Autobacktrackstab
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.gitignore
vendored
3
.gitignore
vendored
@ -276,4 +276,5 @@ cathook.cbp
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.project
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.project
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.cproject
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.cproject
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.settings
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.settings
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\.directory
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@ -17,7 +17,9 @@ struct BacktrackData
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Vector hitboxpos{ 0.0f, 0.0f, 0.0f };
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Vector hitboxpos{ 0.0f, 0.0f, 0.0f };
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Vector min{ 0.0f, 0.0f, 0.0f };
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Vector min{ 0.0f, 0.0f, 0.0f };
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Vector max{ 0.0f, 0.0f, 0.0f };
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Vector max{ 0.0f, 0.0f, 0.0f };
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Vector origin{ 0.0f, 0.0f, 0.0f };
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Vector spine{ 0.0f, 0.0f, 0.0f };
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Vector spineMin{ 0.0f, 0.0f, 0.0f };
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Vector spineMax{ 0.0f, 0.0f, 0.0f };
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float viewangles{ 0.0f };
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float viewangles{ 0.0f };
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float simtime{ 0.0f };
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float simtime{ 0.0f };
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Vector entorigin{ 0.0f, 0.0f, 0.0f };
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Vector entorigin{ 0.0f, 0.0f, 0.0f };
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@ -9,12 +9,31 @@
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#include "common.hpp"
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#include "common.hpp"
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#include "hacks/Backtrack.hpp"
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#include "hacks/Backtrack.hpp"
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#include "hacks/Aimbot.hpp"
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#include "hacks/Aimbot.hpp"
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#include "hacks/Trigger.hpp"
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static settings::Bool enable{ "autobackstab.enable", "0" };
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static settings::Bool enable{ "autobackstab.enable", "0" };
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static settings::Bool silent{ "autobackstab.silent", "1" };
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static settings::Bool silent{ "autobackstab.silent", "1" };
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namespace hacks::tf2::autobackstab
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namespace hacks::tf2::autobackstab
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{
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{
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// Function to find the closest hitbox to the v_Eye for a given ent
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int ClosestDistanceHitbox(CachedEntity *target)
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{
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int closest = -1;
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float closest_dist = 0.0f, dist = 0.0f;
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for (int i = 0; i < target->hitboxes.GetNumHitboxes(); i++)
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{
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dist =
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g_pLocalPlayer->v_Eye.DistTo(target->hitboxes.GetHitbox(i)->center);
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if (dist < closest_dist || closest == -1)
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{
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closest = i;
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closest_dist = dist;
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}
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}
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return closest;
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}
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// pPaste, thanks to F1ssi0N
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// pPaste, thanks to F1ssi0N
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const Vector GetWorldSpaceCenter(CachedEntity *ent)
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const Vector GetWorldSpaceCenter(CachedEntity *ent)
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@ -28,12 +47,13 @@ const Vector GetWorldSpaceCenter(CachedEntity *ent)
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std::pair<Vector, Vector> GetHitboxBounds(CachedEntity *it, int hitbox)
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std::pair<Vector, Vector> GetHitboxBounds(CachedEntity *it, int hitbox)
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{
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{
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std::pair<Vector, Vector> result(it->hitboxes.GetHitbox(hitbox)->min,it->hitboxes.GetHitbox(hitbox)->max);
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std::pair<Vector, Vector> result(it->hitboxes.GetHitbox(hitbox)->min,
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return result;
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it->hitboxes.GetHitbox(hitbox)->max);
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return result;
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}
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}
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void traceEntity(int *result_eindex, Vector *result_pos, QAngle angle,
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void traceEntity(int *result_eindex, Vector *result_pos, QAngle angle,
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Vector loc)
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Vector loc, float meleeRange)
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{
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{
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Ray_t ray;
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Ray_t ray;
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Vector forward;
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Vector forward;
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@ -48,7 +68,7 @@ void traceEntity(int *result_eindex, Vector *result_pos, QAngle angle,
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forward.x = cp * cy;
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forward.x = cp * cy;
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forward.y = cp * sy;
