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The rest of the code is just the code of BusDog that I didn't write, so I cannot explain well to you how it works.īut here's the main code of that program: Return Convert.ToByte(ba.Get(bitNumber)) įilterTrace.Buffer contains the HID packets of the mouse and the if() chain is used to parse the packets and do actions according to what I receive. WinAPI.mouse_event(MOUSEEVENTF_WHEEL, 0, 0, -120, 0) īitArray ba = new BitArray( new Byte ) WinAPI.mouse_event(MOUSEEVENTF_WHEEL, 0, 0, 120, 0) Wheel if (filterTrace.Buffer = 0x01) // UP MOUSE_F if (GetBit(filterTrace.Buffer, 4) = 1) MOUSE_B if (GetBit(filterTrace.Buffer, 3) = 1) WinAPI.mouse_event(MOUSEEVENTF_MIDDLEUP, , WinAPI.mouse_event(MOUSEEVENTF_MIDDLEDOWN, , MOUSE_M if (GetBit(filterTrace.Buffer, 2) = 1) WinAPI.mouse_event(MOUSEEVENTF_RIGHTUP, , WinAPI.mouse_event(MOUSEEVENTF_RIGHTDOWN, , MOUSE_R if (GetBit(filterTrace.Buffer, 1) = 1) WinAPI.mouse_event(MOUSEEVENTF_LEFTDOWN, , MOUSE_L if (GetBit(filterTrace.Buffer, 0) = 1) Y Coordinates if (filterTrace.Buffer = 0x00) // UP += filterTrace.Buffer Įlse if (filterTrace.Buffer = 0xFF) // DOWN X Coordinates if (filterTrace.Buffer = 0x00) // UP Void RecievedFilterTraces( object sender, FilterTraceArrivedEventArgs e)įoreach (FilterTrace filterTrace in e.Traces.ToArray()) The mouse smoothing is based on the interpolation equation below: This program idea came from a find I made when I played Star Citizen, Mouse Smoothing.
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#Smoothmouse game install
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