Originally Posted by
Mayion
Great Job !
Still waiting for the aimbot.
Code:
bool calculateAngles( D3DXVECTOR3* angles , D3DXVECTOR3 vOrigin , D3DXVECTOR3 aimPoint , D3DXVECTOR2 m_sway )
{
D3DXVECTOR3 vDirTarget = aimPoint - vOrigin;
D3DXVec3Normalize( &vDirTarget , &vDirTarget );
angles->x = -atan2( vDirTarget.x , vDirTarget.z ) - m_sway.x; //Yaw
angles->y = atan2( vDirTarget.y , VectorLength2D( vDirTarget ) ) - m_sway.y; //Pitch
/*if ( _isnan( angles->x ) && _isnan( angles->y ) )
return false;*/
return true;
}
void aimCorrection(D3DXVECTOR3 currentPosition, D3DXVECTOR3* aimPoint, D3DXVECTOR3 targetVelocity, float bulletSpeed, float gravity)
{
if ( bulletSpeed == 0.0f )
return;
float distance = Distance3D( currentPosition.x , currentPosition.y , currentPosition.z , aimPoint->x , aimPoint->y , aimPoint->z );
float flBulletTime = distance / fabs(bulletSpeed);
*aimPoint += flBulletTime * targetVelocity;
aimPoint->y += ( float ) 0.5f * fabs( gravity ) * flBulletTime * flBulletTime;
}
but use smooth, and limited fov (Fairfight)