public static double CalcFov(Structures.Vector2 src, Structures.Vector2 dist) { double i = Math.Sqrt( ((dist.x - src.x) * (dist.x - src.x)) + ((dist.y - src.y) * (dist.y - src.y)) ); return(i); }
public static float VectorDistance(Structures.Vector2 src, Structures.Vector2 dist) { double distance = Math.Sqrt( (dist.x - src.x) * (dist.x - src.x) + (dist.y - src.y) * (dist.y - src.y) ); distance = Math.Round(distance, 4); return((float)distance); }
public static Structures.Vector2 NormalizeAngle(this Structures.Vector2 angle) { while (0f > angle.x || angle.x > 360f) { if (angle.x < 0f) { angle.x += 360.0f; } if (angle.x > 360f) { angle.x -= 360.0f; } } return(angle); }
public Structures.Vector2 NewViewAngle() { var lPlayer = Global.LocalPlayer; var currentViewAngles = lPlayer.ViewAngle; var aimPunch = lPlayer.PunchAngle * 2f; var newViewAngles = new Structures.Vector2 { x = ((currentViewAngles + _oldAimPunch).x - aimPunch.x), y = ((currentViewAngles + _oldAimPunch).y - aimPunch.y) }; _oldAimPunch = aimPunch; return(newViewAngles); }
public static Structures.Vector2 ClampAngle(this Structures.Vector2 angle) { while (angle.x > 180f) { angle.x -= 360f; } while (angle.x < -180f) { angle.x += 360f; } while (angle.y > 89f) { angle.y -= (angle.y - 89) * 2; } while (angle.y < -89f) { angle.y += (-89 - angle.y) * 2; } if (angle.x > 180f) { return(Global.LocalPlayer.ViewAngle); } if (angle.x < -180f) { return(Global.LocalPlayer.ViewAngle); //This is to FORCE clamped angles } //even if i failed it somehow if (angle.y > 89f) { return(Global.LocalPlayer.ViewAngle); } if (angle.y < -89f) { return(Global.LocalPlayer.ViewAngle); } return(angle); }
public void Reset() { var lPlayer = Global.LocalPlayer; var punchAngle = lPlayer.PunchAngle; var oldAbsSum = Math.Abs(_oldAimPunch.x + _oldAimPunch.y); var newAbsSum = Math.Abs(punchAngle.x + punchAngle.y); if (oldAbsSum > 1.9f) { while (newAbsSum > 0.25) { Thread.Sleep(5); newAbsSum = Math.Abs(lPlayer.PunchAngle.x + lPlayer.PunchAngle.y); } var newViewAngle = NewViewAngle(); var playerAngle = lPlayer.ViewAngle; var diffX = Math.Max(playerAngle.x, newViewAngle.x) - Math.Min(playerAngle.x, newViewAngle.x); var diffY = Math.Max(playerAngle.y, newViewAngle.y) - Math.Min(playerAngle.y, newViewAngle.y); var diff = new Structures.Vector2(diffX, diffY); for (int i = 0; i < 4; i++) { lPlayer.SendPackets = false; lPlayer.ViewAngle -= diff / 4; Thread.Sleep(6); lPlayer.SendPackets = true; } } else { lPlayer.SendPackets = false; _oldAimPunch = new Structures.Vector2(); Thread.Sleep(10); lPlayer.SendPackets = true; } }
public static Structures.Vector2 CalcAngle(Structures.Vector3 src, Structures.Vector3 dist) { Structures.Vector3 delta = new Structures.Vector3() { x = dist.x - src.x, y = dist.y - src.y, z = dist.z - src.z, }; float magn = (float)Math.Sqrt( (delta.x * delta.x) + (delta.y * delta.y) + (delta.z * delta.z) ); Structures.Vector2 returnAngle = new Structures.Vector2() { x = (float)(Math.Atan2(delta.y, delta.x) * (180f / 3.14f)), y = (float)(-Math.Atan2(delta.z, magn) * (180f / 3.14f)), }; return(returnAngle); }
public static Structures.Vector3 ToVector3(this Structures.Vector2 angle) { return(new Structures.Vector3(angle.y, angle.x, 0)); }
public void HardReset() { _oldAimPunch = new Structures.Vector2(); }