TWEAKING THE AIMBOT
===================

height_correction
-----------------

Using this cvar you can move the complete aiming up or down, for both the bone and
the vector based aimbot. To set this correctly have it display aiming vectors for 
your current aiming mode. E.g.
    modelaim 0 // use vector aimbot
    avdraw 1   // draw aiming vectors
or:
    modelaim 1 // use bone aimbot
    avdraw 4   // draw bone target spots
Then lock on a target (easiest done with "team 1" "aim 1" "lock 1"), and see if the 
crosshair is placed exactly on the red dot. if it's not, you might want to adjust the 
height_correction:
    height_correction 0 
or
    height_correction 4


Tweaking the Bone-Based Aimbot
==============================

An easy adjustment for bone based aiming is to just modify the 
offset vector. You do this just like with normal aim vectors by typing
    mdl ov <height> <right> <forward>
You might want to enable drawing of target spots with
    avdraw 4
so you can see where the red dot has moved. The offset vector is by default 
relative to the player's head, so typing
    mdl ov 0 0 0
gives you a location in the head, while
    mdl ov 3 0 0 
aims above the player's head.


The next part is more difficult and only needed if you want to get the arms
and legs positions right for custom models, or if you're really a hardcore
tweaker and the offset vector is not enough for you. 

Selecting the model
-------------------

Defining target spots must be done for each model, as bone numbers differ from 
model to model. (its the model designers decision). So you must first specify 
for what model you want to  define Target spots. 
First get a list of models your aimbot has seen so far. When in game type:
    mdl list
then from that list lookup the number of the model you like to edit, and type:
    mdl select <number>
It should say something like "current model: terror/terror.mdl"
    

Adding aiming spots
-------------------

To clear all aiming spots (for the current model) you type 
    mdl clear_spots
This is approximately what "avclear" is for the vector based aimbot. 
Now you can add bone positions to the list of target spots for this model.
The command to do this is:
    mdl add_spot <bone number>
This is the equivalent to "avadd" with the vector based aimbot. 
In the Paragraph "getting bone numbers" below you can read how to find out bone numbers.

"add_spot" can also add positons between two bones. For example to aim
between bone #19 and bone #24 you can type:
    mdl add_spot 19 24 0.5
The last number (0.5 here) tells how far to move away from the first bone (19) 
in the direction of the second bone (24).

To enlist all target spots for the current model (something like "avlist") type:
    mdl info
To set at what target spot to aim first use:
    mdl first <target-spot-number>
You get the target spot number from "mdl info". The default target spots that came
with ogc 8.0 are numbered consistently: 0=head, 1=neck, 2=body, 3=left arm ....
    
When you're done with tweaking, you can save all settings to a config file. Type:
    mdl save mybones.cfg
To load it you would type:
    exec mybones


getting bone numbers
--------------------
This is best done in "avdraw 3" mode. There it shows you what bone is currently 
selected. You can select a specific bone number by typing "bone <number>". e.g.
typing "bone 19" shows you where the bone #19 is located.
I suggest you use these binds
  bind mwheelup "bone up 1"
  bind mwheeldown "bone down 1"
  bind f1 "avdraw 3"
  bind f2 "avdraw 4"
so you can switch back and forth bone joints.


Prediction Settings
===================
To see how prediction values apply it's best to enable aim vector drawing. 
Type "avdraw 1" if you're using the vector aimbot, or "avdraw 4" if you're using 
the bone aimbot. Prediction related commands:
    pred <0/1>            // enables/disables prediction
    predback  <integer>   // how many frames to look back in history. it's best to leave this setting at 1
    predahead <decimal>   // how far ahead should the target be predicted. default = 0.25, higher numbers
                          // aim ahead of the target, negative numbers aim behind the target.
Just watch the aimvectors as you modify the "predahead" cvar.           

               