Update aim.c and no_recoil.c
This commit is contained in:
parent
51c3b979ea
commit
f885095c39
src/features
@ -54,85 +54,137 @@ typedef struct {
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} hitbox_t;
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bool get_hitbox(cl_entity_t* ent, int hitbox_index, hitbox_t* out_hitbox) {
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if (!ent || !ent->model || !out_hitbox)
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if (!ent || !out_hitbox)
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return false;
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studiohdr_t* studio_model = (studiohdr_t*)i_enginestudio->Mod_Extradata(ent->model);
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if (!studio_model)
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return false;
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vec_copy(out_hitbox->origin, ent->origin);
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out_hitbox->radius = 12.0f;
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if (ent->model) {
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studiohdr_t* studio = (studiohdr_t*)i_enginestudio->Mod_Extradata(ent->model);
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if (studio) {
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if (hitbox_index == HITBOX_HEAD) {
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vec3_t view_offset;
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view_offset.x = 0.0f;
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view_offset.y = 0.0f;
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view_offset.z = 28.0f;
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if (!ent->player) {
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view_offset.z = 25.0f;
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}
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out_hitbox->origin = vec_add(ent->origin, view_offset);
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vec3_t head_offset;
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head_offset.x = 0.0f;
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head_offset.y = 0.0f;
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head_offset.z = 0.0f;
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float yaw = ent->angles.y * (M_PI / 180.0f);
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head_offset.x = cos(yaw) * 3.0f;
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head_offset.y = sin(yaw) * 3.0f;
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out_hitbox->origin = vec_add(out_hitbox->origin, head_offset);
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out_hitbox->radius = 5.0f;
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static int debug_count = 0;
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if (debug_count++ % 500 == 0) {
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printf("Head hitbox: origin=(%.1f, %.1f, %.1f), radius=%.1f\n",
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out_hitbox->origin.x, out_hitbox->origin.y, out_hitbox->origin.z, out_hitbox->radius);
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}
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return true;
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}
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else if (hitbox_index == HITBOX_CHEST) {
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vec3_t chest_offset;
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chest_offset.x = 0.0f;
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chest_offset.y = 0.0f;
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chest_offset.z = 18.0f;
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out_hitbox->origin = vec_add(ent->origin, chest_offset);
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out_hitbox->radius = 10.0f;
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return true;
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}
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else if (hitbox_index == HITBOX_STOMACH) {
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vec3_t stomach_offset;
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stomach_offset.x = 0.0f;
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stomach_offset.y = 0.0f;
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stomach_offset.z = 12.0f;
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out_hitbox->origin = vec_add(ent->origin, stomach_offset);
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out_hitbox->radius = 10.0f;
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return true;
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}
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else if (hitbox_index == HITBOX_PELVIS) {
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vec3_t pelvis_offset;
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pelvis_offset.x = 0.0f;
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pelvis_offset.y = 0.0f;
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pelvis_offset.z = 8.0f;
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out_hitbox->origin = vec_add(ent->origin, pelvis_offset);
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out_hitbox->radius = 8.0f;
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return true;
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}
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}
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}
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mstudiobbox_t* studio_box = NULL;
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if (studio_model->hitboxindex) {
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studio_box = (mstudiobbox_t*)((byte*)studio_model + studio_model->hitboxindex);
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if (hitbox_index >= studio_model->numhitboxes || hitbox_index < 0)
