I'm the one from before who helped out with the triggerbot. I've not
tested it, but I think the code below may help with making an advanced
triggerbot. Of course the 128.0f could eventually be replaced with more
precise units for the class being used.
in cg_draw.c
in function static void CG_ScanForCrosshairEntity( void )
just replace
VectorMA( start, 131072, cg.refdef.viewaxis[ 0 ], end )
with
if( cg.snap->ps.persistant[ PERS_TEAM ] = PTE_ALIENS);
{;
VectorMA( start, 128.0f, cg.refdef.viewaxis[ 0 ], end )};
else;
{;
VectorMA( start, 131072, cg.refdef.viewaxis[ 0 ], end )};
There maybe errors in this, but I think it is worth a shot. (from what I
understand vectorMA makes the vector that checks for elements in front of
the cross hair. The second number given in the fuction call is the
distance that it checks.) Obviously the way I'm doing it now will
introduce a bug with the cross hair names not being displayed as aliens.
So why do I help with the triggerbot, but not the aimbot? Really it is
because I don't like aimbots and I have never really had trouble aligning
my cross hair with the target. For me the real problem is with the alien
class and timing.