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Vandal & Phantom Weapon Recoil Table Compensation Curve in C++ [v2.4 Technical Discussion]

ptr_arithmetic
C++ Wizard
MEMBER
Rep: 162
Datum pridruživanja: May 2018
Postovi: 73
Hvala: 42
prije 1 mjeseci · Jul 11, 2026 4:14 AM
#1

Why smooth recoil control feels natural compared to rigid step down offsets:

Instead of instantaneous pixel jumps, interpolate recoil punch offsets using cubic Hermite splines:

CPP
struct RecoilPoint { float timeMs; float pitchDelta; float yawDelta; };

void ApplySmoothRecoil(const std::vector<RecoilPoint>& pattern, float shotElapsedMs) {
    RecoilPoint target = GetInterpolatedRecoil(pattern, shotElapsedMs);
    // Smooth micro-movements over 5 sub-steps
    for (int step = 0; step < 5; step++) {
        SendHardwareMouseDelta((int)(target.yawDelta / 5.0f), (int)(target.pitchDelta / 5.0f));
        PreciseSleepMicros(2000); // 2ms interval
    }
}

Produces smooth, human-like recoil control without snappy snapping!

colorbot_crafter
Hardware Modder
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Rep: 126
Datum pridruživanja: Mar 2021
Postovi: 14
Hvala: 78
prije 1 mjeseci · Jul 11, 2026 8:11 AM
#2

Splitting deltas across 2ms micro-steps makes automated recoil compensation look 100% legit on spectator cams.

val_driver_guy
Driver Dev
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Rep: 42
Datum pridruživanja: May 2019
Postovi: 24
Hvala: 37
prije 1 mjeseci · Jul 11, 2026 7:01 PM
#3

Great implementation of recoil smoothing.