Making autobackstab better by making it simpler
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43f207bc35
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@ -103,69 +103,41 @@ static void doBacktrackStab()
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CachedEntity *ent;
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if (hacks::shared::backtrack::iBestTarget < 1)
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return;
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// Get the best ent decided by backtrack (no reason to do work twice)
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ent = ENTITY(hacks::shared::backtrack::iBestTarget);
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if (!ent->m_bEnemy() || !player_tools::shouldTarget(ent))
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return;
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auto &btd = hacks::shared::backtrack::headPositions[ent->m_IDX];
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Vector newangle = g_pLocalPlayer->v_OrigViewangles;
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std::vector<float> yangles;
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float best_scr = FLT_MAX;
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hacks::shared::backtrack::BacktrackData *best_tick;
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for (int ii = 0; ii < 66; ii++)
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// Get the ent's backtrack ticks
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auto &btd = hacks::shared::backtrack::headPositions[ent->m_IDX];
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for (int i = 0; i < 66; i++)
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{
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std::vector<float> yangles_tmp;
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auto &i = btd[ii];
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Vector distcheck = i.entorigin;
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auto &btp = btd[i];
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// Check if the backtrack positions are valid
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if (!hacks::shared::backtrack::ValidTick(btp, ent))
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continue;
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Vector distcheck = btp.entorigin;
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distcheck.z = g_pLocalPlayer->v_Eye.z;
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if (distcheck.DistTo(g_pLocalPlayer->v_Eye) < best_scr && distcheck.DistTo(g_pLocalPlayer->v_Eye) > 20.0f)
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if (distcheck.DistTo(g_pLocalPlayer->v_Eye) < 20.0f)
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continue;
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// Get and calculate an angle to use to backstab the ent
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Vector newangle = GetAimAtAngles(g_pLocalPlayer->v_Eye, btp.hitboxes.at(spine_1).center);
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if (!angleCheck(ent, btp.entorigin, newangle))
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continue;
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Vector &min = btp.collidable.min;
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Vector &max = btp.collidable.max;
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Vector hit;
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if (hacks::shared::triggerbot::CheckLineBox(min, max, g_pLocalPlayer->v_Eye, GetForwardVector(g_pLocalPlayer->v_Eye, newangle, swingrange), hit))
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{
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for (newangle.y = -180.0f; newangle.y < 180.0f; newangle.y += 5.0f)
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{
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if (!hacks::shared::backtrack::ValidTick(i, ent))
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continue;
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if (!angleCheck(ent, i.entorigin, newangle))
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continue;
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Vector &min = i.collidable.min;
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Vector &max = i.collidable.max;
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// Get the min and max for the hitbox
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Vector minz(fminf(min.x, max.x), fminf(min.y, max.y), fminf(min.z, max.z));
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Vector maxz(fmaxf(min.x, max.x), fmaxf(min.y, max.y), fmaxf(min.z, max.z));
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// Shrink the hitbox here
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Vector size = maxz - minz;
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Vector smod = { size.x * 0.20f, size.y * 0.20f, 0 };
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// Save the changes to the vectors
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minz += smod;
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maxz -= smod;
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maxz.z += 20.0f;
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Vector hit;
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if (hacks::shared::triggerbot::CheckLineBox(minz, maxz, g_pLocalPlayer->v_Eye, GetForwardVector(g_pLocalPlayer->v_Eye, newangle, swingrange), hit))
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yangles_tmp.push_back(newangle.y);
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}
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if (!yangles_tmp.empty())
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{
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yangles.clear();
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best_scr = distcheck.DistTo(g_pLocalPlayer->v_Eye);
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best_tick = &i;
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yangles = yangles_tmp;
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}
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current_user_cmd->tick_count = btp.tickcount;
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current_user_cmd->viewangles = newangle;
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current_user_cmd->buttons |= IN_ATTACK;
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g_pLocalPlayer->bUseSilentAngles = true;
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if (!*bSendPackets)
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*bSendPackets = true;
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return;
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}
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}
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if (!yangles.empty() && best_tick)
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{
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newangle.y = yangles.at(std::floor((float) yangles.size() / 2));
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current_user_cmd->tick_count = best_tick->tickcount;
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current_user_cmd->viewangles = newangle;
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current_user_cmd->buttons |= IN_ATTACK;
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g_pLocalPlayer->bUseSilentAngles = true;
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}
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if (!*bSendPackets)
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*bSendPackets = true;
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}
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static void doLegitBacktrackStab() // lol
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