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Автор темы
- #1
Код:
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com
#include "animation_system.h"
#include "..\ragebot\aim.h"
void resolver::initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch)
{
player = e;
player_record = record;
original_goal_feet_yaw = math::normalize_yaw(goal_feet_yaw);
original_pitch = math::normalize_pitch(pitch);
}
void resolver::reset()
{
player = nullptr;
player_record = nullptr;
side = false;
fake = false;
was_first_bruteforce = false;
was_second_bruteforce = false;
original_goal_feet_yaw = 0.0f;
original_pitch = 0.0f;
}
void resolver::detect_side(player_t* player)
{
float last_side = 0.0f;
int last_detect_side = 0;
if (last_side)
{
if (last_side != last_detect_side)
{
last_side = player->m_flLowerBodyYawTarget() * 0.574f;
}
else
{
last_side == player->m_flOldSimulationTime();
}
}
else if (last_side)
{
last_detect_side = last_side;
}
}
void resolver::resolve_yaw()
{
float no_side = FLT_MAX;
auto animstate = player->get_animation_state();
AnimationLayer layers[15];
AnimationLayer moveLayers[3][15];
memcpy(moveLayers, player->get_animlayers(), sizeof(AnimationLayer) * 15);
auto speed = player->m_vecVelocity().Length2D();
auto resolving_way = 0;
int m_side;
if (speed <= 0.1f)
{
auto delta = math::AngleDiff(player->m_angEyeAngles().y, player->get_animation_state()->m_flGoalFeetYaw);
if (layers[3].m_flWeight == 0.0f && layers[3].m_flCycle == 0.0f)
{
resolving_way = (math::AngleDiff(player->get_animation_state()->m_flEyeYaw, player->get_animation_state()->m_flGoalFeetYaw) <= 0.0) - 1;
}
}
if (int(layers[12].m_flWeight * 1000.0f) == int(layers[6].m_flWeight * 1000.0f))
{
float firstDelta = fabs(layers[6].m_flPlaybackRate - moveLayers[0][6].m_flPlaybackRate);
float secondDelta = fabs(layers[6].m_flPlaybackRate - moveLayers[2][6].m_flPlaybackRate);
float thirdDelta = fabs(layers[6].m_flPlaybackRate - moveLayers[1][6].m_flPlaybackRate);
if (firstDelta < secondDelta || thirdDelta <= secondDelta || (secondDelta * 1000.0))
{
if (firstDelta >= thirdDelta && secondDelta > thirdDelta && !(thirdDelta * 1000.0))
{
m_side = 1;
}
}
else
{
m_side = -1;
}
}
if (m_side = -1)
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 60.f);
switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 60.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 30.f);
break;
}
}
else if (m_side = 1)
{
animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 60.f);
switch (g_ctx.globals.missed_shots[player->EntIndex()] % 2)
{
case 0:
animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y - 60.f);
break;
case 1:
animstate->m_flGoalFeetYaw = math::normalize_yaw(player->m_angEyeAngles().y + 30.f);
break;
}
}
if (g_ctx.globals.missed_shots[player->EntIndex()] >= 2 || g_ctx.globals.missed_shots[player->EntIndex()] && aim::get().last_target[player->EntIndex()].record.type != LBY)
{
switch (last_side)
{
case RESOLVER_ORIGINAL:
g_ctx.globals.missed_shots[player->EntIndex()] = 0;
fake = true;
break;
case RESOLVER_ZERO:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_FIRST;
was_first_bruteforce = false;
was_second_bruteforce = false;
return;
case RESOLVER_FIRST:
player_record->type = BRUTEFORCE;
player_record->side = was_second_bruteforce ? RESOLVER_ZERO : RESOLVER_SECOND;
was_first_bruteforce = true;
return;
case RESOLVER_SECOND:
player_record->type = BRUTEFORCE;
player_record->side = was_first_bruteforce ? RESOLVER_ZERO : RESOLVER_FIRST;
was_second_bruteforce = true;
return;
case RESOLVER_LOW_FIRST:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_LOW_SECOND;
return;
case RESOLVER_LOW_SECOND:
player_record->type = BRUTEFORCE;
player_record->side = RESOLVER_FIRST;
return;
}
}
if (!animstate)
{
