UI.AddCheckbox( "Wait for on shot" );
UI.AddCheckbox( "Wait for on shot" );
UI.AddCheckbox( "Wait for on shot indicator" );
UI.AddHotkey( "Wait for on shot key" );
var last_shot_time = []
function on_draw()
{
if(!UI.GetValue("Misc", "Wait for on shot") || !UI.IsHotkeyActive("Misc","Wait for on shot key") || !UI.GetValue("Misc","Wait for on shot indicator" )) return;
var font = Render.AddFont("Verdana Bold",18,800);
Render.StringCustom(55,600,1,"ONSHOT",[0,255,0,255],font);
}
function on_create_move()
{
if(!UI.GetValue("Misc", "Wait for on shot") || !UI.IsHotkeyActive("Misc","Wait for on shot key")) return;
var local = Entity.GetLocalPlayer( );
if(!Entity.IsAlive(local)) return;
var enemies = Entity.GetEnemies();
for(var i = 0; i < enemies.length;i++)
{
var enemy = enemies[i];
var dif = Globals.Tickcount() - last_shot_time[enemy]
var has_shot = dif >= 0 && dif <= 12;
if(!has_shot)
Ragebot.IgnoreTarget(enemy)
}
}
function on_weapon_fire()
{
var shooter = Entity.GetEntityFromUserID(Event.GetInt("userid"));
last_shot_time[shooter] = Globals.Tickcount();
}
function on_player_connect()
{
var entity = Entity.GetEntityFromUserID(Event.GetInt("userid"));
if(entity == Entity.GetLocalPlayer())
last_shot_time = []
}
Cheat.RegisterCallback("weapon_fire", "on_weapon_fire")
Cheat.RegisterCallback("player_connect_full", "on_player_connect")
Cheat.RegisterCallback("CreateMove","on_create_move")
Cheat.RegisterCallback("Draw","on_draw")