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Autowall.cpp
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Autowall.cpp
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#include "../../csgo-sdk.h"
void FixTraceRay(Vector end, Vector start, trace_t* oldtrace, CBaseEntity* ent) {
auto mins = ent->m_vecMins();
auto maxs = ent->m_vecMaxs();
auto center = (maxs + mins) * 0.5f;
auto origin = ent->GetAbsOrigin();
auto v15(center + origin);
auto delta(end - start);
delta.Normalize();
auto v20 = (v15 - start);
auto v22 = delta.Dot(v20);
float v23;
if (v22 >= 0.f) {
if (v22 <= delta.Length()) {
auto fuck(v15 - ((delta * v22) + start));
v23 = fuck.Length();
}
else {
auto lol(v15 - end);
v23 = -lol.Length();
}
}
else
v23 = -v20.Length();
if (v23 <= 60.f) {
Ray_t ray;
ray.Init(start, end);
trace_t trace;
Interfaces->EngineTrace->ClipRayToEntity(ray, 0x4600400B, (IHandleEntity*)ent, &trace);
if (oldtrace->fraction > trace.fraction)
*oldtrace = trace;
}
}
bool DidHitNonWorldEntity(CBaseEntity* m_pEnt) {
return m_pEnt != NULL && m_pEnt != Interfaces->ClientEntityList->GetClientEntity(0);
}
bool TraceToExitRebuilt(Vector &end, trace_t &enter_trace, Vector start, Vector dir, trace_t *exit_trace) {
float distance = 0.0f;
while (distance <= 90.0f) {
distance += 4.0f;
end = start + dir * distance;
int point_contents = Interfaces->EngineTrace->GetPointContents(end, MASK_SHOT_HULL | CONTENTS_HITBOX, NULL);
if (point_contents & MASK_SHOT_HULL && (!(point_contents & CONTENTS_HITBOX)))
continue;
auto new_end = end - (dir * 4.0f);
Ray_t ray;
ray.Init(end, new_end);
Interfaces->EngineTrace->TraceRay(ray, MASK_SHOT, 0, exit_trace);
if (exit_trace->startsolid && exit_trace->surface.flags & SURF_HITBOX) {
ray.Init(end, start);
CTraceFilter filter;
filter.pSkip = (IHandleEntity*)exit_trace->m_pEnt;
Interfaces->EngineTrace->TraceRay(ray, 0x600400B, &filter, exit_trace);
if ((exit_trace->fraction < 1.0f || exit_trace->allsolid) && !exit_trace->startsolid) {
end = exit_trace->endpos;
return true;
}
continue;
}
if (!(exit_trace->fraction < 1.0 || exit_trace->allsolid || exit_trace->startsolid) || exit_trace->startsolid) {
if (exit_trace->m_pEnt) {
if (DidHitNonWorldEntity(enter_trace.m_pEnt))
return true;
}
continue;
}
if (((exit_trace->surface.flags >> 7) & 1) && !((enter_trace.surface.flags >> 7) & 1))
continue;
if (exit_trace->plane.normal.Dot(dir) <= 1.0f) {
float fraction = exit_trace->fraction * 4.0f;
end = end - (dir * fraction);
return true;
}
}
return false;
}
bool HandleBreakablePenetration(trace_t& enter_trace, Vector* vecDir, int enter_material, float flPenetrationModifier, float flPenetration, Vector& result, float* bulletdamage) {
Vector end;
trace_t trace_exit;
if (!TraceToExitRebuilt(end, enter_trace, enter_trace.endpos, *vecDir, &trace_exit))
return true;
float damage = *bulletdamage;
surfacedata_t* exit_surface_data = Interfaces->Physprops->GetSurfaceData(trace_exit.surface.surfaceProps);
auto exit_material = exit_surface_data->game.material;
float exit_surf_penetration_mod = exit_surface_data->game.flPenetrationModifier;
float final_damage_modifier = 0.16f;
float combined_penetration_modifier = 0.0f;
if (((enter_trace.contents & CONTENTS_GRATE) != 0) || (enter_material == 89) || (enter_material == 71))//|| (enter_material == 70))