player_record->side = RESOLVER_ORIGINAL;
return;
}
auto delta = math::normalize_yaw(player->m_angEyeAngles().y - original_goal_feet_yaw);
auto valid_lby = true;
if (animstate->m_velocity > 0.1f || fabs(animstate->flUpVelocity) > 100.f)
valid_lby = animstate->m_flTimeSinceStartedMoving < 0.22f;
if (fabs(delta) > 30.0f && valid_lby)
{
if (g_ctx.globals.missed_shots[player->EntIndex()])
delta = -delta;
if (delta > 30.0f)
{
player_record->type = LBY;
player_record->side = RESOLVER_FIRST;
}
else if (delta < -30.0f)
{
player_record->type = LBY;
player_record->side = RESOLVER_SECOND;
}
}
else
{
auto trace = false;
if (m_globals()->m_curtime - lock_side > 2.0f)
{
auto first_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first), player, g_ctx.local());
auto second_visible = util::visible(g_ctx.globals.eye_pos, player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second), player, g_ctx.local());
if (first_visible != second_visible)
{
trace = true;
side = second_visible;
lock_side = m_globals()->m_curtime;
}
else
{
auto first_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.first));
auto second_position = g_ctx.globals.eye_pos.DistTo(player->hitbox_position_matrix(HITBOX_HEAD, player_record->matrixes_data.second));
if (fabs(first_position - second_position) > 1.0f)
side = first_position > second_position;
}
}
else
trace = true;
if (side)
{
player_record->type = trace ? TRACE : DIRECTIONAL;
player_record->side = RESOLVER_FIRST;
}
else
{
player_record->type = trace ? TRACE : DIRECTIONAL;
player_record->side = RESOLVER_SECOND;
}
}
}
float resolver::resolve_pitch()
{
return original_pitch;
}
Код:
#pragma once
#include "..\..\includes.hpp"
#include "..\..\sdk\structs.hpp"
enum
{
MAIN,
NONE,
FIRST,
SECOND
};
enum resolver_type
{
ORIGINAL,
BRUTEFORCE,
LBY,
TRACE,
DIRECTIONAL
};
enum resolver_side
{
RESOLVER_ORIGINAL,
RESOLVER_ZERO,
RESOLVER_FIRST,
RESOLVER_SECOND,
RESOLVER_LOW_FIRST,
RESOLVER_LOW_SECOND
};
struct matrixes
{
matrix3x4_t main[MAXSTUDIOBONES];
matrix3x4_t zero[MAXSTUDIOBONES];
matrix3x4_t first[MAXSTUDIOBONES];
matrix3x4_t second[MAXSTUDIOBONES];
};
class adjust_data;
class resolver
{
player_t* player = nullptr;
adjust_data* player_record = nullptr;
bool side = false;
bool fake = false;
bool was_first_bruteforce = false;
bool was_second_bruteforce = false;
float lock_side = 0.0f;
float original_goal_feet_yaw = 0.0f;
float original_pitch = 0.0f;
public:
void initialize(player_t* e, adjust_data* record, const float& goal_feet_yaw, const float& pitch);
void reset();
void resolve_yaw();
void detect_side(player_t* player);
float resolve_pitch();
resolver_side last_side = RESOLVER_ORIGINAL;
};
class adjust_data //-V730
{
public:
player_t* player;
int i;
AnimationLayer layers[15];
matrixes matrixes_data;
resolver_type type;
resolver_side side;
bool invalid;
bool immune;
bool dormant;
bool bot;
bool shot;
int flags;
int bone_count;
float simulation_time;
float duck_amount;
float lby;
Vector angles;
Vector abs_angles;
Vector velocity;
Vector origin;
Vector mins;
Vector maxs;
adjust_data() //-V730
{
reset();
}
void reset()
{
player = nullptr;
i = -1;
type = ORIGINAL;
side = RESOLVER_ORIGINAL;
invalid = false;
immune = false;
dormant = false;
bot = false;
shot = false;
flags = 0;
bone_count = 0;
simulation_time = 0.0f;
duck_amount = 0.0f;
lby = 0.0f;
angles.Zero();
abs_angles.Zero();
velocity.Zero();
origin.Zero();
mins.Zero();
maxs.Zero();
}
adjust_data(player_t* e, bool store = true)
{
type = ORIGINAL;
side = RESOLVER_ORIGINAL;
invalid = false;
store_data(e, store);
}
void store_data(player_t* e, bool store = true)
{
if (!e->is_alive())
return;
player = e;
i = player->EntIndex();
if (store)
{
memcpy(layers, e->get_animlayers(), e->animlayer_count() * sizeof(AnimationLayer));
