Autobacktrackstab fixes
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18571905ff
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@ -17,16 +17,6 @@ namespace hacks::tf2::autobackstab
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static settings::Bool enable{ "autobackstab.enable", "0" };
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static settings::Bool silent{ "autobackstab.silent", "1" };
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const static float headOffset = 2.5f;
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bool rangeCheck(Vector hitboxLoc)
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{
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float meleeRange = re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
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Vector center = (LOCAL_E->hitboxes.GetHitbox(upperArm_L)->center + LOCAL_E->hitboxes.GetHitbox(upperArm_R)->center) / 2;
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center.z = g_pLocalPlayer->v_Eye.z;
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return (center.DistTo(hitboxLoc) <= meleeRange + headOffset);
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}
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Vector rotateVector(Vector center, float radianAngle, Vector p)
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{
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float s = sin(radianAngle);
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@ -47,20 +37,6 @@ Vector rotateVector(Vector center, float radianAngle, Vector p)
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return p;
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}
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//void updateHeadOffset()
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//{
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// Vector center = (LOCAL_E->hitboxes.GetHitbox(upperArm_L)->center + LOCAL_E->hitboxes.GetHitbox(upperArm_R)->center) / 2;
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// Vector eye = g_pLocalPlayer->v_Eye;
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// center.z = eye.z;
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// float currOffset = eye.DistTo(center);
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// if (currOffset > headOffset)
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// {
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// headOffset = currOffset;
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// }
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// if (removeMe.test_and_set(2000))
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// logging::Info("%f", currOffset);
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//}
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// Function to find the closest hitbox to the v_Eye for a given ent
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int ClosestDistanceHitbox(CachedEntity *target)
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{
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@ -80,119 +56,24 @@ int ClosestDistanceHitbox(CachedEntity *target)
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return closest;
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}
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// pPaste, thanks to F1ssi0N
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const Vector GetWorldSpaceCenter(CachedEntity *ent)
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{
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Vector vMin, vMax;
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RAW_ENT(ent)->GetRenderBounds(vMin, vMax);
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Vector vWorldSpaceCenter = RAW_ENT(ent)->GetAbsOrigin();
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vWorldSpaceCenter.z += (vMin.z + vMax.z) / 2;
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return vWorldSpaceCenter;
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}
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void traceEntity(int *result_eindex, Vector *result_pos, QAngle angle,
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Vector loc, float meleeRange)
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{
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Ray_t ray;
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Vector forward;
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float sp, sy, cp, cy;
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trace_t trace;
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trace::filter_default.SetSelf(RAW_ENT(g_pLocalPlayer->entity));
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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 + loc;
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ray.Init(loc, forward);
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g_ITrace->TraceRay(ray, MASK_SHOT_HULL, &trace::filter_default, &trace);
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if (result_pos)
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*result_pos = trace.endpos;
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if (result_eindex)
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{
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*result_eindex = 0;
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}
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if (trace.m_pEnt && result_eindex)
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{
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*result_eindex = ((IClientEntity *) (trace.m_pEnt))->entindex();
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}
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}
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bool canBackstab(CachedEntity *tar, Vector angle, Vector loc, Vector hitboxLoc)
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{
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float meleeRange = re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
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Vector targetAngle = NET_VECTOR(RAW_ENT(tar), netvar.m_angEyeAngles);
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if (fabsf(angle.y - targetAngle.y) < 45)
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{
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int IDX;
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Vector hitLoc;
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traceEntity(&IDX, &hitLoc, QAngle(angle.x, angle.y, angle.z), loc, meleeRange);
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if (IDX == tar->m_IDX)
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{
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loc.z = g_pLocalPlayer->v_Eye.z;
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if (rangeCheck(hitboxLoc))
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return true;
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}
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}
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return false;
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}
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bool canBacktrackStab(hacks::shared::backtrack::BacktrackData &i,
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Vector vecAngle, Vector loc, Vector hitboxLoc, float targetAngle)
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{
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float meleeRange = re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
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if (fabsf(vecAngle.y - targetAngle) >= 45)
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return false;
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if (!rangeCheck(hitboxLoc))
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return false;
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auto min = i.spineMin;
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auto max = i.spineMax;
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if (!min.x && !max.x)
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return false;
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// Get the min and max for the hitbox
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Vector minz(fminf(min.x, max.x), fminf(min.y, max.y), fminf(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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float sp, sy, cp, cy;
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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 + headOffset) + loc;
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Vector hit;
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if (hacks::shared::triggerbot::CheckLineBox(
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minz, maxz, g_pLocalPlayer->v_Eye, forward, hit))
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return true;
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return false;
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}
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bool unifiedCanBackstab(Vector &vecAngle, Vector min, Vector max, Vector hitboxLoc, CachedEntity *besttarget)
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bool unifiedCanBackstab(Vector &vecAngle, Vector min, Vector max,
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Vector hitboxLoc, CachedEntity *besttarget)
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{
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// Get melee range
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float meleeRange = re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
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if (fabsf(vecAngle.y - NET_VECTOR(RAW_ENT(besttarget), netvar.m_angEyeAngles).y) >= 45)
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if (fabsf(vecAngle.y -
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NET_VECTOR(RAW_ENT(besttarget), netvar.m_angEyeAngles).y) >= 45)
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return false;
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if (!min.x && !max.x)
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return false;
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//Calculate head position
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Vector currEye = g_pLocalPlayer->v_Eye;
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float rotateRadians = atan2(currEye.x,currEye.y);
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Vector center = (LOCAL_E->hitboxes.GetHitbox(upperArm_L)->center + LOCAL_E->hitboxes.GetHitbox(upperArm_R)->center) / 2;
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center.z = currEye.z;
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// Calculate head position
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Vector currEye = g_pLocalPlayer->v_Eye;
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float rotateRadians = atan2(currEye.x, currEye.y);
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Vector center = (LOCAL_E->hitboxes.GetHitbox(upperArm_L)->center +
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LOCAL_E->hitboxes.GetHitbox(upperArm_R)->center) /
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2;
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center.z = currEye.z;
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Vector head = rotateVector(center, rotateRadians, currEye);
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// Check if we are in range. Note: This has to be done in order to avoid
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@ -201,7 +82,7 @@ bool unifiedCanBackstab(Vector &vecAngle, Vector min, Vector max, Vector hitboxL
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if (head.DistTo(hitboxLoc) > meleeRange)
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return false;
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//Calculate head x angle
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// Calculate head x angle
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Vector tr = (hitboxLoc - head);
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Vector xAngle;
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VectorAngles(tr, xAngle);
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@ -227,14 +108,11 @@ bool unifiedCanBackstab(Vector &vecAngle, Vector min, Vector max, Vector hitboxL
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Vector hit;
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// Check if we our line is within the targets hitbox
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if (hacks::shared::triggerbot::CheckLineBox(
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minz, maxz, head, forward, hit))
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if (hacks::shared::triggerbot::CheckLineBox(minz, maxz, head, forward, hit))
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return true;
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return false;
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}
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void CreateMove()
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{
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if (!enable)
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@ -243,6 +121,8 @@ void CreateMove()
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return;
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if (g_pLocalPlayer->weapon()->m_iClassID() != CL_CLASS(CTFKnife))
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return;
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if (!CanShoot())
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return;
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CachedEntity *besttarget = nullptr;
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for (int i = 0; i < g_IEngine->GetMaxClients(); i++)
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{
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@ -252,14 +132,14 @@ void CreateMove()
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if (target == LOCAL_E || target->m_iTeam() == LOCAL_E->m_iTeam() ||
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!target->m_bAlivePlayer() || target->m_Type() != ENTITY_PLAYER)
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continue;
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if (target->hitboxes.GetHitbox(spine_2)->center.DistTo(
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if (target->hitboxes.GetHitbox(spine_3)->center.DistTo(
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g_pLocalPlayer->v_Eye) <= 300.0f)
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{
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if (CE_GOOD(besttarget))
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{
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if (target->hitboxes.GetHitbox(spine_2)->center.DistTo(
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if (target->hitboxes.GetHitbox(spine_3)->center.DistTo(
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g_pLocalPlayer->v_Eye) <
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besttarget->hitboxes.GetHitbox(spine_2)->center.DistTo(
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besttarget->hitboxes.GetHitbox(spine_3)->center.DistTo(
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g_pLocalPlayer->v_Eye))
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besttarget = target;
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}
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@ -282,7 +162,15 @@ void CreateMove()
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.GetHitbox(ClosestDistanceHitbox(besttarget))
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->center;
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if (!unifiedCanBackstab(angle, besttarget->hitboxes.GetHitbox(ClosestDistanceHitbox(besttarget))->min, besttarget->hitboxes.GetHitbox(ClosestDistanceHitbox(besttarget))->max, hitboxLoc, besttarget))
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if (!unifiedCanBackstab(
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angle,
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besttarget->hitboxes
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.GetHitbox(ClosestDistanceHitbox(besttarget))
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->min,
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besttarget->hitboxes
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.GetHitbox(ClosestDistanceHitbox(besttarget))
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->max,
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hitboxLoc, besttarget))
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continue;
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current_user_cmd->viewangles = angle;
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current_user_cmd->buttons |= IN_ATTACK;
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@ -309,9 +197,37 @@ void CreateMove()
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if (!good_tick)
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continue;
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// Check if we are inside the target (which will in most cases
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// result in a failstab)
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std::pair<Vector, Vector> collidableMinMax(
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RAW_ENT(LOCAL_E)->GetCollideable()->OBBMins() +
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g_pLocalPlayer->v_Origin,
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RAW_ENT(LOCAL_E)->GetCollideable()->OBBMaxs() +
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g_pLocalPlayer->v_Origin);
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// Get dist Z to Z
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float halfHeight =
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(i.spineMin.DistTo(
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Vector{ i.spineMin.x, i.spineMin.y, i.spineMax.z })) /
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2;
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// Make our first diagonal line
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std::pair<Vector, Vector> line1(
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{ i.spineMin.x, i.spineMin.y, i.spineMin.z + halfHeight },
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{ i.spineMax.x, i.spineMax.y, i.spineMax.z - halfHeight });
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// Make our second diagonal line
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std::pair<Vector, Vector> line2(
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{ line1.second.x, line1.first.y, line1.first.z },
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{ line1.first.x, line1.second.y, line1.first.z });
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if (LineIntersectsBox(collidableMinMax.first,
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collidableMinMax.second, line1.first,
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line1.second) ||
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LineIntersectsBox(collidableMinMax.first,
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collidableMinMax.second, line2.first,
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line2.second))
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continue;
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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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if (unifiedCanBackstab(angle, i.spineMin, i.spineMax, i.spine, besttarget))
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if (unifiedCanBackstab(angle, i.spineMin, i.spineMax,
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i.spine, besttarget))
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{
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current_user_cmd->tick_count = i.tickcount;
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current_user_cmd->viewangles = angle;
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