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how to use getbonepos, aim calculations #51
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Is there any particular reason you're using GetBonePosition over GetHitboxPosition? Hitboxes are objectively better than bones. EDIT: As for the actual reason why it's not working, I just tested it with my edit and it looks like you're unnecessarily doing *entity->GetBonePosition(8). Remove the * and it should work just fine. |
end i try gethitboxposition(8) same result |
Not sure why it does that. I assume you can just remove the std::optional and replace it with Vector and change the corresponding entity.cpp function to match basic returns for Vector. That must have been added in a recent update; I'm being by quite a bit, just before the netvar change and I added just that over anything else. You may have to wait for qo0 to reply because I'm not familiar with std::optional. |
im working with an older version and its working perfectly, has the function changed?
} also gethitboxposition is not objectively better |
auto bonePos = entity->GetBonePosition(BONE_HEAD).value() |
about std::optional u can read here pseudo: QAngle angPunch = pLocal->GetPunch() * 2.0f // prefered weapon_recoil_scale instead hardcoded "2.0"
angPunch.Normalize();
QAngle angAim = M::CalcAngle(pLocal->GetEyePosition(), pEntity->GetBonePosition(BONE_HEAD).value()) - (pCmd->angViewPoint + angPunch)
angAim.Normalize() |
op didnt answered for 2 days, should be fixed. closed |
get bone position gets a result like get eye position
how can i fix that?
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