Updated wait_for_charge bypass

This commit is contained in:
Retarded-Skid 2017-07-13 17:57:48 -04:00
parent ab3efef321
commit 3d60e52156

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@ -349,11 +349,11 @@ bool IsTargetStateGood(CachedEntity* entity) {
IF_GAME (IsTF()) {
// If settings allow waiting for charge, and current charge cant kill target, dont aim
if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle) {
float bdmg = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargedDamage);
if (g_GlobalVars->curtime - g_pLocalPlayer->flZoomBegin <= 1.0f) bdmg = 50.0f;
if ((bdmg * 3) < (HasDarwins(entity) ? (entity->m_iHealth * 1.15) : entity->m_iHealth)) {
// If player has charge bypassing fire at 100% charge even if wont kill
if (!wait_for_charge_bypass || (wait_for_charge_bypass && g_pLocalPlayer->flZoomBegin != 1.0f)) {
if (!wait_for_charge_bypass || (wait_for_charge_bypass && g_pLocalPlayer->flZoomBegin >= 1.0f)) {
float bdmg = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargedDamage);
if (g_GlobalVars->curtime - g_pLocalPlayer->flZoomBegin <= 1.0f) bdmg = 50.0f;
if ((bdmg * 3) < (HasDarwins(entity) ? (entity->m_iHealth * 1.15) : entity->m_iHealth)) {
// If player has charge bypassing fire at 100% charge even if wont kill
return false;
}
}