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dormant ESP based on far radar #111

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@Metaphysical1
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After some testings on different game modes, it works but the logic is not the best, sometimes it returns wrong origin when the player respawns in deathmatches,
@degeneratehyperbola can you help me with this?

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degeneratehyperbola commented Mar 19, 2022

If it works, neat! I assume you've tested this with ONLY the radar data updates.
There are still sound based dormant data updates, it is kind of hard to decide which one to use when. I will try to find the solution, and you might not have noticed but there is a problem with an already present sound based ones. I need to implement a sound id check that'll prevent multiple updates based on the same sound

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@degeneratehyperbola , I have been testing it with sound esp commented, it's working well, I had some issues where it give wrong player positions, but I guess I fixed it by disabling the code I copyed from sound esp

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Your fix seems reasonable but current code doesn't account for bones and head boxes and I haven't come up with a better way than using delta yet

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I think iterating through active sounds each frame stage is a bit expensive, I think it's better to use emit sound hook instead

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8 participants