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forward.y = cp * sy;
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forward.z = -sp;
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forward.z = -sp;
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forward = forward * 8192.0f + loc;
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forward = forward * meleeRange + loc;
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ray.Init(loc, forward);
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ray.Init(loc, forward);
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g_ITrace->TraceRay(ray, MASK_SHOT_HULL, &trace::filter_default, &trace);
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g_ITrace->TraceRay(ray, MASK_SHOT_HULL, &trace::filter_default, &trace);
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if (result_pos)
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if (result_pos)
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@ -67,11 +87,11 @@ bool canBackstab(CachedEntity *tar, Vector angle, Vector loc, Vector hitboxLoc)
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{
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{
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float meleeRange = re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
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float meleeRange = re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
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Vector targetAngle = NET_VECTOR(RAW_ENT(tar), netvar.m_angEyeAngles);
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Vector targetAngle = NET_VECTOR(RAW_ENT(tar), netvar.m_angEyeAngles);
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if (fabsf(angle.y - targetAngle.y) < 80)
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if (fabsf(angle.y - targetAngle.y) < 45)
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{
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{
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int IDX;
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int IDX;
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Vector hitLoc;
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Vector hitLoc;
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traceEntity(&IDX, &hitLoc, QAngle(angle.x, angle.y, angle.z), loc);
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traceEntity(&IDX, &hitLoc, QAngle(angle.x, angle.y, angle.z), loc, meleeRange);
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if (IDX == tar->m_IDX)
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if (IDX == tar->m_IDX)
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{
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{
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if (loc.DistTo(hitboxLoc) <= meleeRange)
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if (loc.DistTo(hitboxLoc) <= meleeRange)
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@ -81,6 +101,50 @@ bool canBackstab(CachedEntity *tar, Vector angle, Vector loc, Vector hitboxLoc)
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return false;
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return false;
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}
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}
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bool canBacktrackStab(hacks::shared::backtrack::BacktrackData &i,
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Vector vecAngle, Vector loc, Vector hitboxLoc)
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{
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float meleeRange = re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
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float targetAngle = i.viewangles;
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if (fabsf(vecAngle.y - targetAngle) >= 45)
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return false;
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if (loc.DistTo(hitboxLoc) > meleeRange)
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return false;
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auto min = i.spineMin;
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auto max = i.spineMax;
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if (!min.x && !max.x)
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return false;
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// Get the min and max for the hitbox
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Vector minz(fminf(min.x, max.x), fminf(min.y, max.y), fminf(min.z, max.z));
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Vector maxz(fmaxf(min.x, max.x), fmaxf(min.y, max.y), fmaxf(min.z, max.z));
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// if (!IsVectorVisible(g_pLocalPlayer->v_Eye, minz, true) &&
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// !IsVectorVisible(g_pLocalPlayer->v_Eye, maxz, true))
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// return false;
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Vector forward;
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float sp, sy, cp, cy;
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QAngle angle = VectorToQAngle(vecAngle);
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// Use math to get a vector in front of the player
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sy = sinf(DEG2RAD(angle[1]));
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cy = cosf(DEG2RAD(angle[1]));
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sp = sinf(DEG2RAD(angle[0]));
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cp = cosf(DEG2RAD(angle[0]));
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forward.x = cp * cy;
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forward.y = cp * sy;
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forward.z = -sp;
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forward = forward * meleeRange + loc;
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Vector hit;
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if (hacks::shared::triggerbot::CheckLineBox(
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minz, maxz, g_pLocalPlayer->v_Eye, forward, hit))
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return true;
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return false;
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}
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void CreateMove()
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void CreateMove()
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{
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{
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if (!enable)
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if (!enable)
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@ -118,28 +182,76 @@ void CreateMove()
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}
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}
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if (CE_GOOD(besttarget))
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if (CE_GOOD(besttarget))
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{
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{
