Fixed projpred bug that assumed speed of every player to be 0
This commit is contained in:
parent
9a7767d35d
commit
c72c6c7f02
@ -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!");
|
||||
|
@ -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) {
|
||||
|
@ -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;
|
||||
|
Reference in New Issue
Block a user