# WAW PC External CalcAngle

Sep 15th, 2020
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1. vec3 Clamp(vec3 angle)
2. {
3. if (angle.x > 89.0f && angle.x <= 180.0f)
4. angle.x = 89.0f;
5. if (angle.x > 180.0f)
6. angle.x = angle.x - 360.0f;
7. if (angle.x < -89.0f)
8. angle.x = -89.0f;
9. if (angle.y > 180.0f)
10. angle.y = angle.y - 360.0f;
11. if (angle.y < -180.0f)
12. angle.y = angle.y + 360.0f;
13. return angle;
14. }
15. vec3 Norm(vec3 angle)
16. {
17. if (angle.x > 180)
18. angle.x -= 360.0f;
19. if (angle.x < 180)
20. angle.x += 360.0f;
21. if (angle.y > 180)
22. angle.y -= 360.0f;
23. if (angle.y < 180)
24. angle.y += 360.0f;
25. return angle;
26. }
27. void setViewAngle(vec3 newAngle, int aimSpeed)
28. {
29. Sleep(1);
30. vec3 currentAngle = getMyVA();
31. vec3 diff, angle;
32. diff.x = newAngle.x - currentAngle.x;
33. diff.y = newAngle.y - currentAngle.y;
34. diff.z = 0;
35.
36. diff = clampAngles(normalizeAngle(diff));
37. std::cout << "Delta X: " << diff.x << std::endl;
38. std::cout << "Delta Y: " << diff.y << std::endl << std::endl;
39.
40. angle.x = currentAngle.x;
41. angle.y = currentAngle.y;
42.
43. if (aimSpeed <= 0)
44. aimSpeed = 1;
45. angle.x += diff.x / getRandomNumber(aimSpeed, aimSpeed + 1);
46. angle.y += diff.y / getRandomNumber(aimSpeed, aimSpeed + 1);
47. angle.z = 0;
48.
49. angle = normalizeAngle(angle);
50. angle = clampAngles(angle);
51.
52. *(vec3*)(variable.enginePointer + offset.vAngle) = angle;
53. }
54.
55. //Player.Pose/Stance patch
56. //aimBotAngle.x = (float)(atanf(delta[2] / hyp) * 57.295779513082f);
57.
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