diff --git a/src/hacks/AutoBackstab.cpp b/src/hacks/AutoBackstab.cpp index 28acf12a..7f1975bf 100644 --- a/src/hacks/AutoBackstab.cpp +++ b/src/hacks/AutoBackstab.cpp @@ -218,7 +218,7 @@ void CreateMove() for (angle.y = -180.0f; angle.y < 180.0f; angle.y += 20.0f) { - if (unifiedCanBackstab(besttarget, angle, i.entorigin, i.hitboxes.at(spine_3).min, i.hitboxes.at(spine_3).max)) + if (unifiedCanBackstab(besttarget, angle, i.entorigin, i.collidable.min, i.collidable.max)) { current_user_cmd->tick_count = i.tickcount; current_user_cmd->viewangles = angle; diff --git a/src/hacks/Backtrack.cpp b/src/hacks/Backtrack.cpp index 5e7f365a..cfdd10e8 100644 --- a/src/hacks/Backtrack.cpp +++ b/src/hacks/Backtrack.cpp @@ -263,19 +263,27 @@ int getTicks() bool ValidTick(BacktrackData &i, CachedEntity *ent) { - if (istickvalid[ent->m_IDX][i.index]) - return true; - if (istickinvalid[ent->m_IDX][i.index]) + // TODO: Fix this func + + +// if (istickvalid[ent->m_IDX][i.index]) +// return true; +// if (istickinvalid[ent->m_IDX][i.index]) +// return false; +// if (IsVectorVisible(g_pLocalPlayer->v_Eye, i.hitboxes[head].center, true)) +// if (fabsf(NET_FLOAT(RAW_ENT(ent), netvar.m_flSimulationTime) * 1000.0f - +// getLatency() - i.simtime * 1000.0f) <= 200.0f) +// { +// istickvalid[ent->m_IDX][i.index] = true; +// return true; +// } +// istickinvalid[ent->m_IDX][i.index] = true; +// return false; + + if (!(fabsf(NET_FLOAT(RAW_ENT(ent), netvar.m_flSimulationTime) * 1000.0f - + getLatency() - i.simtime * 1000.0f) < 200.0f)) return false; - if (IsVectorVisible(g_pLocalPlayer->v_Eye, i.hitboxes[head].center, true)) - if (fabsf(NET_FLOAT(RAW_ENT(ent), netvar.m_flSimulationTime) * 1000.0f - - getLatency() - i.simtime * 1000.0f) <= 200.0f) - { - istickvalid[ent->m_IDX][i.index] = true; - return true; - } - istickinvalid[ent->m_IDX][i.index] = true; - return false; + return true; } void EmptyBacktrackData(BacktrackData &i) diff --git a/src/visual/drawing.cpp b/src/visual/drawing.cpp index c7f506dc..92e3a9e3 100644 --- a/src/visual/drawing.cpp +++ b/src/visual/drawing.cpp @@ -118,30 +118,7 @@ void draw::UpdateWTS() bool draw::WorldToScreen(const Vector &origin, Vector &screen) { - float w, odw; - screen.z = 0; - w = wts[3][0] * origin[0] + wts[3][1] * origin[1] + wts[3][2] * origin[2] + - wts[3][3]; - if (w > 0.001) - { - odw = 1.0f / w; - screen.x = (draw::width / 2) + - (0.5 * - ((wts[0][0] * origin[0] + wts[0][1] * origin[1] + - wts[0][2] * origin[2] + wts[0][3]) * - odw) * - draw::width + - 0.5); - screen.y = (draw::height / 2) - - (0.5 * - ((wts[1][0] * origin[0] + wts[1][1] * origin[1] + - wts[1][2] * origin[2] + wts[1][3]) * - odw) * - draw::height + - 0.5); - return true; - } - return false; + return g_IVDebugOverlay->ScreenPosition(origin, screen) == 0; } SDL_GLContext context = nullptr;