1#ifndef LIBSPADES_ANTICHEATHELPER_H
2#define LIBSPADES_ANTICHEATHELPER_H
9#define MAX_BLOCK_ACTION_DISTANCE 6
10#define MIN_BLOCK_PLACE_DELAY_S 0.1
11#define MIN_BLOCK_PLACE_DELAY_MS 100
12#define MIN_BLOCK_PLACE_DELAY_US 100000
14#define TOOL_INTERVAL = {SPADE_TOOL : 0.1, BLOCK_TOOL : 0.1, GRENADE_TOOL : 1.0}
15#define WEAPON_INTERVAL = {RIFLE_WEAPON : 0.2, SMG_WEAPON : 0.05, SHOTGUN_WEAPON : 0.3}
17#define MAX_RAPID_SPEED 60
18#define RAPID_WINDOW_ENTRIES 10
20#define BUILD_TOLERANCE 5
22#define FOG_DISTANCE 128
23#define MELEE_DISTANCE 3
24#define MAX_BLOCK_DISTANCE 6
25#define MAX_DIG_DISTANCE 6
27#define HIT_TOLERANCE 5.0
28#define CLIP_TOLERANCE 10
30#define LIBSPADES_HORIZONTAL_SPEED_LIMIT 10.4
31#define LIBSPADES_DOWNWARD_SPEED_LIMIT 32
32#define LIBSPADES_UPWARD_SPEED_LIMIT 13.52
33#define LIBSPADES_COMBINED_SPEED_LIMIT 32.16
35#define LIBSPADES_GET_PLAYER_HEAD(z) (z)
41#define LIBSPADES_GET_PLAYER_BODY(z) (z + 0.9)
42#define LIBSPADES_GET_PLAYER_LEGS_Z(z) (z + 1.8)
44bool collision_3D(Vector3Float position1, Vector3Float position2,
float distance);
46float distance_3D(Vector3Float position1, Vector3Float position2);
47float distance_2D(Vector3Float position1, Vector3Float position2);
49int libspades_clip_cylinder(Vector3Float position,
50 Vector3Float cylinderOrigin,
55int libspades_check_if_speed_limit_bypassed(Vector3Float position1, Vector3Float position2,
float time);