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return false;
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switch (hitbox_index) {
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case HITBOX_HEAD:
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out_hitbox->origin.z += 32.0f;
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out_hitbox->radius = 7.0f;
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break;
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studio_box += hitbox_index;
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} else {
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return false;
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case HITBOX_CHEST:
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out_hitbox->origin.z += 20.0f;
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out_hitbox->radius = 10.0f;
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break;
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case HITBOX_STOMACH:
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out_hitbox->origin.z += 12.0f;
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out_hitbox->radius = 10.0f;
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break;
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case HITBOX_PELVIS:
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out_hitbox->origin.z += 6.0f;
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out_hitbox->radius = 8.0f;
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break;
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default:
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out_hitbox->origin.z += 16.0f;
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out_hitbox->radius = 12.0f;
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break;
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}
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vec_copy(out_hitbox->mins, studio_box->bbmin);
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vec_copy(out_hitbox->maxs, studio_box->bbmax);
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vec3_t center;
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center.x = (out_hitbox->mins.x + out_hitbox->maxs.x) * 0.5f;
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center.y = (out_hitbox->mins.y + out_hitbox->maxs.y) * 0.5f;
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center.z = (out_hitbox->mins.z + out_hitbox->maxs.z) * 0.5f;
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vec3_t angles;
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vec_copy(angles, ent->angles);
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int bone = studio_box->bone;
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if (bone >= 0 && bone < studio_model->numbones) {
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mstudiobone_t* pbone = (mstudiobone_t*)((byte*)studio_model + studio_model->boneindex);
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pbone += bone;
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angles[0] = pbone->value[0];
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angles[1] = pbone->value[1];
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angles[2] = pbone->value[2];
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}
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vec3_t forward, right, up;
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i_engine->pfnAngleVectors(angles, forward, right, up);
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vec3_t offset;
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offset.x = center.x * forward.x + center.y * right.x + center.z * up.x;
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offset.y = center.x * forward.y + center.y * right.y + center.z * up.y;
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offset.z = center.x * forward.z + center.y * right.z + center.z * up.z;
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out_hitbox->origin = vec_add(ent->origin, offset);
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if (hitbox_index == HITBOX_HEAD) {
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out_hitbox->origin.z += 8.0f;
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}
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vec3_t size;
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size.x = fabs(out_hitbox->maxs.x - out_hitbox->mins.x) * 0.5f;
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size.y = fabs(out_hitbox->maxs.y - out_hitbox->mins.y) * 0.5f;
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size.z = fabs(out_hitbox->maxs.z - out_hitbox->mins.z) * 0.5f;
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out_hitbox->radius = sqrtf(size.x * size.x + size.y * size.y + size.z * size.z);
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return true;
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}
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bool is_hitbox_visible(vec3_t eye_pos, hitbox_t* hitbox) {
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if (!hitbox)
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return false;
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pmtrace_t* trace = i_engine->PM_TraceLine(eye_pos, hitbox->origin, PM_TRACELINE_PHYSENTSONLY, 2, -1);
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if (trace->fraction < 1.0f && trace->ent <= 0)
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return false;
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if (trace->ent > 0) {
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const int ent_idx = i_pmove->physents[trace->ent].info;
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if (get_player(ent_idx))
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return true;
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static int trace_debug = 0;
