is there a new system no spread?

Posts 110 of 10 · Page 1 of 1
is there a new system no spread?
Here with the new update the old method does not work, but does anyone know a new way?
If yes, please tell us (づ ◔ω◔) づ
yeah it's the same as the old method that'll be $50
That is, the dickwrap module is fine, but you need slightly different settings, I understand correctly?
Quote Originally Posted by Nano_Rex View Post
That is, the dickwrap module is fine, but you need slightly different settings, I understand correctly?
Quote Originally Posted by guessjoe1 View Post
Could you show the source code or send the fixed module?
Quote Originally Posted by Nano_Rex View Post
Here with the new update the old method does not work, but does anyone know a new way?
If yes, please tell us (づ ◔ω◔) づ
old method works just fine

https://imgur.com/a/2gHzsXE
Can we see the source code for this module; as in the lua part because I have not been able to find a working cheat with the dickwrap module. Thank you.
This method does not work anymore. However, I guess you can fix this with a simple change?

Code:
local Angle = Angle;
local pcall = pcall;
local require = require;
local print = print;
local Vector = Vector;
local math = math;
local me = LocalPlayer();
 
local em = FindMetaTable("Entity");
 
local fa;
 
local e, err = pcall(function() require("dickwrap") end);
 
if(err) then print("nononono"); return; end
 
local ofb = em.FireBullets;
 
local cones = {};
local nullvec = Vector() * -1;
 
function em.FireBullets(p, data)
        local spread = data.Spread * -1;
        local class = p:GetActiveWeapon():GetClass();
        if (spread != cones[class] && spread != nullvec) then
                cones[class] = spread;
        end
        return(ofb(p, data));
end
 
local function PredictSpread(ucmd, ang)
        local w = me:GetActiveWeapon();
        if (!w || !w:IsValid() || !cones[w:GetClass()]) then return ang; end
        local ang = (dickwrap.Predict(ucmd, ang:Forward(), cones[w:GetClass()])):Angle();
        ang.y, ang.x = math.NormalizeAngle(ang.y), math.NormalizeAngle(ang.x);
        return(ang);
end
 
hook.Add("CalcView", "", function(p, o, a, f)
        local view = {};
        view.angles = (fa && fa || a);
        view.fov = f;
        view.origin = o;
        return view;
end);
 
hook.Add("CreateMove", "", function(ucmd)
        if(!fa) then fa = ucmd:GetViewAngles(); end
       
        fa = fa + Angle(ucmd:GetMouseY() * .023, ucmd:GetMouseX() * -.023, 0);
        fa.p, fa.y, fa.x = math.Clamp(fa.p, -89, 89), math.NormalizeAngle(fa.y), math.NormalizeAngle(fa.x);
       
        local ang = fa;
       
        if(ucmd:KeyDown(IN_ATTACK)) then
                ang = PredictSpread(ucmd, ang);
        end
       
        ucmd:SetViewAngles(ang);
end);
Quote Originally Posted by TheBandit View Post
This method does not work anymore. However, I guess you can fix this with a simple change?

Code:
local Angle = Angle;
local pcall = pcall;
local require = require;
local print = print;
local Vector = Vector;
local math = math;
local me = LocalPlayer();
 
local em = FindMetaTable("Entity");
 
local fa;
 
local e, err = pcall(function() require("dickwrap") end);
 
if(err) then print("nononono"); return; end
 
local ofb = em.FireBullets;
 
local cones = {};
local nullvec = Vector() * -1;
 
function em.FireBullets(p, data)
        local spread = data.Spread * -1;
        local class = p:GetActiveWeapon():GetClass();
        if (spread != cones[class] && spread != nullvec) then
                cones[class] = spread;
        end
        return(ofb(p, data));
end
 
local function PredictSpread(ucmd, ang)
        local w = me:GetActiveWeapon();
        if (!w || !w:IsValid() || !cones[w:GetClass()]) then return ang; end
        local ang = (dickwrap.Predict(ucmd, ang:Forward(), cones[w:GetClass()])):Angle();
        ang.y, ang.x = math.NormalizeAngle(ang.y), math.NormalizeAngle(ang.x);
        return(ang);
end
 
hook.Add("CalcView", "", function(p, o, a, f)
        local view = {};
        view.angles = (fa && fa || a);
        view.fov = f;
        view.origin = o;
        return view;
end);
 
hook.Add("CreateMove", "", function(ucmd)
        if(!fa) then fa = ucmd:GetViewAngles(); end
       
        fa = fa + Angle(ucmd:GetMouseY() * .023, ucmd:GetMouseX() * -.023, 0);
        fa.p, fa.y, fa.x = math.Clamp(fa.p, -89, 89), math.NormalizeAngle(fa.y), math.NormalizeAngle(fa.x);
       
        local ang = fa;
       
        if(ucmd:KeyDown(IN_ATTACK)) then
                ang = PredictSpread(ucmd, ang);
        end
       
        ucmd:SetViewAngles(ang);
end);
Nothing has changed about the method, the only thing thats different is CUserCmd thats all im saying
Posts 110 of 10 · Page 1 of 1

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