Пример #1
0
 public override void SetAimDirection(Vector3 newAim)
 {
     if (!(newAim == Vector3.zero))
     {
         float num = UnityEngine.Time.time - lastAimSetTime;
         lastAimSetTime = UnityEngine.Time.time;
         AttackEntity attackEntity = GetAttackEntity();
         if ((bool)attackEntity)
         {
             newAim = attackEntity.ModifyAIAim(newAim, GetAimSwayScalar());
         }
         if (base.isMounted)
         {
             BaseMountable baseMountable = GetMounted();
             Vector3       eulerAngles   = baseMountable.transform.eulerAngles;
             Quaternion    quaternion    = Quaternion.Euler(Quaternion.LookRotation(newAim, baseMountable.transform.up).eulerAngles);
             Vector3       eulerAngles2  = Quaternion.LookRotation(base.transform.InverseTransformDirection(quaternion * Vector3.forward), base.transform.up).eulerAngles;
             eulerAngles2 = BaseMountable.ConvertVector(eulerAngles2);
             Quaternion quaternion2 = Quaternion.Euler(Mathf.Clamp(eulerAngles2.x, baseMountable.pitchClamp.x, baseMountable.pitchClamp.y), Mathf.Clamp(eulerAngles2.y, baseMountable.yawClamp.x, baseMountable.yawClamp.y), eulerAngles.z);
             newAim = BaseMountable.ConvertVector(Quaternion.LookRotation(base.transform.TransformDirection(quaternion2 * Vector3.forward), base.transform.up).eulerAngles);
         }
         eyes.rotation  = (base.isMounted ? Quaternion.Slerp(eyes.rotation, Quaternion.Euler(newAim), num * 70f) : Quaternion.Lerp(eyes.rotation, Quaternion.LookRotation(newAim, base.transform.up), num * 25f));
         viewAngles     = eyes.rotation.eulerAngles;
         ServerRotation = eyes.rotation;
     }
 }
Пример #2
0
    public override void SetAimDirection(Vector3 newAim)
    {
        Quaternion quaternion;

        if (newAim == Vector3.zero)
        {
            return;
        }
        AttackEntity attackEntity = base.GetAttackEntity();

        if (attackEntity)
        {
            newAim = attackEntity.ModifyAIAim(newAim, this.GetAimSwayScalar());
        }
        if (base.isMounted)
        {
            BaseMountable mounted = base.GetMounted();
            Vector3       vector3 = mounted.transform.eulerAngles;
            quaternion = Quaternion.LookRotation(newAim, mounted.transform.up);
            Quaternion quaternion1 = Quaternion.Euler(quaternion.eulerAngles);
            Quaternion quaternion2 = Quaternion.LookRotation(base.transform.InverseTransformDirection(quaternion1 * Vector3.forward), base.transform.up);
            Vector3    vector31    = quaternion2.eulerAngles;
            vector31 = BaseMountable.ConvertVector(vector31);
            Quaternion quaternion3 = Quaternion.Euler(Mathf.Clamp(vector31.x, mounted.pitchClamp.x, mounted.pitchClamp.y), Mathf.Clamp(vector31.y, mounted.yawClamp.x, mounted.yawClamp.y), vector3.z);
            Quaternion quaternion4 = Quaternion.LookRotation(base.transform.TransformDirection(quaternion3 * Vector3.forward), base.transform.up);
            newAim = BaseMountable.ConvertVector(quaternion4.eulerAngles);
        }
        this.eyes.rotation  = (base.isMounted ? Quaternion.Slerp(this.eyes.rotation, Quaternion.Euler(newAim), UnityEngine.Time.smoothDeltaTime * 70f) : Quaternion.Lerp(this.eyes.rotation, Quaternion.LookRotation(newAim, base.transform.up), UnityEngine.Time.deltaTime * 25f));
        quaternion          = this.eyes.rotation;
        this.viewAngles     = quaternion.eulerAngles;
        this.ServerRotation = this.eyes.rotation;
    }
Пример #3
0
        public static void DoAimbot()
        {
            Vector3 vector = GetEnemyVector();