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if (trace_debug++ % 500 == 0) {
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printf("Trace: fraction=%.3f, ent=%d\n", trace->fraction, trace->ent);
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}
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return trace->fraction >= 1.0f;
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if (trace->fraction < 0.9f) {
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if (trace->ent <= 0) {
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return false;
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}
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const int ent_idx = i_pmove->physents[trace->ent].info;
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cl_entity_t* hit_entity = get_player(ent_idx);
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if (hit_entity) {
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return true;
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}
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return false;
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}
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return true;
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}
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typedef struct {
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@ -151,41 +203,6 @@ int get_target_priority(cl_entity_t* ent) {
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return PRIORITY_MEDIUM;
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}
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static bool get_best_hitbox(cl_entity_t* ent, vec3_t eye_pos, hitbox_t* out_hitbox) {
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if (!ent || !out_hitbox)
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return false;
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if (current_hitbox == HITBOX_NEAREST) {
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float best_distance = 9999.0f;
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bool found_hitbox = false;
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for (int i = 0; i < MAX_HITBOXES; i++) {
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hitbox_t temp_hitbox;
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if (get_hitbox(ent, i, &temp_hitbox)) {
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if (is_hitbox_visible(eye_pos, &temp_hitbox)) {
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vec3_t to_hitbox = vec_sub(temp_hitbox.origin, eye_pos);
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float distance = vec_len2d(to_hitbox);
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if (distance < best_distance) {
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best_distance = distance;
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*out_hitbox = temp_hitbox;
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found_hitbox = true;
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}
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}
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}
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}
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return found_hitbox;
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}
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else {
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if (get_hitbox(ent, current_hitbox, out_hitbox)) {
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return is_hitbox_visible(eye_pos, out_hitbox);
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}
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}
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return false;
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}
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static target_t get_best_target(vec3_t viewangles, vec3_t eye_pos) {
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target_t best_target = {NULL, 0.0f, {0, 0, 0}, false, PRIORITY_NONE, 9999.0f};
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float best_score = 0.0f;
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@ -203,7 +220,23 @@ static target_t get_best_target(vec3_t viewangles, vec3_t eye_pos) {
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hitbox_t target_hitbox;
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bool hitbox_found = false;
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hitbox_found = get_best_hitbox(ent, eye_pos, &target_hitbox);
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if (current_hitbox == HITBOX_NEAREST) {
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const int hitbox_priority[] = {HITBOX_HEAD, HITBOX_CHEST, HITBOX_STOMACH, HITBOX_PELVIS};
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for (int h = 0; h < 4; h++) {
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if (get_hitbox(ent, hitbox_priority[h], &target_hitbox)) {
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if (is_hitbox_visible(eye_pos, &target_hitbox)) {
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hitbox_found = true;
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break;
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}
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}
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}
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} else {
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hitbox_found = get_hitbox(ent, current_hitbox, &target_hitbox);
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if (hitbox_found) {
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hitbox_found = is_hitbox_visible(eye_pos, &target_hitbox);
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}
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}
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if (!hitbox_found)
