Вопрос Hitchance

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Киньте пж хит шанс под лв чтоб в сприд не срало
 
who are you dot idk
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сурс игры есть в паблике. а так попробуй рифка, хз че предложить ещё
 
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C++:
int aim::hitchance(const Vector& aim_angle)
{
    auto final_hitchance = 0;
    auto weapon_info = C_SDK.globals.weapon->get_csweapon_info();

    if (!weapon_info)
        return final_hitchance;

    if ((C_SDK.globals.eye_pos - final_target.data.point.point).Length() > weapon_info->flRange)
        return final_hitchance;

    auto forward = ZERO;
    auto right = ZERO;
    auto up = ZERO;

    math::angle_vectors(aim_angle, &forward, &right, &up);

    math::fast_vec_normalize(forward);
    math::fast_vec_normalize(right);
    math::fast_vec_normalize(up);

    auto is_special_weapon = C_SDK.globals.weapon->m_iItemDefinitionIndex() == WEAPON_AWP || C_SDK.globals.weapon->m_iItemDefinitionIndex() == WEAPON_G3SG1 || C_SDK.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SCAR20 || C_SDK.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SSG08;
    auto inaccuracy = weapon_info->flInaccuracyStand;

    if (C_SDK.local()->m_fFlags() & FL_DUCKING)
    {
        if (is_special_weapon)
            inaccuracy = weapon_info->flInaccuracyCrouchAlt;
        else
            inaccuracy = weapon_info->flInaccuracyCrouch;
    }
    else if (is_special_weapon)
        inaccuracy = weapon_info->flInaccuracyStandAlt;

    if (C_SDK.globals.inaccuracy - 0.000001f < inaccuracy)
        final_hitchance = 100;
    else
    {
        static auto setup_spread_values = true;
        static float spread_values[256][6];

        if (setup_spread_values)
        {
            setup_spread_values = false;

            for (auto i = 0; i < 256; ++i)
            {
                math::random_seed(i + 1);

                auto a = math::random_float(0.0f, 1.0f);
                auto b = math::random_float(0.0f, DirectX::XM_2PI);
                auto c = math::random_float(0.0f, 1.0f);
                auto d = math::random_float(0.0f, DirectX::XM_2PI);

                spread_values[i][0] = a;
                spread_values[i][1] = c;

                auto sin_b = 0.0f, cos_b = 0.0f;
                DirectX::XMScalarSinCos(&sin_b, &cos_b, b);

                auto sin_d = 0.0f, cos_d = 0.0f;
                DirectX::XMScalarSinCos(&sin_d, &cos_d, d);

                spread_values[i][2] = sin_b;
                spread_values[i][3] = cos_b;
                spread_values[i][4] = sin_d;
                spread_values[i][5] = cos_d;
            }
        }

        auto hits = 0;

        for (auto i = 0; i < 256; ++i)
        {
            auto inaccuracy = spread_values[i][0] * C_SDK.globals.inaccuracy;
            auto spread = spread_values[i][1] * C_SDK.globals.spread;

            auto spread_x = spread_values[i][3] * inaccuracy + spread_values[i][5] * spread;
            auto spread_y = spread_values[i][2] * inaccuracy + spread_values[i][4] * spread;

            auto direction = ZERO;

            direction.x = forward.x + right.x * spread_x + up.x * spread_y;
            direction.y = forward.y + right.y * spread_x + up.y * spread_y;
            direction.z = forward.z + right.z * spread_x + up.z * spread_y; //-V778

            auto end = C_SDK.globals.eye_pos + direction * weapon_info->flRange;

            if (hitbox_intersection(final_target.record->player, final_target.record->matrixes_data.main, final_target.data.hitbox, C_SDK.globals.eye_pos, end))
                ++hits;
        }

        final_hitchance = (int)((float)hits / 2.56f);
    }

    if (C_SDK.globals.double_tap_aim)
        return final_hitchance;

    auto damage = 0;
    auto high_accuracy_weapon = C_SDK.globals.weapon->m_iItemDefinitionIndex() == WEAPON_AWP || C_SDK.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SSG08;

    auto spread = C_SDK.globals.spread + C_SDK.globals.inaccuracy;

    for (auto i = 1; i <= 6; ++i)
    {
        for (auto j = 0; j < 8; ++j)
        {
            auto current_spread = spread * ((float)i / 6.0f);

            auto direction_cos = 0.0f;
            auto direction_sin = 0.0f;

            DirectX::XMScalarSinCos(&direction_cos, &direction_sin, (float)j / 8.0f * DirectX::XM_2PI);

            auto spread_x = direction_cos * current_spread;
            auto spread_y = direction_sin * current_spread;

            auto direction = ZERO;

            direction.x = forward.x + spread_x * right.x + spread_y * up.x;
            direction.y = forward.y + spread_x * right.y + spread_y * up.y;
            direction.z = forward.z + spread_x * right.z + spread_y * up.z;

            auto end = C_SDK.globals.eye_pos + direction * weapon_info->flRange;

            if (hitbox_intersection(final_target.record->player, final_target.record->matrixes_data.main, final_target.data.hitbox, C_SDK.globals.eye_pos, end))
            {
                auto fire_data = autowall::get().wall_penetration(C_SDK.globals.eye_pos, end, final_target.record->player);
                auto valid_hitbox = true;

                //if (final_target.data.hitbox == HITBOX_HEAD && fire_data.hitbox != HITBOX_HEAD)
                //    valid_hitbox = false;

                if (fire_data.valid && fire_data.damage >= 1 && valid_hitbox)
                    damage += high_accuracy_weapon ? fire_data.damage : 1;
            }
        }
    }

    if (high_accuracy_weapon)
        return (float)damage / 48.0f >= get_minimum_damage(final_target.data.visible, final_target.health) ? final_hitchance : 0;

    return (float)damage / 48.0f >= (float)C_Option.ragebot.weapon[C_SDK.globals.current_weapon].hitchance_amount * 0.01f ? final_hitchance : 0;
}
 
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