memcpy(matrixes_data.main, player->m_CachedBoneData().Base(), player->m_CachedBoneData().Count() * sizeof(matrix3x4_t));
}
immune = player->m_bGunGameImmunity() || player->m_fFlags() & FL_FROZEN;
dormant = player->IsDormant();
#if RELEASE
player_info_t player_info;
m_engine()->GetPlayerInfo(i, &player_info);
bot = player_info.fakeplayer;
#else
bot = false;
#endif
shot = player->m_hActiveWeapon() && (player->m_hActiveWeapon()->m_fLastShotTime() == player->m_flSimulationTime());
flags = player->m_fFlags();
bone_count = player->m_CachedBoneData().Count();
simulation_time = player->m_flSimulationTime();
duck_amount = player->m_flDuckAmount();
lby = player->m_flLowerBodyYawTarget();
angles = player->m_angEyeAngles();
abs_angles = player->GetAbsAngles();
velocity = player->m_vecVelocity();
origin = player->m_vecOrigin();
mins = player->GetCollideable()->OBBMins();
maxs = player->GetCollideable()->OBBMaxs();
}
void adjust_player()
{
if (!valid(false))
return;
memcpy(player->get_animlayers(), layers, player->animlayer_count() * sizeof(AnimationLayer));
memcpy(player->m_CachedBoneData().Base(), matrixes_data.main, player->m_CachedBoneData().Count() * sizeof(matrix3x4_t));
player->m_fFlags() = flags;
player->m_CachedBoneData().m_Size = bone_count;
player->m_flSimulationTime() = simulation_time;
player->m_flDuckAmount() = duck_amount;
player->m_flLowerBodyYawTarget() = lby;
player->m_angEyeAngles() = angles;
player->set_abs_angles(abs_angles);
player->m_vecVelocity() = velocity;
player->m_vecOrigin() = origin;
player->set_abs_origin(origin);
player->GetCollideable()->OBBMins() = mins;
player->GetCollideable()->OBBMaxs() = maxs;
}
bool valid(bool extra_checks = true)
{
if (!this) //-V704
return false;
if (i > 0)
player = (player_t*)m_entitylist()->GetClientEntity(i);
if (!player)
return false;
if (player->m_lifeState() != LIFE_ALIVE)
return false;
if (immune)
return false;
if (dormant)
return false;
if (!extra_checks)
return true;
if (invalid)
return false;
auto net_channel_info = m_engine()->GetNetChannelInfo();
if (!net_channel_info)
return false;
static auto sv_maxunlag = m_cvar()->FindVar(crypt_str("sv_maxunlag"));
auto outgoing = net_channel_info->GetLatency(FLOW_OUTGOING);
auto incoming = net_channel_info->GetLatency(FLOW_INCOMING);
auto correct = math::clamp(outgoing + incoming + util::get_interpolation(), 0.0f, sv_maxunlag->GetFloat());
auto curtime = g_ctx.local()->is_alive() ? TICKS_TO_TIME(g_ctx.globals.fixed_tickbase) : m_globals()->m_curtime;
auto delta_time = correct - (curtime - simulation_time);
if (fabs(delta_time) > 0.2f)
return false;
auto extra_choke = 0;
if (g_ctx.globals.fakeducking)
extra_choke = 14 - m_clientstate()->iChokedCommands;
auto server_tickcount = extra_choke + m_globals()->m_tickcount + TIME_TO_TICKS(outgoing + incoming);
auto dead_time = (int)(TICKS_TO_TIME(server_tickcount) - sv_maxunlag->GetFloat());
if (simulation_time < (float)dead_time)
return false;
return true;
}
};
class optimized_adjust_data
{
public:
int i;
player_t* player;
float simulation_time;
float duck_amount;
float speed;
Vector angles;
Vector origin;
bool shot;
optimized_adjust_data() //-V730
{
reset();
}
void reset()
{
i = 0;
player = nullptr;
simulation_time = 0.0f;
duck_amount = 0.0f;
speed = 0.0f;
shot = false;
angles.Zero();
origin.Zero();
}
};
extern std::deque <adjust_data> player_records[65];
class lagcompensation : public singleton <lagcompensation>
{
public:
void fsn(ClientFrameStage_t stage);
bool valid(int i, player_t* e);
void update_player_animations(player_t* e);
void player_extrapolation(player_t* e, Vector& vecorigin, Vector& vecvelocity, int& fFlags, bool bOnGround, int ticks);
resolver player_resolver[65];
bool is_dormant[65];
float previous_goal_feet_yaw[65];
};