Исходник Удален кринж из аима легендвара ( не полностью )

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19 Мар 2021
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C++:
// 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 "aim.h"
#include "..\misc\misc.h"
#include "..\misc\logs.h"
#include "..\autowall\autowall.h"
#include "..\misc\prediction_system.h"
#include "..\fakewalk\slowwalk.h"
#include "..\lagcompensation\local_animations.h"

void aim::run(CUserCmd* cmd)
{
    backup.clear();
    targets.clear();
    scanned_targets.clear();
    final_target.reset();
    should_stop = false;

    if (!g_cfg.ragebot.enable)
        return;

    automatic_revolver(cmd);
    prepare_targets();

    if (g_ctx.globals.weapon->is_non_aim())
        return;

    if (g_ctx.globals.current_weapon == -1)
        return;

    scan_targets();

    if (!should_stop && g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autostop_modifiers[AUTOSTOP_PREDICTIVE])
    {
        auto max_speed = 260.0f;
        auto weapon_info = g_ctx.globals.weapon->get_csweapon_info();

        if (weapon_info)
            max_speed = g_ctx.globals.scoped ? weapon_info->flMaxPlayerSpeedAlt : weapon_info->flMaxPlayerSpeed;

        auto ticks_to_stop = math::clamp(engineprediction::get().backup_data.velocity.Length2D() / max_speed * 3.0f, 0.0f, 4.0f);
        auto predicted_eye_pos = g_ctx.globals.eye_pos + engineprediction::get().backup_data.velocity * m_globals()->m_intervalpertick * ticks_to_stop;

        for (auto& target : targets)
        {
            if (!target.last_record->valid())
                continue;

            scan_data last_data;

            /*target.last_record->adjust_player();*/
            scan(target.last_record, last_data, predicted_eye_pos, true);

            if (!last_data.valid())
                continue;

            should_stop = true;
            break;
        }
    }
    
    /* add check on current minimum damage and set should_stop to true this check help you. */

    if (!automatic_stop(cmd))
        return;

    if (scanned_targets.empty())
        return;

    find_best_target();

    if (!final_target.data.valid())
        return;

    fire(cmd);
}

void aim::automatic_revolver(CUserCmd* cmd)
{
    /* this automatic revolver from onetap.su. */
    /* l3d451r7 you like it? */
    
    if (!m_engine()->IsActiveApp())
        return;

    if (g_ctx.globals.weapon->m_iItemDefinitionIndex() != WEAPON_REVOLVER)
        return;

    if (cmd->m_buttons & IN_ATTACK)
        return;

    cmd->m_buttons &= ~IN_ATTACK2;

    static auto r8cock_time = 0.0f;
    auto server_time = TICKS_TO_TIME(g_ctx.globals.backup_tickbase);

    if (g_ctx.globals.weapon->can_fire(false))
    {
        if (r8cock_time <= server_time)
        {
            if (g_ctx.globals.weapon->m_flNextSecondaryAttack() <= server_time)
                r8cock_time = server_time + TICKS_TO_TIME(13)/*0.234375f*/;
            else
                cmd->m_buttons |= IN_ATTACK2;
        }
        else
            cmd->m_buttons |= IN_ATTACK;
    }
    else
    {
        r8cock_time = server_time + TICKS_TO_TIME(13)/*0.234375f*/;
        cmd->m_buttons &= ~IN_ATTACK;
    }

    g_ctx.globals.revolver_working = true;
}

void aim::prepare_targets()
{
    for (auto i = 1; i < m_globals()->m_maxclients; i++)
    {
        if (g_cfg.player_list.white_list[i])
            continue;

        auto e = (player_t*)m_entitylist()->GetClientEntity(i);

        if (!e->valid(true, false))
            continue;

        auto records = &player_records[i];

        if (records->empty())
            continue;
    
        targets.emplace_back(target(e, get_record(records, false), get_record(records, true)));
    }

    /* btw target select with random o_oo */
    
    /*if (targets.size() >= 4)
    {
        auto first = rand() % targets.size();
        auto second = rand() % targets.size();
        auto third = rand() % targets.size();

        for (auto i = 0; i < targets.size(); ++i)
        {
            if (i == first || i == second || i == third)
                continue;

            targets.erase(targets.begin() + i);

            if (i > 0)
                --i;
        }
    }*/


    for (auto& target : targets)
        backup.emplace_back(adjust_data(target.e));
}

static bool compare_records(const optimized_adjust_data& first, const optimized_adjust_data& second)
{
    auto first_pitch = math::normalize_pitch(first.angles.x);
    auto second_pitch = math::normalize_pitch(second.angles.x);

