Add aim punch compensation to aimbot
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0625638e31
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@ -9,11 +9,18 @@
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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 HEAD_OFFSET 0.8f
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#define HEAD_OFFSET 0.8f
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/* Scale factor for aim punch */
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#define AIM_PUNCH_MULT 2
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static vec3_t get_closest_delta(vec3_t viewangles) {
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static vec3_t get_closest_delta(vec3_t viewangles) {
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/* Compensate aim punch. We get g_punchAngles from CalcRefdef hook */
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viewangles.x += g_punchAngles.x * AIM_PUNCH_MULT;
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viewangles.y += g_punchAngles.y * AIM_PUNCH_MULT;
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viewangles.z += g_punchAngles.z * AIM_PUNCH_MULT;
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vec3_t view_height;
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vec3_t view_height;
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i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
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i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
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vec3_t local_eyes = vec_add(localplayer->origin, view_height);
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vec3_t local_eyes = vec_add(localplayer->origin, view_height);
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/* TODO: Compensate aim punch */
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/* These 2 vars are used to store the best target across iterations.
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/* These 2 vars are used to store the best target across iterations.
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* NOTE: The default value of best_fov will be the aimbot fov */
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* NOTE: The default value of best_fov will be the aimbot fov */
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