interpolata
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905fb68f5f
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@ -17,7 +17,6 @@
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namespace cheat::feature
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{
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CustomTeleports::CustomTeleports() : Feature(),
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NF(f_DebugMode, "Debug Mode", "CustomTeleports", false), // Soon to be added
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NF(f_Enabled, "Custom Teleport", "CustomTeleports", false),
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NF(f_Next, "Teleport Next", "CustomTeleports", Hotkey(VK_OEM_6)),
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NF(f_Previous, "Teleport Previous", "CustomTeleports", Hotkey(VK_OEM_4)),
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@ -194,6 +193,8 @@ namespace cheat::feature
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selectedIndexName = name;
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}
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app::Vector3 Lerp(const app::Vector3 &a, const app::Vector3 &b, float t) { return a + (b - a) * t; }
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void CustomTeleports::DrawMain()
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{
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// Buffers
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@ -368,6 +369,29 @@ namespace cheat::feature
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}
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ImGui::SameLine();
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if (ImGui::Button("Interpolate to"))
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{
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auto &manager = game::EntityManager::instance();
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auto avatarPos = manager.avatar()->absolutePosition();
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LOG_DEBUG("Defined avatar pos: %s", il2cppi_to_string(avatarPos).c_str());
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auto endPos = position;
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LOG_DEBUG("Defined end pos: %s", il2cppi_to_string(endPos).c_str());
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std::thread interpolate([avatarPos, endPos, &manager](){
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float t = 0.0f;
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app::Vector3 zero = {0,0,0};
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auto newPos = zero, speed = zero;
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while (t <= 1.0f) {
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newPos = Lerp(avatarPos, endPos, t);
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manager.avatar()->setAbsolutePosition(newPos);
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t += 0.01f;
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LOG_DEBUG("newpos: %s, completion rate: %.02f%%", il2cppi_to_string(newPos).c_str(), t * 100.0f);
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Sleep(10);
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if (t >= 1.0f) break; // this *might* be redundant, but i'm paranoid
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} });
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interpolate.detach();
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}
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ImGui::SameLine();
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if (ImGui::Button(("Select##Button" + std::to_string(index)).c_str()))
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{
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selectedIndex = index;
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@ -25,7 +25,6 @@ namespace cheat::feature
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class CustomTeleports : public Feature
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{
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public:
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config::Field<config::Toggle<Hotkey>> f_DebugMode;
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config::Field<config::Toggle<Hotkey>> f_Enabled;
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config::Field<Hotkey> f_Next;
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config::Field<Hotkey> f_Previous;
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