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@ -218,7 +218,7 @@ void CreateMove()
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for (angle.y = -180.0f; angle.y < 180.0f; angle.y += 20.0f)
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{
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if (unifiedCanBackstab(besttarget, angle, i.entorigin, i.hitboxes.at(spine_3).min, i.hitboxes.at(spine_3).max))
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if (unifiedCanBackstab(besttarget, angle, i.entorigin, i.collidable.min, i.collidable.max))
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{
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current_user_cmd->tick_count = i.tickcount;
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current_user_cmd->viewangles = angle;
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@ -263,19 +263,27 @@ int getTicks()
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bool ValidTick(BacktrackData &i, CachedEntity *ent)
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{
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if (istickvalid[ent->m_IDX][i.index])
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return true;
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if (istickinvalid[ent->m_IDX][i.index])
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// TODO: Fix this func
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// if (istickvalid[ent->m_IDX][i.index])
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// return true;
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// if (istickinvalid[ent->m_IDX][i.index])
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// return false;
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// if (IsVectorVisible(g_pLocalPlayer->v_Eye, i.hitboxes[head].center, true))
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// if (fabsf(NET_FLOAT(RAW_ENT(ent), netvar.m_flSimulationTime) * 1000.0f -
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// getLatency() - i.simtime * 1000.0f) <= 200.0f)
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// {
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// istickvalid[ent->m_IDX][i.index] = true;
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// return true;
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// }
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// istickinvalid[ent->m_IDX][i.index] = true;
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// return false;
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if (!(fabsf(NET_FLOAT(RAW_ENT(ent), netvar.m_flSimulationTime) * 1000.0f -
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getLatency() - i.simtime * 1000.0f) < 200.0f))
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return false;
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if (IsVectorVisible(g_pLocalPlayer->v_Eye, i.hitboxes[head].center, true))
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if (fabsf(NET_FLOAT(RAW_ENT(ent), netvar.m_flSimulationTime) * 1000.0f -
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getLatency() - i.simtime * 1000.0f) <= 200.0f)
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{
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istickvalid[ent->m_IDX][i.index] = true;
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return true;
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}
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istickinvalid[ent->m_IDX][i.index] = true;
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return false;
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return true;
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}
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void EmptyBacktrackData(BacktrackData &i)
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@ -118,30 +118,7 @@ void draw::UpdateWTS()
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bool draw::WorldToScreen(const Vector &origin, Vector &screen)
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{
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float w, odw;
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screen.z = 0;
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w = wts[3][0] * origin[0] + wts[3][1] * origin[1] + wts[3][2] * origin[2] +
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wts[3][3];
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if (w > 0.001)
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{
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odw = 1.0f / w;
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screen.x = (draw::width / 2) +
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(0.5 *
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((wts[0][0] * origin[0] + wts[0][1] * origin[1] +
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wts[0][2] * origin[2] + wts[0][3]) *
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odw) *
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draw::width +
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0.5);
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screen.y = (draw::height / 2) -
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(0.5 *
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((wts[1][0] * origin[0] + wts[1][1] * origin[1] +
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wts[1][2] * origin[2] + wts[1][3]) *
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odw) *
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draw::height +
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0.5);
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return true;
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}
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return false;
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return g_IVDebugOverlay->ScreenPosition(origin, screen) == 0;
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}
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SDL_GLContext context = nullptr;
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