fix: aimbot fov issues
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@@ -39,6 +39,8 @@ namespace DirectX9Interface {
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}
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}
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void DoAimbot(Vector3 headpos, float factor, bool show_fov) {
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void DoAimbot(Vector3 headpos, float factor, bool show_fov) {
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if (factor > 16.f)
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return;
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float fov = (factor / ((30 - aim_fov) - factor)) * 100;
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float fov = (factor / ((30 - aim_fov) - factor)) * 100;
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float aimX = headpos.x - Process::WindowWidth / 2;
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float aimX = headpos.x - Process::WindowWidth / 2;
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float aimY = headpos.y - Process::WindowHeight / 2;
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float aimY = headpos.y - Process::WindowHeight / 2;
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@@ -142,7 +144,7 @@ void Draw() {
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if (!WorldToScreen(neckpos, w2s_neckpos)) {
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if (!WorldToScreen(neckpos, w2s_neckpos)) {
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continue;
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continue;
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}
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}
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DoAimbot(w2s_neckpos, sqrt(abs(w2s_headpos.x - w2s_neckpos.x) + abs(w2s_headpos.y - w2s_neckpos.y)), show_fov);
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DoAimbot(w2s_neckpos, sqrt(abs(w2s_headpos.y - w2s_neckpos.y)), show_fov);
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#ifdef _DEBUG
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#ifdef _DEBUG
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char ent_text[256];
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char ent_text[256];
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