Updated aim.c
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@ -9,8 +9,8 @@
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/* Game units to add to the entity origin to get the head */
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/* Game units to add to the entity origin to get the head */
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#define HL1_HEAD_OFFSET 25.f
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#define HL1_HEAD_OFFSET 25.f
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#define CS16_HEAD_OFFSET 23.f
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#define CS16_HEAD_OFFSET 22.f
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#define CS16_HORIZONTAL_OFFSET 5.0f
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#define CS16_HORIZONTAL_OFFSET 10.0f
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/* Scale factor for aim punch */
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/* Scale factor for aim punch */
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#define AIM_PUNCH_MULT 2
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#define AIM_PUNCH_MULT 2
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@ -95,7 +95,6 @@ void aimbot(usercmd_t* cmd) {
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vec3_t engine_viewangles;
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vec3_t engine_viewangles;
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i_engine->GetViewAngles(engine_viewangles);
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i_engine->GetViewAngles(engine_viewangles);
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vec3_t best_delta = get_closest_delta(engine_viewangles);
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vec3_t best_delta = get_closest_delta(engine_viewangles);
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if (!vec_is_zero(best_delta)) {
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if (!vec_is_zero(best_delta)) {
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engine_viewangles.x += best_delta.x;
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engine_viewangles.x += best_delta.x;
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@ -105,16 +104,9 @@ void aimbot(usercmd_t* cmd) {
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if (CVAR_ON(aim_aimbot_silent)) {
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if (CVAR_ON(aim_aimbot_silent)) {
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vec_copy(cmd->viewangles, engine_viewangles);
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vec_copy(cmd->viewangles, engine_viewangles);
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} else {
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} else {
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vec_copy(cmd->viewangles, engine_viewangles);
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i_engine->SetViewAngles(engine_viewangles);
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i_engine->SetViewAngles(engine_viewangles);
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}
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}
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} else if (CVAR_ON(aim_autoshoot)) {
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} else if (CVAR_ON(aim_autoshoot)) {
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cmd->buttons &= ~IN_ATTACK;
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cmd->buttons &= ~IN_ATTACK;
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}
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}
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}
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}
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