Simplify yaw portion of code, make certain yaw angles different between types
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1c266f9292
commit
870b5ec741
@ -47,11 +47,10 @@
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<Option name="Spin" value="6"/>
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<Option name="Spin" value="6"/>
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<Option name="Edge" value="7"/>
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<Option name="Edge" value="7"/>
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<Option name="Sideways" value="8"/>
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<Option name="Sideways" value="8"/>
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<Option name="Jitter" value="9"/>
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<Option name="Heck" value="9"/>
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<Option name="Heck" value="10"/>
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<Option name="Omega" value="10"/>
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<Option name="Omega" value="11"/>
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<Option name="Random" value="11"/>
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<Option name="Random" value="12"/>
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<Option name="Random Clamped" value="12"/>
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<Option name="Random Clamped" value="13"/>
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</Select>
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</Select>
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</LabeledObject>
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</LabeledObject>
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<LabeledObject width="fill" label="Real Yaw">
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<LabeledObject width="fill" label="Real Yaw">
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@ -65,11 +64,10 @@
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<Option name="Spin" value="6"/>
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<Option name="Spin" value="6"/>
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<Option name="Edge" value="7"/>
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<Option name="Edge" value="7"/>
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<Option name="Sideways" value="8"/>
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<Option name="Sideways" value="8"/>
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<Option name="Jitter" value="9"/>
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<Option name="Heck" value="9"/>
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<Option name="Heck" value="10"/>
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<Option name="Omega" value="10"/>
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<Option name="Omega" value="11"/>
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<Option name="Random" value="11"/>
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<Option name="Random" value="12"/>
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<Option name="Random Clamped" value="12"/>
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<Option name="Random Clamped" value="13"/>
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</Select>
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</Select>
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</LabeledObject>
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</LabeledObject>
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<AutoVariable width="fill" target="antiaim.yaw.fake.static" label="Custom Fake" tooltip="Used when 'Fake Yaw' is set to 'Custom'."/>
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<AutoVariable width="fill" target="antiaim.yaw.fake.static" label="Custom Fake" tooltip="Used when 'Fake Yaw' is set to 'Custom'."/>
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@ -40,8 +40,12 @@ static settings::Button aaaa_flip_key{ "antiaim.aaaa.flip-key", "<null>" };
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static settings::Int yaw_sideways_min{ "antiaim.yaw.sideways.min", "0" };
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static settings::Int yaw_sideways_min{ "antiaim.yaw.sideways.min", "0" };
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static settings::Int yaw_sideways_max{ "antiaim.yaw.sideways.max", "4" };
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static settings::Int yaw_sideways_max{ "antiaim.yaw.sideways.max", "4" };
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float cur_yaw_fake = 0.0f;
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// Two values for fake and real angles
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float cur_yaw_real = 0.0f;
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float cur_yaw[2] = {
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0.0f,
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0.0f
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};
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int safe_space = 0;
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int safe_space = 0;
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float aaaa_timer_start = 0.0f;
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float aaaa_timer_start = 0.0f;
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@ -333,8 +337,8 @@ bool findEdge(float edgeOrigYaw)
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if (edgeRightDist < edgeLeftDist)
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if (edgeRightDist < edgeLeftDist)
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{
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{
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edgeToEdgeOn = 1;
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edgeToEdgeOn = 1;
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// Correction for pitches to keep the head behind walls
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// Correction for pitches to keep the head behind walls with real Up or Jitter
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if (((int) pitch_real == 7) || ((int) pitch_real == 9) || ((int) pitch_real == 10))
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if ((((int) pitch_real == 2) || ((int) pitch_real == 4)) && !g_pLocalPlayer->isFakeAngleCM)
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edgeToEdgeOn = 2;
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edgeToEdgeOn = 2;
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return true;
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return true;
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}
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}
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@ -342,7 +346,7 @@ bool findEdge(float edgeOrigYaw)
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{
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{
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edgeToEdgeOn = 2;
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edgeToEdgeOn = 2;
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// Same as above
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// Same as above
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if (((int) pitch_real == 7) || ((int) pitch_real == 9) || ((int) pitch_real == 10))
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if ((((int) pitch_real == 2) || ((int) pitch_real == 4)) && !g_pLocalPlayer->isFakeAngleCM)
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edgeToEdgeOn = 1;
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edgeToEdgeOn = 1;
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return true;
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return true;
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}
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}
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@ -406,6 +410,7 @@ void ProcessUserCmd(CUserCmd *cmd)
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float &y = cmd->viewangles.y;
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float &y = cmd->viewangles.y;
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static bool flip = false;
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static bool flip = false;
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bool clamp = !no_clamping;
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bool clamp = !no_clamping;
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bool yaw_mode = true;
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static int ticksUntilSwap = 0;
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static int ticksUntilSwap = 0;
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static bool swap = true;
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static bool swap = true;
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@ -419,130 +424,66 @@ void ProcessUserCmd(CUserCmd *cmd)
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// Yaw logic
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// Yaw logic
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if (g_pLocalPlayer->isFakeAngleCM)
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if (g_pLocalPlayer->isFakeAngleCM)
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switch ((int) yaw_fake)
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yaw_mode = false;
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{
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case 1: // Custom
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switch ((int) (yaw_mode ? yaw_real : yaw_fake))
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y = (float) yaw_fake_static;
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{
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break;
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case 1: // Custom
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case 2: // Custom Offset
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y = (float) (yaw_mode ? yaw_real_static : yaw_fake_static);
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y += (float) yaw_fake_static;
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break;
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break;
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case 2: // Custom Offset
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case 3: // Left
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y += (float) (yaw_mode ? yaw_real_static : yaw_fake_static);
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y -= 90.0f;
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break;
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break;
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case 3: // Left
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case 4: // Right
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y -= 90.0f;
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y += 90.0f;
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break;
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break;
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case 4: // Right
