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Detecting mouse movement ingame


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aron9forever
Veteran Member
Join Date: Feb 2013
Location: Rromania
Old 09-08-2014 , 19:57   Detecting mouse movement ingame
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So I'm trying to detect when an alive player moves his crosshair up or down.
How do I do this? I've searched and couldn't find anything, and the only idea I can think of is to get aim origin every think and compare to last checked origin to see if it moved higher or lower.

Any other more efficient or simpler way to do this?
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Meanwhile, in 2050:
Quote:
Originally Posted by aron9forever
useless small optimizations
Quote:
Originally Posted by Black Rose View Post
On a map that is 512x512x128 units you end up with 3,355,443,200,000 different "positions". To store each one of those positions individually in the variable "user_or" you need 12 terabytes of memory.
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alan_el_more
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Join Date: Jul 2008
Location: amxmodx-es.com
Old 09-08-2014 , 23:16   Re: Detecting mouse movement ingame
Reply With Quote #2

Compare angles is the best way.
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aron9forever
Veteran Member
Join Date: Feb 2013
Location: Rromania
Old 09-09-2014 , 06:34   Re: Detecting mouse movement ingame
Reply With Quote #3

oh and also, how would I go about blocking mouse movement?
I know you can't do it completely but you can make it jump back after a think cycle, can anyone provide an example?
vectors and origins are the dark side of the moon of my amxx knowledge
__________________
Meanwhile, in 2050:
Quote:
Originally Posted by aron9forever
useless small optimizations
Quote:
Originally Posted by Black Rose View Post
On a map that is 512x512x128 units you end up with 3,355,443,200,000 different "positions". To store each one of those positions individually in the variable "user_or" you need 12 terabytes of memory.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 09-09-2014 , 06:37   Re: Detecting mouse movement ingame
Reply With Quote #4

For angles, you can look into afk manager by Brad, if I remember well, it has an option for that.
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Last edited by HamletEagle; 09-09-2014 at 06:57.
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