more backtrack fixes
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a3d7e18d2e
commit
2f9db0a5fc
@ -73,8 +73,8 @@ void Init()
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int BestTick = 0;
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int iBestTarget = -1;
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bool istickvalid[66]{};
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bool istickinvalid[66]{};
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bool istickvalid[32][66]{};
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bool istickinvalid[32][66]{};
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void Run()
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{
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if (!shouldBacktrack())
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@ -88,9 +88,11 @@ void Run()
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return;
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for (auto &a : istickvalid)
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a = false;
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for (auto &b : a)
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b = false;
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for (auto &a : istickinvalid)
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a = false;
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for (auto &b : a)
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b = false;
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CUserCmd *cmd = current_user_cmd;
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float bestFov = 99999;
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@ -252,18 +254,18 @@ int getTicks()
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bool ValidTick(BacktrackData &i, CachedEntity *ent)
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{
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if (istickvalid[i.index])
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if (istickvalid[ent->m_IDX][i.index])
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return true;
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if (istickinvalid[i.index])
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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[i.index] = true;
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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[i.index] = true;
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istickinvalid[ent->m_IDX][i.index] = true;
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return false;
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}
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