    /* traaaaash. */
    
    /*if (fabs(first_pitch - second_pitch) > 15.0f)
        return fabs(first_pitch) < fabs(second_pitch);
    else if (first.duck_amount != second.duck_amount) //-V550
        return first.duck_amount < second.duck_amount;
    else if (first.origin != second.origin)
        return first.origin.DistTo(g_ctx.local()->GetAbsOrigin()) < second.origin.DistTo(g_ctx.local()->GetAbsOrigin());*/

    return first.simulation_time > second.simulation_time;
}

adjust_data* aim::get_record(std::deque <adjust_data>* records, bool history)
{
    if (history)
    {
        std::deque <optimized_adjust_data> optimized_records; //-V826

        for (auto i = 0; i < records->size(); ++i)
        {
            auto record = &records->at(i);
            optimized_adjust_data optimized_record;

            optimized_record.i = i;
            optimized_record.player = record->player;
            optimized_record.simulation_time = record->simulation_time;
            optimized_record.duck_amount = record->duck_amount;
            optimized_record.angles = record->angles;
            optimized_record.origin = record->origin;

            optimized_records.emplace_back(optimized_record);
        }

        if (optimized_records.size() < 2)
            return nullptr;

        std::sort(optimized_records.begin(), optimized_records.end(), compare_records);

        for (auto& optimized_record : optimized_records)
        {
            auto record = &records->at(optimized_record.i);

            if (!record->valid())
                continue;

            return record;
        }
    }
    else
    {
        for (auto i = 0; i < records->size(); ++i)
        {
            auto record = &records->at(i);

            if (!record->valid())
                continue;

            return record;
        }
    }

    return nullptr;
}

int aim::get_minimum_damage(bool visible, int health)
{
    /* improve it. */
    
    auto minimum_damage = 1;

    if (visible)
    {
        if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].minimum_visible_damage > 100)
            minimum_damage = health + g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].minimum_visible_damage - 100;
        else
            minimum_damage = math::clamp(g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].minimum_visible_damage, 1, health);
    }
    else
    {
        if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].minimum_damage > 100)
            minimum_damage = health + g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].minimum_damage - 100;
        else
            minimum_damage = math::clamp(g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].minimum_damage, 1, health);
    }

    if (key_binds::get().get_key_bind_state(4 + g_ctx.globals.current_weapon))
    {
        if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].minimum_override_damage > 100)
            minimum_damage = health + g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].minimum_override_damage - 100;
        else
            minimum_damage = math::clamp(g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].minimum_override_damage, 1, health);
    }

    return minimum_damage;
}

void aim::scan_targets()
{
    if (targets.empty())
        return;

    for (auto& target : targets)
    {
        if (target.history_record->valid())
        {
            scan_data last_data;

            if (target.last_record->valid())
            {
                /* you should only scan */
                /*target.last_record->adjust_player();*/
                scan(target.last_record, last_data);
            }

            scan_data history_data;

            target.history_record->adjust_player();
            scan(target.history_record, history_data);

            if (last_data.valid() && last_data.damage > history_data.damage)
                scanned_targets.emplace_back(scanned_target(target.last_record, last_data));
            else if (history_data.valid())
                scanned_targets.emplace_back(scanned_target(target.history_record, history_data));
        }
        else
        {
            if (!target.last_record->valid())
                continue;

            scan_data last_data;

            /* you should only scan */
            /*target.last_record->adjust_player();*/
            scan(target.last_record, last_data);

            if (!last_data.valid())
                continue;

            scanned_targets.emplace_back(scanned_target(target.last_record, last_data));
        }
    }
}

bool aim::automatic_stop(CUserCmd* cmd)
{
    /* rework this shit. */
    
    if (!should_stop)
        return true;

    if (!g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autostop)
        return true;

    if (g_ctx.globals.slowwalking)
        return true;

    if (!(g_ctx.local()->m_fFlags() & FL_ONGROUND && engineprediction::get().backup_data.flags & FL_ONGROUND)) //-V807
        return true;

