From 79870f6c5cc293329490b0a0e2846e28f032cfc0 Mon Sep 17 00:00:00 2001 From: julianacat Date: Sun, 2 Jul 2017 02:46:05 -0500 Subject: [PATCH] more fixes --- src/hacks/Aimbot.cpp | 6 +++--- src/hacks/Aimbot.h | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/src/hacks/Aimbot.cpp b/src/hacks/Aimbot.cpp index bf6d4920..f7233ce6 100644 --- a/src/hacks/Aimbot.cpp +++ b/src/hacks/Aimbot.cpp @@ -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)) { diff --git a/src/hacks/Aimbot.h b/src/hacks/Aimbot.h index a501b7c1..19261622 100644 --- a/src/hacks/Aimbot.h +++ b/src/hacks/Aimbot.h @@ -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();