diff --git a/src/hacks/Aimbot.cpp b/src/hacks/Aimbot.cpp index f6131367..88aa7598 100644 --- a/src/hacks/Aimbot.cpp +++ b/src/hacks/Aimbot.cpp @@ -347,13 +347,12 @@ bool IsTargetStateGood(CachedEntity* entity) { if (entity->m_flDistance > EffectiveTargetingRange()) return false; } IF_GAME (IsTF()) { - // If settings allow waiting for charge, and current charge cant kill target, dont aim + // If settings allow waiting for charge, and current charge cant kill target, dont aim unless at 100% and the player wants to fire at 100% anyways if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle) { 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; } }