void SlowSpin(CUserCmd *pCmd)
{
int random = rand() % 100;
int random2 = rand() % 1000;
static bool dir;
static float current_y = pCmd->viewangles.y;
if (random == 1) dir = !dir;
if (dir)
current_y += 10;
else
current_y -= 10;
pCmd->viewangles.y = current_y;
if (random == random2)
pCmd->viewangles.y += random;
}
void BackJitter(CUserCmd *pCmd)
{
int random = 179 - rand() % 100;
static float current_y = pCmd->viewangles.y;
current_y += random;
pCmd->viewangles.y = current_y;
}
void MoveFix(CUserCmd *cmd, Vector &realvec)
{
Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
Vector vMove2;
VectorAngles(vMove, vMove2);
flYaw = DEG2RAD(cmd->viewangles.y - realvec.y + vMove2.y);
cmd->forwardmove = cos(flYaw) * flSpeed;
cmd->sidemove = sin(flYaw) * flSpeed;
if (cmd->viewangles.x < -90.f || cmd->viewangles.x > 90.f)
cmd->forwardmove = -cmd->forwardmove;
}
void Flip(CUserCmd *pCmd)
{
static bool back = false;
back = !back;
if (back)
pCmd->viewangles.y -= rand() % 100;
else
pCmd->viewangles.y += rand() % 100;
}
void Backwards(CUserCmd *pCmd)
{
static bool back = false;
back = !back;
if (back)
pCmd->viewangles.y -= 180.0f;
else
pCmd->viewangles.y += 180.0f;
}