Update 0.1.1
Both: - Added full bomb ESP Core: - Added Address caching - Improves performance significantly by gathering entity addresses only every 250ms - Actual data like positions and angles are still gathered at the specified polling rate. Web: - Player bomb indicator is now the same color as planted/dropped bombs
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@@ -26,6 +26,7 @@ pub struct BombData {
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is_planted: bool
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}
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#[allow(dead_code)]
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impl BombData {
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pub fn new(pos: Vec3, is_planted: bool) -> BombData {
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BombData { pos, is_planted }
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@@ -38,7 +39,7 @@ pub enum EntityData {
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Bomb(BombData)
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}
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#[derive(Debug, Clone, Serialize, Deserialize, Default, PartialEq)]
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#[derive(Debug, Clone, Copy, Serialize, Deserialize, Default, PartialEq)]
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pub enum PlayerType {
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#[default]
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Unknown,
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@@ -58,13 +59,13 @@ pub struct RadarData {
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#[serde(rename(serialize = "entityData"))]
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player_data: Vec<EntityData>,
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#[serde(rename(serialize = "localYaw"))]
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local_yaw: f32,
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//#[serde(rename(serialize = "localYaw"))]
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//local_yaw: f32,
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}
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impl RadarData {
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pub fn new(ingame: bool, map_name: String, player_data: Vec<EntityData>, local_yaw: f32) -> RadarData {
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RadarData { ingame, map_name, player_data, local_yaw }
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pub fn new(ingame: bool, map_name: String, player_data: Vec<EntityData>) -> RadarData {
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RadarData { ingame, map_name, player_data }
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}
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/// Returns empty RadarData, it's also the same data that gets sent to clients when not ingame
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@@ -73,7 +74,6 @@ impl RadarData {
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ingame: false,
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map_name: String::new(),
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player_data: Vec::new(),
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local_yaw: 0.0,
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}
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}
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}
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