Here is a private source code i got from a coder please compile it thanks
01 void aa(CUserCmd* pCmd){
02 if( !gNospread.noAim && !( pCmd->buttons&IN_ATTACK ) )
03 {
04 Vector viewforward, viewright, viewup, aimforward, aimright, aimup;
05 QAngle v;
06 float forward = pCmd->forwardmove;
07 float right = pCmd->sidemove;
08 float up = pCmd->upmove;
09 v.Init(0.0f, pCmd->viewangles.x, 0.0f);
10 v.Init(0.0f, pCmd->viewangles.y, 0.0f);
11 v.Init(0.0f, pCmd->viewangles.z, 179.0f);
12 AngleVectors( pCmd->viewangles, &viewforward, &viewright, &viewup );
13 if(gCvar.misc_aa==5){
14 pCmd->viewangles.x = 180.0f;
15 pCmd->viewangles.y -= 180.0f;}
16
17 AngleVectors( pCmd->viewangles, &aimforward, &aimright, &aimup );
18 Vector vForwardNorm = viewforward * ( 1 / viewforward.Length() );
19 Vector vRightNorm = viewright * ( 1 / viewright.Length() );
20 Vector vUpNorm = viewup * ( 1 / viewup.Length() );
21 pCmd->forwardmove = DotProduct( forward * vForwardNorm, aimforward ) + DotProduct( right * vRightNorm, aimforward ) + DotProduct( up * vUpNorm, aimforward );
22 pCmd->sidemove = DotProduct( forward * vForwardNorm, aimright ) + DotProduct( right * vRightNorm, aimright ) + DotProduct( up * vUpNorm, aimright );
23 pCmd->upmove = DotProduct( forward * vForwardNorm, aimup ) + DotProduct( right * vRightNorm, aimup ) + DotProduct( up * vUpNorm, aimup );
24 }
25 }
26
27 *