// GPC Online Library // fortnite_aim_with_polar_(zen_+_max)_[rapidfire,_dropshot,_perfect_accuracy].gpc /* _____ _ _ _ __ __ | __ \ ( ) | /\ | | | \/ | | | | | ___ _ __ |/ | |_ / \ | |_| \ / | ___ | | | |/ _ \| '_ \ | __| / /\ \| __| |\/| |/ _ \ | |__| | (_) | | | | | |_ / ____ \ |_| | | | __/ |_____/ \___/|_| |_| \__ /_/ \_\__|_| |_|\___| For the aim assist code _____ _____ _______ _ ______ _ _____ _ _______ _____ | __ \ / ____| |__ __|| | | ____|(_) / ____|| | |__ __| | __ \ | | | | ___ | | __ ____| | | |__ ___ | |__ _ | | __ | |__ | | ___ | |__) | | | | | / _ \ | | |_ ||_ /| | | '_ \ / _ \| __| | || | |_ || '_ \ | | / _ \| _ / | |__| || (_) || |__| | / / | | | | | || __/| | | || |__| || | | || || __/| | \ \ |_____/ \___/ \_____|/___||_| |_| |_| \___||_| |_| \_____||_| |_||_| \___||_| \_\ For anti-recoil that uses rumble feedback _____ _ _____ _ |_ _|| | / ____| | | | | | |_ ____| (___ _ __ __ _ ___ | | __ | | | __||_ / \___ \ | '_ \ / _` | / __|| |/ / _| |_ | |_ / / ____) || | | || (_| || (__ | < |_____| \__|/___||_____/ |_| |_| \__,_| \___||_|\_\ For Dropshot and a few other codes _____ _____ _ _ _ _ _ _ / ____|/ ____|| \ | |(_)| | | | (_) | (___ | (___ | \| | _ | | __ ___ | | __ _ _ \___ \ \___ \ | . ` || || |/ // _ \ | | / _` || | ____) |____) || |\ || || <| (_) || || (_| || | |_____/|_____/ |_| \_||_||_|\_\\___/ |_| \__,_||_| For putting all this together ______ |______| **///Rapid Fire (L2 + LEFT) //Dropshot (L2 + RIGHT) //Change FALSE TO TRUE If you want Auto Run //PUMP SMG - L2 + DOWN //100% Perfect Accuracy [ALWAYS ON] (L2 + R1) //Anti Recoil (Leave Alone) //ITzSNACK'S INVERTED RECOIL METHOD (IF INVERTED SET TO -1 INSTEAD OF 1) //RECOIL DEFAULT VERTICAL VALUE //RECOIL DEFAULT VERTICAL VALUE //RECOIL VERTICAL (DEFAULT VALUE/STREGNTH) //RECOIL HORIZONTAL (DEFAULT VALUE/STREGNTH) //RECOIL MASTER CONTROL (IF YOU DON'T WANT ANTI-RECOIL RUNNING AT ALL INPUT FALSE HERE) //RECOIL ACTIVE ON VIBRATE OR JUST ON THE TRIGGERS (L2 & R2) (TRUE = VIBRATION OR FALSE = TRIGGERS) (MASTER ABOVE MUST BE SET TO TRUE) //Aim Abuse (Leave Alone) //Aim Assist (Leave Alone) //Variables (Leave Alone) /*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | | | | | |M|A|I|N| | |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | | | | | |C|O|M|B|O| |S|E|C|T|I|O|N| | | | | | | | | | | | | | | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | | | | | |F |U | N | C | T | I | O | N | S | | | | | | | | | | | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**//*-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | | | | | | | | | | | | E | N | D | | | | | | | | | | | | | | | | | | | | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+**/ define INTVERTED_RECOIL = 1; define DEFAULT_VERTICAL = 6; define DEFAULT_HORIZONTAL = 2; define SNACKS_ANTIRECOIL = TRUE; define VIBRATION_RECOIL = TRUE; define STEP_INTERVAL = 1; define STEPS = 20; define VIB_A = RUMBLE_A; data(100, 100, 100, 100, 100, 100, 100, 100, 99, 99, 99, 99, 98, 98, 97, 97, 97, 96, 95, 95, 94, 94, 93, 92, 92, 91, 90, 89, 89, 88, 87, 86, 85, 84, 83, 82, 81, 80, 79, 78, 77, 75, 74, 73, 72, 71, 70, 69, 67, 66, 65, 63, 62, 61, 59, 58, 56, 55, 53, 52, 50, 49, 47, 46, 44, 43, 41, 40, 38, 36, 35, 33, 31, 30, 28, 26, 25, 23, 21, 20, 18, 16, 14, 13, 11, 9, 7, 6, 4, 2, 