Исходник Improved AutoDirection logic for 2018 hvh for supremacy

Участник
Статус
Оффлайн
Регистрация
6 Апр 2021
Сообщения
338
Реакции[?]
207
Поинты[?]
113K
hvh.cpp -> HVH::AutoDirection:
// iterate players.
    for ( int i{ 1 }; i <= g_csgo.m_globals->m_max_clients; ++i ) {
        Player* player = g_csgo.m_entlist->GetClientEntity< Player* >( i );

        if ( !player || player->dormant( ) || !g_aimbot.IsValidTarget( player ) )
            continue;

        float fov = math::GetFOV( g_cl.m_view_angles, g_cl.m_shoot_pos, player->WorldSpaceCenter( ) );
        if ( fov < target.fov ) {
            target.fov = fov;
            target.player = player;
        }
    }

    if ( ! target player ) {
        if ( m_auto_last > 0.f && m_auto_time > 0.f &&
            g_csgo.m_globals->m_curtime < ( m_auto_last + m_auto_time ) ) {
            return;
        }

        m_auto = math::NormalizedAngle( m_view - 180.f );
        m_auto_dist = -1.f;
        return;
    }
 
Сверху Снизу