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  1. #1
    cdrizzle's Avatar
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    ghetto internal RCS

    Idk why i'm releasing this, just felt like it.

    Code:
    QAngle angOldPunch;
    bool bDoneRecoil = false;
    bool bAimbotting = false; // if you have aimbot set this to false if it doesn't find a target and true if it does
    
    void DoNoRecoil(CUserCmd* cmd, CBaseEntity* pLocalPlayer)
    {
            QAngle angPunch = *(QAngle*)((DWORD)pLocalPlayer + NetVarManager.GetOffset("DT_Local", "m_vecPunch")); // netvar's don't really change so you could just do pLocalPlayer + 0x2FF8
    
    	if (!bAimbotting && (cmd->buttons & IN_ATTACK))
    	{
    		if (!bDoneRecoil)
    		{
    			bDoneRecoil = true;
    			angOldPunch = QAngle(0, 0, 0);
    		}
    		else
    		{
    			QAngle angRealPunch = angPunch * 2;
    			QAngle angNoRecoil = cmd->viewangles - (angRealPunch - angOldPunch);
    			angNoRecoil.x = clamp(angNoRecoil.x, -89, 89); // instead of all this garbage you could just make a NormalizeAngle function or use your existing one
                            
                            if (angNoRecoil.y >= 181)
                                   angNoRecoil.y -= 360;
                            elseif (-181 >= angNoRecoil.y)
                                   angNoRecoil += 360;
                            
                            angNoRecoil.y = clamp(angNoRecoil.y, -180, 180)
    			cmd->viewangles = angNoRecoil;
    			angOldPunch = angRealPunch;
    		}
    	}
    	else
    		bDoneRecoil = false;
    }
    like i said, ghetto way of doing it

  2. #2
    rwby's Avatar
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    Quote Originally Posted by cdrizzle View Post
    Idk why i'm releasing this, just felt like it.

    Code:
    QAngle angOldPunch;
    bool bDoneRecoil = false;
    bool bAimbotting = false; // if you have aimbot set this to false if it doesn't find a target and true if it does
    
    void DoNoRecoil(CUserCmd* cmd, CBaseEntity* pLocalPlayer)
    {
            QAngle angPunch = *(QAngle*)((DWORD)pLocalPlayer + NetVarManager.GetOffset("DT_Local", "m_vecPunch")); // netvar's don't really change so you could just do pLocalPlayer + 0x2FF8
    
    	if (!bAimbotting && (cmd->buttons & IN_ATTACK))
    	{
    		if (!bDoneRecoil)
    		{
    			bDoneRecoil = true;
    			angOldPunch = QAngle(0, 0, 0);
    		}
    		else
    		{
    			QAngle angRealPunch = angPunch * 2;
    			QAngle angNoRecoil = cmd->viewangles - (angRealPunch - angOldPunch);
    			angNoRecoil.x = clamp(angNoRecoil.x, -89, 89); // instead of all this garbage you could just make a NormalizeAngle function or use your existing one
                            
                            if (angNoRecoil.y >= 181)
                                   angNoRecoil.y -= 360;
                            elseif (-181 >= angNoRecoil.y)
                                   angNoRecoil += 360;
                            
                            angNoRecoil.y = clamp(angNoRecoil.y, -180, 180)
    			cmd->viewangles = angNoRecoil;
    			angOldPunch = angRealPunch;
    		}
    	}
    	else
    		bDoneRecoil = false;
    }
    like i said, ghetto way of doing it
    Its not that bad of a way of doing it. Gets the job done xD

  3. #3
    cdrizzle's Avatar
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    Quote Originally Posted by rwby View Post
    Its not that bad of a way of doing it. Gets the job done xD
    yeah, but it could definitely be shortened

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