Disable latency when backtrack disabled
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77dcc3d44f
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@ -104,8 +104,9 @@ bool unifiedCanBackstab(Vector &vecAngle, Vector min, Vector max,
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forward.z = -sp;
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forward = forward * meleeRange + head;
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Vector hit;
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// Check if we our line is within the targets hitbox
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if (LineIntersectsBox(minz, maxz, head, forward))
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if (hacks::shared::triggerbot::CheckLineBox(minz, maxz, head, forward, hit))
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return true;
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return false;
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}
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@ -27,7 +27,7 @@ bool shouldBacktrack();
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BacktrackData headPositions[32][66]{};
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int highesttick[32]{};
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int lastincomingsequencenumber = 0;
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bool isBacktrackEnabled;
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bool isBacktrackEnabled = false;
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circular_buf sequences{ 2048 };
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void UpdateIncomingSequences()
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@ -50,6 +50,8 @@ void UpdateIncomingSequences()
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}
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void AddLatencyToNetchan(INetChannel *ch, float Latency)
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{
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if (!isBacktrackEnabled)
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return;
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if (Latency > 200.0f)
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Latency -= ch->GetLatency(MAX_FLOWS);
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for (auto &seq : sequences)
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