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continue;
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@ -227,7 +260,9 @@ static target_t get_best_target(vec3_t viewangles, vec3_t eye_pos) {
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int priority = get_target_priority(ent);
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float priority_score = priority / (float)PRIORITY_HIGH;
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float final_score = (fov_score * 0.5f) + (priority_score * 0.5f);
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float distance_score = 1.0f - fmin(1.0f, distance / 3000.0f);
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float final_score = (fov_score * 0.6f) + (priority_score * 0.3f) + (distance_score * 0.1f);
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if (final_score > best_score) {
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best_score = final_score;
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@ -243,18 +278,18 @@ static target_t get_best_target(vec3_t viewangles, vec3_t eye_pos) {
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return best_target;
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}
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#define RECOIL_DETECTION_MULT 1.0f
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#define RECOIL_DECAY_RATE 0.5f
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static vec3_t s_last_viewangles = {0, 0, 0};
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static vec3_t s_punch_angles = {0, 0, 0};
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static int s_firing_frames = 0;
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void aimbot(usercmd_t* cmd) {
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if (!g_settings.aimbot_enabled)
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return;
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bool fire_button_pressed = (cmd->buttons & IN_ATTACK) != 0;
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bool should_autoshoot = g_settings.aimbot_autoshoot;
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if (!fire_button_pressed) {
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return;
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}
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bool can_fire = can_shoot();
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bool original_attack_state = (cmd->buttons & IN_ATTACK) != 0;
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vec3_t view_height;
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i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
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@ -263,56 +298,142 @@ void aimbot(usercmd_t* cmd) {
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vec3_t engine_viewangles;
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i_engine->GetViewAngles(engine_viewangles);
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target_t best_target = get_best_target(engine_viewangles, eye_pos);
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// Simplified recoil detection - we'll let no_recoil.c handle actual compensation
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bool is_firing = original_attack_state && can_shoot();
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if (best_target.entity && best_target.is_visible) {
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vec3_t to_target = vec_sub(best_target.aim_point, eye_pos);
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vec3_t aim_angles = vec_to_ang(to_target);
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vec3_t delta = vec_sub(aim_angles, engine_viewangles);
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vec_norm(&delta);
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ang_clamp(&delta);
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if (g_settings.aimbot_silent) {
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// Silent aim - just modify cmd->viewangles directly
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cmd->viewangles.x = aim_angles.x;
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cmd->viewangles.y = aim_angles.y;
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cmd->viewangles.z = aim_angles.z;
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// Just track firing for debugging
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if (is_firing) {
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s_firing_frames++;
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} else {
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if (s_firing_frames > 0) {
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s_firing_frames = 0;
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}
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}
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vec_copy(s_last_viewangles, engine_viewangles);
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target_t best_target = get_best_target(engine_viewangles, eye_pos);
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bool valid_target_found = (best_target.entity && best_target.is_visible);
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bool can_fire = can_shoot();
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static int frame_counter = 0;
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bool should_debug = (frame_counter++ % 100 == 0);
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if (should_debug) {
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printf("Aimbot: Target=%d, CanFire=%d, FOV=%.1f, Frames=%d\n",
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valid_target_found, can_fire,
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valid_target_found ? best_target.fov : 0.0f,
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s_firing_frames);
