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thejhorse, GunBound's Projectile Motion

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Old 12-30-2008, 11:49 PM   #1
thejhorse
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thejhorse, GunBound's Projectile Motion



English
Hello everybody,

Well I want to release this piece of code on the draft made Gunbound, this is in C/C++, I no longer work in this code a long time ago and I do not finish it for news bots (because idont play GB & dont have time).

This formula is the starting point for anyone who wants to create an Aimbot, in any case I feel happy.
Put your contributions (Example: Draw trayectory line, calculated for new Bots, etc etc)

P.D. My english is very uggly, sorry

Español
Hola a todos,
Bueno yo quiero liberar este hermoso codigo referente a la formula de tiro de gunbound, esto esta en Visual C++, yo deje de trabajar en este codigo mucho tiempo atras y no terminare para los nuevos mobiles(ya que no juego GB).

Esta formula es el inicio para todo aquel que desee crear un aimbot, en todo caso me sentire feliz.
Pongan sus contribuciones(Ejemplo: La linea de trayectoria, calculo para nuevo Bots, etc etc)

Download Project
http://www.sendspace.com/file/an1qy5

Core SourceCode
Quote:
/*
thejhorse, function fix PowerShoot
-----------------------------------
player_x, // My player x coord [0-800]
player_y, // My player y coord [0-600]
shot_angle, // My angle [-90-90]
direction, // direction is 1 [left to right] or 0 [right to left]
wind_power, // wind power [0-25]
wind_angle, // wind angle [0-360]
target_x, // target x coord [0-800]
target_y, // target y coord [0-600]
backshot, // backshot is 1 or 0 [as boolean]
Mobil // mobile number
*/
double shot_Xforce;
double shot_Yforce;
double wind_Xforce;
double wind_Yforce;
double time = 0.05;

double current_x;
double current_y;

double distance;
double smallest_distance = 99999.00;

LONG iPowerCounter;
LONG iShootPower;

wind_Xforce = (cos(wind_angle * DEGTORAD) * wind_power) * WindEffect[Mobil];

wind_Yforce = (sin(wind_angle * DEGTORAD) * wind_power) * WindEffect[Mobil] - Gravity[Mobil];

for (iPowerCounter = 0; iPowerCounter <= 400; iPowerCounter++)
{
shot_Xforce = cos(shot_angle * DEGTORAD) * iPowerCounter;
shot_Yforce = sin(shot_angle * DEGTORAD) * iPowerCounter;

time = .05;

if (backshot)
direction = !direction;

if (direction == 0)
shot_Xforce = shot_Xforce * -1;

current_x = player_x;
current_y = player_y;

while (true)
{
if (current_x > CONST_AtaduraDerX)
break;

if (current_x < CONST_AtaduraIzqX)
break;

if (current_y > CONST_AtaduraAbajoY)
break;

if (current_y < CONST_AtaduraArribaY)
break;

current_x = player_x + (0.5 * pow(time, 2) * wind_Xforce + shot_Xforce * time);
current_y = player_y - (0.5 * pow(time, 2) * wind_Yforce + shot_Yforce * time);

time += 0.05;

distance = sqrt(pow((target_x - current_x), 2) + pow((target_y - current_y), 2));

if (smallest_distance > distance)
{
smallest_distance = distance;
iShootPower = iPowerCounter;
}
}
}

return iShootPower;
This work is based in Moose's Gunbound Projectile Motion.

Enjoy it
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