C++ Антиаимы yikesware

самарский помойный аукцион
Эксперт
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Регистрация
30 Июн 2019
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Антиаимы скита супримаси и вантапа возращает фейки на десинки
C++:
#include "AntiAim.h"
#include "..\Aimbot\Autowall.h"
#include "..\..\Utils\Utils.h"
#include "..\..\SDK\IVEngineClient.h"
#include "..\..\SDK\PlayerInfo.h"
#include "..\..\Utils\Math.h"
#include "..\..\Menu\Menu.h"
#include "..\..\Menu\config.h"
#include "..\..\Features\Aimbot\Aimbot.h"
bool Swtich = false;

void FreeStanding()
{
    static float FinalAngle;
    bool bside1 = false;
    bool bside2 = false;
    bool autowalld = false;
    for (int i = 0; i <= g_pEngine->GetMaxClients(); ++i)
    {
        C_BaseEntity* pPlayerEntity = g_pEntityList->GetClientEntity(i);

        if (!pPlayerEntity
            || !pPlayerEntity->IsAlive()
            || pPlayerEntity->IsDormant()
            || pPlayerEntity == Globals::LocalPlayer
            || pPlayerEntity->GetTeam() == Globals::LocalPlayer->GetTeam())
            continue;

        float angToLocal = g_Math.CalcAngle(Globals::LocalPlayer->GetOrigin(), pPlayerEntity->GetOrigin()).y;
        Vector ViewPoint = pPlayerEntity->GetOrigin() + Vector(0, 0, 90);

        Vector2D Side1 = { (45 * sin(g_Math.GRD_TO_BOG(angToLocal))),(45 * cos(g_Math.GRD_TO_BOG(angToLocal))) };
        Vector2D Side2 = { (45 * sin(g_Math.GRD_TO_BOG(angToLocal + 180))) ,(45 * cos(g_Math.GRD_TO_BOG(angToLocal + 180))) };

        Vector2D Side3 = { (50 * sin(g_Math.GRD_TO_BOG(angToLocal))),(50 * cos(g_Math.GRD_TO_BOG(angToLocal))) };
        Vector2D Side4 = { (50 * sin(g_Math.GRD_TO_BOG(angToLocal + 180))) ,(50 * cos(g_Math.GRD_TO_BOG(angToLocal + 180))) };

        Vector Origin = Globals::LocalPlayer->GetOrigin();

        Vector2D OriginLeftRight[] = { Vector2D(Side1.x, Side1.y), Vector2D(Side2.x, Side2.y) };

        Vector2D OriginLeftRightLocal[] = { Vector2D(Side3.x, Side3.y), Vector2D(Side4.x, Side4.y) };

        for (int side = 0; side < 2; side++)
        {
            Vector OriginAutowall = { Origin.x + OriginLeftRight[side].x,  Origin.y - OriginLeftRight[side].y , Origin.z + 80 };
            Vector OriginAutowall2 = { ViewPoint.x + OriginLeftRightLocal[side].x,  ViewPoint.y - OriginLeftRightLocal[side].y , ViewPoint.z };

            if (g_Autowall.CanHitFloatingPoint(OriginAutowall, ViewPoint))
            {
                if (side == 0)
                {
                    bside1 = true;
                    FinalAngle = angToLocal + 20;
                }
                else if (side == 1)
                {
                    bside2 = true;
                    FinalAngle = angToLocal - 20;
                }
                autowalld = true;
            }
            else
            {
                for (int side222 = 0; side222 < 2; side222++)
                {
                    Vector OriginAutowall222 = { Origin.x + OriginLeftRight[side222].x,  Origin.y - OriginLeftRight[side222].y , Origin.z + 80 };

                    if (g_Autowall.CanHitFloatingPoint(OriginAutowall222, OriginAutowall2))
                    {
                        if (side222 == 0)
                        {
                            bside1 = true;
                            FinalAngle = angToLocal + 20;
                        }
                        else if (side222 == 1)
                        {
                            bside2 = true;
                            FinalAngle = angToLocal - 20;
                        }
                        autowalld = true;
                    }
                }
            }
        }
    }

    if (!autowalld || (bside1 && bside2))
        Globals::pCmd->viewangles.y += 180;
    else
        Globals::pCmd->viewangles.y = FinalAngle;

    if (c_config::get().aa_jitter != 0)
    {
        float Offset = c_config::get().aa_jitter;


        Swtich ? Globals::pCmd->viewangles.y -= Offset : Globals::pCmd->viewangles.y += Offset;
    }
}

#include "..\..\SDK\IVModelInfo.h"
mstudiobbox_t* get_hitboxv2(C_BaseEntity* entity, int hitbox_index)
{
    if (entity->IsDormant() || entity->GetHealth() <= 0)
        return NULL;

    const auto pModel = entity->GetModel();
    if (!pModel)
        return NULL;

    auto pStudioHdr = g_pModelInfo->GetStudiomodel(pModel);
    if (!pStudioHdr)
        return NULL;

    auto pSet = pStudioHdr->GetHitboxSet(0);
    if (!pSet)
        return NULL;

    if (hitbox_index >= pSet->numhitboxes || hitbox_index < 0)
        return NULL;

    return pSet->GetHitbox(hitbox_index);
}
Vector GetHitboxPositionv2(C_BaseEntity* entity, int hitbox_id)
{
    auto hitbox = get_hitboxv2(entity, hitbox_id);
    if (!hitbox)
        return Vector(0, 0, 0);

    auto bone_matrix = entity->GetBoneMatrix(hitbox->bone);

    Vector bbmin, bbmax;
    g_Math.VectorTransform(hitbox->min, bone_matrix, bbmin);
    g_Math.VectorTransform(hitbox->max, bone_matrix, bbmax);

    return (bbmin + bbmax) * 0.5f;
}
float m_bestthreat = 0.f;
void NormalizeNum(Vector &vIn, Vector &vOut)
{
    float flLen = vIn.Length();
    if (flLen == 0) {
        vOut.Init(0, 0, 1);
        return;
    }
    flLen = 1 / flLen;
    vOut.Init(vIn.x * flLen, vIn.y * flLen, vIn.z * flLen);
}
void VectorSubtractv2(const Vector& a, const Vector& b, Vector& c)
{
    c.x = a.x - b.x;
    c.y = a.y - b.y;
    c.z = a.z - b.z;
}
float fov_player(Vector ViewOffSet, Vector View, C_BaseEntity* entity, int hitbox)
{
    // Anything past 180 degrees is just going to wrap around
    CONST FLOAT MaxDegrees = 180.0f;

    // Get local angles
    Vector Angles = View;

    // Get local view / eye position
    Vector Origin = ViewOffSet;

    // Create and intiialize vectors for calculations below
    Vector Delta(0, 0, 0);
    //Vector Origin(0, 0, 0);
    Vector Forward(0, 0, 0);

    // Convert angles to normalized directional forward vector
    g_Math.AngleVectors(Angles, &Forward);

    Vector AimPos = GetHitboxPositionv2(entity, hitbox); //pvs fix disabled

    VectorSubtract(AimPos, Origin, Delta);
    //Delta = AimPos - Origin;

    // Normalize our delta vector
    NormalizeNum(Delta, Delta);

    // Get dot product between delta position and directional forward vectors
    FLOAT DotProduct = Forward.Dot(Delta);

    // Time to calculate the field of view
    return (acos(DotProduct) * (MaxDegrees / M_PI));
}


int closest_to_crosshair()
{
    int index = -1;
    float lowest_fov = INT_MAX;

    auto local_player = Globals::LocalPlayer;

    if (!local_player)
        return -1;

    Vector local_position = local_player->GetVecOrigin() + local_player->GetViewOffset();

    Vector angles;
    g_pEngine->GetViewAngles(angles);

    for (int i = 1; i <= g_pGlobalVars->maxClients; i++)
    {
        auto entity = g_pEntityList->GetClientEntity(i);

        if (!entity || !entity->IsAlive() || entity->GetTeam() == local_player->GetTeam() || entity->IsDormant() || entity == local_player)
            continue;

        float fov = fov_player(local_position, angles, entity, 0);

        if (fov < lowest_fov)
        {
            lowest_fov = fov;
            index = i;
        }
    }

    return index;
}

int closest_to_local_player()
{
    int index = -1;
    float lowest_distance = INT_MAX;

    auto local_player = Globals::LocalPlayer;

    if (!local_player)
        return -1;

    Vector local_position = local_player->GetVecOrigin() + local_player->GetViewOffset();

    Vector angles;
    g_pEngine->GetViewAngles(angles);

    for (int i = 1; i <= g_pGlobalVars->maxClients; i++)
    {
        auto entity = g_pEntityList->GetClientEntity(i);

        if (!entity || !entity->IsAlive() || entity->GetTeam() == local_player->GetTeam() || entity->IsDormant() || entity == local_player)
            continue;

        float distance = g_Math.Distance(Vector2D(local_player->GetOrigin().x, local_player->GetOrigin().y), Vector2D(entity->GetOrigin().x, entity->GetOrigin().y));

        if (distance < lowest_distance)
        {
            lowest_distance = distance;
            index = i;
        }
    }

    return index;
}


int BestTargetByThreat() {

    for (int i = 0; i <= g_pGlobalVars->maxClients; i++)
    {
        auto Entity = g_pEntityList->GetClientEntity(i);
        auto LocalPlayer = Globals::LocalPlayer;

        if (!Entity || !LocalPlayer || !Entity->IsAlive() || Entity->IsDormant())
            continue;

        m_bestthreat = 0.f;

        float dist = g_Math.Distance(Vector2D(LocalPlayer->GetOrigin().x, LocalPlayer->GetOrigin().y), Vector2D(Entity->GetOrigin().x, Entity->GetOrigin().y));

        float health = (float)Entity->GetHealth();

        float threat = health / dist;

        if (threat > m_bestthreat)
        {
            return Entity->EntIndex();
        }

        return 0;
    }
}
void freestand(CUserCmd* cmd)
{
    auto local_player = Globals::LocalPlayer;

    if (!local_player)
        return;

    static float last_real;
    bool no_active = true;
    float bestrotation = 0.f;
    float highestthickness = 0.f;
    Vector besthead;

    m_bestthreat = 0.f;

    auto leyepos = local_player->GetVecOrigin() + local_player->GetViewOffset();
    auto headpos = GetHitboxPositionv2(local_player, 0);
    auto origin = local_player->GetAbsOrigin();


    auto checkWallThickness = [&](C_BaseEntity* pPlayer, Vector newhead) -> float
    {
        Vector endpos1, endpos2;
        Vector eyepos = pPlayer->GetVecOrigin() + pPlayer->GetViewOffset();


        CTraceFilterSkipTwoEntities filter(pPlayer, local_player);

        C_Trace trace1, trace2;
        g_pTrace->TraceRay(C_Ray(newhead, eyepos), mask_shot_brushonly, &filter, &trace1);

        if (trace1.DidHit())
            endpos1 = trace1.end;
        else
            return 0.f;


        g_pTrace->TraceRay(C_Ray(eyepos, newhead), mask_shot_brushonly, &filter, &trace2);

        if (trace2.DidHit())
            endpos2 = trace2.end;

        float add = newhead.DistTo(eyepos) - leyepos.DistTo(eyepos) + 3.f;
        return endpos1.DistTo(endpos2) + add / 3;
    };

    int index = -1;

    switch (c_config::get().antiaim_freestanding_mode) {
    case 1: { index = closest_to_crosshair();  } break;
    case 2: { index = closest_to_local_player(); } break;
    }

    static C_BaseEntity* entity;

    if (index != -1)
        entity = g_pEntityList->GetClientEntity(index);

    float step = (2 * M_PI) / 18.f; // One PI = half a circle ( for stacker cause low iq :sunglasses: ), 28

    float radius = fabs(Vector(headpos - origin).Length2D());

    if (index == -1)
    {
        no_active = true;
    }
    else
    {
        for (float rotation = 0; rotation < (M_PI * 2.0); rotation += step)
        {
            Vector newhead(radius * cos(rotation) + leyepos.x, radius * sin(rotation) + leyepos.y, leyepos.z);

            float totalthickness = 0.f;

            no_active = false;

            totalthickness += checkWallThickness(entity, newhead);

            if (totalthickness > highestthickness)
            {
                highestthickness = totalthickness;
                bestrotation = rotation;
                besthead = newhead;
            }
        }
    }


    if (no_active)
        cmd->viewangles.y += 180;
    else
        cmd->viewangles.y = RAD2DEG(bestrotation);

    last_real = cmd->viewangles.y;
}

bool Left_AA = false;
bool Right_AA = false;
bool Back_AA = false;

static float next_lby_update_time = 0;
float get_curtime(CUserCmd* ucmd) {
    auto local_player = Globals::LocalPlayer;

    if (!local_player)
        return 0;

    int g_tick = 0;
    CUserCmd* g_pLastCmd = nullptr;
    if (!g_pLastCmd || g_pLastCmd->hasbeenpredicted) {
        g_tick = (float)local_player->GetTickBase();
    }
    else {
        ++g_tick;
    }
    g_pLastCmd = ucmd;
    float curtime = g_tick * g_pGlobalVars->intervalPerTick;
    return curtime;
}
bool next_lby_update(CUserCmd* cmd)
{
    auto local_player = Globals::LocalPlayer;

    if (!local_player)
        return false;

    float curtime = get_curtime(cmd);

    auto animstate = local_player->AnimState();
    if (!animstate)
        return false;

    if (!(local_player->GetFlags() & FL_ONGROUND))
        return false;

    if (animstate->speed_2d > 0.1)
        next_lby_update_time = curtime + 0.22f;

    if (next_lby_update_time < curtime)
    {
        next_lby_update_time = curtime + 1.1f;
        return true;
    }

    return false;
}
bool m_bAutomaticDir = false;
int m_iAutoDirection = 0;

int m_iJitter = 0;
int m_iJitterIteration = 0;

float m_flCurrentFeetYaw = 0.0f;
float m_flPreviousFeetYaw = 0.0f;

void Desync()
{
    static bool Swtich2 = false;
    Swtich2 = !Swtich2;

    static float test = 0.f;
    if (Swtich2)
        test += 20.f;

    test = g_Math.NormalizeYaw(test);

    if (c_config::get().desync > 0)
    {
        Globals::DesyncEnabledSpecialChecks = true;
    }
    else
    {
        Globals::DesyncEnabledSpecialChecks = false;
    }

    if (c_config::get().desync == 3 && Globals::LocalPlayer->AnimState()) {
        float desync = Globals::LocalPlayer->DesyncValue();
        float balance = 1.0f;

        int type = 2;
        if (type == 2)
            balance = -1.0f;

        if (g_pGlobalVars->curtime <= next_lby_update_time) {

            auto net_channel = g_pEngine->GetNetChannel();

            if (!net_channel)
                return;

            if (net_channel->m_nChokedPackets >= 2) {
                Globals::pCmd->viewangles.y = g_Math.NormalizeYaw(Globals::pCmd->viewangles.y);
                return;
            }

            if (type == 1)
                Globals::pCmd->viewangles.y -= 10.0f;
            else
                Globals::pCmd->viewangles.y += (balance * 180.0f);
        }
        else if (type != 1) {
            Globals::pCmd->viewangles.y -= (desync + 5.0f) * balance;
        }
    }

    if (c_config::get().desync == 4) {
        int jitter_side = 1;

        Globals::pCmd->viewangles.y += 180.0f;

        float desync = Globals::LocalPlayer->DesyncValue();
        float lby_delta = 180.0f - desync + 10.0f;
        float desync_length = 180.0f - lby_delta * 0.5f;
        float jitter = 20.0f * jitter_side;


        if (jitter_side == 1)
            Globals::pCmd->viewangles.y += desync_length;
        else if (jitter_side == -1)
            Globals::pCmd->viewangles.y -= desync_length;


        int v19 = 0;
        if (g_pGlobalVars->curtime <= next_lby_update_time) {
            v19 = m_iJitter;
        }
        else {
            m_iJitter = 0;
        }

        int v20 = v19 - 1;
        if (v20) {
            if (v20 == 1) {
                if (jitter_side == 1)
                    Globals::pCmd->viewangles.y += lby_delta;
                else
                    Globals::pCmd->viewangles.y += desync - 190.0f;
            }
        }
        else {
            if (jitter_side == 1)
                Globals::pCmd->viewangles.y += desync - 190.0;
            else
                Globals::pCmd->viewangles.y += lby_delta;
            Globals::bSendPacket = true;
        }

        if (++m_iJitter >= 3)
            m_iJitter = 0;