    if (g_ctx.globals.weapon->is_empty())
        return true;

    if (!g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autostop_modifiers[AUTOSTOP_BETWEEN_SHOTS] && !g_ctx.globals.weapon->can_fire(false))
        return true;

    auto animlayer = g_ctx.local()->get_animlayers()[1];

    if (animlayer.m_nSequence)
    {
        auto activity = g_ctx.local()->sequence_activity(animlayer.m_nSequence);

        if (activity == ACT_CSGO_RELOAD && animlayer.m_flWeight > 0.0f)
            return true;
    }

    auto weapon_info = g_ctx.globals.weapon->get_csweapon_info();

    if (!weapon_info)
        return true;

    auto max_speed = 0.33f * (g_ctx.globals.scoped ? weapon_info->flMaxPlayerSpeedAlt : weapon_info->flMaxPlayerSpeed);

    if (engineprediction::get().backup_data.velocity.Length2D() < max_speed)
        slowwalk::get().create_move(cmd);
    else
    {
        Vector direction;
        Vector real_view;

        math::vector_angles(engineprediction::get().backup_data.velocity, direction);
        m_engine()->GetViewAngles(real_view);

        direction.y = real_view.y - direction.y;

        Vector forward;
        math::angle_vectors(direction, forward);

        static auto cl_forwardspeed = m_cvar()->FindVar(crypt_str("cl_forwardspeed"));
        static auto cl_sidespeed = m_cvar()->FindVar(crypt_str("cl_sidespeed"));

        auto negative_forward_speed = -cl_forwardspeed->GetFloat();
        auto negative_side_speed = -cl_sidespeed->GetFloat();

        auto negative_forward_direction = forward * negative_forward_speed;
        auto negative_side_direction = forward * negative_side_speed;

        cmd->m_forwardmove = negative_forward_direction.x;
        cmd->m_sidemove = negative_side_direction.y;

        if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autostop_modifiers[AUTOSTOP_FORCE_ACCURACY])
            return false;
    }

    return true;
}

void aim::scan(adjust_data* record, scan_data& data, const Vector& shoot_position)
{
    /* improve logic aimbot */
    /* what i didn’t do enough */
    
    auto weapon = g_ctx.globals.weapon;

    if (!weapon)
        return;

    auto weapon_info = weapon->get_csweapon_info();

    if (!weapon_info)
        return;

    auto hitboxes = get_hitboxes(record);

    if (hitboxes.empty())
        return;

    auto force_safe_points = key_binds::get().get_key_bind_state(3) || g_cfg.player_list.force_safe_points[record->i] || g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].max_misses && g_ctx.globals.missed_shots[record->i] >= g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].max_misses_amount; //-V648
    auto best_damage = 0;

    auto minimum_damage = get_minimum_damage(false, record->player->m_iHealth());
    auto minimum_visible_damage = get_minimum_damage(true, record->player->m_iHealth());
    
    std::vector <scan_point> points; //-V826

    for (auto& hitbox : hitboxes)
    {
        auto current_points = get_points(record, hitbox);

        for (auto& point : current_points)
        {
            if (!record->bot)
            {
                auto safe = 1.0f;

                if (record->matrixes_data.zero[0].GetOrigin() == record->matrixes_data.first[0].GetOrigin() || record->matrixes_data.zero[0].GetOrigin() == record->matrixes_data.second[0].GetOrigin() || record->matrixes_data.first[0].GetOrigin() == record->matrixes_data.second[0].GetOrigin())
                    safe = 0.0f;
                else if (!hitbox_intersection(record->player, record->matrixes_data.zero, hitbox, shoot_position, point.point, &safe))
                    safe = 0.0f;
                else if (!hitbox_intersection(record->player, record->matrixes_data.first, hitbox, shoot_position, point.point, &safe))
                    safe = 0.0f;
                else if (!hitbox_intersection(record->player, record->matrixes_data.second, hitbox, shoot_position, point.point, &safe))
                    safe = 0.0f;

                point.safe = safe;
            }
            else
                point.safe = 1.0f;

