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target_selection.h
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target_selection.h
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#pragma once
#include "playerlist.h"
struct possible_point_t
{
int m_target_hitbox;
float m_damage;
bool m_checked_damage, m_checked_hitchance;
vec3 m_aimpoint;
possible_point_t( const vec3& aimpoint, int target_hitbox, float damage = 0.f )
: m_target_hitbox( target_hitbox ), m_damage( damage ), m_checked_damage( false ), m_checked_hitchance( false ), m_aimpoint( aimpoint ) {}
};
struct possible_target_t
{
player_data_t* m_data;
std::vector< possible_point_t > m_points;
vec3 m_final_aimpoint;
explicit possible_target_t( player_data_t* data = nullptr, const std::vector< possible_point_t >& points = std::vector< possible_point_t >{ } )
: m_data( data ), m_points( points ) { }
};
class c_target_selector
{
bool is_hitbox_checked( int index, int hitbox );
bool find_normal_target( possible_target_t& target );
bool find_backtrack_target( possible_target_t& target );
static __forceinline vec3 lerp( const vec3& start, const vec3& end, float lerp )
{
return start * lerp + end * ( 1.f - lerp );
}
public:
bool find_target( possible_target_t& target );
int get_highest_threat( );
bool has_remaining_shots[65];
std::vector< possible_target_t > possible_targets;
};
extern c_target_selector g_target_selector;