Вопрос /del

mov ebp, esp
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/del
 
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Please, don't use xy0 as base.

Give me aimbot code.
 
When every god dead, I can live a normal life...
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
mov ebp, esp
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Please, don't use xy0 as base.

Give me aimbot code.
why not though?
it gets the job done for me, and it doesn't melt my small brain like pandora's src code does

Aimbot.cpp:

C++:
#include "Aimbot.h"
#include "Autowall.h"
#include "LagComp.h"
#include "..\AntiAim\AntiAim.h"
#include "..\..\Utils\Utils.h"
#include "..\..\SDK\IVEngineClient.h"
#include "..\..\SDK\PlayerInfo.h"
#include "..\..\SDK\ICvar.h"
#include "..\..\Utils\Math.h"
#include "..\..\SDK\Hitboxes.h"
#include "..\..\Menu\Menu.h"
#include "..\..\Menu\config.h"
Aimbot g_Aimbot;

float Aimbot::SynchronizeHitchance() {
    auto me = Globals::LocalPlayer;
    auto cmd = Globals::pCmd;

    if (!me->GetActiveWeapon())
        return 0;

    if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SCAR20 || me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_G3SG1) {
        return c_config::get().auto_hitchance;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SSG08) {
        return c_config::get().scout_hitchance;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_AWP) {
        return c_config::get().awp_hitchance;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_REVOLVER || me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_DEAGLE) {
        return c_config::get().heavy_pistol_hitchance;
    }
    else {
        return c_config::get().other_hitchance;
    }
}

float Aimbot::SynchronizeMinDamage() {
    auto me = Globals::LocalPlayer;
    auto cmd = Globals::pCmd;

    if (!me->GetActiveWeapon())
        return 0;

    if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SCAR20 || me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_G3SG1) {
        return c_config::get().auto_mindamage;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SSG08) {
        return c_config::get().scout_mindamage;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_AWP) {
        return c_config::get().awp_mindamage;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_REVOLVER || me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_DEAGLE) {
        return c_config::get().heavy_pistol_mindamage;
    }
    else {
        return c_config::get().other_mindamage;
    }
}

void Aimbot::Autostop()
{
    if (!c_config::get().autostop)
        return;

    Vector Velocity = Globals::LocalPlayer->GetVelocity();

    if (Velocity.Length2D() == 0)
        return;

    static float Speed = 450.f;

    Vector Direction;
    Vector RealView;
    g_Math.VectorAngles(Velocity, Direction);
    g_pEngine->GetViewAngles(RealView);
    Direction.y = RealView.y - Direction.y;

    Vector Forward;
    g_Math.AngleVectors(Direction, &Forward);
    Vector NegativeDirection = Forward * -Speed;

    Globals::pCmd->forwardmove = NegativeDirection.x;
    Globals::pCmd->sidemove = NegativeDirection.y;
}

bool Aimbot::HitChance(C_BaseEntity* pEnt, C_BaseCombatWeapon* pWeapon, Vector Angle, Vector Point, int chance)
{
    if (chance == 0 || SynchronizeHitchance() == 0)
        return true;

    float Seeds =  256.f;

    Angle -= (Globals::LocalPlayer->GetAimPunchAngle() * g_pCvar->FindVar("weapon_recoil_scale")->GetFloat());

    Vector forward, right, up;

    g_Math.AngleVectors(Angle, &forward, &right, &up);

    int Hits = 0, neededHits = (Seeds * (chance / 100.f));

    float weapSpread = pWeapon->GetSpread(), weapInaccuracy = pWeapon->GetInaccuracy();

    for (int i = 0; i < Seeds; i++)
    {
        float Inaccuracy = g_Math.RandomFloat(0.f, 1.f) * weapInaccuracy;
        float Spread = g_Math.RandomFloat(0.f, 1.f) * weapSpread;

        Vector spreadView((cos(g_Math.RandomFloat(0.f, 2.f * M_PI_F)) * Inaccuracy) + (cos(g_Math.RandomFloat(0.f, 2.f * M_PI_F)) * Spread), (sin(g_Math.RandomFloat(0.f, 2.f * M_PI_F)) * Inaccuracy) + (sin(g_Math.RandomFloat(0.f, 2.f * M_PI_F)) * Spread), 0), direction;

        direction.x = forward.x + (spreadView.x * right.x) + (spreadView.y * up.x);
        direction.y = forward.y + (spreadView.x * right.y) + (spreadView.y * up.y);
        direction.z = forward.z + (spreadView.x * right.z) + (spreadView.y * up.z);
        direction.Normalize();

        Vector viewanglesSpread, viewForward;

        g_Math.VectorAngles(direction, up, viewanglesSpread);
        g_Math.NormalizeAngles(viewanglesSpread);

        g_Math.AngleVectors(viewanglesSpread, &viewForward);
        viewForward.NormalizeInPlace();

        viewForward = Globals::LocalPlayer->GetEyePosition() + (viewForward * pWeapon->GetCSWpnData()->range);

