/// <summary> /// Change weapon and switch back if it is single shot sniper rifle /// </summary> public void ChangeWeaponIfScopeRifle() { foreach (int weapon in _scopeRifles) { if (weapon == GetWeaponID()) { KeyboardControl.ChangeWeapon(); } } }
/// <summary> /// Bunnyhop /// </summary> private void BunnyhopLoop() { while (_turned) { if (KeyboardControl.GetAsyncKeyState(_key) != 0 && GetPositionStatement() == 257) { KeyboardControl.keybd_event(0x20, 0x39, 0, 0); Thread.Sleep(20); KeyboardControl.keybd_event(0x20, 0x39, 0x02, 0); } else { Thread.Sleep(10); } } }
private void ReloadControlLoop() { while (_turned) { if (IsAllowedWeapon(AllowedWeapon.shotgunsList)) { int _currentWeapon = AllowedWeapon.GetWeaponID(); int _currentAmmo = CheckCurrentAmmo(); if (_currentWeapon == _lastWeapon && _currentAmmo > _lastAmmo) { KeyboardControl.ChangeWeapon(); } _lastWeapon = AllowedWeapon.GetWeaponID(); _lastAmmo = CheckCurrentAmmo(); } Thread.Sleep(10); } }
/// <summary> /// Detecting if any hotkey is pressed to switch functionality /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void HotkeyDetection(object sender, EventArgs e) { if (KeyboardControl.GetAsyncKeyState(_triggerbotHotkey) != 0 && !_settingHotkey) { TriggerbotSwitch(); Thread.Sleep(200); } else if (KeyboardControl.GetAsyncKeyState(_glowHotkey) != 0 && !_settingHotkey) { GlowSwitch(); Thread.Sleep(200); } else if (KeyboardControl.GetAsyncKeyState(_noFlashHotkey) != 0 && !_settingHotkey) { NoFlashSwitch(); Thread.Sleep(200); } }