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

byte_corvus

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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 ballistics compensation.

Note that this is not a full project—you still need to map your own offsets (OFF_LOCAL_PLAYER, OFF_VIEW_ANGLES, etc.) and plug in your preferred memory R/W method. However, the architecture is much cleaner than your average public paste.

Core Components:

  1. Ballistics Prediction: Includes gravity drop calculations and travel time estimation based on Apex-specific gravity constants (750.0f). Perfect for long-range Sentinel or Kraber shots.
  2. Player State Machine: Automatically identifies if a target is sliding, jumping, or falling based on velocity vectors. This is crucial for smoothing out your aimbot transitions.
  3. Targeting Filter: A ready-made struct for filtering enemies by visibility, distance (in meters), and FOV pixels.
  4. Math Utilities: Standard CalcAngle, WorldToScreen, and vector normalization logic tailored for the Source engine variant Apex runs on.

The Ballistics namespace uses a standard projectile motion formula but factors in the gravity_scale found in weapon data. The movement state logic is particularly useful—it checks 2D velocity against Z-velocity to distinguish between a slide and a sprint, which helps in adjusting your prediction lead.

Code:
enum class TeamRelation { SELF, TEAMMATE, ENEMY, UNKNOWN };
enum class PlayerState { ALIVE, DOWNED, DEAD, UNKNOWN };
enum class WeaponType { AR, SMG, LMG, SNIPER, SHOTGUN, PISTOL, MARKSMAN, BOW, MELEE, UNKNOWN };

inline PredictionResult CalculatePrediction(
    const Vec3& shooter_pos,
    const Vec3& target_pos,
    const Vec3& target_velocity,
    float bullet_speed,
    float bullet_gravity
) {
    PredictionResult result;
    float distance = shooter_pos.Distance(target_pos);
    result.travel_time = distance / (bullet_speed < 1.0f ? 30000.0f : bullet_speed);
    result.gravity_drop = 0.5f * 750.0f * bullet_gravity * result.travel_time * result.travel_time;
    result.predicted_position = target_pos + (target_velocity * result.travel_time);
    result.predicted_position.z += result.gravity_drop;
    result.aim_angle = Math::CalcAngle(shooter_pos, result.predicted_position);
    result.valid = true;
    return result;
}

This is a great starting point for anyone moving from a basic script to a more sophisticated internal or external setup. The structure separates game data from logic, which makes it easier to maintain when the game updates.

Anyone already adapted this for the current season movement changes?
 
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