software = Logitech G hub
UPDATE
Okay! Thanks to some help this is where I'm at, Everything's working very nicely and as it should but now I face a new task and that is adding variations of each table for the slight changes to recoil when using scopes.
I could simple add more gun modes and make the changes required but I'd really like to make a way of using a key to toggle whether they are used or not, An idea I have floating around my head is for F9 and F10 to toggle between the scopes and when the toggle is off it will work with the code I already have. however I'm not sure this is possible, to my understanding I could use the lock keys (capslock, scrolllock, numlock) to make this work. initially I had the idea to have a toggle key that modifies the timing of the recoil sequence but unfortunately this is not an accurate solution.
What I'd like to do now is create 2/3 toggles that allow gun modes to switch between variable tables without having to add more guns
any help is greatly appreciated and that goes for any help I've received so far too
thanks
---GUN MODES---
local GUN1_Mouse = 8
local GUN1_Keyboard = nil
local GUN2_Mouse = 7
local GUN2_Keyboard = nil
local GUN3_Mouse = 9
local GUN3_Keyboard = nil
local GUN4_Mouse = nil
local GUN4_Keyboard = nil
local GUN5_Mouse = 5
local GUN5_Keyboard = nil
local GUN6_Mouse = nil
local CUSTOM_Keyboard = nil
local GUN7_Mouse = 4
local GUN7_Keyboard = nil
---RECOIL TABLES---
local recoil_table = {}
-------------------------------------
recoil_table["GUN1"] = {
0, 6, 133,
-1, 6, 133,
-1, 6, 133,
-4, 6, 133,
-3, 6, 133,
-3, 6, 133,
-3, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
-4, 6, 133,
}
recoil_table["GUN1_crouch"] = {
0, 3, 133,
-1, 3, 133,
-1, 3, 133,
-1, 3, 133,
-1, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-3, 3, 133,
-3, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
}
-------------------------------------
recoil_table["GUN2"] = {
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
0, 5.5, 120,
}
recoil_table["GUN2_crouch"] = {
0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
-0, 2.8, 120,
}
-------------------------------------
recoil_table["GUN3"] = {
0, 3, 133,
-1, 3, 133,
-1, 3, 133,
-1, 3, 133,
-1, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-3, 3, 133,
-3, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
-2, 3, 133,
}
recoil_table["GUN3_crouch"] = {
0, 2.5, 125,
0, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
0.7, 2.5, 125,
0.7, 2.5, 125,
0.7, 2.5, 125,
0.8, 2.5, 125,
0.9, 2.5, 125,
1, 2.5, 125,
0.7, 2.5, 125,
0.7, 2.5, 125,
0.7, 2.5, 125,
0.8, 2.5, 125,
0.9, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
1, 2.5, 125,
}
-------------------------------------
recoil_table["GUN4"] = {
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
0, 3.4, 100,
}
recoil_table["GUN4_crouch"] = {
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
0, 1.7, 100,
}
-------------------------------------
recoil_table["GUN5"] = {
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
0, 2.4, 129,
}
recoil_table["GUN5_crouch"] = {
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
0, 1.2, 129,
}
-------------------------------------
recoil_table["GUN6"] = {
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
0, 3, 100,
}
recoil_table["GUN6_crouch"] = {
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
0, 1.5, 100,
}
-------------------------------------
recoil_table["GUN7"] = {
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
0, 4.4, 120,
}
-------------------------------------
recoil_table["GUN7_crouch"] = {
0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
-0, 2.2, 120,
}
---------------------------------------------------
local weapon
function OnEvent(event, arg)
if event == "PROFILE_ACTIVATED" then
EnablePrimaryMouseButtonEvents(true)
