Hey folks.
You probably know the way of doing no recoil in Counter-Strike by subtracting m_viewPunchAngle *2.f from your current QAngle.
However, this has changed in insurgency as m_viewPunchAngle is no longer used (always -1 it seems).
The following only applies to aimbots, not shooting while having a dynamic QAngle:
The yaw kick can be compensated by simply setting the aimangle over and over again, it's not a relative offset to your current QAngle anymore (as it used to be in Counter-Strike).
Now for the pitch kick, which still is relative to your current QAngle!
Lookup the strings "m_Local" and "m_viewPunchAngle" and add their offsets.
onClick="if (this.parentNode.parentNode.getElementsByTagName('div')['show_spoil'].style.display != '')
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else
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this.parentNode.parentNode.getElementsByTagName('div')['hide_spoil'].style.display = '';
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}" />
In this case that is 0x1364 + 0x64 = 0x13C8. Add this to your local player and check the memory region around that (scroll down). There should be a value that increases when firing and decreases over time while not firing. This is the pitch kick.
That's it. Once you've done that you can happily start aimbotting.
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this.parentNode.parentNode.getElementsByTagName('div')['show_spoil'].style.display = '';
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this.value = 'Hide Spoiler!';
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else
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this.parentNode.parentNode.getElementsByTagName('div')['hide_spoil'].style.display = '';
this.value = 'Show Spoiler!';
}" />
Enjoy!
You probably know the way of doing no recoil in Counter-Strike by subtracting m_viewPunchAngle *2.f from your current QAngle.
However, this has changed in insurgency as m_viewPunchAngle is no longer used (always -1 it seems).
The following only applies to aimbots, not shooting while having a dynamic QAngle:
The yaw kick can be compensated by simply setting the aimangle over and over again, it's not a relative offset to your current QAngle anymore (as it used to be in Counter-Strike).
Now for the pitch kick, which still is relative to your current QAngle!
Lookup the strings "m_Local" and "m_viewPunchAngle" and add their offsets.
onClick="if (this.parentNode.parentNode.getElementsByTagName('div')['show_spoil'].style.display != '')
{
this.parentNode.parentNode.getElementsByTagName('div')['show_spoil'].style.display = '';
this.parentNode.parentNode.getElementsByTagName('div')['hide_spoil'].style.display = 'none';
this.value = 'Hide Spoiler!';
}
else
{
this.parentNode.parentNode.getElementsByTagName('div')['show_spoil'].style.display = 'none';
this.parentNode.parentNode.getElementsByTagName('div')['hide_spoil'].style.display = '';
this.value = 'Show Spoiler!';
}" />
In this case that is 0x1364 + 0x64 = 0x13C8. Add this to your local player and check the memory region around that (scroll down). There should be a value that increases when firing and decreases over time while not firing. This is the pitch kick.
Code:
void CAimbot::SetAngle(QAngle qa)
{
qa.pitch -= m_pPlayerMngr->GetLocalPlayer()->GetPitchKick();
m_pProcess->WriteStruct( m_pViewVec, &qa, sizeof(QAngle) );
}
onClick="if (this.parentNode.parentNode.getElementsByTagName('div')['show_spoil'].style.display != '')
{
this.parentNode.parentNode.getElementsByTagName('div')['show_spoil'].style.display = '';
this.parentNode.parentNode.getElementsByTagName('div')['hide_spoil'].style.display = 'none';
this.value = 'Hide Spoiler!';
}
else
{
this.parentNode.parentNode.getElementsByTagName('div')['show_spoil'].style.display = 'none';
this.parentNode.parentNode.getElementsByTagName('div')['hide_spoil'].style.display = '';
this.value = 'Show Spoiler!';
}" />
Enjoy!
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