        C_Trace Trace;

        g_pTrace->ClipRayToEntity(C_Ray(Globals::LocalPlayer->GetEyePosition(), viewForward), mask_shot | contents_grate, pEnt, &Trace);

        if (Trace.m_pEnt == pEnt)
            ++Hits;

        if (((Hits / Seeds) * 100.f) >= chance)
            return true;

        if ((Seeds - i + Hits) < neededHits)
            return false;
    }

    return false;
}

bool ShouldBaim(C_BaseEntity* pEnt) // probably dosnt make sense
{
    static float oldSimtime[65];
    static float storedSimtime[65];

    static float ShotTime[65];
    static float NextShotTime[65];
    static bool BaimShot[65];

    if (storedSimtime[pEnt->EntIndex()] != pEnt->GetSimulationTime())
    {
        oldSimtime[pEnt->EntIndex()] = storedSimtime[pEnt->EntIndex()];
        storedSimtime[pEnt->EntIndex()] = pEnt->GetSimulationTime();
    }

    float simDelta = storedSimtime[pEnt->EntIndex()] - oldSimtime[pEnt->EntIndex()];

    bool Shot = false;

    if (pEnt->GetActiveWeapon() && !pEnt->IsKnifeorNade())
    {
        if (ShotTime[pEnt->EntIndex()] != pEnt->GetActiveWeapon()->GetLastShotTime())
        {
            Shot = true;
            BaimShot[pEnt->EntIndex()] = false;
            ShotTime[pEnt->EntIndex()] = pEnt->GetActiveWeapon()->GetLastShotTime();
        }
        else
            Shot = false;
    }
    else
    {
        Shot = false;
        ShotTime[pEnt->EntIndex()] = 0.f;
    }

    if (Shot)
    {
        NextShotTime[pEnt->EntIndex()] = pEnt->GetSimulationTime() + pEnt->FireRate();

        if (simDelta >= pEnt->FireRate())
            BaimShot[pEnt->EntIndex()] = true;
    }

    if (BaimShot[pEnt->EntIndex()])
    {
        if (pEnt->GetSimulationTime() >= NextShotTime[pEnt->EntIndex()])
            BaimShot[pEnt->EntIndex()] = false;
    }

    auto pWeapon = Globals::LocalPlayer->GetActiveWeapon();

    std::vector<int> baim_hitboxes;


    baim_hitboxes.push_back((int)HITBOX_UPPER_CHEST);
    baim_hitboxes.push_back((int)HITBOX_LOWER_CHEST);
    baim_hitboxes.push_back((int)HITBOX_PELVIS);
    baim_hitboxes.push_back((int)HITGROUP_STOMACH);

    float Radius = 0;
    Radius *= (c_config::get().aimbot_bodypointscale / 100.f);

    float Damage = 0;
    for (auto HitBoxID : baim_hitboxes)
    {
        Damage = g_Autowall.Damage(pEnt->GetHitboxPosition(HitBoxID, g_Aimbot.Matrix[pEnt->EntIndex()], &Radius));
    }

    if (Globals::LocalPlayer->GetVelocity().Length2D() > 125 && c_config::get().prefer_bodyaim[2])
        return true;

    if (BaimShot[pEnt->EntIndex()] && c_config::get().prefer_bodyaim[3])
        return true;

    if (!(pEnt->GetFlags() & FL_ONGROUND) && c_config::get().prefer_bodyaim[0])
        return true;

    if (c_config::get().prefer_bodyaim[1] && (pEnt->GetVelocity().Length2D() > 15 && pEnt->GetVelocity().Length2D() < 150))
        return true;

    if (pEnt->GetHealth() <= Damage && c_config::get().prefer_bodyaim[4])
        return true;

    if (pEnt->GetHealth() <= c_config::get().bodyaim_health)
        return true;

    if (Globals::MissedShots[pEnt->EntIndex()] > c_config::get().bodyaim_shots && c_config::get().bodyaim_shots > 0)
        return true;
    

    return false;
}

Vector Aimbot::Hitscan(C_BaseEntity* pEnt) // supremeemmemememememe
{
    float DamageArray[28];
    float tempDmg = 0.f;
    Vector tempHitbox = { 0,0,0 };
    static int HitboxForMuti[] = { 2,2,4,4,6,6 };

    float angToLocal = g_Math.CalcAngle(Globals::LocalPlayer->GetOrigin(), pEnt->GetOrigin()).y;

    Vector2D MutipointXY = { (sin(g_Math.GRD_TO_BOG(angToLocal))),(cos(g_Math.GRD_TO_BOG(angToLocal))) };
    Vector2D MutipointXY180 = { (sin(g_Math.GRD_TO_BOG(angToLocal + 180))) ,(cos(g_Math.GRD_TO_BOG(angToLocal + 180))) };
    Vector2D Mutipoint[] = { Vector2D(MutipointXY.x, MutipointXY.y), Vector2D(MutipointXY180.x, MutipointXY180.y) };

    float Velocity = abs(pEnt->GetVelocity().Length2D());

    if (Velocity > 29.f)
        Velocity = 30.f;

    std::vector<int> Scan;

    int HeadHeight = 0;

    bool Baim = ShouldBaim(pEnt);

    bool PreferBaimIfLowVelcoity = (c_config::get().prefer_bodyaim_if_low_velocity && (Velocity > 15 && Velocity < 150));

    if (!Baim) {
        Scan.push_back(HITBOX_HEAD);
    }

        Scan.push_back(HITBOX_PELVIS);
        Scan.push_back(HITBOX_THORAX);
        Scan.push_back(HITBOX_LOWER_CHEST);
        Scan.push_back(HITBOX_UPPER_CHEST);


