Update comment on Aimbot changes
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@ -347,13 +347,12 @@ bool IsTargetStateGood(CachedEntity* entity) {
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if (entity->m_flDistance > EffectiveTargetingRange()) return false;
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if (entity->m_flDistance > EffectiveTargetingRange()) return false;
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}
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}
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IF_GAME (IsTF()) {
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IF_GAME (IsTF()) {
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// If settings allow waiting for charge, and current charge cant kill target, dont aim
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// 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
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if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle) {
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if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle) {
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if (!wait_for_charge_bypass || (wait_for_charge_bypass && g_pLocalPlayer->flZoomBegin <= 1.0f)) {
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if (!wait_for_charge_bypass || (wait_for_charge_bypass && g_pLocalPlayer->flZoomBegin <= 1.0f)) {
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float bdmg = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargedDamage);
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float bdmg = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargedDamage);
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if (g_GlobalVars->curtime - g_pLocalPlayer->flZoomBegin <= 1.0f) bdmg = 50.0f;
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if (g_GlobalVars->curtime - g_pLocalPlayer->flZoomBegin <= 1.0f) bdmg = 50.0f;
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if ((bdmg * 3) < (HasDarwins(entity) ? (entity->m_iHealth * 1.15) : entity->m_iHealth)) {
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if ((bdmg * 3) < (HasDarwins(entity) ? (entity->m_iHealth * 1.15) : entity->m_iHealth)) {
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// If player has charge bypassing fire at 100% charge even if wont kill
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return false;
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return false;
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}
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}
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}
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}
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