elseif (event == "MOUSE_BUTTON_PRESSED" and arg == GUN1_Mouse) or (event == "G_PRESSED" and arg == GUN1_Keyboard) then
weapon = weapon ~= "GUN1" and "GUN1"
if not weapon then
OutputLogMessage("OFF-GUN1\n")
if IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
else
OutputLogMessage("ON-GUN1\n")
if not IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
end
------------- for adding another weapon -----------
elseif (event == "MOUSE_BUTTON_PRESSED" and arg == GUN2_Mouse) or (event == "G_PRESSED" and arg == GUN2_Keyboard) then
weapon = weapon ~= "GUN2" and "GUN2"
if not weapon then
OutputLogMessage("OFF-GUN2\n")
if IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
else
OutputLogMessage("ON-GUN2\n")
if not IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
end
------------- for adding another weapon -----------
elseif (event == "MOUSE_BUTTON_PRESSED" and arg == GUN3_Mouse) or (event == "G_PRESSED" and arg == GUN3_Keyboard) then
weapon = weapon ~= "GUN3" and "GUN3"
if not weapon then
OutputLogMessage("OFF-GUN3\n")
if IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
else
OutputLogMessage("ON-GUN3\n")
if not IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
end
------------- for adding another weapon -----------
elseif (event == "MOUSE_BUTTON_PRESSED" and arg == GUN4_Mouse) or (event == "G_PRESSED" and arg == GUN4_Keyboard) then
weapon = weapon ~= "GUN4" and "GUN4"
if not weapon then
OutputLogMessage("OFF-GUN4\n")
if IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
else
OutputLogMessage("ON-GUN4\n")
if not IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
end
------------- for adding another weapon -----------
elseif (event == "MOUSE_BUTTON_PRESSED" and arg == GUN5_Mouse) or (event == "G_PRESSED" and arg == GUN5_Keyboard) then
weapon = weapon ~= "GUN5" and "GUN5"
if not weapon then
OutputLogMessage("OFF-GUN5\n")
if IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
else
OutputLogMessage("ON-GUN5\n")
if not IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
end
------------- for adding another weapon -----------
elseif (event == "MOUSE_BUTTON_PRESSED" and arg == GUN6_Mouse) or (event == "G_PRESSED" and arg == GUN6_Keyboard) then
weapon = weapon ~= "GUN6" and "GUN6"
if not weapon then
OutputLogMessage("OFF-GUN6\n")
if IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
else
OutputLogMessage("ON-GUN6\n")
if not IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
end
------------- for adding another weapon -----------
elseif (event == "MOUSE_BUTTON_PRESSED" and arg == GUN7_Mouse) or (event == "G_PRESSED" and arg == GUN7_Keyboard) then
weapon = weapon ~= "GUN7" and "GUN7"
if not weapon then
OutputLogMessage("OFF-GUN7\n")
if IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
else
OutputLogMessage("ON-GUN7\n")
if not IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
end
---------------------------------------------------
elseif event == "MOUSE_BUTTON_PRESSED" and arg == 1 and weapon and IsMouseButtonPressed(3) then
local recoil_sequence = recoil_table[weapon..(IsModifierPressed("lctrl") and "_crouch" or "")] or {}
local x, y, tm = 0, 0, GetRunningTime()
for j = 3, #recoil_sequence, 3 do
local dx_10ms = recoil_sequence[j-2]
local dy_10ms = recoil_sequence[j-1]
local duration = recoil_sequence[j]
repeat
Sleep(10)
if not IsMouseButtonPressed(1) then break end
local dt = math.min(GetRunningTime() - tm, duration)
duration, tm = duration - dt, tm + dt
x, y = x + dt/10 * dx_10ms, y + dt/10 * dy_10ms
local int_x, int_y = math.floor(x), math.floor(y)
x, y = x - int_x, y - int_y
MoveMouseRelative(int_x, int_y)
until duration == 0
if not IsMouseButtonPressed(1) then break end
end
end
end
You should use function GetRunningTime() to check if it is time to change recoil direction.
