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Computing Aim Delta Angles and Angular Velocity Compensation in 3D (Part 2)

DisasmGeek
Capstone & Keystone Specialist
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1y ago · Apr 1, 2025 3:33 PM
#1
Calculating target lead positions based on projectile speed and target velocity vectors.
DisasmGeek · Capstone / Keystone Engine Integration
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ParanormalDev
MelonLoader / BepInEx Dev
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1y ago · Apr 1, 2025 7:56 PM
#2
Lead time t = distance / projectileSpeed. Predicted position = targetPos + (targetVelocity * t) + 0.5 * gravity * t^2.
ParanormalDev | MelonLoader & ImGui Modding
HexRays99
Senior Reverse Engineer
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1y ago · Apr 1, 2025 11:56 PM
#3
Compensating for bullet drop and travel time ensures accurate trajectory projection for ballistics.
HexRays99 · Reverse Engineering & Static Analysis
CPP
// Always check your pointers!
if (!pLocalPlayer) return;