Вопрос Как сделать вектор аим

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13 Ноя 2022
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я сделал вектор аим (вроде как) и он не роботает в чём может быть проблема?
Код:
Expand Collapse Copy
void NormalizeAngle(sdk::math::vec3_t& angles) {
    if (angles.x > 89.0f)angles.x = 89.0f;
    if (angles.x < -89.0f)angles.x = -89.0f;
    while (angles.y > 180.0f) {
        angles.y -= 360.0f;
    }
    while (angles.y < -180.0f) {
        angles.y += 360.0f;
    }
}

float GetFov(sdk::math::vec3_t Pos) {
    sdk::math::vec2_t ScreenPos;
    ScreenPos.x = Pos.x;
    ScreenPos.y = Pos.y;

    auto combo = sdk::math::vec2_t(sdk::unity::screen_c::width() / 2, sdk::unity::screen_c::height() / 2);
    return combo.distance2d(ScreenPos);
}

void aim_move(sdk::math::vec3_t AngleToAim, uintptr_t address) {
    memory::write<sdk::math::vec3_t>(address, AngleToAim);
    printf("vec3: x : %d | y : %d | z : %d\n", AngleToAim.x, AngleToAim.y, AngleToAim.z);
    printf("write\n");
}
if (tag == 6)
{

                uintptr_t teamIDlocal = 0;
                sdk::math::vec3_t LocalPos{};
                sdk::math::vec3_t LoacalAngle{};
                uintptr_t LocalbodyAngle;

                if (i == 0) {
                    local_player = reinterpret_cast<sdk::base_player_c*>(entity);
                    teamIDlocal = memory::read<uintptr_t>(entity + 0x458);

                    auto PlayerInput = memory::read<uintptr_t>(entity + 0x678);
                //    printf("LPlayerInput: 0x%llX\n", PlayerInput);

                    LocalbodyAngle = memory::read<uintptr_t>(PlayerInput + 0x44);
                    //printf("LocalbodyAngle: 0x%llX\n", LocalbodyAngle);

                    LoacalAngle = memory::read<sdk::math::vec3_t>(LocalbodyAngle);

                    LocalPos = sdk::unity::component_c::transform(local_player)->position();
                    //    //printf("team id: %d\n", teamIDlocal);
                }

                if (entity == (uint64_t)local_player)
                    continue;

                const auto& player = reinterpret_cast<sdk::base_player_c*>(entity);



                auto teamID = memory::read<uintptr_t>(entity + 0x458);

                sdk::math::vec3_t xc; xc.y = 0.2f;


               

                auto center = GetFov(sdk::unity::camera_c::screen_transform(player->get_bone_transform(47)->position()));

                sdk::math::vec3_t Enamepos;

                if (MaxRange > center) {
                    cTarget = player;
                    Enamepos = sdk::unity::camera_c::screen_transform(cTarget->get_bone_transform(47)->position());
                }

                if (features::Aim) {


                sdk::math::vec3_t offset = CalcAngle(LocalPos, Enamepos);

                offset -= LoacalAngle;
                NormalizeAngle(offset);
                sdk::math::vec3_t AngleToAim = LoacalAngle + offset;
                aim_move(AngleToAim, LocalbodyAngle);
                if (features::drawfov) {
                    auto combo = sdk::math::vec2_t(sdk::unity::screen_c::width() / 2, sdk::unity::screen_c::height() / 2);
                    render::draw_circle(combo, MaxRange, { 1.0f, 0.5f, 0.5f, 1.0f });
                }
}
(как делать аим смотрел в сурсе миноки)
 
я сделал вектор аим (вроде как) и он не роботает в чём может быть проблема?
Код:
Expand Collapse Copy
void NormalizeAngle(sdk::math::vec3_t& angles) {
    if (angles.x > 89.0f)angles.x = 89.0f;
    if (angles.x < -89.0f)angles.x = -89.0f;
    while (angles.y > 180.0f) {
        angles.y -= 360.0f;
    }
    while (angles.y < -180.0f) {
        angles.y += 360.0f;
    }
}

float GetFov(sdk::math::vec3_t Pos) {
    sdk::math::vec2_t ScreenPos;
    ScreenPos.x = Pos.x;
    ScreenPos.y = Pos.y;

    auto combo = sdk::math::vec2_t(sdk::unity::screen_c::width() / 2, sdk::unity::screen_c::height() / 2);
    return combo.distance2d(ScreenPos);
}

void aim_move(sdk::math::vec3_t AngleToAim, uintptr_t address) {
    memory::write<sdk::math::vec3_t>(address, AngleToAim);
    printf("vec3: x : %d | y : %d | z : %d\n", AngleToAim.x, AngleToAim.y, AngleToAim.z);
    printf("write\n");
}
if (tag == 6)
{

                uintptr_t teamIDlocal = 0;
                sdk::math::vec3_t LocalPos{};
                sdk::math::vec3_t LoacalAngle{};
                uintptr_t LocalbodyAngle;

                if (i == 0) {
                    local_player = reinterpret_cast<sdk::base_player_c*>(entity);
                    teamIDlocal = memory::read<uintptr_t>(entity + 0x458);

                    auto PlayerInput = memory::read<uintptr_t>(entity + 0x678);
                //    printf("LPlayerInput: 0x%llX\n", PlayerInput);

                    LocalbodyAngle = memory::read<uintptr_t>(PlayerInput + 0x44);
                    //printf("LocalbodyAngle: 0x%llX\n", LocalbodyAngle);

                    LoacalAngle = memory::read<sdk::math::vec3_t>(LocalbodyAngle);

