Decrease autobackstab melee range instead of shrinking hitbox

This commit is contained in:
TotallyNotElite 2019-04-28 14:39:08 +02:00
parent 1a382659ce
commit 553bb50141

View File

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