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prediction

  1. byte_corvus

    Guide Rust Internal Silent Aim — pSilent vs. Prediction Logic

    Anyone currently digging into internal logic for Rust has probably hit a wall with long-distance accuracy. 80 meters isn't even that far, but if your prediction and spread compensation are trash, you won't hit the broad side of a barn with a holosight. The debate between standard silent and...
  2. byte_corvus

    Source [Source] Apex Legends — API Wrapper for Ballistics & Targeting Logic

    Got my hands on a decently structured API wrapper for Apex. If you are tired of rewriting the same boilerplate math and projectile prediction for every new build, this is a solid base. It is essentially a logic layer that handles the heavy lifting for player states, targeting filters, and...
  3. byte_corvus

    Source APB Reloaded — Deprecated Gun Spread Prediction Logic

    Spent some time digging through old repo scraps. It seems the devs finally addressed the spread system after long denying it was ever broken, forcing a return to the old 100% RNG model which is just peak design, right? Since the implementation is now deprecated due to backend changes, I am...
  4. CoderParrot

    Source nemesis engine prediction system

    reversed nemesis engine prediction system :eek::eek::eek: void c_engine_prediction::store_some_data() { const auto active_weapon = g_sdk.m_local->get_active_weapon(); if (!active_weapon) return; m_backup_data.m_spread = g_sdk.m_active_weapon->get_spread()...
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