Fixed a bug where multiple trees in range would cause RepeatDelay to be ignored resulting in less wood than expected
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1ba3b9ca8a
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@ -158,7 +158,6 @@ namespace cheat::feature
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void AutoTreeFarm::OnGameUpdate()
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{
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static lra_map<Vector3d, uint32_t, 10, hash_fn> s_AttackCountMap;
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static std::queue<app::SceneTreeObject*> s_AttackQueue;
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static std::unordered_set<app::SceneTreeObject*> s_AttackQueueSet;
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static uint64_t s_LastAttackTimestamp = 0;
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@ -179,7 +178,7 @@ namespace cheat::feature
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if (s_AttackQueueSet.count(tree) > 0)
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continue;
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if (tree->fields._lastTreeDropTimeStamp + m_RepeatDelay > timestamp)
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if (s_LastAttackTimestamp + m_RepeatDelay > timestamp)
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continue;
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auto position = tree->fields._.realBounds.m_Center;
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@ -220,7 +219,7 @@ namespace cheat::feature
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continue;
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}
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tree->fields._lastTreeDropTimeStamp = timestamp;
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s_LastAttackTimestamp = timestamp;
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app::MoleMole_NetworkManager_RequestHitTreeDropNotify(networkManager, position, position, treeType, nullptr);
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break;
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}
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