            if (vector != Vector3.zero)
            {
                Quaternion rotation = Quaternion.LookRotation(vector, LocalPlayer.Entity.eyes.transform.up);
                LocalPlayer.Entity.input.SetViewVars(BaseMountable.ConvertVector(rotation.eulerAngles));
            }
        }
Пример #4
0
    public void FixedUpdate()
    {
        Vector3 worldVelocity;
        Vector3 vector3 = this.currentAimDir;

        if (this.currentTarget != null && this.IsPowered())
        {
            float   component      = this.projectileTest.Get().GetComponent <ServerProjectile>().speed;
            Vector3 vector31       = this.EntityCenterPoint(this.currentTarget);
            float   single         = Vector3.Distance(vector31, this.eyePoint.transform.position);
            float   single1        = single / component;
            Vector3 worldVelocity1 = vector31 + (this.currentTarget.GetWorldVelocity() * single1);
            single1        = Vector3.Distance(worldVelocity1, this.eyePoint.transform.position) / component;
            worldVelocity1 = vector31 + (this.currentTarget.GetWorldVelocity() * single1);
            if (this.currentTarget.GetWorldVelocity().magnitude > 0.1f)
            {
                float single2 = Mathf.Sin(Time.time * 3f) * (1f + single1 * 0.5f);
                worldVelocity  = this.currentTarget.GetWorldVelocity();
                worldVelocity1 = worldVelocity1 + (worldVelocity.normalized * single2);
            }
            worldVelocity      = worldVelocity1 - this.eyePoint.transform.position;
            this.currentAimDir = worldVelocity.normalized;
            if (single > this.scanRadius)
            {
                this.currentTarget = null;
            }
        }
        Quaternion quaternion = Quaternion.LookRotation(this.currentAimDir, base.transform.up);
        Vector3    vector32   = quaternion.eulerAngles;

        vector32 = BaseMountable.ConvertVector(vector32);
        float      single3     = Mathf.InverseLerp(0f, 90f, -vector32.x);
        float      single4     = Mathf.Lerp(15f, -75f, single3);
        Quaternion quaternion1 = Quaternion.Euler(0f, vector32.y, 0f);

        this.yaw.transform.localRotation = quaternion1;
        Quaternion quaternion2 = this.pitch.transform.localRotation;
        float      single5     = quaternion2.eulerAngles.x;

        quaternion2 = this.pitch.transform.localRotation;
        Quaternion quaternion3 = Quaternion.Euler(single5, quaternion2.eulerAngles.y, single4);

        this.pitch.transform.localRotation = quaternion3;
        if (this.currentAimDir != vector3)
        {
            base.SendNetworkUpdate(BasePlayer.NetworkQueue.Update);
        }
    }
Пример #5
0
 public void Server_SetDir(RPCMessage msg)
 {
     if (!IsStatic())
     {
         BasePlayer player = msg.player;
         if (player.CanBuild() && player.IsBuildingAuthed() && Interface.CallHook("OnCCTVDirectionChange", this, player) == null)
         {
             Vector3 direction = Vector3Ex.Direction(player.eyes.position, yaw.transform.position);
             direction = base.transform.InverseTransformDirection(direction);
             Vector3 vector = BaseMountable.ConvertVector(Quaternion.LookRotation(direction).eulerAngles);
             pitchAmount = vector.x;
             yawAmount   = vector.y;
             pitchAmount = Mathf.Clamp(pitchAmount, pitchClamp.x, pitchClamp.y);
             yawAmount   = Mathf.Clamp(yawAmount, yawClamp.x, yawClamp.y);
             Quaternion localRotation  = Quaternion.Euler(pitchAmount, 0f, 0f);
             Quaternion localRotation2 = Quaternion.Euler(0f, yawAmount, 0f);
             pitch.transform.localRotation = localRotation;
             yaw.transform.localRotation   = localRotation2;
             SendNetworkUpdate();
         }
     }
 }