Improve backtrack reliability
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@ -126,7 +126,7 @@ bool shouldBacktrack()
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bool IsBacktracking()
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bool IsBacktracking()
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{
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{
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return (aimkey ? aimkey.isKeyDown() : true) && shouldBacktrack();
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return (!aimkey_mode || (aimkey ? aimkey.isKeyDown() : true)) && shouldBacktrack();
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}
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}
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// Am I holding Hitman's Heatmaker ?
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// Am I holding Hitman's Heatmaker ?
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@ -138,9 +138,6 @@ static bool CarryingHeatmaker()
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// Backtrack filter for aimbot
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// Backtrack filter for aimbot
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bool aimbotTickFilter(CachedEntity *ent, hacks::tf2::backtrack::BacktrackData tick)
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bool aimbotTickFilter(CachedEntity *ent, hacks::tf2::backtrack::BacktrackData tick)
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{
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{
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// Not hitscan, no vischeck needed
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if (g_pLocalPlayer->weapon_mode != weapon_hitscan)
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return true;
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// FOV check
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// FOV check
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if (*fov > 0.0f)
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if (*fov > 0.0f)
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{
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{
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@ -149,6 +146,9 @@ bool aimbotTickFilter(CachedEntity *ent, hacks::tf2::backtrack::BacktrackData ti
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if (fov_scr > *fov)
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if (fov_scr > *fov)
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return false;
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return false;
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}
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}
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// Not hitscan, no vischeck needed
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if (g_pLocalPlayer->weapon_mode != weapon_hitscan)
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return true;
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// Return visibility
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// Return visibility
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return IsEntityVectorVisible(ent, tick.hitboxes.at(head).center, MASK_SHOT);
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return IsEntityVectorVisible(ent, tick.hitboxes.at(head).center, MASK_SHOT);
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}
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}
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