            Scan.push_back(19);//pelvis
            Scan.push_back(20);

            Scan.push_back(21);//thorax
            Scan.push_back(22);

            Scan.push_back(23);//upperchest
            Scan.push_back(24);

            if (!Baim)
            {
                Scan.push_back(25);//head
                Scan.push_back(26);
                Scan.push_back(27);
            }

            HeadHeight = c_config::get().aimbot_headpointscale;
        

            Scan.push_back(HITBOX_LEFT_FOOT);
            Scan.push_back(HITBOX_RIGHT_FOOT);
            Scan.push_back(HITBOX_LEFT_UPPER_ARM);
            Scan.push_back(HITBOX_RIGHT_UPPER_ARM);
            Scan.push_back(HITBOX_LEFT_THIGH);
            Scan.push_back(HITBOX_RIGHT_THIGH);
        

            if (Baim && c_config::get().bodyaim_mode == 0)
                Scan.push_back(HITBOX_HEAD);


    Vector Hitbox;
    int bestHitboxint = 0;

    for (int hitbox : Scan)
    {
        if (hitbox < 19)
            Hitbox = pEnt->GetHitboxPosition(hitbox, Matrix[pEnt->EntIndex()]);
        else if (hitbox > 18 && hitbox < 25)
        {
            float Radius = 0;
            Hitbox = pEnt->GetHitboxPosition(HitboxForMuti[hitbox - 19], Matrix[pEnt->EntIndex()], &Radius);
            Radius *= (c_config::get().aimbot_bodypointscale / 100.f);
            Hitbox = Vector(Hitbox.x + (Radius * Mutipoint[((hitbox - 19) % 2)].x), Hitbox.y - (Radius * Mutipoint[((hitbox - 19) % 2)].y), Hitbox.z);
        }
        else if (hitbox > 24 && hitbox < 28)
        {
            float Radius = 0;
            Hitbox = pEnt->GetHitboxPosition(0, Matrix[pEnt->EntIndex()], &Radius);
            Radius *= (HeadHeight / 100.f);
            if (hitbox != 27)
                Hitbox = Vector(Hitbox.x + (Radius * Mutipoint[((hitbox - 25) % 2)].x), Hitbox.y - (Radius * Mutipoint[((hitbox - 25) % 2)].y), Hitbox.z);
            else
                Hitbox += Vector(0, 0, Radius);
        }

        float Damage = g_Autowall.Damage(Hitbox);

        if (Damage > 0.f)
            DamageArray[hitbox] = Damage;
        else
            DamageArray[hitbox] = 0;

        if (Baim && hitbox != 0 && hitbox != 25 && hitbox != 26 && hitbox != 27 && Damage >= (pEnt->GetHealth() + 10))
        {
            DamageArray[hitbox] = 400;
            Baim = true;
        }

        if (DamageArray[hitbox] > tempDmg)
        {
            tempHitbox = Hitbox;
            bestHitboxint = hitbox;
            tempDmg = DamageArray[hitbox];
        }

        Globals::AimbotHitbox[pEnt->EntIndex()][hitbox] = Hitbox;
    }

    PlayerRecords pPlayerEntityRecord = g_LagComp.PlayerRecord[pEnt->EntIndex()].at(0);

    if (tempDmg >= SynchronizeMinDamage())
    {
        bestEntDmg = tempDmg;

        if ((bestHitboxint == 25 || bestHitboxint == 26 || bestHitboxint == 27) && abs(DamageArray[HITBOX_HEAD] - DamageArray[bestHitboxint]) <= 10.f)
            return pEnt->GetHitboxPosition(HITBOX_HEAD, Matrix[pEnt->EntIndex()]);
        else if ((bestHitboxint == 19 || bestHitboxint == 20) && DamageArray[HITBOX_PELVIS] > 30)
            return pEnt->GetHitboxPosition(HITBOX_PELVIS, Matrix[pEnt->EntIndex()]);
        else if ((bestHitboxint == 21 || bestHitboxint == 22) && DamageArray[HITBOX_THORAX] > 30)
            return pEnt->GetHitboxPosition(HITBOX_THORAX, Matrix[pEnt->EntIndex()]);
        else if ((bestHitboxint == 23 || bestHitboxint == 24) && DamageArray[HITBOX_UPPER_CHEST] > 30)
            return pEnt->GetHitboxPosition(HITBOX_UPPER_CHEST, Matrix[pEnt->EntIndex()]);

        return tempHitbox;
    }

    return Vector(0, 0, 0);
}

void Aimbot::OnCreateMove()
{
    if (!g_pEngine->IsInGame())
        return;

    Vector Aimpoint = { 0,0,0 };
    C_BaseEntity* Target = nullptr;
    targetID = 0;

    int tempDmg = 0;
    static bool shot = false;
    CanShootWithCurrentHitchanceAndValidTarget = false;

    for (int i = 1; i <= g_pEngine->GetMaxClients(); ++i)
    {
        C_BaseEntity* pPlayerEntity = g_pEntityList->GetClientEntity(i);

        if (!pPlayerEntity
            || !pPlayerEntity->IsAlive()
            || pPlayerEntity->IsDormant()
            || pPlayerEntity->IsImmune())
        {
            g_LagComp.ClearRecords(i);
            continue;
        }

        g_LagComp.StoreRecord(pPlayerEntity);

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

        Globals::EnemyEyeAngs[i] = pPlayerEntity->GetEyeAngles();

        if (g_LagComp.PlayerRecord[i].size() == 0 || !Globals::LocalPlayer->IsAlive() || !c_config::get().aimbot_enabled || g_Menu.Config.LegitBacktrack)
            continue;

        if (!Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->IsKnifeorNade())
            continue;

        bestEntDmg = 0;

        Vector Hitbox = Hitscan(pPlayerEntity);

        if (Hitbox != Vector(0, 0, 0) && tempDmg <= bestEntDmg)
        {
            Aimpoint = Hitbox;
            Target = pPlayerEntity;
            targetID = Target->EntIndex();
            tempDmg = bestEntDmg;
        }
    }

    if (!Globals::LocalPlayer->IsAlive())
    {
        shot = false;
        return;
    }

    if (!Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->IsKnifeorNade())
    {
        shot = false;
        return;
    }

    if (shot)
    {
        if (c_config::get().on_shot_aa) {

            if (c_config::get().on_shot_aa_type == 0) {
                Globals::bSendPacket = true;
                g_AntiAim.OnCreateMove();
            }
            else if (c_config::get().on_shot_aa_type == 1) {
                Globals::pCmd->viewangles.x = 180 - Globals::pCmd->viewangles.x;
                Globals::pCmd->viewangles.y = Globals::pCmd->viewangles.y + 180;
            }
            
        }
        shot = false;
    }

    float flServerTime = Globals::LocalPlayer->GetTickBase() * g_pGlobalVars->intervalPerTick;
    bool canShoot = (Globals::LocalPlayer->GetActiveWeapon()->GetNextPrimaryAttack() <= flServerTime && Globals::LocalPlayer->GetActiveWeapon()->GetAmmo() > 0);

    if (Target)
    {
        Globals::TargetIndex = targetID;

        float SimulationTime = 0.f;

        SimulationTime = g_LagComp.PlayerRecord[targetID].at(g_LagComp.PlayerRecord[targetID].size() - 1).SimTime;

        Vector Angle = g_Math.CalcAngle(Globals::LocalPlayer->GetEyePosition(), Aimpoint);

        static int MinimumVelocity = 0;

        if (c_config::get().autostop_mode == 0)
        {
            MinimumVelocity = Globals::LocalPlayer->GetActiveWeapon()->GetCSWpnData()->max_speed_alt * .34f;
        }
        else if (c_config::get().autostop_mode == 1)
        {
            MinimumVelocity = 0;
        }

        bool shouldstop = c_config::get().stop_inbetween_shots ? true : canShoot;

        if (Globals::LocalPlayer->GetVelocity().Length() >= MinimumVelocity && shouldstop && !GetAsyncKeyState(VK_SPACE))
            Autostop();

        auto me = Globals::LocalPlayer;
        auto cmd = Globals::pCmd;
        if ((Globals::LocalPlayer->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SCAR20 || Globals::LocalPlayer->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_G3SG1 || Globals::LocalPlayer->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SSG08)) {
            if (c_config::get().auto_scope) {
                if (!me->IsScoped()) {
                    cmd->buttons |= IN_ATTACK2;
                    return;
                }
            }
        }

        if (canShoot && HitChance(Target, Globals::LocalPlayer->GetActiveWeapon(), Angle, Aimpoint, SynchronizeHitchance()))
        {
            CanShootWithCurrentHitchanceAndValidTarget = true;
            if (Globals::pCmd->buttons & IN_ATTACK)
                return;
            
            if (!Backtrack[targetID] && !ShotBacktrack[targetID])
                Globals::Shot[targetID] = true;

            Globals::bSendPacket = true;
            shot = true;

            Globals::pCmd->viewangles = Angle;

            Globals::pCmd->buttons |= IN_ATTACK;

            Globals::pCmd->tick_count = TIME_TO_TICKS(SimulationTime + g_LagComp.LerpTime());
        }
    }
}
Aimbot.h:

C++:
#pragma once
#include "..\..\Utils\GlobalVars.h"
#include "..\..\SDK\CGlobalVarsBase.h"
#include <deque>


#define TIME_TO_TICKS( dt )        ( (int)( 0.5 + (float)(dt) / g_pGlobalVars->intervalPerTick ) )
#define TICKS_TO_TIME( t )        ( g_pGlobalVars->intervalPerTick *( t ) )


class Aimbot
{
public:
    matrix3x4_t Matrix[65][128];
    float FovToPlayer(Vector ViewOffSet, Vector View, C_BaseEntity * pEntity, int aHitBox);
    void OnCreateMove();
    float bestEntDmg;
    void Autostop();
    int targetID = 0;
    bool CanShootWithCurrentHitchanceAndValidTarget;
private:
    float LerpTime();
    Vector Hitscan(C_BaseEntity* pEnt);
    bool HitChance(C_BaseEntity* pEnt, C_BaseCombatWeapon* pWeapon, Vector Angle, Vector Point, int chance);
    float SynchronizeHitchance();
    float SynchronizeMinDamage();

    bool Backtrack[65];
    bool ShotBacktrack[65];

    template<class T, class U>
    T clamp(T in, U low, U high);
};
extern Aimbot g_Aimbot;

hopefully this helps
 
Легенда форума
Статус
Онлайн
Регистрация
10 Дек 2018
Сообщения
4,214
Реакции[?]
2,181
Поинты[?]
81K
why not though?
it gets the job done for me, and it doesn't melt my small brain like pandora's src code does

Aimbot.cpp:

C++:
#include "Aimbot.h"
#include "Autowall.h"
#include "LagComp.h"
#include "..\AntiAim\AntiAim.h"
#include "..\..\Utils\Utils.h"
#include "..\..\SDK\IVEngineClient.h"
#include "..\..\SDK\PlayerInfo.h"
#include "..\..\SDK\ICvar.h"
#include "..\..\Utils\Math.h"
#include "..\..\SDK\Hitboxes.h"
#include "..\..\Menu\Menu.h"
#include "..\..\Menu\config.h"
Aimbot g_Aimbot;

float Aimbot::SynchronizeHitchance() {
    auto me = Globals::LocalPlayer;
    auto cmd = Globals::pCmd;

    if (!me->GetActiveWeapon())
        return 0;

    if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SCAR20 || me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_G3SG1) {
        return c_config::get().auto_hitchance;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SSG08) {
        return c_config::get().scout_hitchance;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_AWP) {
        return c_config::get().awp_hitchance;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_REVOLVER || me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_DEAGLE) {
        return c_config::get().heavy_pistol_hitchance;
    }
    else {
        return c_config::get().other_hitchance;
    }
}

float Aimbot::SynchronizeMinDamage() {
    auto me = Globals::LocalPlayer;
    auto cmd = Globals::pCmd;

    if (!me->GetActiveWeapon())
        return 0;

    if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SCAR20 || me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_G3SG1) {
        return c_config::get().auto_mindamage;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SSG08) {
        return c_config::get().scout_mindamage;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_AWP) {
        return c_config::get().awp_mindamage;
    }
    else if (me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_REVOLVER || me->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_DEAGLE) {
        return c_config::get().heavy_pistol_mindamage;
    }
    else {
        return c_config::get().other_mindamage;
    }
}

void Aimbot::Autostop()
{
    if (!c_config::get().autostop)
        return;

    Vector Velocity = Globals::LocalPlayer->GetVelocity();

    if (Velocity.Length2D() == 0)
        return;

    static float Speed = 450.f;

    Vector Direction;
    Vector RealView;
    g_Math.VectorAngles(Velocity, Direction);
    g_pEngine->GetViewAngles(RealView);
    Direction.y = RealView.y - Direction.y;

    Vector Forward;
    g_Math.AngleVectors(Direction, &Forward);
    Vector NegativeDirection = Forward * -Speed;

    Globals::pCmd->forwardmove = NegativeDirection.x;
    Globals::pCmd->sidemove = NegativeDirection.y;
}

bool Aimbot::HitChance(C_BaseEntity* pEnt, C_BaseCombatWeapon* pWeapon, Vector Angle, Vector Point, int chance)
{
    if (chance == 0 || SynchronizeHitchance() == 0)
        return true;

    float Seeds =  256.f;

    Angle -= (Globals::LocalPlayer->GetAimPunchAngle() * g_pCvar->FindVar("weapon_recoil_scale")->GetFloat());

    Vector forward, right, up;

    g_Math.AngleVectors(Angle, &forward, &right, &up);

    int Hits = 0, neededHits = (Seeds * (chance / 100.f));

    float weapSpread = pWeapon->GetSpread(), weapInaccuracy = pWeapon->GetInaccuracy();

    for (int i = 0; i < Seeds; i++)
    {
        float Inaccuracy = g_Math.RandomFloat(0.f, 1.f) * weapInaccuracy;
        float Spread = g_Math.RandomFloat(0.f, 1.f) * weapSpread;

        Vector spreadView((cos(g_Math.RandomFloat(0.f, 2.f * M_PI_F)) * Inaccuracy) + (cos(g_Math.RandomFloat(0.f, 2.f * M_PI_F)) * Spread), (sin(g_Math.RandomFloat(0.f, 2.f * M_PI_F)) * Inaccuracy) + (sin(g_Math.RandomFloat(0.f, 2.f * M_PI_F)) * Spread), 0), direction;

        direction.x = forward.x + (spreadView.x * right.x) + (spreadView.y * up.x);
        direction.y = forward.y + (spreadView.x * right.y) + (spreadView.y * up.y);
        direction.z = forward.z + (spreadView.x * right.z) + (spreadView.y * up.z);
        direction.Normalize();

        Vector viewanglesSpread, viewForward;

        g_Math.VectorAngles(direction, up, viewanglesSpread);
        g_Math.NormalizeAngles(viewanglesSpread);

        g_Math.AngleVectors(viewanglesSpread, &viewForward);
        viewForward.NormalizeInPlace();

        viewForward = Globals::LocalPlayer->GetEyePosition() + (viewForward * pWeapon->GetCSWpnData()->range);

        C_Trace Trace;

        g_pTrace->ClipRayToEntity(C_Ray(Globals::LocalPlayer->GetEyePosition(), viewForward), mask_shot | contents_grate, pEnt, &Trace);

        if (Trace.m_pEnt == pEnt)
            ++Hits;

        if (((Hits / Seeds) * 100.f) >= chance)
            return true;

        if ((Seeds - i + Hits) < neededHits)
            return false;
    }

    return false;
}

bool ShouldBaim(C_BaseEntity* pEnt) // probably dosnt make sense
{
    static float oldSimtime[65];
    static float storedSimtime[65];

    static float ShotTime[65];
    static float NextShotTime[65];
    static bool BaimShot[65];

    if (storedSimtime[pEnt->EntIndex()] != pEnt->GetSimulationTime())
    {
        oldSimtime[pEnt->EntIndex()] = storedSimtime[pEnt->EntIndex()];
        storedSimtime[pEnt->EntIndex()] = pEnt->GetSimulationTime();
    }

    float simDelta = storedSimtime[pEnt->EntIndex()] - oldSimtime[pEnt->EntIndex()];

    bool Shot = false;

    if (pEnt->GetActiveWeapon() && !pEnt->IsKnifeorNade())
    {
        if (ShotTime[pEnt->EntIndex()] != pEnt->GetActiveWeapon()->GetLastShotTime())
        {
            Shot = true;
            BaimShot[pEnt->EntIndex()] = false;
            ShotTime[pEnt->EntIndex()] = pEnt->GetActiveWeapon()->GetLastShotTime();
        }
        else
            Shot = false;
    }
    else
    {
        Shot = false;
        ShotTime[pEnt->EntIndex()] = 0.f;
    }

    if (Shot)
    {
        NextShotTime[pEnt->EntIndex()] = pEnt->GetSimulationTime() + pEnt->FireRate();

        if (simDelta >= pEnt->FireRate())
            BaimShot[pEnt->EntIndex()] = true;
    }

    if (BaimShot[pEnt->EntIndex()])
    {
        if (pEnt->GetSimulationTime() >= NextShotTime[pEnt->EntIndex()])
            BaimShot[pEnt->EntIndex()] = false;
    }

    auto pWeapon = Globals::LocalPlayer->GetActiveWeapon();

    std::vector<int> baim_hitboxes;


    baim_hitboxes.push_back((int)HITBOX_UPPER_CHEST);
    baim_hitboxes.push_back((int)HITBOX_LOWER_CHEST);
    baim_hitboxes.push_back((int)HITBOX_PELVIS);
    baim_hitboxes.push_back((int)HITGROUP_STOMACH);

    float Radius = 0;
    Radius *= (c_config::get().aimbot_bodypointscale / 100.f);

    float Damage = 0;
    for (auto HitBoxID : baim_hitboxes)
    {
        Damage = g_Autowall.Damage(pEnt->GetHitboxPosition(HitBoxID, g_Aimbot.Matrix[pEnt->EntIndex()], &Radius));
    }

    if (Globals::LocalPlayer->GetVelocity().Length2D() > 125 && c_config::get().prefer_bodyaim[2])
        return true;

    if (BaimShot[pEnt->EntIndex()] && c_config::get().prefer_bodyaim[3])
        return true;

    if (!(pEnt->GetFlags() & FL_ONGROUND) && c_config::get().prefer_bodyaim[0])
        return true;

    if (c_config::get().prefer_bodyaim[1] && (pEnt->GetVelocity().Length2D() > 15 && pEnt->GetVelocity().Length2D() < 150))
        return true;

    if (pEnt->GetHealth() <= Damage && c_config::get().prefer_bodyaim[4])
        return true;

    if (pEnt->GetHealth() <= c_config::get().bodyaim_health)
        return true;

    if (Globals::MissedShots[pEnt->EntIndex()] > c_config::get().bodyaim_shots && c_config::get().bodyaim_shots > 0)
        return true;
  

    return false;
}

Vector Aimbot::Hitscan(C_BaseEntity* pEnt) // supremeemmemememememe
{
    float DamageArray[28];
    float tempDmg = 0.f;
    Vector tempHitbox = { 0,0,0 };
    static int HitboxForMuti[] = { 2,2,4,4,6,6 };

    float angToLocal = g_Math.CalcAngle(Globals::LocalPlayer->GetOrigin(), pEnt->GetOrigin()).y;

    Vector2D MutipointXY = { (sin(g_Math.GRD_TO_BOG(angToLocal))),(cos(g_Math.GRD_TO_BOG(angToLocal))) };
    Vector2D MutipointXY180 = { (sin(g_Math.GRD_TO_BOG(angToLocal + 180))) ,(cos(g_Math.GRD_TO_BOG(angToLocal + 180))) };
    Vector2D Mutipoint[] = { Vector2D(MutipointXY.x, MutipointXY.y), Vector2D(MutipointXY180.x, MutipointXY180.y) };

    float Velocity = abs(pEnt->GetVelocity().Length2D());

    if (Velocity > 29.f)
        Velocity = 30.f;

    std::vector<int> Scan;

    int HeadHeight = 0;

    bool Baim = ShouldBaim(pEnt);

    bool PreferBaimIfLowVelcoity = (c_config::get().prefer_bodyaim_if_low_velocity && (Velocity > 15 && Velocity < 150));

    if (!Baim) {
        Scan.push_back(HITBOX_HEAD);
    }

        Scan.push_back(HITBOX_PELVIS);
        Scan.push_back(HITBOX_THORAX);
        Scan.push_back(HITBOX_LOWER_CHEST);
        Scan.push_back(HITBOX_UPPER_CHEST);


            Scan.push_back(19);//pelvis
            Scan.push_back(20);

            Scan.push_back(21);//thorax
            Scan.push_back(22);

