did anyone have some skill in prediction coding? We need a good prediction for out aimbot
Plz no crapy ones
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Vector vDeltaOrigin = vPlayer - vPlayer; // Latency float fLatency = vhz.m_pEngine->GetNetChannelInfo()->GetLatency( FLOW_OUTGOING ); // Compensate the latency vDeltaOrigin[0] *= fLatency; vDeltaOrigin[1] *= fLatency; vDeltaOrigin[2] *= fLatency; //prediction PredictedTargetPosition = vPlayer + vDeltaOrigin; } if( m_nTarget == -1 ) return; PredictedTargetPosition[2] += 2.2;
Vector vDeltaOrigin = vPlayer - vPlayer; // Latency float fLatency = vhz.m_pEngine->GetNetChannelInfo()->GetLatency( FLOW_OUTGOING ); // Compensate the latency vDeltaOrigin[0] *= fLatency; vDeltaOrigin[1] *= fLatency; vDeltaOrigin[2] *= fLatency; // prediction PredictedTargetPosition = vPlayer + vDeltaOrigin; } if( m_nTarget == -1 ) return; PredictedTargetPosition[2] += 2.2;
Vector vDeltaOrigin = vPlayer - vPlayer; // ( x - x ) = 0; sets vDeltaOrigin to 0 // gets the client's latency from the engine float fLatency = vhz.m_pEngine->GetNetChannelInfo()->GetLatency( FLOW_OUTGOING ); // Compensate the latency // multiplies the three vector components (x,y,z) by the latency // now, remember here that the xyz of vDeltaOrigin are 0,0,0; and that anything * 0 is = 0; vDeltaOrigin[0] *= fLatency; vDeltaOrigin[1] *= fLatency; vDeltaOrigin[2] *= fLatency; // prediction adds the current players position to 0,0,0 WHY??? PredictedTargetPosition = vPlayer + vDeltaOrigin; } if( m_nTarget == -1 ) return; PredictedTargetPosition[2] += 2.2;
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