Backtrack.cpp: tiny improvements
Remove unused highesttick array Don't go through switch evaluation if *slots == 0 Reset BestTick and iBestTarget on each LevelInit
This commit is contained in:
parent
5570c2aeac
commit
9899fc55c1
@ -30,7 +30,6 @@ std::pair<int, int> getBestEntBestTick();
|
||||
bool shouldBacktrack();
|
||||
|
||||
BacktrackData headPositions[32][66]{};
|
||||
int highesttick[32]{};
|
||||
int lastincomingsequencenumber = 0;
|
||||
bool isBacktrackEnabled = false;
|
||||
bool Vischeck_Success = false;
|
||||
@ -75,6 +74,8 @@ void Init()
|
||||
for (int i = 0; i < 32; i++)
|
||||
for (int j = 0; j < 66; j++)
|
||||
headPositions[i][j] = {};
|
||||
|
||||
BestTick = iBestTarget = -1;
|
||||
}
|
||||
|
||||
int BestTick = -1;
|
||||
@ -287,12 +288,11 @@ bool shouldBacktrack()
|
||||
CachedEntity *wep = g_pLocalPlayer->weapon();
|
||||
if (CE_BAD(wep))
|
||||
return false;
|
||||
if (*slots == 0)
|
||||
return true;
|
||||
int slot = re::C_BaseCombatWeapon::GetSlot(RAW_ENT(wep));
|
||||
switch ((int) slots)
|
||||
{
|
||||
case 0:
|
||||
return true;
|
||||
break;
|
||||
case 1:
|
||||
if (slot == 0)
|
||||
return true;
|
||||
|
Reference in New Issue
Block a user