Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //Msg("%s\t%d\t%f\t%f\t%f\n", pProj->GetClientClass()->GetName(), pProj->GetClientClass()->m_ClassID, XYZ(pProj->GetAbsOrigin()));
- Vector center = pProj->GetAbsOrigin();
- string pUdr_s = /*sv_maxupdaterate*/XorStr<0x2E,17,0x1706FFE5>("\x5D\x59\x6F\x5C\x53\x4B\x41\x45\x52\x56\x4C\x5C\x48\x5A\x48\x58"+0x1706FFE5).s;
- ConVar* pUdr = g_pCVar->FindVar( strdup(pUdr_s.c_str()) );
- if ( !pUdr )
- return NULL;
- string pIR_s = /*sv_client_min_interp_ratio*/XorStr<0xEB,27,0xEF91A41D>("\x98\x9A\xB2\x8D\x83\x99\x94\x9C\x87\xAB\x98\x9F\x99\xA7\x90\x94\x8F\x99\x8F\x8E\xA0\x72\x60\x76\x6A\x6B"+0xEF91A41D).s;
- ConVar* pIR = g_pCVar->FindVar( strdup(pIR_s.c_str()) );
- if ( !pIR )
- return NULL;
- float flInterp = (pIR->GetFloat() / pUdr->GetFloat());
- INetChannelInfo* pNet = g_pEngine->GetNetChannelInfo();
- float scale = flInterp + pNet->GetAvgLatency( FLOW_OUTGOING ) + pNet->GetAvgLatency( FLOW_INCOMING );
- gBaseAPI.LogToFile("FLOW_OUTGOING: %f, FLOW_INCOMING: %f", pNet->GetAvgLatency( FLOW_OUTGOING ), pNet->GetAvgLatency( FLOW_INCOMING ));
- Vector vecSpeed;
- vecSpeed = gOffsets.vecGetVelocity(pProj);
- //vecSpeed = pProj->GetAbsVelocity( );
- //Vector center = pProj->EstimateAbsVelocity();
- VectorMA( center, scale, vecSpeed, center );
- Vector eyepos = GetEyePosition(pLocalBaseEntity); //oVecView = m_vecViewOffset[0] = 0xE4
- bool EnemyProjectile = false;
- int iTeam = gOffsets.iGetTeamNum(gPlayers[me].BaseEnt());
- int iProjTeam = gOffsets.iGetTeamNum(pProj);
- if ( iTeam != iProjTeam )
- {
- EnemyProjectile = true;
- }
- static DWORD AirblastDistance;
- if ( pProj->GetClientClass()->m_ClassID == iArrowID ||
- pProj->GetClientClass()->m_ClassID == iMedicArrowID ||
- pProj->GetClientClass()->m_ClassID == iFlareID ||
- pProj->GetClientClass()->m_ClassID == iBaseballID )
- AirblastDistance = 15.5; //crap that moves fast + latency = bad = increase distance we blast at
- else
- AirblastDistance = 12.5; //else if its slow like rockets lets just keep it at normal range
- if ( EnemyProjectile && flGetDistance( eyepos, center ) < AirblastDistance )//&& CalcFOVTo( center ) < 40 ) //not sure what the best FOV
- {
- return true;
- }
Advertisement
Add Comment
Please, Sign In to add comment