shitty lua aaa

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shitty lua aaa
Code:
function ok.CheckAAA(ply, ang)
	local pitch = ang.x
	local yaw = ang.y
	local roll = ang.z
	if roll != 0 then
		if roll == 90 then
			if 0 > pitch then
				pitch = 89
			else
				pitch = -89
			end
		end

		if roll == 270 or roll == -90 then
			yaw = yaw + 180
		end
	else
		if pitch >= 86 and 179 > pitch then
			pitch = 89
		elseif pitch >= 179 then
			pitch = -91
		end
	end

	ply:SetPoseParameter("aim_pitch", pitch + 180)
	ply:SetPoseParameter("head_pitch", pitch - 90)
	ply:SetRenderAngles(Angle(-89, math.NormalizeAngle(yaw), 180))
end
fix the shit urself
if you do you have a half-decent aaa in lua!!!!
roll does not effect your yaw :>
Quote Originally Posted by zombiiju View Post
roll does not effect your yaw :>
ur fucking autistic
Quote Originally Posted by too much sauce View Post
ur fucking autistic
- snip fucking willox -
Quote Originally Posted by IAmPhage View Post
And you're even worse. Set roll to 0 when aimbotting and you won't have to deal with those issues.
what are you even talking about
Quote Originally Posted by IAmPhage View Post
And you're even worse. Set roll to 0 when aimbotting and you won't have to deal with those issues.
nice bait, no one is this retarded
Quote Originally Posted by eth0s View Post
nice bait, no one is this retarded
are u sure about that
Quote Originally Posted by IAmPhage View Post
- snip fucking willox -
wasn't even willox it was robotboy and this update happened a year and 4 months ago
http://www.garrysmod.com/2015/06/01/15-06-01/

also the same thing happens in csgo and css
Quote Originally Posted by eth0s View Post
wasn't even willox it was robotboy and this update happened a year and 4 months ago
http://www.garrysmod.com/2015/06/01/15-06-01/

also the same thing happens in csgo and css
I don't really bother to follow updates to closely so my mistake. The way I've run my resolver never takes roll into factor, only animation angles.
Quote Originally Posted by IAmPhage View Post
I don't really bother to follow updates to closely so my mistake. The way I've run my resolver never takes roll into factor, only animation angles.
Well you dont need to take roll into account if you have eyeangle proxy and clamping in there or are clamping in fsn
The code i produced is only for lua cheats and isn't amazing, anyone is better off pasting some proxy.
Quote Originally Posted by eth0s View Post
Well you dont need to take roll into account if you have eyeangle proxy and clamping in there or are clamping in fsn
The code i produced is only for lua cheats and isn't amazing, anyone is better off pasting some proxy.
Which is basically exactly what I do. Grab the uncompressed values from fsn and never take roll into account. Sorry for the confusion
snip, please delete my post
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