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enum FireMode {
MANUL,
AUTO
};
enum FireStatus {
NONE,
FIRING,
CANCEL
};
float FireDelay = 0.005f;
bool AutoFire = false;
void (*_AutoFire)(void *_this, int32_t pFireStatus, int32_t pFireMode);
void old_AutoFire(void *_this, int32_t pFireStatus, int32_t pFireMode)
{
static clock_t lastTime = 0;
static bool fireState = false;
if (_this != NULL)
{
void* target = GetClosestEnemyByMode();
(target != NULL)
if (AutoFire && target != NULL)
{
clock_t now = clock();
if ((float)(now - lastTime) / CLOCKS_PER_SEC >= 0.005f)
{
fireState = !fireState;
lastTime = now;
}
if (fireState)
pFireStatus = FireStatus::FIRING;
else
pFireStatus = FireStatus::NONE;
pFireMode = FireMode::AUTO;
}
}
return _AutoFire(_this, pFireStatus, pFireMode);
}