Fixed esp fade distance being squared twice - #6631
Open
dekrom wants to merge 1 commit into
Open
Conversation
crosby-moe
approved these changes
Aug 30, 2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Type of change
Description
ESP#getFadeAlphasquares the fade distance and then treats the result as if it were still aplain distance:
distis squared, so the comparison is against the fade distance to the fourth power, and theramp divides a real distance by a squared one. With the default of 3 the fade starts at 9 blocks
instead of 3, and an entity sitting exactly at the fade distance comes out at alpha 0.33 instead
of 1. The setting description says the distance where the colour begins to fade, which is not
what you get.
Comparing squared against squared and dividing distance by distance is all it needs.
Related issues
None that I found.
How Has This Been Tested?
Not measured in game yet. The units do not line up in the source:
distis squared and it iscompared against
fadeDist * fadeDistwherefadeDistis already squared. Builds clean againstcurrent master.
Checklist: