/
aimbot.cpp
235 lines (195 loc) · 6.87 KB
/
aimbot.cpp
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#include "aimbot.h"
#include "../interfaces.h"
#include "../Utils/mousesim.h"
#include <math.h>
#include "hacks.h"
#include "../settings.h"
#define NUM_BONE 128
float forceSelectFov = 1;
namespace Aimbot
{
int targetIdx = -1;
Vector lastAimPoint;
}
C_BasePlayer* GetClosestPlayer(CUserCmd* cmd, C_BasePlayer* localplayer, Bone& bestBone, Vector& aimPoint, bool locked, QAngle& angSilent, QAngle& angSilentHip)
{
TeamID myteam = localplayer->GetTeam();
Vector eyePos = localplayer->GetEyePosition();
C_BasePlayer* closestEntity = NULL;
float bestFov = Settings::Aimbot::fov;
for (int i = 0; i <= engine->GetMaxClients(); i++)
{
C_BasePlayer* player = (C_BasePlayer*) entityList->GetClientEntity(i);
if (!player
|| player == localplayer
|| player->GetTeam() == myteam
|| player->IsDormant()
|| !player->GetAlive())
{
continue;
}
if (locked
&& i != Aimbot::targetIdx
&& Math::GetDistance(Aimbot::lastAimPoint, player->GetEyePosition()) > Settings::Aimbot::cont_thresh*3*12)
{
continue;
}
Vector vecEyePos = player->GetEyePosition();
QAngle angToEnemyEye = Math::CalcAngle(eyePos, vecEyePos);
float fov = Math::GetFov(cmd->viewangles, angToEnemyEye);
Bone targetBones[] = { Bone::SPINE_2, Bone::NECK, Bone::PELVIS, Bone::ELBOW_L, Bone::ELBOW_R, Bone::KNEE_L, Bone::KNEE_R };
static matrix3x4_t BoneMatrix[NUM_BONE];
player->SetupBones(BoneMatrix, NUM_BONE, BONE_USED_BY_HITBOX, 0);
matrix3x4_t boneHead = BoneMatrix[(int)Bone::NECK];
Vector vecBoneHead = Vector(boneHead[0][3], boneHead[1][3], boneHead[2][3])
+ Vector(boneHead[0][0], boneHead[1][0], boneHead[2][0]) * 8;
if (Util::Ray(localplayer, player, i, eyePos, vecBoneHead))
{
QAngle angHead = Math::CalcAngle(eyePos, vecBoneHead);
if (Math::GetFov(cmd->viewangles, angHead) < Settings::Aimbot::silent_fov)
{
angSilent = angHead;
}
if (Math::GetFov(cmd->viewangles, angHead) < Settings::Aimbot::silent_fov_hip &&
(locked || !localplayer->IsScoped()))
{
angSilentHip = angHead;
}
}
if (fov > bestFov)
continue;
// find best bone for legit aim
bool found = false;
for (Bone b : targetBones)
{
matrix3x4_t currBone = BoneMatrix[(int)b];
Vector vecBone = Vector(currBone[0][3], currBone[1][3], currBone[2][3]);
if (!Util::Ray(localplayer, player, i, eyePos, vecBone))
{
continue;
}
Aimbot::targetIdx = i;
closestEntity = player;
bestFov = fov;
bestBone = b;
aimPoint = vecBone;
found = true;
break;
}
if (!found && (fov < forceSelectFov || Util::Ray(localplayer, player, i, eyePos, vecBoneHead)))
{
Aimbot::targetIdx = i;
closestEntity = player;
bestFov = fov;
bestBone = Bone::NECK;
aimPoint = vecBoneHead;
}
}
return closestEntity;
}
long GetMS()
{
static struct timespec spec;
if (clock_gettime(CLOCK_REALTIME, &spec) < 0)
return 0;
return spec.tv_sec*1000 + spec.tv_nsec/1000;
}
