Update AutoBackstab.cpp
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@ -13,9 +13,18 @@ namespace tf2
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{
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namespace autobackstab
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{
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struct AimbotCalculatedData_s
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{
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unsigned long predict_tick{ 0 };
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Vector aim_position{ 0 };
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unsigned long vcheck_tick{ 0 };
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bool visible{ false };
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float fov{ 0 };
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int hitbox{ 0 };
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};
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static CatVar enabled(CV_SWITCH, "autobackstab", "0", "Auto Backstab",
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"Does not depend on triggerbot!");
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AimbotCalculatedData_s calculated_data_array[2048]{};
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// TODO improve
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void CreateMove()
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{
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@ -31,6 +40,37 @@ void CreateMove()
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{
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g_pUserCmd->buttons |= IN_ATTACK;
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}
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else if (HasCondition<TFCond_Cloaked>(LOCAL_E)) {
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CachedEntity* ent;
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for (int i; i < 32; i++) {
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float scr = 0;
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float scr_best = 0;
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CachedEntity* pEnt = ENTITY(i);
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if (!CE_GOOD(pEnt))
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continue;
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if (!pEnt->m_Type == ENTITY_PLAYER)
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continue;
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if (pEnt == LOCAL_E)
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continue;
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if (LOCAL_E->m_iTeam == pEnt->m_iTeam)
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continue;
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scr = 4096.0f
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- pEnt->m_vecOrigin.DistTo(
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LOCAL_E->m_vecOrigin);
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if (scr > scr_best) {
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scr_best = scr;
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ent = pEnt;
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}
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}
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if (!CE_GOOD(ent))
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return;
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if (CE_FLOAT(LOCAL_E, netvar.angEyeAngles + 4) + 35.0f >= CE_FLOAT(ent, netvar.angEyeAngles + 4) || CE_FLOAT(LOCAL_E, netvar.angEyeAngles + 4) - 35.0f <= CE_FLOAT(ent, netvar.angEyeAngles + 4))
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{
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if (LOCAL_E->m_vecOrigin.DistTo(ent->m_vecOrigin) <= 67) {
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g_pUserCmd->buttons |= IN_ATTACK;
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}
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}
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}
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}
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}
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}
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