Fixed projpred bug that assumed speed of every player to be 0

This commit is contained in:
nullifiedcat 2017-04-10 13:48:16 +03:00
parent 9a7767d35d
commit c72c6c7f02
3 changed files with 2 additions and 8 deletions

View File

@ -75,7 +75,6 @@ void CreateMove() {
cur_proj_speed = (float)proj_speed;
if (proj_gravity)
cur_proj_grav = (float)proj_gravity;
// TODO priority modes (FOV, Smart, Distance, etc)
CachedEntity* target_highest = 0;
float target_highest_score = -256;
@ -287,11 +286,6 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
hit = GetBuildingPosition(entity);
}
if (projectile_mode) {
if (proj_speed)
cur_proj_speed = (float)proj_speed;
if (proj_gravity)
cur_proj_grav = (float)proj_gravity;
bool succ = false;
hit = ProjectilePrediction(entity, hitbox, cur_proj_speed, cur_proj_grav, PlayerGravityMod(entity));
}
//logging::Info("ayyming!");

View File

@ -540,7 +540,7 @@ bool GetProjectileData(CachedEntity* weapon, float& speed, float& gravity) {
return (rspeed || rgrav);
}
constexpr unsigned developer_list[] = { 347272825, 401679596 };
constexpr unsigned developer_list[] = { 306902159, 347272825, 401679596 };
bool Developer(CachedEntity* ent) {
if (ent->m_pPlayerInfo) {

View File

@ -55,7 +55,7 @@ Vector ProjectilePrediction(CachedEntity* ent, int hb, float speed, float gravit
Vector result = SimpleLatencyPrediction(ent, hb);
if (speed == 0.0f) return Vector();
float dtg = DistanceToGround(ent);
Vector vel = ent->m_vecVelocity;
Vector vel = CE_VECTOR(ent, netvar.vVelocity);
// TODO ProjAim
float medianTime = g_pLocalPlayer->v_Eye.DistTo(result) / speed;
float range = 1.5f;