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Автор темы
- #1
Рипается фпс когда противников много, в чем может быть проблема(профиликтировщик производительности комп не тянет)
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 "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)));
}
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);
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;
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)
{
auto minimum_damage = 1;
if (visible)
{
if (minimum_damage > health)
minimum_damage = health + 5.f;
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 (minimum_damage > health)
minimum_damage = health + 5.f;
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)
{
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_PREDICTIVE])
return false;
}
return true;
}
bool aim::bounding_box_check(adjust_data* record)
{
const auto collideable = record->player->GetCollideable();
if (!collideable)
return false;
const auto bbmin = record->mins + record->origin;
const auto bbmax = record->maxs + record->origin;
Vector points[7];
points[0] = record->player->hitbox_position_matrix(HITBOX_HEAD, record->matrixes_data.main);
points[1] = (bbmin + bbmax) * 0.5f;
points[2] = Vector((bbmax.x + bbmin.x) * 0.5f, (bbmax.y + bbmin.y) * 0.5f, bbmin.z);
points[3] = bbmax;
points[4] = Vector(bbmax.x, bbmin.y, bbmax.z);
points[5] = Vector(bbmin.x, bbmin.y, bbmax.z);
points[6] = Vector(bbmin.x, bbmax.y, bbmax.z);
for (auto& point : points)
{
return autowall::get().wall_penetration(g_ctx.globals.eye_pos, point, record->player).valid;
}
return false;
};
static bool compare_points(const scan_point& first, const scan_point& second)
{
return !first.center && first.hitbox == second.hitbox;
}
void aim::scan(adjust_data* record, scan_data& data, const Vector& shoot_position, bool optimized)
{
optimized = false;
auto weapon = optimized ? g_ctx.local()->m_hActiveWeapon().Get() : g_ctx.globals.weapon;
if (!weapon)
return;
auto weapon_info = weapon->get_csweapon_info();
if (!weapon_info)
return;
auto hitboxes = get_hitboxes(record, optimized);
if (hitboxes.empty())
return;
auto force_safe_points = record->player->m_iHealth() <= weapon_info->iDamage || key_binds::get().get_key_bind_state(3) || g_cfg.player_list.force_safe_points[record->i];
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());
auto get_hitgroup = [](const int& hitbox)
{
if (hitbox == HITBOX_HEAD)
return 0;
else if (hitbox == HITBOX_PELVIS)
return 1;
else if (hitbox == HITBOX_STOMACH)
return 2;
else if (hitbox >= HITBOX_LOWER_CHEST && hitbox <= HITBOX_UPPER_CHEST)
return 3;
else if (hitbox >= HITBOX_RIGHT_UPPER_ARM && hitbox <= HITBOX_LEFT_FOOT)
return 4;
else if (hitbox >= HITBOX_RIGHT_UPPER_ARM && hitbox <= HITBOX_LEFT_UPPER_ARM)
return 5;
return -1;
};
std::vector <scan_point> points;
for (auto& hitbox : hitboxes)
{
if (optimized)
{
points.emplace_back(scan_point(record->player->hitbox_position_matrix(hitbox, record->matrixes_data.main), hitbox, true));
continue;
}
auto current_points = get_points(record, hitbox);
for (auto& point : current_points)
{
if (!record->bot)
{
auto safe = 0.0f;
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;
if (!force_safe_points || point.safe)
points.emplace_back(point);
}
}
if (!optimized)
{
for (auto& point : points)
{
if (points.empty())
return;
if (point.hitbox == HITBOX_HEAD)
continue;
for (auto it = points.begin(); it != points.end(); ++it)
{
if (point.point == it->point)
continue;
auto first_angle = math::calculate_angle(shoot_position, point.point);
auto second_angle = math::calculate_angle(shoot_position, it->point);
auto distance = shoot_position.DistTo(point.point);
auto fov = math::fast_sin(DEG2RAD(math::get_fov(first_angle, second_angle))) * distance;
if (fov < 5.0f)
{
points.erase(it);
break;
}
}
}
}
if (points.empty())
return;
if (!optimized)
std::sort(points.begin(), points.end(), compare_points);
