Decrease autobackstab melee range instead of shrinking hitbox
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1a382659ce
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553bb50141
@ -118,6 +118,7 @@ static void doBacktrackStab()
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continue;
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continue;
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Vector distcheck = btp.entorigin;
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Vector distcheck = btp.entorigin;
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distcheck.z = g_pLocalPlayer->v_Eye.z;
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distcheck.z = g_pLocalPlayer->v_Eye.z;
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// dont stab while inside the enemy
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if (distcheck.DistTo(g_pLocalPlayer->v_Eye) < 20.0f)
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if (distcheck.DistTo(g_pLocalPlayer->v_Eye) < 20.0f)
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continue;
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continue;
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// Get and calculate an angle to use to backstab the ent
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// Get and calculate an angle to use to backstab the ent
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@ -126,13 +127,9 @@ static void doBacktrackStab()
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continue;
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continue;
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Vector &min = btp.collidable.min;
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Vector &min = btp.collidable.min;
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Vector &max = btp.collidable.max;
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Vector &max = btp.collidable.max;
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// Shrink by 5%
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min.x += (max.x - min.x) / 100.0f * 5.0f;
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max.x -= (max.x - min.x) / 100.0f * 5.0f;
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min.y += (max.y - min.y) / 100.0f * 5.0f;
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max.y -= (max.y - min.y) / 100.0f * 5.0f;
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Vector hit;
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Vector hit;
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if (hacks::shared::triggerbot::CheckLineBox(min, max, g_pLocalPlayer->v_Eye, GetForwardVector(g_pLocalPlayer->v_Eye, newangle, swingrange), hit))
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// Check if we can hit the enemies hitbox
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if (hacks::shared::triggerbot::CheckLineBox(min, max, g_pLocalPlayer->v_Eye, GetForwardVector(g_pLocalPlayer->v_Eye, newangle, swingrange * 0.95f), hit))
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{
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{
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current_user_cmd->tick_count = btp.tickcount;
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current_user_cmd->tick_count = btp.tickcount;
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current_user_cmd->viewangles = newangle;
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current_user_cmd->viewangles = newangle;
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