long GetDT(long min = 5, long max = 20)
{
static long ms = GetMS();
long dt = GetMS() - ms;
if (dt < min) return min;
if (dt > max) return max;
return dt;
}
QAngle randAngle(float magnitude, float prob)
{
QAngle res(0, 0, 0);
if (std::rand() % 1000 < prob * 1000)
{
float ang = std::rand() % 360;
Math::SinCos(DEG2RAD(ang), &res.x, &res.y);
res *= magnitude;
}
return res;
}
void Aimbot::CreateMove(CUserCmd* cmd)
{
if (!Settings::Aimbot::enable)
return;
MouseSim::update(cmd);
bool aimKeyDown = inputSystem->IsButtonDown(Settings::Aimbot::key);
QAngle angle = cmd->viewangles;
C_BasePlayer* localplayer = (C_BasePlayer*) entityList->GetClientEntity(engine->GetLocalPlayer());
if (!localplayer || !localplayer->GetAlive())
{
return;
}
if (!(localplayer->GetFlags() & FL_ONGROUND))
{
return;
}
C_BaseCombatWeapon* activeWeapon = (C_BaseCombatWeapon*) entityList->GetClientEntityFromHandle(localplayer->GetActiveWeapon());
if (!activeWeapon || activeWeapon->IsGrenade())
return;
Bone bone = Bone::SPINE_3;
Vector aimPoint;
QAngle angSilent = cmd->viewangles;
QAngle angSilentHip = cmd->muzzleangle;
C_BasePlayer* player = GetClosestPlayer(cmd, localplayer, bone, aimPoint, aimKeyDown, angSilent, angSilentHip);
if (player)
{
Vector eyePos = localplayer->GetEyePosition();
static matrix3x4_t myBoneMatrix[NUM_BONE];
localplayer->SetupBones(myBoneMatrix, NUM_BONE, BONE_USED_BY_HITBOX, 0);
matrix3x4_t myBoneHead = myBoneMatrix[(int)Bone::NECK];
Vector vecMyBoneHead = Vector(myBoneHead[0][3], myBoneHead[1][3], myBoneHead[2][3]);
if (Math::GetDistance(vecMyBoneHead, eyePos) > 12)
eyePos = vecMyBoneHead;
angle = Math::CalcAngle(eyePos, aimPoint);
lastAimPoint = aimPoint;
}
Math::NormalizeAngles(angle);
Math::ClampAngles(angle);
static QAngle lastAimPunch = *localplayer->GetAimPunchAngle();
QAngle currAimPunch = *localplayer->GetAimPunchAngle();
if (aimKeyDown)
{
if (activeWeapon->GetFiremode() != 0 && (cmd->buttons & IN_ATTACK))
{
float diffx = (currAimPunch.x - lastAimPunch.x) * Settings::Aimbot::recoilx;
float diffy = (currAimPunch.y - lastAimPunch.y) * Settings::Aimbot::recoily;
MouseSim::sim(QAngle (-diffx, -diffy, 0), false);
}
if (localplayer->IsScoped())
{
QAngle dAngle = Math::DeltaAngles(cmd->viewangles, angle);
MouseSim::sim(dAngle, true);
}
if (angSilent != cmd->viewangles && localplayer->IsScoped())
{
cmd->viewangles = angSilent;
cmd->muzzleangle = angSilent;
}
}
lastAimPunch = currAimPunch;
static int fromLastFire = 10;
if (angSilentHip != cmd->muzzleangle)
{
cmd->muzzleangle = angSilentHip;
if (Settings::Aimbot::trigger)
{
if (fromLastFire == 0)
{
if (activeWeapon->GetFiremode() < 2)
cmd->buttons &= (~IN_ATTACK);
}
if ((activeWeapon->GetFiremode() > 1 || fromLastFire > 1) && !localplayer->IsScoped())
{
cmd->buttons |= IN_ATTACK;
fromLastFire = 0;
}
}
}
fromLastFire = fromLastFire > 100 ? fromLastFire : fromLastFire+1;
}