idek know anymore
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@ -107,16 +107,7 @@ bool unifiedCanBackstab(CachedEntity *tar, Vector &vecAngle,
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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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Vector maxz(fmaxf(min.x, max.x), fmaxf(min.y, max.y), fmaxf(min.z, max.z));
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Vector forward;
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Vector forward;
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float sp, sy, cp, cy;
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AngleVectors2(VectorToQAngle(vecAngle), &forward);
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QAngle angle = VectorToQAngle(vecAngle);
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// Use math to get a vector in front of the player
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sy = sinf(DEG2RAD(angle[1]));
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cy = cosf(DEG2RAD(angle[1]));
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sp = sinf(DEG2RAD(angle[0]));
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cp = cosf(DEG2RAD(angle[0]));
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forward.x = cp * cy;
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forward.y = cp * sy;
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forward.z = -sp;
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forward = forward * meleeRange + head;
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forward = forward * meleeRange + head;
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Vector hit;
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Vector hit;
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@ -206,11 +197,6 @@ void CreateMove()
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for (angle.y = -180.0f; angle.y < 180.0f; angle.y += 10.0f)
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for (angle.y = -180.0f; angle.y < 180.0f; angle.y += 10.0f)
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{
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{
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Vector hitboxLoc =
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besttarget->hitboxes
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.GetHitbox(ClosestDistanceHitbox(besttarget))
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->center;
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if (!unifiedCanBackstab(besttarget, angle, origin, min, max))
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if (!unifiedCanBackstab(besttarget, angle, origin, min, max))
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continue;
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continue;
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current_user_cmd->viewangles = angle;
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current_user_cmd->viewangles = angle;
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@ -224,22 +210,22 @@ void CreateMove()
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else
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else
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{
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{
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int idx = besttarget->m_IDX;
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int idx = besttarget->m_IDX;
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for (auto i : backtrack::headPositions[idx])
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for (int j = 0; j < 66; j++)
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{
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{
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auto i = backtrack::headPositions[idx][j];
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if (!backtrack::ValidTick(i, besttarget))
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if (!backtrack::ValidTick(i, besttarget))
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continue;
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continue;
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backtrack::hitboxData &hitbox =
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i.hitboxes.at(ClosestDistanceHitbox(besttarget, i));
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for (angle.y = -180.0f; angle.y < 180.0f; angle.y += 20.0f)
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for (angle.y = -180.0f; angle.y < 180.0f; angle.y += 20.0f)
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{
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{
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if (unifiedCanBackstab(besttarget, angle, i.entorigin, i.collidable.min, i.collidable.max))
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if (unifiedCanBackstab(besttarget, angle, i.entorigin, i.hitboxes.at(spine_3).min, i.hitboxes.at(spine_3).max))
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{
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{
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current_user_cmd->tick_count = i.tickcount;
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current_user_cmd->tick_count = i.tickcount;
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current_user_cmd->viewangles = angle;
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current_user_cmd->viewangles = angle;
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current_user_cmd->buttons |= IN_ATTACK;
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current_user_cmd->buttons |= IN_ATTACK;
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if (silent)
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if (silent)
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g_pLocalPlayer->bUseSilentAngles = true;
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g_pLocalPlayer->bUseSilentAngles = true;
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logging::Info("Success on tick %i", j);
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return;
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return;
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}
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}
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}
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}
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