good xy0/stickrpg bruteforce

Jumaron

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Jumaron

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hello... its (who else) rev again..
I wanted to post this bruteforce, because i see many peopleusing bruteforce with normal missed shots. that could result to missing shots due to spread while resolving the player correctly.(and you would also have to wait 2 shots in order to bruteforce)

with this method,we use resolver information in order to bruteforce, and wedont confuse the spread with resolving.

enjoy:
if (g::MissedShotDueToResolver[pEnt->EntIndex()] % 6)
{
if (g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - Back) > 0.f)
NextAngle = -60.f;
else if (g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - Back) < 0.f)
NextAngle = 35.f;
else if (g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - Back) < 0.f)
NextAngle = -35.f;
else if (g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - Back) < 0.f)
NextAngle = 79.f;
else if (g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - Back) < 0.f)
NextAngle = -79.f;
}
Thank you for your Posts!
 

rev

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rev

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do i even need to explain that. you could just look at it again
Nevermind. I just realized lmao Ty for pointing it out
 

Xiehwei

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Xiehwei

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hello... its (who else) rev again..
I wanted to post this bruteforce, because i see many peopleusing bruteforce with normal missed shots. that could result to missing shots due to spread while resolving the player correctly.(and you would also have to wait 2 shots in order to bruteforce)

with this method,we use resolver information in order to bruteforce, and wedont confuse the spread with resolving.

enjoy:
if (g::MissedShotDueToResolver[pEnt->EntIndex()] % 6)
{
if (g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - Back) > 0.f)
NextAngle = -60.f;
else if (g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - Back) < 0.f)
NextAngle = 35.f;
else if (g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - Back) < 0.f)
NextAngle = -35.f;
else if (g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - Back) < 0.f)
NextAngle = 79.f;
else if (g_Math.NormalizeYaw(pEnt->GetEyeAngles().y - Back) < 0.f)
NextAngle = -79.f;
}
bra this looks bad asf not gonna lie
 
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