External RCS not working
so im adding new features to my public cheat and to see how some are working im looking at other sources and trying to get them to work in my cheat. so im wondering why this rcs isnt working
code:
offsets:
any help would be appreciated! thanks 
code:
Code:
typedef struct {
float x, y, z;
}Vector;
using namespace std;
using std::vector;
Vector vAimPunch;
Vector Fin;
void SetViewAngles(Vector angle)
{
Vector newAngle = angle;
if (newAngle.x >= -180 && newAngle.x <= 180 && newAngle.y >= -180 && newAngle.y <= 180)
{
Mem.Write<Vector>(Engine + setView, angle);
}
}
void RCS()
{
if (RCSEnabled)
{
DWORD Player = Mem.Read<DWORD>(Client + LocalPlayer);
static Vector vOldPunchAngle;
if (GetAsyncKeyState(VK_LBUTTON))
{
vAimPunch = Mem.Read<Vector>(Player + AimPunch);
vAimPunch.x = vAimPunch.x * 2.f;
vAimPunch.y = vAimPunch.y * 2.f;
Vector ViewAngles = Mem.Read<Vector>(Engine + setView);
Fin.x = ViewAngles.x - (vAimPunch.x - vOldPunchAngle.x);
Fin.y = ViewAngles.y - (vAimPunch.y - vOldPunchAngle.y);
SetViewAngles(Fin);
vOldPunchAngle = vAimPunch;
}
else
{
vOldPunchAngle.x = 0;
vOldPunchAngle.y = 0;
Fin.x = 0;
Fin.y = 0;
}
}
}
Code:
/* Changing */ DWORD LocalPlayer = 0x00A844DC; DWORD EntityList = 0x04A9F6D4; DWORD GlowObjectBase = 0x04FB556C; DWORD attack = 0x02EDF6D0; DWORD jump = 0x04F34A68; DWORD sensitivity = 0x00A89CE4; DWORD Mouse = 0x00A89D40; DWORD ClientState = 0x00610334; DWORD AimPunch = 0x3108; DWORD setView = 0x4D0C; DWORD ViewMatrix = 0x04A91264; // ViewMatrix offset DWORD ViewMatrix1 = 0x04A91264; DWORD ViewMatrix2 = 0x04A91374; DWORD ViewMatrix3 = 0x04A91684; DWORD iHealth = 0xFC; // iHealth offset [Always: 0xFC] DWORD iTeamNum = 0xF0; // Team offset [Always: 0xF0] DWORD ArmorValue = 0xA9E8; // Armor Value [Cuz cool?] DWORD IsDormant = 0xE9; // Is dormant or na? [Always: 0xE9] DWORD vecOrigin = 0x134;// vecOrigin offset [Always: 0x134]; /* Constant */ DWORD ViewAngle = 0x4D0C; DWORD LocalPlayerIndex_a = 0x178; DWORD m_iCrossHairID = 0xAA44; DWORD ShotsFired = 0xA2B0; DWORD m_iTeamNum = 0xF0; DWORD m_fFlags = 0x100; DWORD GlowIndex = 0xA310; DWORD isDormant = 0xE9; DWORD bSpotted = 0x939; DWORD bSpottedByMask = 0x97C; DWORD FlashMaxAlpha = 0xA2F4; DWORD dw_EntityLoopDistance = 0x10; DWORD dw_healthOffset = 0xFC; DWORD m_vecOrigin = 0x134; DWORD m_iFOV = 0x31C8; DWORD punch = 0x300C; DWORD DrawViewmodel = 0x3033; DWORD ZoomLevel = 0x3330; DWORD WeaponID = 0x0030; DWORD BoneMatrix = 0x2698; DWORD EnginePosition = 0x006BEB3C; float dwAngPtr; DWORD EnginePointer; DWORD VectorPunch;

