Update NavBot.cpp
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@ -414,10 +414,11 @@ void CreateMove()
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// Distance check
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// Distance check
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if (min.DistTo(g_pLocalPlayer->v_Eye) > re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W)) && max.DistTo(g_pLocalPlayer->v_Eye) > re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W)) && GetBuildingPosition(ent).DistTo(g_pLocalPlayer->v_Eye) > re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W)))
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if (min.DistTo(g_pLocalPlayer->v_Eye) > re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W)) && max.DistTo(g_pLocalPlayer->v_Eye) > re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W)) && GetBuildingPosition(ent).DistTo(g_pLocalPlayer->v_Eye) > re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W)))
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{
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{
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float min = min.DistTo(g_pLocalPlayer->v_Eye);
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float minf = min.DistTo(g_pLocalPlayer->v_Eye);
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float max = max.DistTo(g_pLocalPlayer->v_Eye);
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float maxf = max.DistTo(g_pLocalPlayer->v_Eye);
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float center = GetBuildingPosition(ent).DistTo(g_pLocalPlayer->v_Eye);
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float center = GetBuildingPosition(ent).DistTo(g_pLocalPlayer->v_Eye);
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float closest = fminf(min, fminf(max, center));
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float closest = fminf(minf, fminf(maxf, center));
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Vector tonav = (minf == closest) ? min : (maxf == closest) ? max : GetBuildingPosition(ent);
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nav::NavTo(closest, false, false);
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nav::NavTo(closest, false, false);
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}
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}
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Vector tr = GetBuildingPosition(ent) - g_pLocalPlayer->v_Eye;
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Vector tr = GetBuildingPosition(ent) - g_pLocalPlayer->v_Eye;
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