more fixes

This commit is contained in:
julianacat 2017-07-02 02:46:05 -05:00
parent afc32b6a1f
commit 79870f6c5c
2 changed files with 4 additions and 4 deletions

View File

@ -150,7 +150,7 @@ void CreateMove() {
// Check if player can aim and if aimkey allows aiming
// We also preform a CanShoot check here per the old canshoot method
if (shouldAim && UpdateAimkey() && GetCanAim(1)) {
if (shouldAim && aimkeyStatus && GetCanAim(1)) {
// Check if player isnt using a huntsman
if (g_pLocalPlayer->weapon()->m_iClassID != CL_CLASS(CTFCompoundBow)) {
@ -267,10 +267,10 @@ bool ShouldAim() {
}
// Function to find a suitable target
CachedEntity* RetrieveBestTarget(bool aimkey) {
CachedEntity* RetrieveBestTarget(bool aimkey_state) {
// If we have a previously chosen target, target lock is on, and the aimkey is allowed, then attemt to keep the previous target
if (target_lock && foundTarget && aimkey) {
if (target_lock && foundTarget && aimkey_state) {
if (CE_GOOD(target_last)) {
// Check if previous target is still good
if (IsTargetStateGood(target_last)) {

View File

@ -50,7 +50,7 @@ float EffectiveTargetingRange();
CachedEntity* CurrentTarget();
bool ShouldAim();
CachedEntity* RetrieveBestTarget();
CachedEntity* RetrieveBestTarget(bool aimkey_state);
bool IsTargetStateGood(CachedEntity* entity);
void Aim(CachedEntity* entity);
bool CanAutoShoot();