// 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 = TRUE;
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 = 8;
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;
}