        Globals::pCmd->viewangles.y = g_Math.NormalizeYaw(Globals::pCmd->viewangles.y);
    }

    if (!Globals::bSendPacket && Globals::LocalPlayer->AnimState() && c_config::get().desync > 0)
    {
        if (c_config::get().desync == 1) {
            Globals::pCmd->viewangles.y = g_Math.NormalizeYaw(Globals::RealAngle.y + 90 + test);
        }
        else if (c_config::get().desync == 2) {
            Globals::pCmd->viewangles.y += Globals::LocalPlayer->DesyncValue();
        }
    }
}

void c_antiaim::create_move(CUserCmd* cmd)
{
    static auto local = Globals::LocalPlayer;
    if (!local || !local->IsAlive())
        return;

    static auto weapon = local->GetActiveWeapon();
    if (!weapon)
        return;

    if (!c_config::get().antiaim_enabled)
        return;

    const auto revert_aa = [cmd]()
    {
        Vector viewangles;
        g_pEngine->GetViewAngles(viewangles);
        cmd->viewangles.x = viewangles.x;
        cmd->viewangles.y = viewangles.y;
    };

    if (cmd->buttons & IN_USE || cmd->buttons & IN_ATTACK || local->GetMoveType() == MoveType_t::MOVETYPE_LADDER || local->GetMoveType() == MoveType_t::MOVETYPE_NOCLIP || GetAsyncKeyState(0x45))
        revert_aa();

    if (weapon->is_being_thrown())
    {
        revert_aa();
        Globals::bSendPacket = true;
    }
    static bool inverter;
    if (GetAsyncKeyState(c_config::get().manual_swap_bind))
        inverter = !inverter;


    Globals::bSendPacket = cmd->command_number % 2 ? true : false;

    if (next_lby_update(cmd))
        cmd->viewangles.y += 180.f;

    if (!Globals::bSendPacket)
        cmd->viewangles.y += inverter ? 120.f : -120.f;
    else
        get_real();
}

void c_antiaim::update_settings()
{
    static auto local = Globals::LocalPlayer;
    if (!local || !local->IsAlive())
        return;

    if (local->GetVelocity().Length2D() == 0.f && local->GetFlags() & FL_ONGROUND)
    {
        at_target = c_config::get().at_target_standig;
        enable_jitter = c_config::get().jitter_standing;
        enable_spin = c_config::get().spin_standing;
        spin_speed = c_config::get().spin_speed_standing;
        spin_range = c_config::get().spin_range_standing;
        jitter_range = c_config::get().jitter_range_standing;
        jitter_speed = c_config::get().jitter_speed_standing;
        add_ammount = c_config::get().add_ammount_standing;
    }
    if (!(local->GetFlags() & FL_ONGROUND))
    {
        at_target = c_config::get().at_target_standig;
        enable_jitter = c_config::get().jitter_air;
        enable_spin = c_config::get().spin_air;
        spin_speed = c_config::get().spin_speed_air;
        spin_range = c_config::get().spin_range_air;
        jitter_range = c_config::get().jitter_range_air;
        jitter_speed = c_config::get().jitter_speed_air;
        add_ammount = c_config::get().add_ammount_air;
    }
    if (local->GetVelocity().Length2D() > 0.f && local->GetFlags() & FL_ONGROUND && !GetAsyncKeyState(c_config::get().slowwalk_bind))
    {
        at_target = c_config::get().at_target_standig;
        enable_jitter = c_config::get().jitter_moving;
        enable_spin = c_config::get().spin_moving;
        spin_speed = c_config::get().spin_speed_moving;
        spin_range = c_config::get().spin_range_moving;
        jitter_range = c_config::get().jitter_range_moving;
        jitter_speed = c_config::get().jitter_speed_moving;
        add_ammount = c_config::get().add_ammount_moving;
    }
}
void c_antiaim::get_real()
{
    static auto local = Globals::LocalPlayer;
    if (!local || !local->IsAlive())
        return;

