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Utils.h
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Utils.h
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#pragma once
#include "SDK.hpp"
#include "variables.h"
#include "FindPattern.h"
namespace Utils
{
#define M_PI 3.14159265358979323846
namespace Vector
{
SDK::FVector Subtract(SDK::FVector point1, SDK::FVector point2)
{
SDK::FVector vector{ 0, 0, 0 };
vector.X = point1.X - point2.X;
vector.Y = point1.Y - point2.Y;
vector.Z = point1.Z - point2.Z;
return vector;
}
SDK::FVector Square(SDK::FVector vector)
{
return SDK::FVector{ vector.X * vector.X, vector.Y * vector.Y, vector.Z * vector.Z };
}
}
namespace Vector2D
{
SDK::FVector2D Subtract(SDK::FVector2D point1, SDK::FVector2D point2)
{
SDK::FVector2D vector{ 0, 0 };
vector.X = point1.X - point2.X;
vector.Y = point1.Y - point2.Y;
return vector;
}
}
namespace Engine
{
DWORD_PTR w2sAddress;
bool WorldToScreen(SDK::APlayerController* m_Player, SDK::FVector WorldPosition, SDK::FVector2D* ScreenPosition)
{
return reinterpret_cast<char(__fastcall*)(SDK::APlayerController*, SDK::FVector, SDK::FVector2D *, char)>(w2sAddress)(m_Player, WorldPosition, ScreenPosition, 0);
}
DWORD_PTR boneAddress;
SDK::FMatrix* GetBoneMatrix(SDK::USkeletalMeshComponent* mesh, SDK::FMatrix* result, int boneid)
{
return reinterpret_cast<SDK::FMatrix*(__fastcall*)(SDK::USkeletalMeshComponent*, SDK::FMatrix*, int)>(boneAddress)(mesh, result, boneid);
}
void GetBoneLocation(SDK::USkeletalMeshComponent* mesh, SDK::FVector* result, int boneid)
{
SDK::FMatrix vMatrix;
SDK::FMatrix *vTempMatrix = GetBoneMatrix(mesh, &vMatrix, boneid);
*result = vMatrix.WPlane;
}
}
bool IsLocalPlayer(SDK::AActor* player)
{
if (Variables::m_LocalPlayer->PlayerController->AcknowledgedPawn == nullptr)
{
return true;
}
return (static_cast<SDK::APawn*>(player) == Variables::m_LocalPlayer->PlayerController->AcknowledgedPawn);
}
float GetDistance(SDK::FVector point1, SDK::FVector point2)
{
SDK::FVector heading = Vector::Subtract(point2, point1);
float distanceSquared;
float distance;
distanceSquared = heading.X * heading.X + heading.Y * heading.Y + heading.Z * heading.Z;
distance = sqrt(distanceSquared);
return distance;
}
float GetDistance2D(SDK::FVector2D point1, SDK::FVector2D point2)
{
SDK::FVector2D heading = Vector2D::Subtract(point2, point1);
float distanceSquared;
float distance;
distanceSquared = heading.X * heading.X + heading.Y * heading.Y;
distance = sqrt(distanceSquared);
return distance;
}
bool IsInFOV(SDK::APlayerController* m_Player, SDK::FVector position, float fov)
{
int screenSizeX, screenSizeY;
m_Player->GetViewportSize(&screenSizeX, &screenSizeY);
SDK::FVector2D centerScreen{ (float)screenSizeX / 2, (float)screenSizeY / 2 };
SDK::FVector2D screenPos;
if (Engine::WorldToScreen(m_Player, position, &screenPos))
{
float dist = GetDistance2D(centerScreen, screenPos);
if (dist < fov)
return true;
}
return false;
}
SDK::AActor* GetClosestPlayer()
{
float distance = 999999999;
SDK::AActor* closestPlayer = nullptr;
SDK::FVector localPos;
if (Variables::m_LocalPlayer->PlayerController != nullptr)
{
localPos = Variables::m_LocalPlayer->PlayerController->RootComponent->Location;
}
else
{
printf("null at pos 01\n\n\n\n");
return nullptr;
}
SDK::TArray<SDK::AActor*> actors = Variables::m_persistentLevel->AActors;
for (int i = 0; i < actors.Num(); i++)
{
SDK::AActor* m_Player = 0;
m_Player = Variables::m_persistentLevel->AActors[i];
if (m_Player != nullptr)
{
if (m_Player->IsA(SDK::ACharacter::StaticClass()))
{
if (m_Player->RootComponent != nullptr && !IsLocalPlayer(m_Player))
{
SDK::FVector playerLoc;
Utils::Engine::GetBoneLocation(static_cast<SDK::ACharacter*>(m_Player)->Mesh, &playerLoc, 66);
float curDist = GetDistance(localPos, playerLoc);
if (curDist < distance)
{
if (IsInFOV(Variables::m_LocalPlayer->PlayerController, playerLoc, Variables::fov))
{
distance = curDist;
closestPlayer = m_Player;
}
}
}
}
}
}
return closestPlayer;
}
void LookAt(SDK::APlayerController* m_Player, SDK::FVector position)
{
SDK::FVector localPos = m_Player->PlayerCameraManager->TransformComponent->Location;
SDK::FVector relativePos = Vector::Subtract(position, localPos);
float tmp = atan2(relativePos.Y, relativePos.X) * 180 / M_PI;
float yaw = tmp;//(tmp < 0 ? tmp + 360 : tmp);
float pitch = -((acos(relativePos.Z / GetDistance(localPos, position)) * 180 / M_PI) - 90);
m_Player->ControlRotation.Pitch = pitch;
m_Player->ControlRotation.Yaw = yaw;
}
}