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  1. #1
    chudakprofiiq's Avatar
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    Thumbs up cmd->viewangles works worse than engine->setviewangles

    As the title says setting cmd->viewangles for aimbot works worse than engine->setviewangles
    With engine i can have 180 fov without problem, but if i use silent aim it miss alot and it takes a while to kill someone and is much slower.
    Does someone has an idea what can cause this?

  2. #2
    rwby's Avatar
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    Moved to the correct section.

  3. #3
    viking911's Avatar
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    Is it pSilent you mean? if so, be aware that perfect silent are choking packets.
    Also, i don't see the problem.
    FAKEEDGEBOY$ - B4RB0$$4

  4. #4
    chudakprofiiq's Avatar
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    Quote Originally Posted by viking911 View Post
    Is it pSilent you mean? if so, be aware that perfect silent are choking packets.
    Also, i don't see the problem.
    It actually isn't psilent i'll post video soon.
    Also i forgot to say, it only do that only if enemy is somewhere behind me and yes im normalizing and clamping

    - - - Updated - - -

    As u can see i kill them alot faster with engine angles


    - - - Updated - - -
    Last edited by chudakprofiiq; 04-14-2016 at 12:44 PM.

  5. #5
    viking911's Avatar
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    Quote Originally Posted by chudakprofiiq View Post
    It actually isn't psilent i'll post video soon.
    Also i forgot to say, it only do that only if enemy is somewhere behind me and yes im normalizing and clamping

    - - - Updated - - -

    As u can see i kill them alot faster with engine angles


    - - - Updated - - -
    oh lol, that's standard. Same shit is happening for me aswell. I can only kill them perfectly IF my AimFov is below "120" in Fov.
    Also, try remove the "if(pCmd->buttons & IN_ATTACK)" from Silent option and just keep it in the SetViewAngles.
    I also wanna mention that i used "if(pLocal->iShotsFired() > 1)" and start to spraying, it worked flawless.
    Last edited by viking911; 04-14-2016 at 01:32 PM.
    FAKEEDGEBOY$ - B4RB0$$4

  6. #6
    chudakprofiiq's Avatar
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    i've did - if( cmd->buttons & IN_ATTACK ) only for the vid it doesn't affect it, i go try the shots fired thing

    - - - Updated - - -

    shots fired thing didnt do anything :/

  7. #7
    viking911's Avatar
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    Quote Originally Posted by chudakprofiiq View Post
    i've did - if( cmd->buttons & IN_ATTACK ) only for the vid it doesn't affect it, i go try the shots fired thing

    - - - Updated - - -

    shots fired thing didnt do anything :/
    That's weird. Share the aimthread (You can send me pm if youre afraid)
    FAKEEDGEBOY$ - B4RB0$$4

  8. #8
    chudakprofiiq's Avatar
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    Quote Originally Posted by viking911 View Post
    That's weird. Share the aimthread (You can send me pm if youre afraid)
    Could u go to skype please?

    - - - Updated - - -

    So the problem is if someone is not in my fov or some shit it shoots a bit off his head like 1 head away any thoughts anyone? calcangle is fine and fov calc too

    - - - Updated - - -

    cmd->viewangles.x = Angle.x;
    cmd->viewangles.y = Angle.y - 0.3f;

    decreasing aim angle.y a little bit works a bit better now but still not perfect ( and also probably a shit way lol but it works better than before )

    - - - Updated - - -

    found out another thing the inaccuracy of the cmd viewangles is based on distance, weird that engine angles are fine tho

    - - - Updated - - -

    anyone have an idea how to fix? The inaccuracy increases with distance, it goes little bit to left
    there is calcangle i use

    I dont think if it is because of CalcAngle but including it just in case something is wrong with it
    Code:
    void CalcAngle( Vector& vecOrigin, Vector& vecOther, Vector& vecAngles )
    {
    	Vector vecDelta = Vector((vecOrigin[0] - vecOther[0]), (vecOrigin[1] - vecOther[1]), (vecOrigin[2] - vecOther[2]));
    	float hyp = sqrtf(vecDelta[0] * vecDelta[0] + vecDelta[1] * vecDelta[1]);
    
    	vecAngles[0] = (float)atan(vecDelta[2] / hyp) * (float)(180.f / M_PI);
    	vecAngles[1] = (float)atan(vecDelta[1] / vecDelta[0])	* (float)(180.f / M_PI);
    	vecAngles[2] = (float)0.f;
    
    	if (vecDelta[0] >= 0.f)
    		vecAngles[1] += 180.f;
    
    	vecAngles[2] = 0.f;
    }

  9. #9
    WasserEsser's Avatar
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    I haven't reversed the CUserCmd structure yet, so i don't know exactly how setting CUserCmd->ViewAngles work.
    But from what I can see is that those are not your actual ViewAngles. They will most likely get copied into the ViewAngle buffer after CreateMove and everything has run.

    Engine->SetViewAngles will set your ViewAngles directly after normalizing them. If you call SetViewAngles, the engine checks for NaN, normalizes the angles and sets the ViewAngle buffer ( ClientState + 0x4D14 ) directly.

  10. #10
    Hunter's Avatar
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    /Solved & closed.

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