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    [c++] aimbot bug help?

    Hey,
    since I started coding a while ago I tried to make my own simple aimbot for lan usage.
    I got the aimbot working and smoothaim etc. everything fine, but I have the problem when aiming from some angles the aimbot just fucks up.
    Too show you my problem I made a video with low smooth.

    Can you tell me what I did wrong?

    Subscribe please

    #2
    Re: [c++] aimbot bug help?

    I have reverse engineered your whole cheat from that video and I can tell the problem lies at line 97 in aimbawt.cpp
    lolmaoman: Germans are born with a lifetime x22 login engraved into their birth certificates. True story.
    I DONT HAVE TEAMVIEWER AND IM NOT GOING TO GIVE ANY 24/7 ONLINE SUPPORT VIA STEAM, XFIRE OR OTHER IM PROGRAMS SO DONT BOTHER ASKING. THANKS.

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      #3
      Re: [c++] aimbot bug help?

      Originally posted by mencore View Post
      I have reverse engineered your whole cheat from that video and I can tell the problem lies at line 97 in aimbawt.cpp
      ^exactly :D

      Show them code if you want help :troll:

      Contact:





      !8m:67%;<51>^5T0-7Nb2cIt-C|229/q]Ps67812
      HW: v3n0m4, Mattdog, Xeder
      yO.-(3_=4%Z*Y;<)gsqH_!"5"{_B?34dok&@_91;


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        #4
        Re: [c++] aimbot bug help?

        Code:
        void DoShit( QAngle& va, float min, float max ) {
        	float delta = max - min;
        	for( int i = 0; i < 3; ++i ) {
        		if( va[i] > max ) va[i] -= delta;
        		if( va[i] < min ) va[i] += delta;
        	}
        }
        
        ...
        QAngle qaDelta;
        VectorSubstract( qaViewAngles, qaAim, qaDelta );
        DoShit( qaDelta, -180, 180 );
        VectorCopy( qaAim, qaViewAngles - qaDelta / smooth_value );
        ...
        Last edited by keybode; 07-10-2013, 07:29 PM. Reason: wav

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          #5
          Re: [c++] aimbot bug help?

          interpolate angles keybode, that shit is just homo enabling

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            #6
            Re: [c++] aimbot bug help?

            Code:
            void InterpolateAngles( float *start, float *end, float *output, float frac )
            {
                    int i;
                    float ang1, ang2;
                    float d;
                   
                    NormalizeAngles( start );
                    NormalizeAngles( end );
            
                    for ( i = 0 ; i < 3 ; i++ )
                    {
                            ang1 = start[i];
                            ang2 = end[i];
            
                            d = ang2 - ang1;
                            if ( d > 180 )
                            {
                                    d -= 360;
                            }
                            else if ( d < -180 )
                            {      
                                    d += 360;
                            }
            
                            output[i] = ang1 + d * frac;
                    }
            
                    NormalizeAngles( output );
            }
            Where frac ideally goes between 0 and 1.0 representing the "smoothness" of your interpolation. Ideally you should set it to the interval_per_tick.

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