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}
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if (!valid_target_found) {
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if (g_settings.aimbot_autoshoot) {
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cmd->buttons &= ~IN_ATTACK;
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}
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return;
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}
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vec3_t to_target = vec_sub(best_target.aim_point, eye_pos);
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vec3_t aim_angles = vec_to_ang(to_target);
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ang_clamp(&aim_angles);
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vec3_t delta = vec_sub(aim_angles, engine_viewangles);
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vec_norm(&delta);
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float aim_error = sqrtf(delta.x * delta.x + delta.y * delta.y);
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bool aimed_accurately = (aim_error < 2.5f);
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static vec3_t smooth_angles = {0, 0, 0};
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static bool tracking_active = false;
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static float tracking_time = 0.0f;
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if (!tracking_active && valid_target_found) {
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vec_copy(smooth_angles, engine_viewangles);
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tracking_active = true;
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tracking_time = 0.0f;
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} else if (tracking_active && valid_target_found) {
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tracking_time += 0.016f;
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tracking_time = fminf(tracking_time, 1.0f);
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} else if (tracking_active && !valid_target_found) {
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tracking_active = false;
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}
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if (g_settings.aimbot_silent) {
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cmd->viewangles.x = aim_angles.x;
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cmd->viewangles.y = aim_angles.y;
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cmd->viewangles.z = 0;
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} else {
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if (g_settings.aimbot_smoothing_enabled && tracking_active) {
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float smoothing = g_settings.aimbot_smooth;
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if (smoothing <= 0.1f) smoothing = 0.1f;
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float base_factor = 1.0f / (smoothing * 1.5f);
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float adaptive_factor = base_factor * (1.0f - (tracking_time * 0.5f));
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float ease_factor = fminf(1.0f, adaptive_factor);
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float t = 1.0f - pow(1.0f - ease_factor, 3);
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float pitch_diff = aim_angles.x - smooth_angles.x;
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if (pitch_diff > 180.0f) pitch_diff -= 360.0f;
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if (pitch_diff < -180.0f) pitch_diff += 360.0f;
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smooth_angles.x += pitch_diff * t;
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float yaw_diff = aim_angles.y - smooth_angles.y;
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if (yaw_diff > 180.0f) yaw_diff -= 360.0f;
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if (yaw_diff < -180.0f) yaw_diff += 360.0f;
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smooth_angles.y += yaw_diff * t;
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smooth_angles.z = 0;
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if (smooth_angles.x > 180.0f) smooth_angles.x -= 360.0f;
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if (smooth_angles.x < -180.0f) smooth_angles.x += 360.0f;
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if (smooth_angles.y > 180.0f) smooth_angles.y -= 360.0f;
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if (smooth_angles.y < -180.0f) smooth_angles.y += 360.0f;
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engine_viewangles = smooth_angles;
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} else {
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if (g_settings.aimbot_smoothing_enabled) {
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float smoothing = g_settings.aimbot_smooth;
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if (smoothing <= 0.1f) {
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smoothing = 0.1f;
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}
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engine_viewangles.x += delta.x / smoothing;
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engine_viewangles.y += delta.y / smoothing;
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engine_viewangles.z += delta.z / smoothing;
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} else {
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engine_viewangles.x = aim_angles.x;
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engine_viewangles.y = aim_angles.y;
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engine_viewangles.z = aim_angles.z;
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}
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ang_clamp(&engine_viewangles);