{
combined_penetration_modifier = 3.0f;
final_damage_modifier = 0.05f;
}
else {
combined_penetration_modifier = (flPenetrationModifier + exit_surf_penetration_mod) * 0.5f;
}
if (enter_material == exit_material) {
if (exit_material == 87 || exit_material == 85)
combined_penetration_modifier = 3.0f;
else if (exit_material == 76)
combined_penetration_modifier = 2.0f;
}
float v34 = fmaxf(0.f, 1.0f / combined_penetration_modifier);
float v35 = (damage * final_damage_modifier) + v34 * 3.0f * fmaxf(0.0f, (3.0f / flPenetration) * 1.25f);
float thickness = (trace_exit.endpos - enter_trace.endpos).Length();
thickness *= thickness;
thickness *= v34;
thickness /= 24.0f;
float lost_damage = fmaxf(0.0f, v35 + thickness);
if (lost_damage > damage)
return true;
if (lost_damage >= 0.0f)
*bulletdamage -= lost_damage;
if (*bulletdamage < 1.0f)
return true;
result = trace_exit.endpos;
return false;
}
bool WallIsTooThick(Vector &start, Vector &dir, float flMaxDistance) {
float flDistance = 0;
Vector end;
while (flDistance <= flMaxDistance) {
flDistance += 24.0f;
end = start + (dir * flDistance);
if ((Interfaces->EngineTrace->GetPointContents(end) & MASK_SOLID) == 0) {
return false;
}
}
return true;
}
const float CAutowall::GetHitgroupDamageMultiplier(int iHitGroup) {
switch (iHitGroup) {
case HITGROUP_HEAD:
return 4.0f;
case HITGROUP_STOMACH:
return 1.25f;
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
return 0.75f;
case HITGROUP_CHEST:
case HITGROUP_LEFTARM:
case HITGROUP_RIGHTARM:
default: return 1.0f;
}
return 1.0f;
}
void CAutowall::ScaleDamage(int hitgroup, CBaseEntity *enemy, float weapon_armor_ratio, float ¤t_damage) {
current_damage *= GetHitgroupDamageMultiplier(hitgroup);
float m_flArmor = (float)enemy->GetArmor();
if (m_flArmor > 0.0f && hitgroup < HITGROUP_LEFTLEG) //don't do gear, or legs
{
if (hitgroup == HITGROUP_HEAD && !enemy->HasHelmet())
return;
float armorscaled = (weapon_armor_ratio * 0.5f) * current_damage;
if ((current_damage - armorscaled) * 0.5f > m_flArmor)
armorscaled = current_damage - (m_flArmor * 2.0f);
current_damage = armorscaled;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CBaseEntity* CAutowall::Run(const Vector& pTargetPos, CBaseCombatWeapon* weapon, float* damage, int& hitgroup, bool& penetrated, CBaseEntity* ent, Hitboxes hbox) {
static auto HandleBulletPenetration = reinterpret_cast<bool(__thiscall*)(CBaseEntity*, float&, int &, char*, trace_t*, Vector*,
float _setto0f_8, float, float, int, int, float, int*, Vector*, float, float, float*)>(
Util::FindPattern("client.dll", "53 8B DC 83 EC 08 83 E4 F8 83 C4 04 55 8B 6B 04 89 6C 24 04 8B EC 83 EC 78 8B 53 14"));
static auto UTIL_ClipTraceToPlayers = [](const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter* filter, trace_t* tr) {
static uintptr_t clptrtp = Util::FindPattern("client.dll", "53 8B DC 83 EC ? 83 E4 ? 83 C4 ? 55 8B 6B 04 89 6C 24 ? 8B EC 81 EC ? ? ? ? 8B 43 10 56 57 52 F3 0F 10 40");
__asm {
push tr
push filter
push mask
lea edx, vecAbsEnd
lea ecx, vecAbsStart
call clptrtp
add esp, 0xC
}
};
static auto UTIL_TraceLineIgnoreTwoEntities = [](const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, CBaseEntity* ignore, CBaseEntity* ignore2, int collisionGroup, trace_t* ptr) {
