FB: Autojump, AFK and canReachVector improvements
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5e05e151e8
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@ -76,7 +76,7 @@ void checkAFK()
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auto entity = ENTITY(i);
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if (CE_BAD(entity))
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continue;
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if (!CE_VECTOR(entity, netvar.vVelocity).IsZero(40.0f))
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if (!CE_VECTOR(entity, netvar.vVelocity).IsZero(60.0f))
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{
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afkTicks[i].update();
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}
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@ -352,7 +352,7 @@ void WorldTick()
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if (dist_to_target > (float) follow_distance)
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{
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// Check for jump
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if (autojump && lastJump.check(1000) && (idle_time.check(2000) || DistanceToGround(breadcrumbs[0]) > 42))
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if (autojump && lastJump.check(1000) && (idle_time.check(2000) || DistanceToGround({breadcrumbs[0].x,breadcrumbs[0].y,breadcrumbs[0].z + 5}) > 47))
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{
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g_pUserCmd->buttons |= IN_JUMP;
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lastJump.update();
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@ -195,7 +195,7 @@ bool canReachVector(Vector loc, Vector dest)
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// math to get the next vector 40.0f in the direction of dest
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Vector vec = loc + dist / vectorMax(vectorAbs(dist)) * 40.0f * (i + 1);
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if (DistanceToGround(vec) >= 45)
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if (DistanceToGround({vec.x,vec.y,vec.z + 5}) >= 40)
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return false;
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for (int j = 0; j < 4; j++)
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@ -233,7 +233,7 @@ bool canReachVector(Vector loc, Vector dest)
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// check if the vector is too high above ground
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// higher to avoid small false positives, player can jump 42 hu according to
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// the tf2 wiki
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if (DistanceToGround(loc) >= 45)
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if (DistanceToGround({loc.x,loc.y,loc.z + 5}) >= 40)
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return false;
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// check if there is enough space arround the vector for a player to fit
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