private void timerRCS_Tick(object sender, EventArgs e)//Essentially a thread for those that only know C++
{
shotsFired = Engine.LocalPlayer.shotsFired;
punchVector = Engine.LocalPlayer.vecPunch;
if (Engine.LocalPlayer.health > 0 && Engine.LocalPlayer.InGame == 6)
{
if (shotsFired > 1 && shotsFired > prevFired)
{
prevFired = shotsFired;
punchVector.x = punchVector.x * 2;
punchVector.y = punchVector.y * 2;
viewAngle.x = Engine.vam.ReadFloat((IntPtr)(Engine.LocalPlayer.C lientStateBase + Offsets.oViewAngles));
viewAngle.y = Engine.vam.ReadFloat((IntPtr)(Engine.LocalPlayer.C lientStateBase + Offsets.oViewAngles + 4));
fin.x = viewAngle.x - (punchVector.x - oldPunch.x);
fin.y = viewAngle.y - (punchVector.y - oldPunch.y);
Aimbot.ClampAngles(ref fin);
Engine.vam.WriteFloat((IntPtr)(Engine.LocalPlayer. ClientStateBase + Offsets.oViewAngles), fin.x);
Engine.vam.WriteFloat((IntPtr)(Engine.LocalPlayer. ClientStateBase + Offsets.oViewAngles + 4), fin.y);
oldPunch.x = punchVector.x;
oldPunch.y = punchVector.y;
}
else if (shotsFired <= 1 || shotsFired < prevFired) //A regular else was not working.
{
oldPunch.x = 0;
oldPunch.y = 0;
prevFired = 0;
}
}
}
_newViewAngels = Engine.GetViewAngles();
Vector3 punch = Core.LocalPlayer.VecPunch - LastPunch;
if (punch.X != 0 || punch.Y != 0)
{
_newViewAngels.X -= punch.X * RandomYaw;
_newViewAngels.Y -= punch.Y * RandomPitch;
_newViewAngels = _newViewAngels.NormalizeAngle();
Engine.SetViewAngles(_newViewAngels);
}
fin.x = viewAngle.x - (punchVector.x * 2);
_newViewAngels = Engine.GetViewAngles();
Vector3 punch = Core.LocalPlayer.VecPunch - LastPunch;
if (punch.X != 0 || punch.Y != 0)
{
_newViewAngels.X -= punch.X * RandomYaw;
_newViewAngels.Y -= punch.Y * RandomPitch;
_newViewAngels = _newViewAngels.NormalizeAngle();
Engine.SetViewAngles(_newViewAngels);
}