@@ -38,12 +38,13 @@ local mlgstrengh = menu:AddComponent(MenuLib.Slider("Leg Jitter Strengh",
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local mmVisuals = menu :AddComponent (MenuLib .Checkbox (" indicators" , true ))
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local mmIndicator = menu :AddComponent (MenuLib .Slider (" Indicator Size" , 10 , 100 , 50 ))
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- local mAutoPriority = menu :AddComponent (MenuLib .Checkbox (" Auto Priority" , false ))
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+ local mAutoPriority = menu :AddComponent (MenuLib .Checkbox (" Auto Priority" , true ))
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menu :AddComponent (MenuLib .Label (" [ Safety ]" , ItemFlags .FullWidth ))
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local msafe_angles = menu :AddComponent (MenuLib .Checkbox (" Safe Angles" , true ))
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local downPitch = menu :AddComponent (MenuLib .Checkbox (" Safe pitch" , true ))
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local mAntiTaunt = menu :AddComponent (MenuLib .Checkbox (" Anti Holiday Punch" , true ))
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+ local mHandShield = menu :AddComponent (MenuLib .Checkbox (" Hand Shield(BETA)" , false ))
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menu :AddComponent (MenuLib .Label (" [ Anty Aim ]" , ItemFlags .FullWidth ))
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local RandomPitchtype = menu :AddComponent (MenuLib .Checkbox (" Jitter Pitch type" , true ))
@@ -224,21 +225,22 @@ function createAngleTable(Jitter_Min_Real, Jitter_Max_Real, dist)
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end
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end
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- function randomizeValue (Jitter_Min_Real , Jitter_Max_Real , dist )
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+ function randomizeValue (Jitter_Min_Real , Jitter_Max_Real , dist , Got_Hit )
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if # angleTable == 0 then
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-- if all angles have been used, regenerate the table
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createAngleTable (Jitter_Min_Real , Jitter_Max_Real , dist )
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end
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-- update evaluationTable by 0.1 for each angle every iteration
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- for i = 1 , # evaluationTable do
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- if evaluationTable [i ] > 1 then
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- evaluationTable [i ] = evaluationTable [i ] - 0.1
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- elseif evaluationTable [i ] < 1 then
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- evaluationTable [i ] = evaluationTable [i ] + 0.1
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+ if Got_Hit == true then
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+ for i = 1 , # evaluationTable do
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+ if evaluationTable [i ] > 1 then
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+ evaluationTable [i ] = evaluationTable [i ] - 0.1
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+ elseif evaluationTable [i ] < 1 then
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+ evaluationTable [i ] = evaluationTable [i ] + 0.1
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+ end
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end
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end
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-
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@@ -263,15 +265,15 @@ function randomizeValue(Jitter_Min_Real, Jitter_Max_Real, dist)
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local randomIndex = math.random (1 , # highestRated )
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local randomValue = highestRated [randomIndex ]
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- -- update the evaluation of the randomly selected angle to 2.0
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+ -- update the evaluation of the randomly selected angle
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for i = 1 , # angleTable do
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if angleTable [i ] == randomValue then
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- evaluationTable [i ] = 1.1
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+ evaluationTable [i ] = 0.9
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break
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end
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end
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- -- remove the randomly selected angle from angleTable and evaluationTable
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+ -- remove the selected angle from angleTable and evaluationTable
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for i = 1 , # angleTable do
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if angleTable [i ] == randomValue then
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table.remove (angleTable , i )
@@ -548,8 +550,21 @@ local function OnCreateMove(userCmd)
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Jitter_Min_Real = - Jitter_Range_Real1
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Jitter_Max_Real = Jitter_Range_Real1
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if atenemy :GetValue () then
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- jitter_Real = randomizeValue (Jitter_Min_Real , Jitter_Max_Real , Head_size )
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-
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+ if mHandShield :GetValue () then
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+ if (userCmd :GetButtons () & IN_ATTACK ) == 1 then
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+ jitter_Real = randomizeValue (Jitter_Min_Real , Jitter_Max_Real , Head_size )
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+ else
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+ jitter_Real = 30
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+ end
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+ if pLocal :InCond (1 ) == true then
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+ jitter_Real = 30
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+ else
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+ jitter_Real = randomizeValue (Jitter_Min_Real , Jitter_Max_Real , Head_size )
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+ end
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+ else
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+ jitter_Real = randomizeValue (Jitter_Min_Real , Jitter_Max_Real , Head_size )
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+ end
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+
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jitter_real1 = jitter_Real
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local Number1 = math.random (1 , 3 )
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