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case 5: // Back
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y += 90.0f;
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y += 180.0f;
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break;
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break;
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case 5: // Back
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case 6: // Spin
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y += 180.0f;
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cur_yaw_fake += (float) spin;
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break;
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while (cur_yaw_fake > 180.0f)
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case 6: // Spin
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cur_yaw_fake += -360.0f;
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cur_yaw[yaw_mode] += yaw_mode ? (float) spin : -((float) spin);
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while (cur_yaw_fake < -180.0f)
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while (cur_yaw[yaw_mode] > 180.0f)
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cur_yaw_fake += 360.0f;
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cur_yaw[yaw_mode] += -360.0f;
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y = cur_yaw_fake;
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while (cur_yaw[yaw_mode] < -180.0f)
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break;
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cur_yaw[yaw_mode] += 360.0f;
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case 7: // Edge
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y = cur_yaw[yaw_mode];
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// Attempt to find an edge and if found, rotate around it
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break;
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if (findEdge(y))
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case 7: // Edge
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y = useEdge(y);
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// Attempt to find an edge and if found, rotate around it
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break;
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if (findEdge(y))
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case 8: // Sideways
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y = useEdge(y);
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if (ticksUntilSwap--)
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break;
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{
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case 8: // Sideways
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ticksUntilSwap = UniformRandomInt(*yaw_sideways_min, *yaw_sideways_max);
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if (!yaw_mode)
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swap = !swap;
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swap = !swap;
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}
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y += swap ? 90.0f : -90.0f;
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y += swap ? 90.0f : -90.0f;
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break;
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break;
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case 9: // Heck
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case 9: // Jitter
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FuckYaw(y);
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if (flip)
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clamp = false;
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y += 90;
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break;
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else
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case 10: // Omega
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y -= 90;
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if (!yaw_mode)
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break;
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{
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case 10: // Heck
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randyaw += RandFloatRange(-30.0f, 30.0f);
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FuckYaw(y);
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y = randyaw;
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clamp = false;
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}
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break;
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else
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case 11: // Omega
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y = randyaw - 180.0f + RandFloatRange(-40.0f, 40.0f);
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randyaw += RandFloatRange(-30.0f, 30.0f);
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break;
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y = randyaw;
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case 11: // Random
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break;
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y = RandFloatRange(-65536.0f, 65536.0f);
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case 12: // Random
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clamp = false;
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y = RandFloatRange(-65536.0f, 65536.0f);
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break;
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clamp = false;
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case 12: // Random Clamped
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break;
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y = RandFloatRange(-180.0f, 180.0f);
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case 13: // Random Clamped
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break;
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y = RandFloatRange(-180.0f, 180.0f);
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default:
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break;
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break;
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default:
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}
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break;
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}
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else
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switch ((int) yaw_real)
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{
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case 1: // Custom
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y = (float) yaw_real_static;
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break;
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case 2: // Custom Offset
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y += (float) yaw_real_static;
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break;
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case 3: // Left
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y -= 90.0f;
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break;
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case 4: // Right
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y += 90.0f;
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break;
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case 5: // Back
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y += 180.0f;
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break;
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case 6: // Spin
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cur_yaw_real += (float) spin;
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while (cur_yaw_real > 180.0f)
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cur_yaw_real += -360.0f;
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while (cur_yaw_real < -180.0f)
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cur_yaw_real += 360.0f;
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y = cur_yaw_real;
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break;
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case 7: // Edge
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// Attempt to find an edge and if found, rotate around it
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if (findEdge(y))
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y = useEdge(y);
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break;
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case 8: // Sideways
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if (ticksUntilSwap--)
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{
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ticksUntilSwap = UniformRandomInt(*yaw_sideways_min, *yaw_sideways_max);
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swap = !swap;
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}
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y += swap ? 90.0f : -90.0f;
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break;
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case 9: // Jitter
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if (flip)
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y += 90;
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else
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y -= 90;
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break;
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case 10: // Heck
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FuckYaw(y);
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clamp = false;
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break;
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case 11: // Omega
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y = randyaw - 180.0f + RandFloatRange(-40.0f, 40.0f);
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break;
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case 12: // Random
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y = RandFloatRange(-65536.0f, 65536.0f);
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clamp = false;
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break;
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case 13: // Random Clamped
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y = RandFloatRange(-180.0f, 180.0f);
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break;
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default:
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break;
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}
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// Pitch logic
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// Pitch logic
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switch (int(pitch_real))
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switch (int(pitch_real))
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