this.anticheat_div0_strafebot_movement_prev = this.movement;
// Note: this actually tries to detect snap-aim.
- if(vlen(this.anticheat_div0_strafebot_forward_prev) && time > this.anticheat_fixangle_endtime) {
+ if(this.anticheat_div0_strafebot_forward_prev && time > this.anticheat_fixangle_endtime) {
float cosangle = this.anticheat_div0_strafebot_forward_prev * v_forward;
float angle = cosangle < -1 ? M_PI : cosangle > 1 ? 0 : acos(cosangle);
/*
anticheat_div0_evade_evasion_delta += frametime * (0.5 + random());
}
-void anticheat_init()
-{SELFPARAM();
- self.anticheat_speedhack_offset = 0;
- self.anticheat_jointime = servertime;
+void anticheat_init(entity this)
+{
+ this.anticheat_speedhack_offset = 0;
+ this.anticheat_jointime = servertime;
}
void anticheat_shutdown()