    update_settings();

    do_at_target();

    do_spin(spin_speed, spin_range);

    do_jitter(jitter_range, jitter_speed, false);

    do_add(add_ammount);

    if (c_config::get().antiaim_freestanding)
    {
        if (c_config::get().antiaim_freestanding_mode == 0)
            FreeStanding();
        else
            freestand(Globals::pCmd);
    }
    Globals::pCmd->viewangles.x = 89.f;
}
void c_antiaim::do_add(int add)
{
    Globals::pCmd->viewangles.y += add;
}
void c_antiaim::do_jitter(int range, int speed, bool random)
{
    if (!enable_jitter)
        return;

    static auto local = Globals::LocalPlayer;
    if (!local || !local->IsAlive())
        return;

    auto jitter_range = range * 0.5f;
    const auto jitter_speed = speed;

    static auto last_set_tick = 0;
    static auto flip = false;

    static auto add = 0.f;

    if (last_set_tick + jitter_speed < local->GetTickBase() || last_set_tick > local->GetTickBase())
    {
        last_set_tick = local->GetTickBase();

        if (random)
        {
            jitter_range = g_Math.RandomFloat(-jitter_range, jitter_range);
            flip = true;
        }

        add = flip ? jitter_range : -jitter_range;

        flip = !flip;
    }

    Globals::pCmd->viewangles.y += add;
}
void c_antiaim::do_at_target()
{
    if (!at_target)
        return;

    static auto local = Globals::LocalPlayer;
    if (!local || !local->IsAlive())
        return;

    C_BaseEntity* target = nullptr;
    Vector target_angle;

    Vector original_viewangles;
    g_pEngine->GetViewAngles(original_viewangles);

    auto lowest_fov = 90.f;
    for (auto i = 1; i < g_pGlobalVars->maxClients; i++)
    {
        auto player = g_pEntityList->GetClientEntity(i);
        if (!player || !player->IsAlive() || !player->IsEnemy() || player == local)
            continue;

        if (player->IsDormant() && (player->GetSimulationTime() > g_pGlobalVars->curtime || player->GetSimulationTime() + 5.f < g_pGlobalVars->curtime))
            continue;

        auto enemy_pos = player->GetOrigin();
        enemy_pos.z += 64.f;

        const auto angle = g_Math.CalcAngle(local->GetEyePosition(), enemy_pos);
        const auto fov = g_Math.GetFov(original_viewangles, angle);

        if (fov < lowest_fov)
        {
            target = player;
            lowest_fov = fov;
            target_angle = angle;
        }
    }

    if (!target)
        return;

    Globals::pCmd->viewangles.y = target_angle.y;
}

void c_antiaim::do_spin(int speed, int range)
{
    if (!enable_spin)
        return;

    static auto local = Globals::LocalPlayer;
    if (!local || !local->IsAlive())
        return;

    static auto add = 0.f;

    if (add > range)
    {
        add = 0.f;
    }

    add += speed;
    Globals::pCmd->viewangles.y += add;
}
 
Магистр структур данных
Забаненный
Статус
Оффлайн
Регистрация
19 Дек 2018
Сообщения
379
Реакции[?]
63
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Анти-Аимы uffganga
 
самарский помойный аукцион
Эксперт
Статус
Оффлайн
Регистрация
30 Июн 2019
Сообщения
1,248
Реакции[?]
577
Поинты[?]
43K
Vortyk back
Забаненный
Статус
Оффлайн
Регистрация
15 Сен 2019
Сообщения
137
Реакции[?]
28
Поинты[?]
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Какой мусор высрал мусор?
 
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Ставлю заебись! :roflanEbalo:
 
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