            /* joke? */
            if (!(key_binds::get().get_key_bind_state(3)) || g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].prefer_safe_points || point.safe))
            {
                points.emplace_back(point);
            }
        }
    }

    if (points.empty())
        return;

    auto body_hitboxes = true;

    for (auto& point : points)
    {
        if (body_hitboxes && (point.hitbox < HITBOX_PELVIS || point.hitbox > HITBOX_UPPER_CHEST))
        {
            body_hitboxes = false;

            if (g_cfg.player_list.force_body_aim[record->i])
                break;

            if (key_binds::get().get_key_bind_state(22))
                break;

            if (best_damage >= record->player->m_iHealth())
                break;

            if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].prefer_body_aim && best_damage >= 1)
                break;
        }

        auto fire_data = autowall::get().wall_penetration(shoot_position, point.point, record->player);

        if (!fire_data.valid)
            continue;

        if (fire_data.damage < 1)
            continue;

        if (!fire_data.visible && !g_cfg.ragebot.autowall)
            continue;

        auto current_minimum_damage = fire_data.visible ? minimum_visible_damage : minimum_damage;

        if (fire_data.damage >= current_minimum_damage && fire_data.damage >= best_damage)
        {
            if (!should_stop)
            {
                should_stop = true;

                if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autostop_modifiers[AUTOSTOP_LETHAL] && fire_data.damage < record->player->m_iHealth())
                    should_stop = false;
                else if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autostop_modifiers[AUTOSTOP_VISIBLE] && !fire_data.visible)
                    should_stop = false;
                else if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autostop_modifiers[AUTOSTOP_CENTER] && !point.center)
                    should_stop = false;
            }

            if (force_safe_points && !point.safe)
                continue;

            best_damage = fire_data.damage;

            data.point = point;
            data.visible = fire_data.visible;
            data.damage = fire_data.damage;
            data.hitbox = fire_data.hitbox;
        }
    }
}

std::vector <int> aim::get_hitboxes(adjust_data* record)
{
    std::vector <int> hitboxes; //-V827

    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(1))
        hitboxes.emplace_back(HITBOX_UPPER_CHEST);

    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(2))
        hitboxes.emplace_back(HITBOX_CHEST);

    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(3))
        hitboxes.emplace_back(HITBOX_LOWER_CHEST);

    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(4))
        hitboxes.emplace_back(HITBOX_STOMACH);

    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(5))
        hitboxes.emplace_back(HITBOX_PELVIS);

    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(0))
        hitboxes.emplace_back(HITBOX_HEAD);

    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(6))
    {
        hitboxes.emplace_back(HITBOX_RIGHT_UPPER_ARM);
        hitboxes.emplace_back(HITBOX_LEFT_UPPER_ARM);
    }

    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(7))
    {
        hitboxes.emplace_back(HITBOX_RIGHT_THIGH);
        hitboxes.emplace_back(HITBOX_LEFT_THIGH);

        hitboxes.emplace_back(HITBOX_RIGHT_CALF);
        hitboxes.emplace_back(HITBOX_LEFT_CALF);
    }

    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitboxes.at(8))
    {
        hitboxes.emplace_back(HITBOX_RIGHT_FOOT);
        hitboxes.emplace_back(HITBOX_LEFT_FOOT);
    }

    return hitboxes;
}

std::vector <scan_point> aim::get_points(adjust_data* record, int hitbox, bool from_aim)
{
    /* this points issue change it or fix. */
    
    std::vector <scan_point> points; //-V827
    auto model = record->player->GetModel();

    if (!model)
        return points;

    auto hdr = m_modelinfo()->GetStudioModel(model);

    if (!hdr)
        return points;

    auto set = hdr->pHitboxSet(record->player->m_nHitboxSet());

    if (!set)
        return points;

    auto bbox = set->pHitbox(hitbox);

    if (!bbox)
        return points;

    auto center = (bbox->bbmin + bbox->bbmax) * 0.5f;

    if (bbox->radius <= 0.0f)
    {
        auto rotation_matrix = math::angle_matrix(bbox->rotation);

        matrix3x4_t matrix;
        math::concat_transforms(record->matrixes_data.main[bbox->bone], rotation_matrix, matrix);

        auto origin = matrix.GetOrigin();

        if (hitbox == HITBOX_RIGHT_FOOT || hitbox == HITBOX_LEFT_FOOT)
        {
            auto side = (bbox->bbmin.z - center.z) * 0.875f;

            if (hitbox == HITBOX_LEFT_FOOT)
                side = -side;