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Vector hitboxLoc =
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besttarget->hitboxes.GetHitbox(spine_2)
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->center;
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Vector angle = NET_VECTOR(RAW_ENT(LOCAL_E), netvar.m_angEyeAngles);
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Vector angle = NET_VECTOR(RAW_ENT(LOCAL_E), netvar.m_angEyeAngles);
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for (angle.y = -180.0f; angle.y < 180.0f; angle.y += 1.0f)
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if (!hacks::shared::backtrack::isBacktrackEnabled())
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{
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for (angle.y = -180.0f; angle.y < 180.0f; angle.y += 10.0f)
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{
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{
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Vector hitboxLoc =
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besttarget->hitboxes
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.GetHitbox(ClosestDistanceHitbox(besttarget))
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->center;
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// Get angles
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// Get angles
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Vector tr = (hitboxLoc - g_pLocalPlayer->v_Eye);
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Vector tr = (hitboxLoc - g_pLocalPlayer->v_Eye);
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Vector xAngle;
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Vector xAngle;
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VectorAngles(tr, xAngle);
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VectorAngles(tr, xAngle);
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// Clamping is important
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// Clamping is important
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fClampAngle(xAngle);
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fClampAngle(xAngle);
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angle.x = xAngle.x;
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angle.x = xAngle.x;
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if (canBackstab(besttarget, angle, g_pLocalPlayer->v_Eye, hitboxLoc))
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if (!canBackstab(besttarget, angle, g_pLocalPlayer->v_Eye,
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hitboxLoc))
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continue;
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current_user_cmd->viewangles = angle;
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current_user_cmd->buttons |= IN_ATTACK;
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besttarget = nullptr;
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if (silent)
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g_pLocalPlayer->bUseSilentAngles = true;
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return;
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}
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}
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else
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{
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int idx = besttarget->m_IDX;
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int tickcnt = 0;
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int tickus =
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(float(hacks::shared::backtrack::getLatency()) > 800.0f ||
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float(hacks::shared::backtrack::getLatency()) < 200.0f)
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? 12
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: 24;
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for (auto i : hacks::shared::backtrack::headPositions[idx])
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{
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bool good_tick = false;
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for (int j = 0; j < tickus; ++j)
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if (tickcnt ==
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hacks::shared::backtrack::sorted_ticks[j].tick &&
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hacks::shared::backtrack::sorted_ticks[j].tickcount !=
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INT_MAX)
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good_tick = true;
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tickcnt++;
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if (!good_tick)
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continue;
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// Get angles
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Vector tr = (i.spine - g_pLocalPlayer->v_Eye);
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Vector xAngle;
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VectorAngles(tr, xAngle);
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// Clamping is important
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fClampAngle(xAngle);
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angle.x = xAngle.x;
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for (angle.y = -180.0f; angle.y < 180.0f; angle.y += 40.0f)
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{
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{
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current_user_cmd->viewangles = angle;
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if (canBacktrackStab(i, angle, g_pLocalPlayer->v_Eye,
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current_user_cmd->buttons |= IN_ATTACK;
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i.spine))
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besttarget = nullptr;
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{
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if (silent)
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current_user_cmd->tick_count = i.tickcount;
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g_pLocalPlayer->bUseSilentAngles = true;
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current_user_cmd->viewangles = angle;
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return;
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current_user_cmd->buttons |= IN_ATTACK;
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if (silent)
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g_pLocalPlayer->bUseSilentAngles = true;
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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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}
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}
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}
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}
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@ -65,10 +65,10 @@ void Init()
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{
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{
