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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 dropping the core logic I used to maintain about 80% spread prediction. It was solid while it lasted for those who prefer semi-predictable gunplay over coin-flipping your shots.
It is effectively a legacy snippet now, but the geometry logic remains a decent reference for anyone reverse-engineering similar Unreal Engine 3 based shooters where spread is tied to camera rotation.
Anyone else working on a custom spread predictor for this engine version?
Since the implementation is now deprecated due to backend changes, I am dropping the core logic I used to maintain about 80% spread prediction. It was solid while it lasted for those who prefer semi-predictable gunplay over coin-flipping your shots.
Code:
/// <summary>
/// Calculates the value between -1.0 and 1.0 depending on camera Yaw Rotation for NSEW in world
/// </summary>
/// <param name="yaw">degrees</param>
/// <returns></returns>
float APB_RecoilPredictionDirection(float yaw)
{
// Normalize yaw to [0, 360)
yaw = fmodf(yaw, 360.0f);
if (yaw < 0.0f) yaw += 360.0f;
// Determine the quadrant and calculate the output
if (yaw <= 90.0f) {
// 0° to 90°: Constant 1.0f (right)
return 1.0f;
}
else if (yaw <= 180.0f) {
// 90° to 180°: Linearly interpolate from 1.0f to -1.0f
return 1.0f - 2.0f * ((yaw - 90.0f) / 90.0f); // Slope: (1 - (-1)) / 90 = -2/90
}
else if (yaw <= 270.0f) {
// 180° to 270°: Constant -1.0f (left)
return -1.0f;
}
else {
// 270° to 360°: Linearly interpolate from -1.0f to 1.0f
return -1.0f + 2.0f * ((yaw - 270.0f) / 90.0f); // Slope: (1 - (-1)) / 90 = 2/90
}
}
/// <summary>
/// Predicts the offset to where the bullets are supose to go (Currently Deprecated)
/// </summary>
/// <param name="x">half of the screen width</param>
/// <param name="y">half of the screen height</param>
/// <returns></returns>
SDK::Unreal::Vector2 getRecoilPredMiddleScreen(float x, float y)
{
// Normalize the yaw direction to a value between -1 and 1
auto cameraData = SDK::Unreal::Camera::GetCameraEntry();
float direction = APB_RecoilPredictionDirection(URadiansToDegree(URotationToRadians(cameraData.Rotation.Yaw)));
// Map direction to an angle between -45 and +45 degrees
float angle_degrees = direction * 45.0f; // -1 maps to -45°, 1 maps to +45°
float angle_radians = angle_degrees * (M_PI / 180.0f); // Convert to radians
// Define the radius, scaled by crosshair_size that is read from memory
// using 0.5f as initial crosshair_radius_scale works quite good
float scale = Cached.Game_HUD_CrosshairSize.load(); // gets current crosshair size (1.0 is default size)
if (scale > 3)
scale = 3;
float radius = 0.01f * (scale / Configuration.crosshair_radius_scale.load()) * y; // Scale radius based on y and crosshair_size
// Bottom of the circle is at 90° in standard polar coordinates
// Add 90° to start at the bottom, then adjust by angle_radians
float total_angle_radians = (-90.0f * (M_PI / 180.0f)) + angle_radians;
// Calculate offsets using polar coordinates
float offset_x = radius * cos(total_angle_radians); // x = r * cos(θ)
float offset_y = -radius * sin(total_angle_radians); // y = -r * sin(θ) (negative due to screen Y-axis pointing down)
// Return the new position by adding offsets to the input x, y
return SDK::Unreal::Vector2(x + offset_x, y + offset_y);
}
The logic hinges on calculating the camera yaw to determine the directional quadrant, then mapping it to an offset range.
- Normalized yaw normalization to [0, 360) range.
- Used linear interpolation for quadrant transitions.
- Derived bullet offset using polar coordinates, scaling based on the cached crosshair size in memory.
- The radius scaling factor was originally tuned at 0.5f, though you can adjust that based on specific weapon recoil patterns if you're trying to revive this for a private build.
It is effectively a legacy snippet now, but the geometry logic remains a decent reference for anyone reverse-engineering similar Unreal Engine 3 based shooters where spread is tied to camera rotation.
Anyone else working on a custom spread predictor for this engine version?