            points.emplace_back(scan_point(Vector(center.x, center.y, center.z + side), hitbox, true));

            auto min = (bbox->bbmin.x - center.x) * 0.875f;
            auto max = (bbox->bbmax.x - center.x) * 0.875f;

            points.emplace_back(scan_point(Vector(center.x + min, center.y, center.z), hitbox, false));
            points.emplace_back(scan_point(Vector(center.x + max, center.y, center.z), hitbox, false));
        }
    }
    else
    {
        auto scale = 0.0f;

        if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].static_point_scale)
        {
            if (hitbox == HITBOX_HEAD)
                scale = g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].head_scale;
            else
                scale = g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].body_scale;
        }
        else
        {
            auto transformed_center = center;
            math::vector_transform(transformed_center, record->matrixes_data.main[bbox->bone], transformed_center);

            auto spread = g_ctx.globals.spread + g_ctx.globals.inaccuracy;
            auto distance = transformed_center.DistTo(g_ctx.globals.eye_pos);

            distance /= math::fast_sin(DEG2RAD(90.0f - RAD2DEG(spread)));
            spread = math::fast_sin(spread);

            auto radius = max(bbox->radius - distance * spread, 0.0f);
            scale = math::clamp(radius / bbox->radius, 0.0f, 1.0f);
        }

        if (scale <= 0.0f) //-V648
        {
            math::vector_transform(center, record->matrixes_data.main[bbox->bone], center);
            points.emplace_back(scan_point(center, hitbox, true));

            return points;
        }

        auto final_radius = bbox->radius * scale;

        if (hitbox == HITBOX_HEAD)
        {
            auto pitch_down = math::normalize_pitch(record->angles.x) > 85.0f;
            auto backward = fabs(math::normalize_yaw(record->angles.y - math::calculate_angle(record->player->get_shoot_position(), g_ctx.local()->GetAbsOrigin()).y)) > 120.0f;

            points.emplace_back(scan_point(center, hitbox, !pitch_down || !backward));

            points.emplace_back(scan_point(Vector(bbox->bbmax.x + 0.70710678f * final_radius, bbox->bbmax.y - 0.70710678f * final_radius, bbox->bbmax.z), hitbox, false));
            points.emplace_back(scan_point(Vector(bbox->bbmax.x, bbox->bbmax.y, bbox->bbmax.z + final_radius), hitbox, false));
            points.emplace_back(scan_point(Vector(bbox->bbmax.x, bbox->bbmax.y, bbox->bbmax.z - final_radius), hitbox, false));
            
            points.emplace_back(scan_point(Vector(bbox->bbmax.x, bbox->bbmax.y - final_radius, bbox->bbmax.z), hitbox, false));

            if (pitch_down && backward)
                points.emplace_back(scan_point(Vector(bbox->bbmax.x - final_radius, bbox->bbmax.y, bbox->bbmax.z), hitbox, false));
        }
        else if (hitbox >= HITBOX_PELVIS && hitbox <= HITBOX_UPPER_CHEST)
        {
            points.emplace_back(scan_point(center, hitbox, true));

            points.emplace_back(scan_point(Vector(bbox->bbmax.x, bbox->bbmax.y, bbox->bbmax.z + final_radius), hitbox,  false));
            points.emplace_back(scan_point(Vector(bbox->bbmax.x, bbox->bbmax.y, bbox->bbmax.z - final_radius), hitbox,  false));

            points.emplace_back(scan_point(Vector(center.x, bbox->bbmax.y - final_radius, center.z), hitbox, true));
        }
        else if (hitbox == HITBOX_RIGHT_CALF || hitbox == HITBOX_LEFT_CALF)
        {
            points.emplace_back(scan_point(center, hitbox, true));
            points.emplace_back(scan_point(Vector(bbox->bbmax.x - final_radius, bbox->bbmax.y, bbox->bbmax.z), hitbox, false));
        }
        else if (hitbox == HITBOX_RIGHT_THIGH || hitbox == HITBOX_LEFT_THIGH)
            points.emplace_back(scan_point(center, hitbox, true));
        else if (hitbox == HITBOX_RIGHT_UPPER_ARM || hitbox == HITBOX_LEFT_UPPER_ARM)
        {
            points.emplace_back(scan_point(center, hitbox, true));
            points.emplace_back(scan_point(Vector(bbox->bbmax.x + final_radius, center.y, center.z), hitbox, false));
        }
    }

