
    }
    if (!Keyboard::GetInstance()->time_pressed (k_jump) )
        m_jump = false;
    if (m_jump)
    {
        if ( Keyboard::GetInstance()->time_pressed (k_jump) > 1 )
        {
            m_ready_double_jump = true;
            if ( Keyboard::GetInstance()->time_pressed (k_jump) > JUMP_TIME)
            {
                m_jump = false;
                Keyboard::GetInstance()->disable_key (k_jump);
            }
        }
    }

    update_direction();

    if ( CollisionsManager::is_down_coll (gCollision->get_matrix()->down_collision_type (position() ) ) )
    {
        interrupt_jump();
    }

    if (can_fire() )
    {
        m_fire = true;
        gProj->add_proj (fire_old(), PLAYER1);
        m_fire_phase = 0;
    }
    else
    {
        m_fire = false;
        m_fire_phase++;
    }

    if (can_crouch() )
    {
        crouch();
    }
    else
    {
        /* si on se releve */
        if ( m_crouch_time )
        {
            interrupt_crouch();
        }
    }

    if (can_jump() )
        jump();

    if (can_double_jump() )
        double_jump();

    if (can_go_down() )
        go_down();

    if (m_invincible > 0)
    {
        m_invincible --;
        if (!locked() )
        {
            if ( m_invincible % 2)
            {
                m_spriteGrid->no_pic();
            }
            else
            {
                m_spriteGrid->set_pic();
            }
        }
    }

    m_weapons_armory.update();

    if (Keyboard::GetInstance()->time_pressed (k_prev_weapon) == 1)
        m_weapons_armory.previous_weapon();

    if (Keyboard::GetInstance()->time_pressed (k_next_weapon) == 1)
        m_weapons_armory.next_weapon();

    switch (get_state() )
    {
    case STATIC:
        m_spriteGrid->setPictures (0);
        break;
    case WALK:
        m_spriteGrid->setPictures (1, 0, 2, 0);
        break;
    case JUMP:
        m_spriteGrid->setPictures (1);
        break;
    case CROUCH:
        m_spriteGrid->setPictures (12);
        break;
    case CROUCH_WALKING:
        m_spriteGrid->setPictures (13, 12, 14, 12);
        break;
    default:
        m_spriteGrid->setPictures (0);
        break;
    }

    //m_spriteGrid->change_anim(get_state(), m_dir, Keyboard::GetInstance()->key_down(k_fire));
    m_spriteGrid->set_pos (position() );
    set_h (m_spriteGrid->h() );
    set_w (m_spriteGrid->w() );
}