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i_engine->SetViewAngles(engine_viewangles);
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||||
|
||||
cmd->viewangles.x = engine_viewangles.x;
|
||||
cmd->viewangles.y = engine_viewangles.y;
|
||||
cmd->viewangles.z = engine_viewangles.z;
|
||||
engine_viewangles = aim_angles;
|
||||
vec_copy(smooth_angles, aim_angles);
|
||||
}
|
||||
|
||||
if (should_autoshoot && can_fire) {
|
||||
if (!g_settings.aimbot_require_key || fire_button_pressed) {
|
||||
float aim_error = sqrtf(delta.x * delta.x + delta.y * delta.y);
|
||||
if (aim_error < 5.0f) {
|
||||
i_engine->SetViewAngles(engine_viewangles);
|
||||
|
||||
cmd->viewangles.x = engine_viewangles.x;
|
||||
cmd->viewangles.y = engine_viewangles.y;
|
||||
cmd->viewangles.z = 0;
|
||||
}
|
||||
|
||||
if (can_fire) {
|
||||
if (g_settings.aimbot_autoshoot && aimed_accurately) {
|
||||
cmd->buttons |= IN_ATTACK;
|
||||
if (should_debug) printf("AUTO-FIRING (error: %.2f)\n", aim_error);
|
||||
}
|
||||
else if (g_settings.aimbot_require_key) {
|
||||
if (original_attack_state) {
|
||||
if (aimed_accurately) {
|
||||
cmd->buttons |= IN_ATTACK;
|
||||
if (should_debug) printf("MANUAL-FIRING with key (error: %.2f)\n", aim_error);
|
||||
} else {
|
||||
cmd->buttons &= ~IN_ATTACK;
|
||||
}
|
||||
} else {
|
||||
cmd->buttons &= ~IN_ATTACK;
|
||||
}
|
||||
}
|
||||
} else if (should_autoshoot) {
|
||||
cmd->buttons &= ~IN_ATTACK;
|
||||
else if (!g_settings.aimbot_require_key) {
|
||||
if (should_debug && original_attack_state)
|
||||
printf("PRESERVING manual fire\n");
|
||||
}
|
||||
} else {
|
||||
if (g_settings.aimbot_autoshoot || g_settings.aimbot_require_key) {
|
||||
cmd->buttons &= ~IN_ATTACK;
|
||||
}
|
||||
|
||||
if (should_debug && original_attack_state) {
|
||||
printf("CAN'T FIRE: NextAttack=%.3f, Primary=%.3f\n",
|
||||
g_flNextAttack, g_flNextPrimaryAttack);
|
||||
}
|
||||
}
|
||||
}
|
@ -7,36 +7,97 @@
|
||||
#include <time.h>
|
||||
|
||||
static time_t last_log_time = 0;
|
||||
static vec3_t last_punch = {0, 0, 0};
|
||||
|
||||
static vec3_t previous_viewangles = {0, 0, 0};
|
||||
|
||||
#define AK47_RECOIL_MULT 500.0f
|
||||
#define DEFAULT_RECOIL_MULT 300.0f
|
||||
|
||||
void no_recoil(usercmd_t* cmd) {
|
||||
if (!is_alive(localplayer) || (!g_settings.aimbot_norecoil && !g_settings.aimbot_recoil_comp)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(cmd->buttons & IN_ATTACK)) {
|
||||
return;
|
||||
}
|
||||
vec3_t current_viewangles;
|
||||
i_engine->GetViewAngles(current_viewangles);
|
||||
|
||||
time_t current_time = time(NULL);
|
||||
if (current_time - last_log_time >= 5) {
|
||||
printf("Recoil control active: Punch Angles (X: %f, Y: %f)\n", g_punchAngles[0], g_punchAngles[1]);
|
||||
last_log_time = current_time;
|
||||
}
|
||||
vec3_t angle_change;
|
||||
angle_change.x = current_viewangles.x - previous_viewangles.x;
|
||||
angle_change.y = current_viewangles.y - previous_viewangles.y;
|
||||
angle_change.z = current_viewangles.z - previous_viewangles.z;
|
||||
|
||||
if (g_settings.aimbot_norecoil) {
|
||||
float multiplier = 200.0f;
|
||||
vec_copy(previous_viewangles, current_viewangles);
|
||||
|
||||
if (cmd->buttons & IN_ATTACK) {
|
||||
bool applied = false;
|
||||
float multiplier = 0;
|
||||
|
||||
vec3_t punch_angles;
|
||||
vec_copy(punch_angles, g_punchAngles);
|
||||
|
||||
bool is_high_recoil_weapon = false;
|
||||
|
||||
cmd->viewangles[0] -= (g_punchAngles[0] * multiplier);
|
||||
cmd->viewangles[1] -= (g_punchAngles[1] * multiplier);
|
||||
|
||||
printf("Applied no_recoil: %f, %f\n", -g_punchAngles[0] * multiplier, -g_punchAngles[1] * multiplier);
|
||||
}
|
||||
else if (g_settings.aimbot_recoil_comp) {
|
||||
float multiplier = 5.0f;
|
||||
|
||||
cmd->viewangles[0] -= (g_punchAngles[0] * multiplier);
|
||||
cmd->viewangles[1] -= (g_punchAngles[1] * multiplier);
|
||||
|
||||
printf("Applied recoil_comp: %f, %f\n", -g_punchAngles[0] * multiplier, -g_punchAngles[1] * multiplier);
|
||||
if (g_flNextPrimaryAttack - g_flNextAttack < 0.15f) {
|
||||
is_high_recoil_weapon = true;
|
||||
}
|
||||
|
||||
if (g_settings.aimbot_norecoil) {
|
||||
if (is_high_recoil_weapon) {
|
||||
multiplier = AK47_RECOIL_MULT;
|
||||
} else {
|
||||
multiplier = DEFAULT_RECOIL_MULT;
|
||||
}
|
||||
|
||||
static int shot_counter = 0;
|
||||
if (is_high_recoil_weapon) {
|
||||
if (shot_counter < 3) {
|
||||
punch_angles[0] *= 1.2f;
|
||||
shot_counter++;
|
||||
}
|
||||
} else {
|
||||
shot_counter = 0;
|
||||
}
|
||||
|
||||
cmd->viewangles[0] -= (punch_angles[0] * multiplier);
|
||||
cmd->viewangles[1] -= (punch_angles[1] * multiplier * 0.7f); // Less horizontal comp
|
||||
|
||||
static int sustained_fire = 0;
|
||||
if (punch_angles[0] > 0.001f || punch_angles[1] > 0.001f) {
|
||||
sustained_fire++;
|
||||
|
||||
if (sustained_fire > 4 && is_high_recoil_weapon) {
|
||||
cmd->viewangles[0] -= 0.3f * (sustained_fire * 0.1f);
|
||||
}
|
||||
} else {
|
||||
sustained_fire = 0;
|
||||
}
|
||||
|
||||
applied = true;
|
||||
}
|
||||
else if (g_settings.aimbot_recoil_comp) {
|
||||
if (is_high_recoil_weapon) {
|
||||
multiplier = 40.0f;
|
||||
} else {
|
||||
multiplier = 20.0f;
|
||||
}
|
||||
|
||||
cmd->viewangles[0] -= (punch_angles[0] * multiplier);
|
||||
cmd->viewangles[1] -= (punch_angles[1] * multiplier * 0.6f);
|
||||
|
||||
applied = true;
|
||||
}
|
||||
|
||||
time_t current_time = time(NULL);
|
||||
if (applied && current_time - last_log_time >= 2) {
|
||||
printf("Applied recoil control - Weapon: %s, Multiplier: %.1f, PunchX: %.3f, PunchY: %.3f, Compensation: (%.2f, %.2f)\n",
|
||||
is_high_recoil_weapon ? "High Recoil" : "Standard",
|
||||
multiplier, punch_angles[0], punch_angles[1],
|
||||
-punch_angles[0] * multiplier, -punch_angles[1] * multiplier);
|
||||
|
||||
last_log_time = current_time;
|
||||
}
|
||||
}
|
||||
|
||||
ang_clamp(&cmd->viewangles);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user