1개월 전 · Jul 13, 2026 12:29 PM
Standalone recoil control in CS2 is calculated using m_aimPunchAngle from C_CSPlayerPawn:
CPP
Vector3 aimPunch = Read<Vector3>(localPawn + m_aimPunchAngle);
int shotsFired = Read<int>(localPawn + m_iShotsFired);
if (shotsFired > 1) {
Vector3 punchDelta = (aimPunch - oldPunch) * 2.0f;
// Normalize and apply smoothing to viewangles
viewAngles.x -= punchDelta.x * rcsScaleX;
viewAngles.y -= punchDelta.y * rcsScaleY;
ClampAngles(viewAngles);
SetViewAngles(viewAngles);
oldPunch = aimPunch;
} else {
oldPunch = Vector3(0, 0, 0);
}Setting rcsScaleX/Y to 1.0f produces a perfect zero-recoil laser beam.