Ray_t ray;
ray.Init(vecAbsStart, vecAbsEnd);
CTraceFilterSkipTwoEntities traceFilter(ignore, ignore2, collisionGroup);
Interfaces->EngineTrace->TraceRay(ray, mask, &traceFilter, ptr);
};
penetrated = true;
if (!weapon)
return nullptr;
WeaponInfo_t* wpn_data = weapon->GetCSWpnData();
if (!wpn_data)
return nullptr;
trace_t enter_tr;
Vector vecSrc = G::LocalPlayer->GetEyePosition(), result = vecSrc;
Vector vecDir = (pTargetPos - G::LocalPlayer->GetEyePosition()).Normalized();
int hitsleft = 4;
CBaseEntity* lastEntityHit = nullptr;
float m_flPenetration = wpn_data->m_flPenetration;
float bulletdmg = static_cast<float>(wpn_data->m_iDamage);
float tmpdmg = bulletdmg;
float flDistance = wpn_data->m_flRange;
float flTraveledDistance = 0.0f;
while (bulletdmg > 0.0f) {
flDistance -= flTraveledDistance;
Vector EndPos = vecSrc + vecDir * flDistance;
UTIL_TraceLineIgnoreTwoEntities(result, EndPos, MASK_SHOT, G::LocalPlayer, lastEntityHit, COLLISION_GROUP_NONE, &enter_tr);
constexpr const float rayExtension = 40.0f;
if (ent != nullptr && hbox == HITBOX_HEAD) {
FixTraceRay(EndPos + vecDir * rayExtension, vecSrc, &enter_tr, ent);
}
else {
CTraceFilterSkipTwoEntities filter(G::LocalPlayer, lastEntityHit, COLLISION_GROUP_NONE);
UTIL_ClipTraceToPlayers(vecSrc, EndPos + vecDir * rayExtension, 0x4600400B, &filter, &enter_tr);
}
surfacedata_t* entersurf = Interfaces->Physprops->GetSurfaceData(enter_tr.surface.surfaceProps);
float flPenetrationModifier = entersurf->game.flPenetrationModifier;
flTraveledDistance += enter_tr.fraction * flDistance;
//bulletdmg *= powf(wpn_data->m_flRangeModifier, (flTraveledDistance / 500));
bulletdmg = powf(wpn_data->m_flRangeModifier, (flTraveledDistance / 500)) * tmpdmg;
if (enter_tr.hitgroup != 0 && enter_tr.m_pEnt != nullptr) {
if (enter_tr.m_pEnt->IsEnemy()) {
ScaleDamage(enter_tr.hitgroup, enter_tr.m_pEnt, wpn_data->m_flArmorRatio, bulletdmg);
*damage = bulletdmg;
hitgroup = enter_tr.hitgroup;
penetrated = !(hitsleft == 4);
return enter_tr.m_pEnt;
}
else if (enter_tr.m_pEnt->IsPlayer())
break; //break if we don't want to penetrate teammates
}
lastEntityHit = enter_tr.m_pEnt;
G::UsingBulletHandler = true;
int material = entersurf->game.material;
char unkFlags = (enter_tr.contents >> 3) & CONTENTS_SOLID;
if (enter_tr.contents & CONTENTS_WINDOW /*|| IsEntityFuncBreak(enter_tr.m_pEnt)*/) { //latter doesn't seem to be needed
if (HandleBreakablePenetration(enter_tr, &vecDir, material, flPenetrationModifier, m_flPenetration, result, &bulletdmg)) {
break;
}
}
else if (HandleBulletPenetration(G::LocalPlayer, m_flPenetration, material, &unkFlags, &enter_tr, &vecDir, 0.f, flPenetrationModifier, entersurf->game.flDamageModifier, 0, 0x1002, m_flPenetration, &hitsleft, &result, 0.f, 0.f, &bulletdmg)) {
break; //Cant penetrate
}
tmpdmg = bulletdmg;
G::UsingBulletHandler = false;
}
penetrated = !(hitsleft == 4);
G::UsingBulletHandler = false;
hitgroup = 0;
*damage = 0.f;
return nullptr;
}
float CAutowall::GetDamage(const Vector& point, bool& penetrated, CBaseEntity* ent, Hitboxes hbox) {
float dmg;
int hitgrp;
Run(point, G::LocalPlayer->GetWeapon(), &dmg, hitgrp, penetrated, ent, hbox);
return dmg;
}
float CAutowall::GetDamage(const Vector& point) {
bool penetrated;
return GetDamage(point, penetrated);
}