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What are the best angles to resolve?

i think i have done something similar.
C++:
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if (data->m_extending) {
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));
        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
}
else
{
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 29.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 29.f)));
  
        return flLeftFireYawDelta > flRightFireYawDelta ? -29.f : 29.f;
}

Is that the right one?
no this isnt similar at all and this is an onshot resolver from pandora i believe take a look at this you might get a somewhat better understanding of what i mean since im guessing you're fairly new to all this?
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Done, thanks for your reply!

C++:
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    if (g_cl.m_speed < 3.5f) {
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 58.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 58.f)));
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 120.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 120.f)));

        return flLeftFireYawDelta > flRightFireYawDelta ? -58.f : 58.f;
        return flLeftFireYawDelta > flRightFireYawDelta ? -120.f : 120.f;
    }
    if (g_cl.m_speed > 3.5f && !g_movement.m_slow_motion) {
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 28.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 28.f)));
       
        return flLeftFireYawDelta > flRightFireYawDelta ? -28.f : 28.f;
    }
    if (!record->m_fFlags & FL_ONGROUND) {
        float flLeftFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y + 15.f)));
        float flRightFireYawDelta = fabsf(math::NormalizedAngle(flPseudoFireYaw - (record->m_angEyeAngles.y - 15.f)));

        return flLeftFireYawDelta > flRightFireYawDelta ? -15.f : 15.f;
    }
please for the love of god dont use this and dont use pandoras onshot resolver as a base for your resolver
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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also why do you need to brute pitch aswell? there is no point unless you're on a server that allows fake pitch add you could just force set enemy pitch to down if you cba making a proper pitch resolver
 
[QUOTE = "dabbyso85, post: 1628062, member: 396218"]
please help me with what I should do, because im new to this
[/ QUOTE]
read my post everything is explained also take a look at the thread i attached and take a look at sharklasers post he it the one who you can get the reverse setup velocity stuff from if you dont have the same naming for your stuff as the post which you most likely wont
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
also why do you need to brute pitch aswell? there is no point unless you're on a server that allows fake pitch add you could just force set enemy pitch to down if you cba making a proper pitch resolver
ok so if i need to make a force set to enemy down i have to add something like this

C++:
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                    if (data->m_missed_shots == 1)
                    {
                        record->m_angEyeAngles.x = player->m_angEyeAngles().x = 15.f;
                    }
                    else {
                        record->m_angEyeAngles.x = player->m_angEyeAngles().x = -15.f;
                    }
}

idk if it has to y axes or x axes tho :/
 
[QUOTE = "dabbyso85, post: 1628077, member: 396218"]
ok so if i need to make a force set to enemy down i have to add something like this

[CODE = cpp]
if (data-> m_missed_shots == 1)
{
record-> m_angEyeAngles.x = player-> m_angEyeAngles (). x = 15.f;
}
else {
record-> m_angEyeAngles.x = player-> m_angEyeAngles (). x = -15.f;
}
} [/ CODE]

idk if it has to y axes or x axes tho: /
[/ QUOTE]
no do not bruteforce 15 on pitch the one in pandora should be fine just use that down pitch is 89
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
[QUOTE = "dabbyso85, post: 1628077, member: 396218"]
ok so if i need to make a force set to enemy down i have to add something like this

[CODE = cpp]
if (data-> m_missed_shots == 1)
{
record-> m_angEyeAngles.x = player-> m_angEyeAngles (). x = 15.f;
}
else {
record-> m_angEyeAngles.x = player-> m_angEyeAngles (). x = -15.f;
}
} [/ CODE]

idk if it has to y axes or x axes tho: /
[/ QUOTE]
no do not bruteforce 15 on yaw the one in pandora should be fine just use that down pitch is 89
ok, but i dont know how to force pitch it
 
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doesn't matter if angles are higher than 60 because game will clamp it
lower value you should use if you know how to detect anti-aim with low desync range or if enemy isn't breaking lby for desyncing
 
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