Updated Smooth aim, Now fully functional!

This commit is contained in:
Julian Rowe 2017-04-26 14:42:10 -05:00
parent 6f4163748f
commit 10dd7c51fd

View File

@ -360,34 +360,23 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
slowfliptype = 0;
if ( ((angiey < -90) && (origy > 90)) && (slowfliptype == 0) ) {
slowfliptype = 1;
angiey = angiey + 90;
origy = origy - 90;
angiey = angiey - 90;
origy = origy + 90;
meme4 = 1;
logging::Info("Flip 1");
}
if ( ((angiey > 90) && (origy < -90)) && (slowfliptype == 0) ) {
slowfliptype = 2;
angiey = angiey - 90;
origy = origy + 90;
angiey = angiey + 90;
origy = origy - 90;
meme4 = 2;
logging::Info("Flip 2");
}
/*
if ( ((angiey > 90) && (origy > 90)) && (slowfliptype == 0) ) {
slowfliptype = 3;
angiey = angiey - 90;
origy = origy - 90;
logging::Info("Flip 3");
}
if ( ((angiey < -90) && (origy < -90)) && (slowfliptype == 0) ) {
slowfliptype = 4;
angiey = angiey + 90;
origy = origy + 90;
logging::Info("Flip 4");
}
*/
//Math to calculate how much to move the mouse
changey = ( std::abs(origy - angiey) ) / (sai) ;
//Use stronger shunting due to the flip
if (slowfliptype != 0) changey = ((( std::abs(origy - angiey) ) / (sai * sai)) / sai) ;
//Determine the direction to move in before reseting the flipped angles
slowdiry1 = 0;
@ -396,42 +385,28 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
meme1 = origy;
meme2 = angiey;
meme3 = changey;
meme4 = slowfliptype;
//Reset Flipped angles
if (slowfliptype == 1) {
slowfliptype = 0;
angiey = angiey - 90;
origy = origy + 90;
angiey = angiey + 90;
origy = origy - 90;
slowdiry1 = 2;
logging::Info("Fix Flip 1");
}
if (slowfliptype == 2) {
slowfliptype = 0;
angiey = angiey + 90;
origy = origy - 90;
angiey = angiey - 90;
origy = origy + 90;
slowdiry1 = 1;
logging::Info("Fix Flip 2");
}
/*
if (slowfliptype == 3) {
slowfliptype = 0;
angiey = angiey + 90;
origy = origy + 90;
logging::Info("Fix Flip 3");
}
if (slowfliptype == 4) {
slowfliptype = 0;
angiey = angiey - 90;
origy = origy - 90;
logging::Info("Fix Flip 4");
}*/
//Move in the direction determined before the fliped angles
meme5 = slowdiry1;
if ( slowdiry1 == 1 ) angles.y = origy - changey;
if ( slowdiry1 == 2 ) angles.y = origy + changey;
if ( slowfliptype != 0 ) {
meme5 = angles.y;
}
}
//Angle clamping for when the aimbot chooses a too high of value, fixes for when players are above your player