0, -1, -3, -5, -7, -8, -10, -12, -13, -15, -17, -19, -20, -22, -24, -25, -27, -29, -30, -32, -34, -35, -37, -39, -40, -42, -43, -45, -46, -48, -50, -51, -53, -54, -55, -57, -58, -60, -61, -62, -64, -65, -66, -68, -69, -70, -71, -73, -74, -75, -76, -77, -78, -79, -80, -81, -82, -83, -84, -85, -86, -87, -88, -89, -89, -90, -91, -92, -92, -93, -93, -94, -95, -95, -96, -96, -97, -97, -97, -98, -98, -99, -99, -99, -99, -100, -100, -100, -100, -100, -100, -100, -100, -100, -100, -100, -100, -100, -100, -99, -99, -99, -98, -98, -98, -97, -97, -96, -96, -95, -94, -94, -93, -93, -92, -91, -90, -90, -89, -88, -87, -86, -85, -84, -83, -82, -81, -80, -79, -78, -77, -76, -75, -74, -72, -71, -70, -69, -67, -66, -65, -63, -62, -61, -59, -58, -56, -55, -53, -52, -50, -49, -47, -46, -44, -43, -41, -40, -38, -36, -35, -33, -31, -30, -28, -26, -25, -23, -21, -20, -18, -16, -14, -13, -11, -9, -7, -6, -4, -2, 0, 2, 4, 6, 7, 9, 11, 13, 14, 16, 18, 20, 21, 23, 25, 26, 28, 30, 31, 33, 35, 36, 38, 40, 41, 43, 44, 46, 47, 49, 51, 52, 54, 55, 56, 58, 59, 61, 62, 63, 65, 66, 67, 69, 70, 70, 72, 73, 74, 75, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 89, 90, 91, 92, 92, 93, 94, 94, 95, 95, 96, 97, 97, 97, 98, 98, 99, 99, 99, 99, 100, 100, 100, 100, 100, 100, 100 ); int Rapid_Fire = FALSE; int DropShot = FALSE; int DropShotSpeed = 30; int AutoRun = FALSE; int PUMP_SMG = FALSE; int PerfectAccuracy = TRUE; int VERTICAL_RECOIL = 6; int HORIZONTAL_RECOIL = 2; int AimAbuse = TRUE; int AimAbuse_HOLD = 460; int AimAbuse_RELEASE = 20; int bUseAimAssist = TRUE; int aaboost = 2; int right_stick_deadzone = 9; int fub = 3; int fob = 2; int leftDboost = 5; int rightDboost = 5; int ADS_ASSIST = TRUE; int FIRE_ASSIST = TRUE; int DRIFT_ASSIST = TRUE; int tap; int R2_block; int RECOIL; int interval_t, angle; int x_stick, y_stick, cos_angle, sin_angle; main { if (AutoRun) if (get_val(PS4_LY) < -90 && !get_val(PS4_L2)) set_val(PS4_L3, 100); block_rumble(); if (bUseAimAssist) { interval_t=interval_t+( get_rtime()); if (!(interval_t % STEP_INTERVAL)) { angle = (angle+ STEPS) % 360; } if (ADS_ASSIST) { if (isqrt(abs(get_val(PS4_RX)) * abs(get_val(PS4_RX)) + abs(get_val(PS4_RY)) * abs(get_val(PS4_RY))) <= right_stick_deadzone+ 5) { if (get_val(PS4_L2) > 95 && !get_val(PS4_R2)) { f_Shake(); } } } if (DRIFT_ASSIST) { if (isqrt(abs(get_val(PS4_RX)) * abs(get_val(PS4_RX))) >= right_stick_deadzone+ 5) { if (get_val(PS4_L2) > 95 && !get_val(PS4_R2)) { combo_run(c_leftDrift); } } if (isqrt(abs(get_val(PS4_RX)) * abs(get_val(PS4_RX))) >= right_stick_deadzone+ 5) { if (get_val(PS4_L2) > 95 && !get_val(PS4_R2)) { combo_run(c_rightDrift); } } } if (FIRE_ASSIST) { if (get_val(PS4_R2)) { if (isqrt(abs(get_val(PS4_RX)) * abs(get_val(PS4_RX)) + abs(get_val(PS4_RY)) * abs(get_val(PS4_RY))) <= right_stick_deadzone+ 5) { combo_run(c_fire_under); } if (isqrt(abs(get_val(PS4_RX)) * abs(get_val(PS4_RX)) + abs(get_val(PS4_RY)) * abs(get_val(PS4_RY))) >= right_stick_deadzone+ 5) { combo_run(c_fire_over); } } } } if (SNACKS_ANTIRECOIL) { if (VIBRATION_RECOIL) { if (get_val(PS4_L2) && get_val(PS4_R2) && get_rumble(VIB_A)) { combo_run(c_RECOIL); } } else if (!VIBRATION_RECOIL && get_val(PS4_L2) && get_val(PS4_R2)) { combo_run(c_RECOIL); } if (abs(get_val(PS4_RY)) > VERTICAL_RECOIL+ 2|| abs(get_val(PS4_RX)) > VERTICAL_RECOIL+ 2) { combo_stop(c_RECOIL); } } if (get_val(PS4_L2)) { if (event_press(PS4_DOWN)) { combo_run(c_vibrate); PUMP_SMG =! PUMP_SMG; tap = FALSE; } set_val(PS4_L3, 0); } if (PUMP_SMG) { if (R2_block) { set_val(PS4_L2, 0); set_val(PS4_R2, 0); } if (get_val(PS4_L2) && event_press(PS4_R2)) { if (!tap) { tap = TRUE; combo_run(c_Double_Tact_R1); set_val(PS4_R2, 0); } } if (event_press(PS4_L2)) { tap = FALSE; } } if (get_val(PS4_L2) && get_val(PS4_R1)) { PerfectAccuracy =! PerfectAccuracy; combo_run(c_cPerfectAccuracy); set_val(PS4_R1, 0); } else { combo_stop(c_cPerfectAccuracy); } if (AimAbuse) { if (get_val(PS4_L2) > 95) { combo_run(c_AimAbuse); } if (event_release(PS4_L2)) { combo_stop(c_AimAbuse); } } if (get_val(PS4_L2) && event_press(PS4_LEFT)) { combo_run(c_vibrate); Rapid_Fire =! Rapid_Fire; } if (Rapid_Fire) { if (get_val(PS4_R2)) { combo_run(c_Rapiid_Fire); } } if (get_val(PS4_L2) && event_press(PS4_RIGHT)) { combo_run(c_vibrate); DropShot =! DropShot; } if (DropShot) { if (get_val(PS4_R2)) { combo_run(c_DroppShott); } } if (abs(get_val(PS4_LY)) < 10 && abs(get_val(PS4_LX)) < 10) { set_val(PS4_LY, 0); set_val(PS4_LX, 0); } if (abs(get_val(PS4_RY)) < 9 && abs(get_val(PS4_RX)) < 9) { set_val(PS4_RY, 0); set_val(PS4_RX, 0); } } combo c_RECOIL { RECOIL = get_val(PS4_RY) + VERTICAL_RECOIL; if (RECOIL > 100) RECOIL = 100; set_val(PS4_RY, RECOIL * INTVERTED_RECOIL); RECOIL = get_val(PS4_RX) + HORIZONTAL_RECOIL; if (RECOIL > 100) RECOIL = 100; set_val(PS4_RX, RECOIL); } combo c_leftDrift { f_offset(PS4_RX, right_stick_deadzone+ leftDboost); wait(30); f_offset(PS4_RX, (right_stick_deadzone+ leftDboost) * -1); wait(30); } combo c_rightDrift { f_offset(PS4_RX, right_stick_deadzone+ rightDboost); wait(30); f_offset(PS4_RX, (right_stick_deadzone+ rightDboost) * -1); wait(30); } combo c_fire_under { f_offset(PS4_RX, right_stick_deadzone+ fub); wait(30); f_offset(PS4_RX, (right_stick_deadzone+ fub) * -1); wait(30); } combo c_fire_over { f_offset(PS4_RX, right_stick_deadzone+ fob); wait(40); f_offset(PS4_RX, (right_stick_deadzone+ fob) * -1); wait(40); } combo c_vibrate { set_rumble(RUMBLE_A, 85); wait(225); reset_rumble(); } combo c_Double_Tact_R1 { R2_block = TRUE; set_val(PS4_R2, 100); wait(10); wait(10); set_val(PS4_L2, 100); set_val(PS4_L3, 100); set_val(PS4_R1, 100); wait(15); R2_block = FALSE; } combo c_cPerfectAccuracy { set_val(PS4_R2, 100); wait(100); wait(250); set_val(PS4_R2, 100); } combo c_Rapiid_Fire { set_val(PS4_R2, 100); wait(35); set_val(PS4_R2, 0); wait(25); } combo c_DroppShott { set_val(PS4_R3, 100); wait(40); wait(DropShotSpeed); set_val(PS4_R3, 100); } combo c_AimAbuse { set_val(PS4_L2, 100); wait(AimAbuse_HOLD); set_val(PS4_L2, 0); wait(AimAbuse_RELEASE); } function f_Set_polar(stick, angle, radius) { x_stick = 7+ stick; y_stick = 8+ stick; if (angle < 0) angle = 360+ (angle % 360); angle = (angle+ 90) % 360; radius = f_t1_clamp(radius, 0, 100); sin_angle = dchar(angle); cos_angle = dchar((angle + 90) % 360); f_offset(x_stick, inv(radius * cos_angle / 100)); f_offset(y_stick, inv(radius * sin_angle / 100)); return; } function f_offset(axis, offset_val) { set_val(axis, f_t1_clamp(offset_val * (100-abs(get_val(axis))) / 100+ get_val(axis), -100, 100)); return; } function f_Shake() { f_Set_polar(2, angle, right_stick_deadzone+ aaboost); } function f_t1_clamp(v, lo, hi) { if (v < lo) return lo; if (v > hi) return hi; return v; }