    for (auto& point : points)
        math::vector_transform(point.point, record->matrixes_data.main[bbox->bone], point.point);

    return points;
}

static bool compare_targets(const scanned_target& first, const scanned_target& second)
{
    if (g_cfg.player_list.high_priority[first.record->i] != g_cfg.player_list.high_priority[second.record->i])
        return g_cfg.player_list.high_priority[first.record->i];

    switch (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].selection_type)
    {
    case 1:
        return first.fov < second.fov;
    case 2:
        return first.distance < second.distance;
    case 3:
        return first.health < second.health;
    case 4:
        return first.data.damage > second.data.damage;
    }

    return false;
}

void aim::find_best_target()
{
    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].selection_type)
        std::sort(scanned_targets.begin(), scanned_targets.end(), compare_targets);

    for (auto& target : scanned_targets)
    {
        if (target.fov > (float)g_cfg.ragebot.field_of_view)
            continue;

        final_target = target;
        /*final_target.record->adjust_player();*/
        break;
    }
}

void aim::fire(CUserCmd* cmd)
{
    if (!g_ctx.globals.weapon->can_fire(true))
        return;

    auto aim_angle = math::calculate_angle(g_ctx.globals.eye_pos, final_target.data.point.point).Clamp();

    if (!g_cfg.ragebot.silent_aim)
        m_engine()->SetViewAngles(aim_angle);

    if (!g_cfg.ragebot.autoshoot && !(cmd->m_buttons & IN_ATTACK))
        return;

    auto final_hitchance = 0;
    /*auto hitchance_amount = 0;*/

    /*if (g_ctx.globals.double_tap_aim && g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].double_tap_hitchance)
        hitchance_amount = g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].double_tap_hitchance_amount;
    else if (!g_ctx.globals.double_tap_aim && g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitchance)
        hitchance_amount = g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitchance_amount;*/

    if (hitchance_amount)
    {
        /* maximum hitchance 100.. */
        /* and change this "p logic calculate hitchance." */
        if (g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SSG08 && !(g_ctx.local()->m_fFlags() & FL_ONGROUND) && !(engineprediction::get().backup_data.flags & FL_ONGROUND) && fabs(engineprediction::get().backup_data.velocity.z) < 5.0f && engineprediction::get().backup_data.velocity.Length2D() < 5.0f) //-V807
            final_hitchance = 100;
        else
            final_hitchance = hitchance(aim_angle);

        if (final_hitchance < hitchance_amount)
        {
            auto is_zoomable_weapon = g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SCAR20 || g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_G3SG1 || g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SSG08 || g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_AWP || g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_AUG || g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SG553;

            if (g_cfg.ragebot.autoscope && is_zoomable_weapon && !g_ctx.globals.weapon->m_zoomLevel())
                cmd->m_buttons |= IN_ATTACK2;

            return;
        }
    }

    auto backtrack_ticks = 0;
    auto net_channel_info = m_engine()->GetNetChannelInfo();

    /* change it. */
    if (net_channel_info)
    {
        auto original_tickbase = g_ctx.globals.backup_tickbase;

        if (misc::get().double_tap_enabled && misc::get().double_tap_key)
            original_tickbase = g_ctx.globals.backup_tickbase + g_ctx.globals.weapon->get_max_tickbase_shift();

        static auto sv_maxunlag = m_cvar()->FindVar(crypt_str("sv_maxunlag"));

        auto correct = math::clamp(net_channel_info->GetLatency(FLOW_OUTGOING) + net_channel_info->GetLatency(FLOW_INCOMING) + util::get_interpolation(), 0.0f, sv_maxunlag->GetFloat());
        auto delta_time = correct - (TICKS_TO_TIME(original_tickbase) - final_target.record->simulation_time);

