Add duckjump stuff
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@ -435,7 +435,7 @@ static void autoJump()
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return;
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return;
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if (getNearestPlayerDistance().second <= *jump_distance)
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if (getNearestPlayerDistance().second <= *jump_distance)
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current_user_cmd->buttons |= IN_JUMP;
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current_user_cmd->buttons |= IN_JUMP | IN_DUCK;
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}
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}
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enum slots
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enum slots
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@ -607,7 +607,7 @@ static void cm()
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}
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}
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// Detect when jumping is necessary
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// Detect when jumping is necessary
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if ((!(g_pLocalPlayer->holding_sniper_rifle && g_pLocalPlayer->bZoomed) && crumb->z - g_pLocalPlayer->v_Origin.z > 18 && last_jump.test_and_set(200)) || (last_jump.test_and_set(200) && inactivity.check(3000)))
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if ((!(g_pLocalPlayer->holding_sniper_rifle && g_pLocalPlayer->bZoomed) && crumb->z - g_pLocalPlayer->v_Origin.z > 18 && last_jump.test_and_set(200)) || (last_jump.test_and_set(200) && inactivity.check(3000)))
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current_user_cmd->buttons |= IN_JUMP;
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current_user_cmd->buttons |= IN_JUMP | IN_DUCK;
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// If inactive for too long
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// If inactive for too long
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if (inactivity.check(*stuck_time))
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if (inactivity.check(*stuck_time))
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{
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{
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