            Scan.push_back(23);//upperchest
            Scan.push_back(24);

            if (!Baim)
            {
                Scan.push_back(25);//head
                Scan.push_back(26);
                Scan.push_back(27);
            }

            HeadHeight = c_config::get().aimbot_headpointscale;
      

            Scan.push_back(HITBOX_LEFT_FOOT);
            Scan.push_back(HITBOX_RIGHT_FOOT);
            Scan.push_back(HITBOX_LEFT_UPPER_ARM);
            Scan.push_back(HITBOX_RIGHT_UPPER_ARM);
            Scan.push_back(HITBOX_LEFT_THIGH);
            Scan.push_back(HITBOX_RIGHT_THIGH);
      

            if (Baim && c_config::get().bodyaim_mode == 0)
                Scan.push_back(HITBOX_HEAD);


    Vector Hitbox;
    int bestHitboxint = 0;

    for (int hitbox : Scan)
    {
        if (hitbox < 19)
            Hitbox = pEnt->GetHitboxPosition(hitbox, Matrix[pEnt->EntIndex()]);
        else if (hitbox > 18 && hitbox < 25)
        {
            float Radius = 0;
            Hitbox = pEnt->GetHitboxPosition(HitboxForMuti[hitbox - 19], Matrix[pEnt->EntIndex()], &Radius);
            Radius *= (c_config::get().aimbot_bodypointscale / 100.f);
            Hitbox = Vector(Hitbox.x + (Radius * Mutipoint[((hitbox - 19) % 2)].x), Hitbox.y - (Radius * Mutipoint[((hitbox - 19) % 2)].y), Hitbox.z);
        }
        else if (hitbox > 24 && hitbox < 28)
        {
            float Radius = 0;
            Hitbox = pEnt->GetHitboxPosition(0, Matrix[pEnt->EntIndex()], &Radius);
            Radius *= (HeadHeight / 100.f);
            if (hitbox != 27)
                Hitbox = Vector(Hitbox.x + (Radius * Mutipoint[((hitbox - 25) % 2)].x), Hitbox.y - (Radius * Mutipoint[((hitbox - 25) % 2)].y), Hitbox.z);
            else
                Hitbox += Vector(0, 0, Radius);
        }

        float Damage = g_Autowall.Damage(Hitbox);

        if (Damage > 0.f)
            DamageArray[hitbox] = Damage;
        else
            DamageArray[hitbox] = 0;

        if (Baim && hitbox != 0 && hitbox != 25 && hitbox != 26 && hitbox != 27 && Damage >= (pEnt->GetHealth() + 10))
        {
            DamageArray[hitbox] = 400;
            Baim = true;
        }

        if (DamageArray[hitbox] > tempDmg)
        {
            tempHitbox = Hitbox;
            bestHitboxint = hitbox;
            tempDmg = DamageArray[hitbox];
        }

        Globals::AimbotHitbox[pEnt->EntIndex()][hitbox] = Hitbox;
    }

    PlayerRecords pPlayerEntityRecord = g_LagComp.PlayerRecord[pEnt->EntIndex()].at(0);

    if (tempDmg >= SynchronizeMinDamage())
    {
        bestEntDmg = tempDmg;

        if ((bestHitboxint == 25 || bestHitboxint == 26 || bestHitboxint == 27) && abs(DamageArray[HITBOX_HEAD] - DamageArray[bestHitboxint]) <= 10.f)
            return pEnt->GetHitboxPosition(HITBOX_HEAD, Matrix[pEnt->EntIndex()]);
        else if ((bestHitboxint == 19 || bestHitboxint == 20) && DamageArray[HITBOX_PELVIS] > 30)
            return pEnt->GetHitboxPosition(HITBOX_PELVIS, Matrix[pEnt->EntIndex()]);
        else if ((bestHitboxint == 21 || bestHitboxint == 22) && DamageArray[HITBOX_THORAX] > 30)
            return pEnt->GetHitboxPosition(HITBOX_THORAX, Matrix[pEnt->EntIndex()]);
        else if ((bestHitboxint == 23 || bestHitboxint == 24) && DamageArray[HITBOX_UPPER_CHEST] > 30)
            return pEnt->GetHitboxPosition(HITBOX_UPPER_CHEST, Matrix[pEnt->EntIndex()]);

        return tempHitbox;
    }

    return Vector(0, 0, 0);
}

void Aimbot::OnCreateMove()
{
    if (!g_pEngine->IsInGame())
        return;

    Vector Aimpoint = { 0,0,0 };
    C_BaseEntity* Target = nullptr;
    targetID = 0;

    int tempDmg = 0;
    static bool shot = false;
    CanShootWithCurrentHitchanceAndValidTarget = false;

    for (int i = 1; i <= g_pEngine->GetMaxClients(); ++i)
    {
        C_BaseEntity* pPlayerEntity = g_pEntityList->GetClientEntity(i);

        if (!pPlayerEntity
            || !pPlayerEntity->IsAlive()
            || pPlayerEntity->IsDormant()
            || pPlayerEntity->IsImmune())
        {
            g_LagComp.ClearRecords(i);
            continue;
        }

        g_LagComp.StoreRecord(pPlayerEntity);

