Вопрос Limit targets per tick

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C++:
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
}
 
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C++:
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 lol
 
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since no one here understood what was asked
C++:
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;
C++:
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
}
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 lmao
 
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since no one here understood what was asked
C++:
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 lmao
thats not limiting targets though, thats just scanning the same targets shittier :roflanEbalo:
 
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thats not limiting targets though, thats just scanning the same targets shittier: roflanEbalo:
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 ez
 
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why would you stop your hitscan entirely? just scan thru less shit each tick lmao
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 tick
 
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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 tick
yeah, it should stop on the condition of low fps :D
 
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