---GUN MODES---
local AK47_Mouse = 8
local AK47_Keyboard = nil
------------- for adding another weapon -----------
local AnotherWeapon_Mouse = 7
local AnotherWeapon_Keyboard = nil
---------------------------------------------------
local SpeedX2Modifier_Mouse = nil
local SpeedX2Modifier_Keyboard = 1 -- key G1
local SpeedX2 = false
---RECOIL TABLES---
local recoil_table = {}
recoil_table["AK47"] = {
-- down for 1 second
0, 0.5, 1000, -- delta_x_per_10ms, delta_y_per_10ms, duration_in_ms
-- diagonal for 1 second
-2, 4, 1000,
-- it stops moving after 2 seconds (even if LMB is still pressed)
}
recoil_table["AK47_crouch"] = {
-- down forever (until LMB is released)
0, 2, math.huge, -- math.huge means "very big number of ms"
}
recoil_table["AK47_reddot"] = {
-- down forever (until LMB is released)
0, 2, math.huge, -- math.huge means "very big number of ms"
}
------------- for adding another weapon -----------
recoil_table["AnotherWeapon"] = {
-- down for 1 second
0, 0.5, 1000, -- delta_x_per_10ms, delta_y_per_10ms, duration_in_ms
-- diagonal for 1 second
-2, 4, 1000,
-- it stops moving after 2 seconds (even if LMB is still pressed)
}
recoil_table["AnotherWeapon_crouch"] = {
-- down forever (until LMB is released)
0, 2, math.huge, -- math.huge means "very big number of ms"
}
recoil_table["AnotherWeapon_reddot"] = {
-- down forever (until LMB is released)
0, 2, math.huge, -- math.huge means "very big number of ms"
}
---------------------------------------------------
local weapon
function OnEvent(event, arg)
if event == "PROFILE_ACTIVATED" then
EnablePrimaryMouseButtonEvents(true)
elseif (event == "MOUSE_BUTTON_PRESSED" and arg == AK47_Mouse) or (event == "G_PRESSED" and arg == AK47_Keyboard) then
weapon = weapon ~= "AK47" and "AK47"
if not weapon then
OutputLogMessage("OFF-Macro-AK47\n")
if IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
else
OutputLogMessage("ON-NoRecoil-AK47\n")
if not IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
end
------------- for adding another weapon -----------
elseif (event == "MOUSE_BUTTON_PRESSED" and arg == AnotherWeapon_Mouse) or (event == "G_PRESSED" and arg == AnotherWeapon_Keyboard) then
weapon = weapon ~= "AnotherWeapon" and "AnotherWeapon"
if not weapon then
OutputLogMessage("OFF-Macro-AnotherWeapon\n")
if IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
else
OutputLogMessage("ON-NoRecoil-AnotherWeapon\n")
if not IsKeyLockOn("numlock") then
PressAndReleaseKey("numlock")
end
end
---------------------------------------------------
elseif (event == "MOUSE_BUTTON_PRESSED" and arg == SpeedX2Modifier_Mouse) or (event == "G_PRESSED" and arg == SpeedX2Modifier_Keyboard) then
SpeedX2 = not SpeedX2
if not SpeedX2 then
OutputLogMessage("OFF-SpeedX2\n")
else
OutputLogMessage("ON-SpeedX2\n")
end
elseif event == "MOUSE_BUTTON_PRESSED" and arg == 1 and weapon and IsMouseButtonPressed(3) then
local recoil_sequence = recoil_table[weapon..(
IsKeyLockOn("capslock") and "_crouch" or
IsKeyLockOn("scrolllock") and "_reddot" or "")] or {}
local x, y, tm = 0, 0, GetRunningTime()
for j = 3, #recoil_sequence, 3 do
local dx_10ms = recoil_sequence[j-2]
local dy_10ms = recoil_sequence[j-1]
if SpeedX2 then
dx_10ms = dx_10ms * 2
dy_10ms = dy_10ms * 2
end
local duration = recoil_sequence[j]
repeat
Sleep(10)
if not IsMouseButtonPressed(1) then break end
local dt = math.min(GetRunningTime() - tm, duration)
duration, tm = duration - dt, tm + dt
x, y = x + dt/10 * dx_10ms, y + dt/10 * dy_10ms
local int_x, int_y = math.floor(x), math.floor(y)
x, y = x - int_x, y - int_y
MoveMouseRelative(int_x, int_y)
until duration == 0
if not IsMouseButtonPressed(1) then break end
end
end
end