Tchernobill Posted April 13, 2022 Share Posted April 13, 2022 Here is my interpretation of the condition for the famous "high spear critical chances" as RE from IsoPlayer::pressedAttack(boolean) --spear +30% crit: this = IsoPlayer float var8 = IsoUtils.DistanceTo(var11.x, var11.y, this.x, this.y); this.setVariable("TargetDist", var8); int var9 = this.calculateCritChance(var11); if (var11 instanceof IsoZombie) { IsoZombie var10 = this.getClosestZombieToOtherZombie((IsoZombie)var11); if (!this.attackVars.bAimAtFloor //not aim floor && (double)var8 > 1.25D //target must be further than 1.25 "meters" && var4 == WeaponType.spear //weapon is spear && (var10 == null || (double)IsoUtils.DistanceTo(var11.x, var11.y, var10.x, var10.y) > 1.7D) //closestZombie from targetZombie is further than 1.7 meters from targetZombie ) { if (!GameClient.bClient || this.isLocalPlayer()) { this.setAttackType("overhead"); //go go spear in the head my boy ! } var9 += 30; } } Here is my proposition for correction modification of the decision algorithm : Do not take into account the closest Z to my target. But take into account the closest Z to me that I can detect. float var8 = IsoUtils.DistanceTo(var11.x, var11.y, this.x, this.y); this.setVariable("TargetDist", var8); int var9 = this.calculateCritChance(var11); if (var11 instanceof IsoZombie) { IsoZombie var10 = this.getClosestZombieThatisNotThatZombie((IsoZombie)var11); //get closestZombie to me, that I can detect, except targetZombie if (!this.attackVars.bAimAtFloor //not aim floor && (double)var8 > 1.25D //target is further than 1.25 "meters" && var4 == WeaponType.spear //weapon is spear && (var10 == null || (double)IsoUtils.DistanceTo(this.x, this.y, var10.x, var10.y) > 1.7D) //if that other "closestZombie" is far enough from me I can safely headshot with my spear ) { if (!GameClient.bClient || this.isLocalPlayer()) { this.setAttackType("overhead"); } var9 += 30; } } Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now