more fixes
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@ -150,7 +150,7 @@ void CreateMove() {
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// Check if player can aim and if aimkey allows aiming
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// We also preform a CanShoot check here per the old canshoot method
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if (shouldAim && UpdateAimkey() && GetCanAim(1)) {
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if (shouldAim && aimkeyStatus && GetCanAim(1)) {
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// Check if player isnt using a huntsman
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if (g_pLocalPlayer->weapon()->m_iClassID != CL_CLASS(CTFCompoundBow)) {
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@ -267,10 +267,10 @@ bool ShouldAim() {
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}
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// Function to find a suitable target
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CachedEntity* RetrieveBestTarget(bool aimkey) {
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CachedEntity* RetrieveBestTarget(bool aimkey_state) {
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// If we have a previously chosen target, target lock is on, and the aimkey is allowed, then attemt to keep the previous target
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if (target_lock && foundTarget && aimkey) {
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if (target_lock && foundTarget && aimkey_state) {
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if (CE_GOOD(target_last)) {
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// Check if previous target is still good
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if (IsTargetStateGood(target_last)) {
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@ -50,7 +50,7 @@ float EffectiveTargetingRange();
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CachedEntity* CurrentTarget();
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bool ShouldAim();
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CachedEntity* RetrieveBestTarget();
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CachedEntity* RetrieveBestTarget(bool aimkey_state);
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bool IsTargetStateGood(CachedEntity* entity);
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void Aim(CachedEntity* entity);
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bool CanAutoShoot();
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