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for (int i = 0; i < 32; i++)
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for (int i = 0; i < 32; i++)
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for (int j = 0; j < 66; j++)
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for (int j = 0; j < 66; j++)
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headPositions[i][j] =
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headPositions[i][j] = BacktrackData{
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BacktrackData{ 0, { 0, 0, 0 }, { 0, 0, 0 },
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0, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 },
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{ 0, 0, 0 }, { 0, 0, 0 }, 0,
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{ 0, 0, 0 }, { 0, 0, 0 }, 0, 0, { 0, 0, 0 }
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0, { 0, 0, 0 } };
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};
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}
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}
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int BestTick = 0;
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int BestTick = 0;
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@ -104,8 +104,9 @@ void Run()
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{
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{
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for (BacktrackData &btd : headPositions[i])
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for (BacktrackData &btd : headPositions[i])
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btd = BacktrackData{ 0, { 0, 0, 0 }, { 0, 0, 0 },
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btd = BacktrackData{ 0, { 0, 0, 0 }, { 0, 0, 0 },
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{ 0, 0, 0 }, { 0, 0, 0 }, 0,
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{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 },
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0, { 0, 0, 0 } };
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{ 0, 0, 0 }, 0, 0,
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{ 0, 0, 0 } };
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continue;
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continue;
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}
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}
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if (pEntity->m_iTeam() == LOCAL_E->m_iTeam())
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if (pEntity->m_iTeam() == LOCAL_E->m_iTeam())
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@ -122,15 +123,18 @@ void Run()
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float viewangles =
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float viewangles =
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(_viewangles > 180) ? _viewangles - 360 : _viewangles;
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(_viewangles > 180) ? _viewangles - 360 : _viewangles;
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float simtime = CE_FLOAT(pEntity, netvar.m_flSimulationTime);
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float simtime = CE_FLOAT(pEntity, netvar.m_flSimulationTime);
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Vector hitbox_spine = pEntity->hitboxes.GetHitbox(3)->center;
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Vector hitbox_spine = pEntity->hitboxes.GetHitbox(spine_3)->center;
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Vector hitbox_min = pEntity->hitboxes.GetHitbox(spine_3)->min;
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Vector hitbox_max = pEntity->hitboxes.GetHitbox(spine_3)->max;
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Vector ent_orig = pEntity->InternalEntity()->GetAbsOrigin();
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Vector ent_orig = pEntity->InternalEntity()->GetAbsOrigin();
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auto hdr = g_IModelInfo->GetStudiomodel(RAW_ENT(pEntity)->GetModel());
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auto hdr = g_IModelInfo->GetStudiomodel(RAW_ENT(pEntity)->GetModel());
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headPositions[i][cmd->command_number % getTicks()] =
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headPositions[i][cmd->command_number % getTicks()] =
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BacktrackData{ cmd->tick_count, hitboxpos, min, max,
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BacktrackData{ cmd->tick_count, hitboxpos, min, max,
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hitbox_spine, viewangles, simtime, ent_orig };
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hitbox_spine, hitbox_min, hitbox_max, viewangles,
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simtime, ent_orig };
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float FOVDistance = GetFov(g_pLocalPlayer->v_OrigViewangles,
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float FOVDistance = GetFov(g_pLocalPlayer->v_OrigViewangles,
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g_pLocalPlayer->v_Eye, hitboxpos);
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g_pLocalPlayer->v_Eye, hitboxpos);
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float distance = g_pLocalPlayer->v_Eye.DistTo(hitbox_spine);
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float distance = g_pLocalPlayer->v_Eye.DistTo(hitbox_spine);
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if (!IsMelee && bestFov > FOVDistance && FOVDistance < 60.0f)
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if (!IsMelee && bestFov > FOVDistance && FOVDistance < 60.0f)
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{
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{
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bestFov = FOVDistance;
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bestFov = FOVDistance;
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@ -176,7 +180,7 @@ void Run()
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if (IsMelee)
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if (IsMelee)
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{
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{
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distance = g_pLocalPlayer->v_Eye.DistTo(
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distance = g_pLocalPlayer->v_Eye.DistTo(
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headPositions[iBestTarget][t].origin);
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headPositions[iBestTarget][t].spine);
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if (distance < (float) mindistance)
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if (distance < (float) mindistance)
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continue;
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continue;
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if (distance < prev_distance_ticks && tempFOV < 90.0f)
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if (distance < prev_distance_ticks && tempFOV < 90.0f)
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