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- #define M_RADPI 57.295779513082f
- float fDelta[3]; // focusindex ist diene id im radarstruct...
- fDelta[0] = players[focusindex].origin[0] - players[besttarget].origin[0];
- fDelta[1] = players[focusindex].origin[1] - players[besttarget].origin[1];
- fDelta[2] = players[focusindex].origin[2] - players[besttarget].origin[2];
- // origin[0] = x koord. [1] = y. [2] = z
- float fHyp = sqrt(fDelta[0]*fDelta[0] + fDelta[1]*fDelta[1] + fDelta[2]*fDelta[2]);
- // fHyp ist die entfernung zum spieler. kann man auch gebrauchen ;)
- fAimbotAngles[0] = (float) (asinf(fDelta[2]/fHyp) * 57.295779513082f);
- fAimbotAngles[1] = (float) (atanf(fDelta[1]/fDelta[0]) * 57.295779513082f);
- fAimbotAngles[2] = 0.0f;
- //AimbotAngle[0] = pitch [1] = yaw [2] = roll, wobie roll immer 0 ist also kann man das auslassen
- if(fDelta[0] >= 0.0f)
- {
- fAimbotAngles[1] += 180.0f;
- }
- if (fAimbotAngles[0] > 89.0)
- fAimbotAngles[0] = 89.0;
- else if (fAimbotAngles[0] < -89.0)
- fAimbotAngles[0] = -89.0;
- if (fAimbotAngles[1] > 180.0)
- fAimbotAngles[0] = 180.0;
- else if (fAimbotAngles[0] < -180.0)
- fAimbotAngles[0] = -180.0;
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