Push tm?
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@ -108,8 +108,6 @@ bool BacktrackAimbot()
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CachedEntity *tar = ENTITY(iBestTarget);
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if (CE_BAD(tar))
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return false;
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int tickcnt = 0;
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int tickus = (float(hacks::shared::backtrack::getLatency()) > 800.0f || float(hacks::shared::backtrack::getLatency()) < 200.0f) ? 12 : 24;
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for (auto i : hacks::shared::backtrack::headPositions[iBestTarget])
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{
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if (hacks::shared::backtrack::ValidTick(i, tar))
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@ -18,6 +18,7 @@ namespace backtrack = hacks::shared::backtrack;
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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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// Not required anymore, keeping for future reference
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Vector rotateVector(Vector center, float radianAngle, Vector p)
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{
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float s = sin(radianAngle);
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@ -71,14 +72,7 @@ bool unifiedCanBackstab(Vector &vecAngle, Vector min, Vector max,
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if (!min.x && !max.x)
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return false;
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// Calculate head position
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Vector currEye = g_pLocalPlayer->v_Eye;
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float rotateRadians = atan2(currEye.x, currEye.y);
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Vector center = (LOCAL_E->hitboxes.GetHitbox(upperArm_L)->center +
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LOCAL_E->hitboxes.GetHitbox(upperArm_R)->center) /
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2;
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center.z = currEye.z;
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Vector head = rotateVector(center, rotateRadians, currEye);
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Vector head = g_pLocalPlayer->v_Eye;
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// Check if we are in range. Note: This has to be done in order to avoid
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// false positives even when "forward" is only "meleeRange" away from the
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