Update 0.01 F
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+34
-29
@@ -1,4 +1,5 @@
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using System;
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using Lithium;
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using System;
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using System.Threading;
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namespace Lua
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@@ -15,11 +16,11 @@ namespace Lua
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private static double _remainderX, _remainderY;
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private static double _jitterMultiplierX, _jitterMultiplierY;
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public static void Start()
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public static void Start(MainWindow window)
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{
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while (true)
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{
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if (Utils.IsCapsLockOn() && Utils.IsPressed(VK_RBUTTON))
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if (window.IsRecoilEnabled && Utils.IsPressed(VK_LBUTTON) && Utils.IsPressed(VK_RBUTTON))
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{
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HandleRecoilTick();
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}
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@@ -28,10 +29,14 @@ namespace Lua
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_remainderX = _remainderY = 0;
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_jitterActive = false;
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}
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Thread.Sleep(2);
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}
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}
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private static void HandleRecoilTick()
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{
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if (!Utils.IsPressed(VK_LBUTTON)) return;
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@@ -48,48 +53,47 @@ namespace Lua
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private static void HandleJitter(int now)
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{
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if (ConfigLoader.jitterEnabled)
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if (!ConfigLoader.jitterEnabled) return;
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if (!_jitterActive && now - _lastJitterEnd >= ConfigLoader.jitterCooldown)
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{
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if (!_jitterActive && now - _lastJitterEnd >= ConfigLoader.jitterCooldown)
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{
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_jitterActive = true;
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_jitterStart = now;
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_jitterActive = true;
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_jitterStart = now;
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double strength = 0.1 + _rng.NextDouble() * 0.8;
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_jitterMultiplierX = _jitterMultiplierY = 0;
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// Set small random jitter multipliers
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_jitterMultiplierX = (_rng.NextDouble() - 0.5) * 0.2; // ±0.1
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_jitterMultiplierY = (_rng.NextDouble() - 0.5) * 0.2;
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}
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switch (_rng.Next(1, 5))
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{
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case 1: _jitterMultiplierX = -strength; break;
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case 2: _jitterMultiplierX = strength; break;
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case 3: _jitterMultiplierY = -strength; break;
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case 4: _jitterMultiplierY = strength; break;
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}
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}
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if (_jitterActive && now - _jitterStart >= ConfigLoader.jitterBurstTime)
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{
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_jitterActive = false;
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_lastJitterEnd = now;
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_jitterMultiplierX = _jitterMultiplierY = 0;
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}
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if (_jitterActive && now - _jitterStart >= ConfigLoader.jitterBurstTime)
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{
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_jitterActive = false;
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_lastJitterEnd = now;
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_jitterMultiplierX = _jitterMultiplierY = 0;
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}
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}
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private static void ApplyRecoil((double recoilX, double recoilY) recoil)
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{
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double jitterX = recoil.recoilX * _jitterMultiplierX;
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double jitterY = recoil.recoilY * _jitterMultiplierY;
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// Apply base recoil first
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double moveX = recoil.recoilX;
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double moveY = recoil.recoilY;
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double moveX = recoil.recoilX + _remainderX + jitterX;
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double moveY = recoil.recoilY + _remainderY + jitterY;
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// Apply optional multiplier for jitter
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moveX += recoil.recoilX * _jitterMultiplierX;
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moveY += recoil.recoilY * _jitterMultiplierY;
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// Apply any global scaling
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if (ConfigLoader.debitFlag1)
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{
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moveX *= 1.282;
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moveY *= 1.351;
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}
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// Add remainder for precision
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moveX += _remainderX;
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moveY += _remainderY;
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int ix = (int)Math.Round(moveX);
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int iy = (int)Math.Round(moveY);
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@@ -98,5 +102,6 @@ namespace Lua
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Utils.MoveMouse(ix, iy);
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}
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}
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}
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