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Aimbot

The document contains code changes and additions for a mod called "rmod" that adds a headshot mode feature to the game. Key changes include: - Adding new cvars rmg_headshot and bot_debug to control headshot mode settings and debug bot behavior. - Adding flags like RMOD_HS_ENABLE to control specific headshot mode behaviors like whether non-players can deal/receive damage. - Code changes to g_combat.c to implement modified damage calculation based on the new headshot mode cvars and flags.

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0% found this document useful (0 votes)
315 views2 pages

Aimbot

The document contains code changes and additions for a mod called "rmod" that adds a headshot mode feature to the game. Key changes include: - Adding new cvars rmg_headshot and bot_debug to control headshot mode settings and debug bot behavior. - Adding flags like RMOD_HS_ENABLE to control specific headshot mode behaviors like whether non-players can deal/receive damage. - Code changes to g_combat.c to implement modified damage calculation based on the new headshot mode cvars and flags.

Uploaded by

sasikumarsiva005
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
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diff -c ../../WET_Source1.02_orig/src/game/g_combat.c game/g_combat.

c ***
../../WET_Source1.02_orig/src/game/g_combat.c Tue Jul 22 18:05:56 2003 ---
game/g_combat.c Fri Jan 30 17:11:54 2004 *************** *** 1460,1465 **** ---
1460,1503 ---- trap_SendServerCommand( attacker-g_entities,
"print \"Body Shot \" "); } } + //-- reyalP + // headshot mode. If
not headshot, and both sides are players and the target is + // not down waiting
for a med + // simple version + /* + if ( rmg_headShot.integer && +
!headShot && + attacker->client && + targ->client && +
targ->client->ps.pm_type != PM_DEAD) { + take = 0; + } + */
+ //-- reyalP + // headshot mode enabled + if ( rmg_headShot.integer &
RMOD_HS_ENABLE) { + // if not a headshot, we might still want to hurt
some things + if( !headShot) { + // if the attacker is
not a player, check if it should be able to give damage + if( !
attacker->client && (rmg_headShot.integer & RMOD_HS_NPENOGIVEDAM)) { +
take = 0; + } + // if the victim is not
a player, check if it should be able to take damage + if( !targ-
>client && (rmg_headShot.integer & RMOD_HS_NPENOTAKEDAM)) { +
take = 0; + } + // if the attacker and victim
are a players, only damage them if they are dead, + // so we can send
them on to limbo. Note this means that if NPENOGIVE is on then +
// falling corpses never gib + if ( attacker->client &&
targ->client && targ->client->ps.pm_type != PM_DEAD) { + take =
0; + } + } + // if this is a headshot, see if we should
really really hurt them + else if (rmg_headShot.integer &
RMOD_HS_INSTAGIB) { + take = 200; + } + } #ifndef
DEBUG_STATS if ( g_debugDamage.integer ) diff -c
../../WET_Source1.02_orig/src/game/g_local.h game/g_local.h ***
../../WET_Source1.02_orig/src/game/g_local.h Tue Sep 2 16:50:26 2003 ---
game/g_local.h Fri Jan 30 16:21:02 2004 *************** *** 12,18 **** // the
"gameversion" client command will print this plus compile date #ifndef
PRE_RELEASE_DEMO ! #define GAMEVERSION "etmain" #else //#define
GAMEVERSION "You look like you need a monkey!" #define GAMEVERSION
"ettest" --- 12,20 ---- // the "gameversion" client command will print
this plus compile date #ifndef PRE_RELEASE_DEMO ! // -- reyalp mod ! #define
GAMEVERSION "rmod" ! #define RMODVERSION "0.1 alpha"
#else //#define GAMEVERSION "You look like you need a monkey!"
#define GAMEVERSION "ettest" *************** *** 1777,1782 **** ---
1779,1787 ---- extern vmCvar_t g_disableComplaints; + // -- reyalP +
extern vmCvar_t rmg_headShot; + extern vmCvar_t bot_debug;
// if set, draw "thought bubbles" for crosshair-selected bot extern
vmCvar_t bot_debug_curAINode; // the text of the current ainode for the
bot begin debugged extern vmCvar_t bot_debug_alertState; // alert state of
the bot being debugged *************** *** 2246,2251 **** --- 2251,2266 ----
#define AA_STATSTEAM 0x02 // Client AutoAction: Dump TEAM player stats + // --
reyalP + // headshot mode flags + #define RMOD_HS_ENABLE 0x1 + // non
player entities don't give damage + #define RMOD_HS_NPENOGIVEDAM 0x2 + // non
player entities take damage + #define RMOD_HS_NPENOTAKEDAM 0x4 + // headshots
instagib + #define RMOD_HS_INSTAGIB 0x8 + // "Delayed Print" ent enumerations
typedef enum { DP_PAUSEINFO, // Print current pause info diff -
c ../../WET_Source1.02_orig/src/game/g_main.c game/g_main.c ***
../../WET_Source1.02_orig/src/game/g_main.c Tue Sep 2 16:50:26 2003 ---
game/g_main.c Fri Jan 30 16:20:57 2004 *************** *** 203,208 **** ---
203,210 ---- vmCvar_t g_disableComplaints; + // -- reyalP + vmCvar_t
rmg_headShot; cvarTable_t gameCvarTable[] = { // don't override
the cheat state set by the system *************** *** 422,427 **** --- 424,437 ----
{ &g_nextcampaign, "nextcampaign", "", CVAR_TEMP }, { &g_disableComplaints,
"g_disableComplaints", "0", CVAR_ARCHIVE }, + // -- reyalP headshot mod. Should be
SERVERINFO, but there are if there are too many SERVERINFOs + // enable change
announcement + // 1: headshot mode + // + 2: non-players do not give damage
(falling, barbwire) + // + 4: non-players do not take damage (tanks, bridges,
doesn't include primary objectives) + // + 8: headshots instagib +
{ &rmg_headShot, "rmg_headShot", "0", CVAR_SERVERINFO , 0, qtrue }, +
{ NULL, "rmodversion", RMODVERSION , CVAR_SERVERINFO | CVAR_ROM }, }; //
bk001129 - made static to avoid aliasing

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