        backtrack_ticks = TIME_TO_TICKS(fabs(delta_time));
    }

    static auto get_hitbox_name = [](int hitbox, bool shot_info = false) -> std::string
    {
        switch (hitbox)
        {
        case HITBOX_HEAD:
            return shot_info ? crypt_str("Head") : crypt_str("head");
        case HITBOX_LOWER_CHEST:
            return shot_info ? crypt_str("Lower chest") : crypt_str("lower chest");
        case HITBOX_CHEST:
            return shot_info ? crypt_str("Chest") : crypt_str("chest");
        case HITBOX_UPPER_CHEST:
            return shot_info ? crypt_str("Upper chest") : crypt_str("upper chest");
        case HITBOX_STOMACH:
            return shot_info ? crypt_str("Stomach") : crypt_str("stomach");
        case HITBOX_PELVIS:
            return shot_info ? crypt_str("Pelvis") : crypt_str("pelvis");
        case HITBOX_RIGHT_UPPER_ARM:
        case HITBOX_RIGHT_FOREARM:
        case HITBOX_RIGHT_HAND:
            return shot_info ? crypt_str("Left arm") : crypt_str("left arm");
        case HITBOX_LEFT_UPPER_ARM:
        case HITBOX_LEFT_FOREARM:
        case HITBOX_LEFT_HAND:
            return shot_info ? crypt_str("Right arm") : crypt_str("right arm");
        case HITBOX_RIGHT_THIGH:
        case HITBOX_RIGHT_CALF:
            return shot_info ? crypt_str("Left leg") : crypt_str("left leg");
        case HITBOX_LEFT_THIGH:
        case HITBOX_LEFT_CALF:
            return shot_info ? crypt_str("Right leg") : crypt_str("right leg");
        case HITBOX_RIGHT_FOOT:
            return shot_info ? crypt_str("Left foot") : crypt_str("left foot");
        case HITBOX_LEFT_FOOT:
            return shot_info ? crypt_str("Right foot") : crypt_str("right foot");
        }
    };

    static auto get_resolver_type = [](resolver_type type) -> std::string
    {
        switch (type)
        {
        case ORIGINAL:
            return crypt_str("Class ");
        case BRUTEFORCE:
            return crypt_str("Brute ");
        case LBY:
            return crypt_str("LBY ");
        case TRACE:
            return crypt_str("Traced ");
        case DIRECTIONAL:
            return crypt_str("Detect ");
        }
    };

    player_info_t player_info;
    m_engine()->GetPlayerInfo(final_target.record->i, &player_info);

    std::stringstream log;

    log << crypt_str("Fired at ") + (std::string)player_info.szName + crypt_str("");
    log << crypt_str("'s ") + get_hitbox_name(final_target.data.hitbox) + crypt_str("");
    log << crypt_str(" for ") + std::to_string(final_target.data.damage) + crypt_str(", "); //

    log << crypt_str("(HC: ") + (final_hitchance == 101 ? crypt_str("MA") : std::to_string(final_hitchance)) + crypt_str(" / ");
    log << crypt_str("SP: ") + std::to_string((bool)final_target.data.point.safe) + crypt_str(" / ");
    log << crypt_str("BT: ") + std::to_string(backtrack_ticks) + crypt_str(" / ");
    log << crypt_str("R: ") + get_resolver_type(final_target.record->type) + crypt_str("") + std::to_string(final_target.record->side) + +crypt_str(" )");

    if (g_cfg.misc.events_to_log[EVENTLOG_HIT])
        eventlogs::get().add(log.str());

    cmd->m_viewangles = aim_angle;
    cmd->m_buttons |= IN_ATTACK;
    cmd->m_tickcount = TIME_TO_TICKS(final_target.record->simulation_time + util::get_interpolation());

    last_target_index = final_target.record->i;
    last_shoot_position = g_ctx.globals.eye_pos;
    last_target[last_target_index] = Last_target
    {
        *final_target.record, final_target.data, final_target.distance
    };

    auto shot = &g_ctx.shots.emplace_back();

    shot->last_target = last_target_index;
    shot->side = final_target.record->side;
    shot->fire_tick = m_globals()->m_tickcount;
    shot->shot_info.target_name = player_info.szName;
    shot->shot_info.client_hitbox = get_hitbox_name(final_target.data.hitbox, true);
    shot->shot_info.client_damage = final_target.data.damage;
    shot->shot_info.hitchance = final_hitchance;
    shot->shot_info.backtrack_ticks = backtrack_ticks;
    shot->shot_info.aim_point = final_target.data.point.point;

    g_ctx.globals.aimbot_working = true;
    g_ctx.globals.revolver_working = false;
    g_ctx.globals.last_aimbot_shot = m_globals()->m_tickcount;
}

int aim::hitchance(const Vector& aim_angle)
{
    /* change hitchance i fix only not more problems with it */
    auto final_hitchance = 0;
    auto weapon_info = g_ctx.globals.weapon->get_csweapon_info();

    if (!weapon_info)
        return final_hitchance;

