Fix issues mentioned in PR
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@ -248,8 +248,6 @@ ModelManifest.xml
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*.d
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.settings/*
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CMakeCache.txt
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CMakeFiles
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CMakeScripts
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Testing
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@ -1241,12 +1241,12 @@ int BestHitbox(CachedEntity *target)
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if (data)
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{
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if (*backtrackVischeckAll)
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for (int j = 0; j < 18; j++)
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for (int j = head; j < foot_R + 1; j++)
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{
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if (IsEntityVectorVisible(target, (*data).hitboxes[j].center))
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return j;
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}
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else if (IsEntityVectorVisible(target, (*data).hitboxes[0].center))
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else if (IsEntityVectorVisible(target, (*data).hitboxes.at(head).center))
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return 0;
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}
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// Nothing found, falling through to further below
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@ -1254,19 +1254,7 @@ int BestHitbox(CachedEntity *target)
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else if (target->hitboxes.VisibilityCheck(preferred))
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return preferred;
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// Else attempt to find any hitbox at all
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if (shouldBacktrack())
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{
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// We already vischecked
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if (!*backtrackVischeckAll)
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{
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auto data = hacks::tf2::backtrack::getClosestEntTick(target, LOCAL_E->m_vecOrigin(), aimbotTickFilter);
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for (int i = 0; i < 18; i++)
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if (IsEntityVectorVisible(target, (*data).hitboxes.at(i).center))
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return i;
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}
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}
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else
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if (!shouldBacktrack())
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for (int i = projectile_mode ? 1 : 0; i < target->hitboxes.GetNumHitboxes() && i < 6; i++)
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{
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if (target->hitboxes.VisibilityCheck(i))
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@ -4,6 +4,7 @@
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*
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*/
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#include "Backtrack.hpp"
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#include "PlayerTools.hpp"
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#include "memory"
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namespace hacks::tf2::backtrack
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@ -150,7 +151,7 @@ void CreateMove()
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return;
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}
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// Only return here if the local player hasn't spawned in yet (so ping does not go down when dead)
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// Return if local entity is bad (Still have backtrack run while dead so ping does not fluctuate heavily)
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if (CE_BAD(LOCAL_E))
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{
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latency_rampup = 0.0f;
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@ -454,7 +455,7 @@ std::optional<BacktrackData> getBestTick(CachedEntity *ent, std::function<bool(C
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// No data recorded
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if (ent->m_IDX <= 0 || backtrack_data.size() < ent->m_IDX || !backtrack_data.at(ent->m_IDX - 1))
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return best_tick;
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return std::nullopt;
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// Let the callback do the lifting
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for (auto &tick : getGoodTicks(ent->m_IDX))
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@ -481,8 +482,8 @@ bool defaultEntFilter(CachedEntity *ent)
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// Dormant
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if (CE_BAD(ent))
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return false;
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// Friend check
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if (playerlist::IsFriend(ent))
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// Should we even target them
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if (!player_tools::shouldTarget(ent))
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return false;
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return true;
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}
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@ -255,7 +255,7 @@ void update_building_spots()
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// Stores valid areas, the float is the minimum distance away from enemies, needed for sorting later
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std::vector<area_struct> areas;
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for (int i = 0; i <= g_IEngine->GetMaxClients(); i++)
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for (int i = 1; i <= g_IEngine->GetMaxClients(); i++)
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{
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CachedEntity *ent = ENTITY(i);
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// Grab only Enemies and only if they are in soundcache
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