X Axis Resolver

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X Axis Resolver
This is my X resolver, now It isn't as bad as it looks.

Code:
	case 0:      x = 90; break;
		case 1:	x = -90; break;
		case 2:	x = 180; break;
		case 3:	x = -180; break;
Now, if you don't know what your doing you'll want to set it up like this.

Code:
int switch = bullets % 50; // Or Whatever Percent You Want
switch (switch) {
// Antiaims above here so:
                case 0:      x = 90; break;
		case 1:	x = -90; break;
		case 2:	x = 180; break;
		case 3:	x = -180; break;
Enjoy
????????????
i though that resolvers work in quite different way xD
more 'advanced' way
Quote Originally Posted by Zaczero View Post
????????????
i though that resolvers work in quite different way xD
more 'advanced' way
People overhype/over complicate resolvers
Quote Originally Posted by 10214163 View Post
People overhype/over complicate resolvers
add latest 30 head positions and analyze its change.
now predict next move.
not so hard
Quote Originally Posted by Zaczero View Post


add latest 30 head positions and analyze its change.
now predict next move.
not so hard
My way works good too

Y Angle Resolver (with angles removed):
Code:
case 0:	y = ; break;
		case 1:	y = ; break;
		case 2:	y = ; break;
		case 3:	y = ; break;
		case 4:	y = ; break;
		case 5:	y = ; break;
		case 6: y = -; break;
		case 7: y = Player->reset.y; break;
		case 8: y += 0; break;
		case 9: y = Player->reset.y + ; break;
		case 10: y += ; break;
		case 11: y = Player->reset.y + ; break;
		case 12: y -= ; break;
		case 13: y = Player->reset.y + ; break;
		case 14: y += 0; break;
		case 15: y = Player->reset.y + ; break;
		case 16: y -= ; break;
		case 17: y += ; break;
Quote Originally Posted by 10214163 View Post
This is my X resolver, now It isn't as bad as it looks.

Code:
	case 0:      x = 90; break;
		case 1:	x = -90; break;
		case 2:	x = 180; break;
		case 3:	x = -180; break;
Now, if you don't know what your doing you'll want to set it up like this.

Code:
int switch = bullets % 50; // Or Whatever Percent You Want
switch (switch) {
// Antiaims above here so:
                case 0:      x = 90; break;
		case 1:	x = -90; break;
		case 2:	x = 180; break;
		case 3:	x = -180; break;
Enjoy
Lmao what is this you can do an easier resolver with just 3 lines of code.

- - - Updated - - -

Quote Originally Posted by 10214163 View Post
My way works good too

Y Angle Resolver (with angles removed):
Code:
case 0:	y = ; break;
		case 1:	y = ; break;
		case 2:	y = ; break;
		case 3:	y = ; break;
		case 4:	y = ; break;
		case 5:	y = ; break;
		case 6: y = -; break;
		case 7: y = Player->reset.y; break;
		case 8: y += 0; break;
		case 9: y = Player->reset.y + ; break;
		case 10: y += ; break;
		case 11: y = Player->reset.y + ; break;
		case 12: y -= ; break;
		case 13: y = Player->reset.y + ; break;
		case 14: y += 0; break;
		case 15: y = Player->reset.y + ; break;
		case 16: y -= ; break;
		case 17: y += ; break;
And you can also use lowerbody yaw and 1 line of code.
case 8: y += 0; break;

epic code +rep
Nice "Manual" resolver, how about just geteyeangle() = getlowerbodyyaw() ? (Although this has flaws) Or just simply put aim spot pelvis.
Quote Originally Posted by Rin View Post
Or just simply put aim spot pelvis.
epic tip dude, thanks, now my resolver instantly taps everyone!!!!!!!!!! why would you bump such a shitty thread, if not for upping your post count?
Quote Originally Posted by certmemer View Post
epic tip dude, thanks, now my resolver instantly taps everyone!!!!!!!!!! why would you bump such a shitty thread, if not for upping your post count?
Forum is dead, why not bumping them.
Im fairly new to gamehacking...
so i was wandering what exactly a resolver is
"int switch = bullets % 50; // Or Whatever Percent You Want"

good mutliplayer game hacker +rep
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