void RCS()
{
Sleep(1);
Vector angle;
Vector OldAngle;
if (LocalPly.ShootFired > 1 && (GetAsyncKeyState(0x01) & 0x8000 )) {
Vector m_PunchAngle = Mem.Read<Vector>(LocalPly.Player + m_vecPunch);
Vector m_ViewAngle = Mem.Read<Vector>(LocalPly.ClientState + m_dwViewAngles);
angle.x = m_ViewAngle.x - (m_PunchAngle.x - OldAngle.x) * 2.0f;
angle.y = m_ViewAngle.y - (m_PunchAngle.y - OldAngle.y) * 2.0f;
angle = NormalizeAngles(angle);
Mem.Write<Vector>(LocalPly.ClientState + m_dwViewAngles, angle);
OldAngle.x = m_PunchAngle.x;
OldAngle.y = m_PunchAngle.y;
}
else{
OldAngle.x = 0;
OldAngle.y = 0;
}
}
class CEngine
{
public:
int FFlags;
DWORD ClientState;
void ReadData()
{
ClientState = Mem.Read<DWORD>(dwEngine + m_dwClientState);
FFlags = Mem.Read<int>(ClientState + m_fFlags);
}
}Engine;
void RCS()
{
Sleep(1);
Vector angle;
Vector OldAngle;
if (LocalPly.ShootFired > 1 && (GetAsyncKeyState(0x01) & 0x8000 )) {
Vector m_PunchAngle = Mem.Read<Vector>(LocalPly.Player + m_vecPunch);
Vector m_ViewAngle = Mem.Read<Vector>(Engine.ClientState + m_dwViewAngles);
angle.x = m_ViewAngle.x - (m_PunchAngle.x - OldAngle.x) * 2.0f;
angle.y = m_ViewAngle.y - (m_PunchAngle.y - OldAngle.y) * 2.0f;
angle = NormalizeAngles(angle);
Mem.Write<Vector>(LocalPly.Player + m_dwViewAngles, angle);
OldAngle.x = m_PunchAngle.x;
OldAngle.y = m_PunchAngle.y;
}
else{
OldAngle.x = 0;
OldAngle.y = 0;
}
}
Vector OldAngle;
void RCS()
{
Sleep(1);
Vector angle;
if (LocalPly.ShootFired > 1 && (GetAsyncKeyState(0x01) & 0x8000 )) {
Vector m_PunchAngle = Mem.Read<Vector>(LocalPly.Player + m_vecPunch);
Vector m_ViewAngle = Mem.Read<Vector>(LocalPly.ClientState + m_dwViewAngles);
angle.x = m_ViewAngle.x + OldAngle - m_PunchAngle.x * 2.0f;
angle.y = m_ViewAngle.y + OldAngle - m_PunchAngle.y * 2.0f;
angle = NormalizeAngles(angle);
Mem.Write<Vector>(LocalPly.ClientState + m_dwViewAngles, angle);
OldAngle.x = m_PunchAngle.x * 2.0f;
OldAngle.y = m_PunchAngle.y * 2.0f;
}
else{
OldAngle.x = 0;
OldAngle.y = 0;
}
}