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Comments (10)

rollraw avatar rollraw commented on August 27, 2024

seems like u using old commit?
should be fixed after f1c052f

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LuanGraa avatar LuanGraa commented on August 27, 2024

Ok will try that one thanks for the help and the sdk

Edit: nvm just compared my autowall.cpp and autowall.h and its the same version

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rollraw avatar rollraw commented on August 27, 2024

tested that right now
image
that is what i got for 4 enemies with deagle
seems u not updated smth
image
and for 1 enemy

code what i've using

for (int i = 1; i <= I::Globals->nMaxClients; i++)
	{
		auto pEntity = I::ClientEntityList->Get<CBaseEntity>(i);

		if (pEntity == nullptr || !pEntity->IsAlive() || pEntity->IsDormant())
			continue;

		float flHigherDamage = 0.f;

		Vector vecHitBoxPos = pEntity->GetHitboxPosition(HITBOX_HEAD);

		FireBulletData_t dataOut;
		float flDamage = CAutoWall::Get().GetDamage(pLocal, vecHitBoxPos, &dataOut);

		if (flDamage > flHigherDamage)
			flHigherDamage = flDamage;

		L::Print(fmt::format("current damage: {}", flHigherDamage));
	}

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LuanGraa avatar LuanGraa commented on August 27, 2024

Ok i just noticed my VectorAngles function might be outdated so im gonna update that then ill report back

Edit: yep it was the VectorAngles function, closing the issue and thanks for the attention

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LuanGraa avatar LuanGraa commented on August 27, 2024

Sorry had to reopen, apparently its still wrong behind thick walls
Sem Título

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rollraw avatar rollraw commented on August 27, 2024

its should be ok with hkp2000
test with another weapon and prefer not a workshop map

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LuanGraa avatar LuanGraa commented on August 27, 2024

Tried on dust2 and mirage, same result, the funny thing is that up until a point it works fine like it goes down as you aim into a corner but after aiming at a spot that you cant shoot through at all it spikes back up to 33 instead of zeroing out

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rollraw avatar rollraw commented on August 27, 2024

hm, i will test this today
but i think issue on ur side cuz triggerbot works fine 🤔

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LuanGraa avatar LuanGraa commented on August 27, 2024

Yeah i think triggerbot works fine because the enemy is always visible so maybe you never noticed it, anyway if you manage to find it and fix it i would greatly appreciate it since im absolutely clueless when it comes to autowall

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rollraw avatar rollraw commented on August 27, 2024

shown it visually and recorded video for you
https://youtu.be/GLGpq16cUsQ
all works fine, like im said issue only on ur side
anyway found some bugs and fixed it with latest commit

code what i've used for that

QAngle angView;
I::Engine->GetViewAngles(angView);

Vector vecStart, vecEnd, vecForward;
M::AngleVectors(angView, &vecForward);

vecStart = pLocal->GetEyePosition();
vecForward *= MAX_DISTANCE;
vecEnd = vecStart + vecForward;

float flDamage = CAutoWall::Get().GetDamage(pLocal, vecEnd);
pDrawList->AddRectFilled(ImVec2(vecScreenSize.x * 0.5f - 2, vecScreenSize.y * 0.5f - 2), ImVec2(vecScreenSize.x * 0.5f + 2, vecScreenSize.y * 0.5f + 2), (flDamage > 1.0f) ? Color(0, 255, 0).GetU32() : Color(255, 0, 0).GetU32());
pDrawList->AddText(ImVec2(vecScreenSize.x * 0.5f, vecScreenSize.y * 0.5f + 10), Color(255, 255, 255).GetU32(), std::to_string(flDamage).c_str());

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