STR
27-08-07, 05:12
void cCAimbot::AntiAim(CUserCmd* cmd)
{
int *iFlAgs = (int*) ( (DWORD)HalFLife2.m_pMyPlayer->BaseEnt() + (DWORD)0x2B4 );
int iFlags = *iFlAgs;
if( cmd->buttons & IN_ATTACK)
return;
Vector viewforward, viewright, viewup, aimforward, aimright, aimup;
QAngle qAimAngles;
float forward = cmd->forwardmove;
float right = cmd->sidemove;
float up = cmd->upmove;
qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f);
AngleVectors(qAimAngles, &viewforward, &viewright, &viewup);
AngleVectors(cmd->viewangles, &viewforward, &viewright, &viewup);
float fTime = HalFLife2.m_pEngine->Time();
cmd->viewangles.y -= 75.0f;
cmd->viewangles.x -= 180.0f;
cmd->viewangles.z = fmod(-360.0f, 360.0f);
qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f);
AngleVectors(qAimAngles, &aimforward, &aimright, &aimup);
AngleVectors(cmd->viewangles, &aimforward, &aimright, &aimup);
Vector vForwardNorm; Normalize ( viewforward, vForwardNorm );
Vector vRightNorm; Normalize( viewright, vRightNorm );
Vector vUpNorm; Normalize( viewup, vUpNorm );
cmd->forwardmove = DotProduct(forward * vForwardNorm, aimforward) + DotProduct(right * vRightNorm, aimforward) + DotProduct(up * vUpNorm, aimforward);
cmd->sidemove = DotProduct(forward * vForwardNorm, aimright) + DotProduct(right * vRightNorm, aimright) + DotProduct(up * vUpNorm, aimright);
cmd->upmove = DotProduct(forward * vForwardNorm, aimup) + DotProduct(right * vRightNorm, aimup) + DotProduct(up * vUpNorm, aimup);
}
credits: tetsuo & v3n0m4
{
int *iFlAgs = (int*) ( (DWORD)HalFLife2.m_pMyPlayer->BaseEnt() + (DWORD)0x2B4 );
int iFlags = *iFlAgs;
if( cmd->buttons & IN_ATTACK)
return;
Vector viewforward, viewright, viewup, aimforward, aimright, aimup;
QAngle qAimAngles;
float forward = cmd->forwardmove;
float right = cmd->sidemove;
float up = cmd->upmove;
qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f);
AngleVectors(qAimAngles, &viewforward, &viewright, &viewup);
AngleVectors(cmd->viewangles, &viewforward, &viewright, &viewup);
float fTime = HalFLife2.m_pEngine->Time();
cmd->viewangles.y -= 75.0f;
cmd->viewangles.x -= 180.0f;
cmd->viewangles.z = fmod(-360.0f, 360.0f);
qAimAngles.Init(0.0f, cmd->viewangles.y, 0.0f);
AngleVectors(qAimAngles, &aimforward, &aimright, &aimup);
AngleVectors(cmd->viewangles, &aimforward, &aimright, &aimup);
Vector vForwardNorm; Normalize ( viewforward, vForwardNorm );
Vector vRightNorm; Normalize( viewright, vRightNorm );
Vector vUpNorm; Normalize( viewup, vUpNorm );
cmd->forwardmove = DotProduct(forward * vForwardNorm, aimforward) + DotProduct(right * vRightNorm, aimforward) + DotProduct(up * vUpNorm, aimforward);
cmd->sidemove = DotProduct(forward * vForwardNorm, aimright) + DotProduct(right * vRightNorm, aimright) + DotProduct(up * vUpNorm, aimright);
cmd->upmove = DotProduct(forward * vForwardNorm, aimup) + DotProduct(right * vRightNorm, aimup) + DotProduct(up * vUpNorm, aimup);
}
credits: tetsuo & v3n0m4