if (C::Get<bool>(Vars.bMiscLimitTargetsPerTick))
{
for (int idx = 0, i < 16, i++) //we iterate through less entities than needed, therefore lowering the targets per tick scan.
{
...
}
}
else
{
// do it normally lmao
}
This won't work, you're just going to iterate trough the same 15 entities every time lolC++:if (C::Get<bool>(Vars.bMiscLimitTargetsPerTick)) { for (int idx = 0, i < 16, i++) //we iterate through less entities than needed, therefore lowering the targets per tick scan. { ... } } else { // do it normally lmao }
yes, hence the "limit targets per tick". any problem lmao?This won't work, you're just going to iterate trough the same 15 entities every time lol
lmao that's just wrong on so many levelsrecords > 3
record.empty
records++
the problem is that you are not limiting targets per tick you are just limiting the ragebot scan to 16 players, if you don't see any problem go back to learncpp.com pleaseyes, hence the "limit targets per tick". any problem lmao?
are you fucking joking lmao, less players = less targets. learncpp.comthe problem is that you are not limiting targets per tick you are just limiting the ragebot scan to 16 players, if you don't see any problem go back to learncpp.com please
1. Find players that u can scanhow does this feature work?
const bool bFrameBelowTickRate = globals->iIntervalPerTick > Iglobals->flAbsFrameTime;
const bool bFrameBelowExpected = globals->iIntervalPerTick * 2 > globals->flAbsFrameTime
// give this the initial value of true
bool bTargetUpdateTick = true;
// we only wanna update constantly if our frames arent fucking dying lmfao
if ( bFrameBelowTickRate )
bTargetUpdateTick = !( globals->iTickCount % 3 );
else if ( bFrameBelowExpected )
bTargetUpdateTick = !( globals->iTickCount % 2 );
// then if our frames are bad and we dont wanna update every fucking tick so we dont run cs slideshow
if ( !bTargetUpdateTick )
return;
I see what you did here lmfao but yeah meant i believe so anyway the amount of times you scan through entities per tick as that would make sense for fps reasons anyway lmaoC++:if (C::Get<bool>(Vars.bMiscLimitTargetsPerTick)) { for (int idx = 0, i < 16, i++) //we iterate through less entities than needed, therefore lowering the targets per tick scan. { ... } } else { // do it normally lmao }
thats not limiting targets though, thats just scanning the same targets shittiersince no one here understood what was asked
I see what you did here lmfao but yeah meant i believe so anyway the amount of times you scan through entities per tick as that would make sense for fps reasons anyway lmaoC++:const bool bFrameBelowTickRate = globals->iIntervalPerTick > Iglobals->flAbsFrameTime; const bool bFrameBelowExpected = globals->iIntervalPerTick * 2 > globals->flAbsFrameTime // give this the initial value of true bool bTargetUpdateTick = true; // we only wanna update constantly if our frames arent fucking dying lmfao if ( bFrameBelowTickRate ) bTargetUpdateTick = !( globals->iTickCount % 3 ); else if ( bFrameBelowExpected ) bTargetUpdateTick = !( globals->iTickCount % 2 ); // then if our frames are bad and we dont wanna update every fucking tick so we dont run cs slideshow if ( !bTargetUpdateTick ) return;
stopping your hitscan when certain things are reached then when they arent it continues effectively doing what this guy wants only updating hitscan when fps is good enough just run it in your target selection ezthats not limiting targets though, thats just scanning the same targets shittier: roflanEbalo:
why would you stop your hitscan entirely? just scan thru less shit each tick lmaostopping your hitscan when certain things are reached then when they arent it continues effectively doing what this guy wants only updating hitscan when fps is good enough
only stops on the certain condition and if this guys pasting which most people do on this forums specifically legendware that wont help also its only stopping for a few ticks then continuing effectively limiting the targets hitscan cycles through per tickwhy would you stop your hitscan entirely? just scan thru less shit each tick lmao
yeah, it should stop on the condition of low fps :Donly stops on the certain condition and if this guys pasting which most people do on this forums specifically legendware that wont help also its only stopping for a few ticks then continuing effectively limiting the targets hitscan cycles through per tick
only reason why you should really want to do it imo anywayyeah, it should stop on the condition of low fps :D
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