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

    if (g_ctx.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 (g_ctx.globals.inaccuracy - 0.000001f < inaccuracy)
        final_hitchance = 100;
    else
    {
        static auto setup_spread_values = true;
        static float spread_values[255][6];

        if (setup_spread_values)
        {
            setup_spread_values = false;

            for (auto i = 0; i < 255; ++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 < 255; ++i)
        {
            auto inaccuracy = spread_values[i][0] * g_ctx.globals.inaccuracy;
            auto spread = spread_values[i][1] * g_ctx.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 = g_ctx.globals.eye_pos + direction * weapon_info->flRange;

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

        final_hitchance = (int)((float)hits / 255.f);
    }

    //if (g_ctx.globals.double_tap_aim)
        return final_hitchance;

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

    auto spread = g_ctx.globals.spread + g_ctx.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 = g_ctx.globals.eye_pos + direction * weapon_info->flRange;

            if (hitbox_intersection(final_target.record->player, final_target.record->matrixes_data.main, final_target.data.hitbox, g_ctx.globals.eye_pos, end))
            {
                auto fire_data = autowall::get().wall_penetration(g_ctx.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)g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitchance_amount * 0.01f ? final_hitchance : 0;
}

static int clip_ray_to_hitbox(const Ray_t& ray, mstudiobbox_t* hitbox, matrix3x4_t& matrix, trace_t& trace)
{
    static auto fn = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 E4 F8 F3 0F 10 42"));

    trace.fraction = 1.0f;
    trace.startsolid = false;

    return reinterpret_cast <int(__fastcall*)(const Ray_t&, mstudiobbox_t*, matrix3x4_t&, trace_t&)> (fn)(ray, hitbox, matrix, trace);
}

bool aim::hitbox_intersection(player_t* e, matrix3x4_t* matrix, int hitbox, const Vector& start, const Vector& end, float* safe)
{
    auto model = e->GetModel();

    if (!model)
        return false;

    auto studio_model = m_modelinfo()->GetStudioModel(model);

    if (!studio_model)
        return false;

    auto studio_set = studio_model->pHitboxSet(e->m_nHitboxSet());

    if (!studio_set)
        return false;

    auto studio_hitbox = studio_set->pHitbox(hitbox);

    if (!studio_hitbox)
        return false;

    trace_t trace;

    Ray_t ray;
    ray.Init(start, end);

    auto intersected = clip_ray_to_hitbox(ray, studio_hitbox, matrix[studio_hitbox->bone], trace) >= 0;

    if (!safe)
        return intersected;

    Vector min, max;

    math::vector_transform(studio_hitbox->bbmin, matrix[studio_hitbox->bone], min);
    math::vector_transform(studio_hitbox->bbmax, matrix[studio_hitbox->bone], max);

    auto center = (min + max) * 0.5f;
    auto distance = center.DistTo(end);

    if (distance > *safe)
        *safe = distance;

    return intersected;
}
 
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Я понял что это , но что ты удалил? Я так и не понял
 
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bool aim::hitbox_intersection(player_t* e, matrix3x4_t* matrix, int hitbox, const Vector& start, const Vector& end, float* safe) { auto model = e->GetModel(); if (!model) return false; auto studio_model = m_modelinfo()->GetStudioModel(model); if (!studio_model) return false; auto studio_set = studio_model->pHitboxSet(e->m_nHitboxSet()); if (!studio_set) return false; auto studio_hitbox = studio_set->pHitbox(hitbox); if (!studio_hitbox) return false; trace_t trace; Ray_t ray; ray.Init(start, end); auto intersected = clip_ray_to_hitbox(ray, studio_hitbox, matrix[studio_hitbox->bone], trace) >= 0; if (!safe) return intersected; Vector min, max; math::vector_transform(studio_hitbox->bbmin, matrix[studio_hitbox->bone], min); math::vector_transform(studio_hitbox->bbmax, matrix[studio_hitbox->bone], max); auto center = (min + max) * 0.5f; auto distance = center.DistTo(end); if (distance > *safe) *safe = distance; return intersected; }
избавился от кринжа?
 
paster
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