                    LocalPos = sdk::unity::component_c::transform(local_player)->position();
                    //    //printf("team id: %d\n", teamIDlocal);
                }

                if (entity == (uint64_t)local_player)
                    continue;

                const auto& player = reinterpret_cast<sdk::base_player_c*>(entity);



                auto teamID = memory::read<uintptr_t>(entity + 0x458);

                sdk::math::vec3_t xc; xc.y = 0.2f;


              

                auto center = GetFov(sdk::unity::camera_c::screen_transform(player->get_bone_transform(47)->position()));

                sdk::math::vec3_t Enamepos;

                if (MaxRange > center) {
                    cTarget = player;
                    Enamepos = sdk::unity::camera_c::screen_transform(cTarget->get_bone_transform(47)->position());
                }

                if (features::Aim) {


                sdk::math::vec3_t offset = CalcAngle(LocalPos, Enamepos);

                offset -= LoacalAngle;
                NormalizeAngle(offset);
                sdk::math::vec3_t AngleToAim = LoacalAngle + offset;
                aim_move(AngleToAim, LocalbodyAngle);
                if (features::drawfov) {
                    auto combo = sdk::math::vec2_t(sdk::unity::screen_c::width() / 2, sdk::unity::screen_c::height() / 2);
                    render::draw_circle(combo, MaxRange, { 1.0f, 0.5f, 0.5f, 1.0f });
                }
}
(как делать аим смотрел в сурсе миноки)
C++:
Expand Collapse Copy
{
    const auto& target = aimbot.get_target( );
    if ( !memory::is_valid( target.player ) )
        return;

    const auto& held_mod = sdk::local_player->held_mod( );
    if ( !memory::is_valid( held_mod ) )
        return;

    vec3_t eye_pos = sdk::local_player->eyes( )->position( );
    vec3_t target_pos = aimbot.aim_direction_to_target( target.pos, target.velocity, held_mod, eye_pos );

    if ( target_pos.empty( ) )
        target_pos = target.pos;

    vec2_t local_angle = sdk::local_player->input( )->body_angles( ).xy2d( );
    vec2_t aim_angle = vec3_t::unity_calculate_angle( eye_pos, target_pos );

    sdk::local_player->input( )->set_body_angles( vec3_t( aim_angle.x, aim_angle.y, 0.f ) );
}
 
я сделал вектор аим (вроде как) и он не роботает в чём может быть проблема?
Код:
Expand Collapse Copy
void NormalizeAngle(sdk::math::vec3_t& angles) {
    if (angles.x > 89.0f)angles.x = 89.0f;
    if (angles.x < -89.0f)angles.x = -89.0f;
    while (angles.y > 180.0f) {
        angles.y -= 360.0f;
    }
    while (angles.y < -180.0f) {
        angles.y += 360.0f;
    }
}

float GetFov(sdk::math::vec3_t Pos) {
    sdk::math::vec2_t ScreenPos;
    ScreenPos.x = Pos.x;
    ScreenPos.y = Pos.y;

    auto combo = sdk::math::vec2_t(sdk::unity::screen_c::width() / 2, sdk::unity::screen_c::height() / 2);
    return combo.distance2d(ScreenPos);
}

void aim_move(sdk::math::vec3_t AngleToAim, uintptr_t address) {
    memory::write<sdk::math::vec3_t>(address, AngleToAim);
    printf("vec3: x : %d | y : %d | z : %d\n", AngleToAim.x, AngleToAim.y, AngleToAim.z);
    printf("write\n");
}
if (tag == 6)
{

                uintptr_t teamIDlocal = 0;
                sdk::math::vec3_t LocalPos{};
                sdk::math::vec3_t LoacalAngle{};
                uintptr_t LocalbodyAngle;

                if (i == 0) {
                    local_player = reinterpret_cast<sdk::base_player_c*>(entity);
                    teamIDlocal = memory::read<uintptr_t>(entity + 0x458);

                    auto PlayerInput = memory::read<uintptr_t>(entity + 0x678);
                //    printf("LPlayerInput: 0x%llX\n", PlayerInput);

                    LocalbodyAngle = memory::read<uintptr_t>(PlayerInput + 0x44);
                    //printf("LocalbodyAngle: 0x%llX\n", LocalbodyAngle);

                    LoacalAngle = memory::read<sdk::math::vec3_t>(LocalbodyAngle);

                    LocalPos = sdk::unity::component_c::transform(local_player)->position();
                    //    //printf("team id: %d\n", teamIDlocal);
                }

                if (entity == (uint64_t)local_player)
                    continue;

                const auto& player = reinterpret_cast<sdk::base_player_c*>(entity);



                auto teamID = memory::read<uintptr_t>(entity + 0x458);

                sdk::math::vec3_t xc; xc.y = 0.2f;


             

                auto center = GetFov(sdk::unity::camera_c::screen_transform(player->get_bone_transform(47)->position()));

                sdk::math::vec3_t Enamepos;

                if (MaxRange > center) {
                    cTarget = player;
                    Enamepos = sdk::unity::camera_c::screen_transform(cTarget->get_bone_transform(47)->position());
                }

                if (features::Aim) {


                sdk::math::vec3_t offset = CalcAngle(LocalPos, Enamepos);

                offset -= LoacalAngle;
                NormalizeAngle(offset);
                sdk::math::vec3_t AngleToAim = LoacalAngle + offset;
                aim_move(AngleToAim, LocalbodyAngle);
                if (features::drawfov) {
                    auto combo = sdk::math::vec2_t(sdk::unity::screen_c::width() / 2, sdk::unity::screen_c::height() / 2);
                    render::draw_circle(combo, MaxRange, { 1.0f, 0.5f, 0.5f, 1.0f });
                }
}
(как делать аим смотрел в сурсе миноки)

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