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

        Globals::EnemyEyeAngs[i] = pPlayerEntity->GetEyeAngles();

        if (g_LagComp.PlayerRecord[i].size() == 0 || !Globals::LocalPlayer->IsAlive() || !c_config::get().aimbot_enabled || g_Menu.Config.LegitBacktrack)
            continue;

        if (!Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->IsKnifeorNade())
            continue;

        bestEntDmg = 0;

        Vector Hitbox = Hitscan(pPlayerEntity);

        if (Hitbox != Vector(0, 0, 0) && tempDmg <= bestEntDmg)
        {
            Aimpoint = Hitbox;
            Target = pPlayerEntity;
            targetID = Target->EntIndex();
            tempDmg = bestEntDmg;
        }
    }

    if (!Globals::LocalPlayer->IsAlive())
    {
        shot = false;
        return;
    }

    if (!Globals::LocalPlayer->GetActiveWeapon() || Globals::LocalPlayer->IsKnifeorNade())
    {
        shot = false;
        return;
    }

    if (shot)
    {
        if (c_config::get().on_shot_aa) {

            if (c_config::get().on_shot_aa_type == 0) {
                Globals::bSendPacket = true;
                g_AntiAim.OnCreateMove();
            }
            else if (c_config::get().on_shot_aa_type == 1) {
                Globals::pCmd->viewangles.x = 180 - Globals::pCmd->viewangles.x;
                Globals::pCmd->viewangles.y = Globals::pCmd->viewangles.y + 180;
            }
          
        }
        shot = false;
    }

    float flServerTime = Globals::LocalPlayer->GetTickBase() * g_pGlobalVars->intervalPerTick;
    bool canShoot = (Globals::LocalPlayer->GetActiveWeapon()->GetNextPrimaryAttack() <= flServerTime && Globals::LocalPlayer->GetActiveWeapon()->GetAmmo() > 0);

    if (Target)
    {
        Globals::TargetIndex = targetID;

        float SimulationTime = 0.f;

        SimulationTime = g_LagComp.PlayerRecord[targetID].at(g_LagComp.PlayerRecord[targetID].size() - 1).SimTime;

        Vector Angle = g_Math.CalcAngle(Globals::LocalPlayer->GetEyePosition(), Aimpoint);

        static int MinimumVelocity = 0;

        if (c_config::get().autostop_mode == 0)
        {
            MinimumVelocity = Globals::LocalPlayer->GetActiveWeapon()->GetCSWpnData()->max_speed_alt * .34f;
        }
        else if (c_config::get().autostop_mode == 1)
        {
            MinimumVelocity = 0;
        }

        bool shouldstop = c_config::get().stop_inbetween_shots ? true : canShoot;

        if (Globals::LocalPlayer->GetVelocity().Length() >= MinimumVelocity && shouldstop && !GetAsyncKeyState(VK_SPACE))
            Autostop();

        auto me = Globals::LocalPlayer;
        auto cmd = Globals::pCmd;
        if ((Globals::LocalPlayer->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SCAR20 || Globals::LocalPlayer->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_G3SG1 || Globals::LocalPlayer->GetActiveWeapon()->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_SSG08)) {
            if (c_config::get().auto_scope) {
                if (!me->IsScoped()) {
                    cmd->buttons |= IN_ATTACK2;
                    return;
                }
            }
        }

        if (canShoot && HitChance(Target, Globals::LocalPlayer->GetActiveWeapon(), Angle, Aimpoint, SynchronizeHitchance()))
        {
            CanShootWithCurrentHitchanceAndValidTarget = true;
            if (Globals::pCmd->buttons & IN_ATTACK)
                return;
          
            if (!Backtrack[targetID] && !ShotBacktrack[targetID])
                Globals::Shot[targetID] = true;

            Globals::bSendPacket = true;
            shot = true;

            Globals::pCmd->viewangles = Angle;

            Globals::pCmd->buttons |= IN_ATTACK;

            Globals::pCmd->tick_count = TIME_TO_TICKS(SimulationTime + g_LagComp.LerpTime());
        }
    }
}
Aimbot.h:

C++:
#pragma once
#include "..\..\Utils\GlobalVars.h"
#include "..\..\SDK\CGlobalVarsBase.h"
#include <deque>


#define TIME_TO_TICKS( dt )        ( (int)( 0.5 + (float)(dt) / g_pGlobalVars->intervalPerTick ) )
#define TICKS_TO_TIME( t )        ( g_pGlobalVars->intervalPerTick *( t ) )


class Aimbot
{
public:
    matrix3x4_t Matrix[65][128];
    float FovToPlayer(Vector ViewOffSet, Vector View, C_BaseEntity * pEntity, int aHitBox);
    void OnCreateMove();
    float bestEntDmg;
    void Autostop();
    int targetID = 0;
    bool CanShootWithCurrentHitchanceAndValidTarget;
private:
    float LerpTime();
    Vector Hitscan(C_BaseEntity* pEnt);
    bool HitChance(C_BaseEntity* pEnt, C_BaseCombatWeapon* pWeapon, Vector Angle, Vector Point, int chance);
    float SynchronizeHitchance();
    float SynchronizeMinDamage();

    bool Backtrack[65];
    bool ShotBacktrack[65];

    template<class T, class U>
    T clamp(T in, U low, U high);
};
extern Aimbot g_Aimbot;

hopefully this helps
Oh, sorry, I got the topics mixed up.
You can find aimstep on unkowncheat.
 
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