auto body_hitboxes = true;
auto points_size = points.size();
if (points_size > 7 && !bounding_box_check(record))
return;
for (auto& point : points)
{
auto fire_data = autowall::get().wall_penetration(shoot_position, point.point, record->player);
if (!optimized && body_hitboxes && (point.hitbox < HITBOX_PELVIS || point.hitbox > HITBOX_UPPER_CHEST) and (fire_data.hitbox < HITBOX_PELVIS || fire_data.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 (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].prefer_body_aim && best_damage >= 1)
break;
}
if (!optimized && (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].prefer_safe_points || force_safe_points) && data.point.safe && data.point.safe < point.safe)
continue;
if (!fire_data.valid)
continue;
if (fire_data.damage < 1)
continue;
if (!fire_data.visible && !g_cfg.ragebot.autowall)
continue;
if (!optimized && get_hitgroup(fire_data.hitbox) != get_hitgroup(point.hitbox))
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 (!optimized && !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 (!optimized && force_safe_points && !point.safe)
continue;
if ((point.hitbox == HITBOX_PELVIS || point.hitbox == HITBOX_STOMACH) && fire_data.damage >= record->player->m_iHealth())
{
best_damage = fire_data.damage;
data.point = point;
data.visible = fire_data.visible;
data.damage = fire_data.damage;
data.hitbox = fire_data.hitbox;
return;
}
else if ((point.hitbox == HITBOX_LOWER_CHEST || point.hitbox == HITBOX_CHEST || point.hitbox == HITBOX_UPPER_CHEST) && fire_data.damage >= record->player->m_iHealth())
{
best_damage = fire_data.damage;
data.point = point;
data.visible = fire_data.visible;
data.damage = fire_data.damage;
data.hitbox = fire_data.hitbox;
return;
}
else
{
best_damage = fire_data.damage;
data.point = point;
data.visible = fire_data.visible;
data.damage = fire_data.damage;
data.hitbox = fire_data.hitbox;
}
if (optimized)
return;
}
}
}
std::vector <int> aim::get_hitboxes(adjust_data* record, bool optimized)
{
std::vector <int> hitboxes; //-V827
if (optimized)
{
hitboxes.emplace_back(HITBOX_HEAD);
hitboxes.emplace_back(HITBOX_CHEST);
hitboxes.emplace_back(HITBOX_STOMACH);
hitboxes.emplace_back(HITBOX_PELVIS);
return hitboxes;
}
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)
{
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_NECK && hitbox <= HITBOX_LEFT_FOREARM)
{
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)
{
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;
}
}
float LagFix()
{
float updaterate = m_cvar()->FindVar("cl_updaterate")->GetFloat();
auto minupdate = m_cvar()->FindVar("sv_minupdaterate");
auto maxupdate = m_cvar()->FindVar("sv_maxupdaterate");
if (minupdate && maxupdate)
updaterate = maxupdate->GetFloat();
float ratio = m_cvar()->FindVar("cl_interp_ratio")->GetFloat();
if (ratio == 0)
ratio = 1.0f;
float lerp = m_cvar()->FindVar("cl_interp")->GetFloat();
auto cmin = m_cvar()->FindVar("sv_client_min_interp_ratio");
auto cmax = m_cvar()->FindVar("sv_client_max_interp_ratio");
if (cmin && cmax && cmin->GetFloat() != 1)
ratio = math::clamp(ratio, cmin->GetFloat(), cmax->GetFloat());
return max(lerp, ratio / updaterate);
}
void aim::fire(CUserCmd* cmd)
{
auto csgo = g_ctx;
auto m_local = g_ctx.local();
auto vars = g_cfg;
auto aim_angle = math::calculate_angle(csgo.globals.eye_pos, final_target.data.point.point).Clamp();
if (!vars.ragebot.silent_aim)
m_engine()->SetViewAngles(aim_angle);
if (!vars.ragebot.autoshoot && !(cmd->m_buttons & IN_ATTACK))
return;
auto weapon = g_ctx.local()->m_hActiveWeapon();
auto final_hitchance = 0;
auto is_valid_hitchance = calculate_hitchance(final_hitchance);
if (vars.ragebot.weapon[csgo.globals.current_weapon].hitchance)
{
if (!is_valid_hitchance && g_ctx.local()->GetAbsOrigin().DistTo(final_target.record->player->GetAbsOrigin()) > 120)
{
auto is_zoomable_weapon = csgo.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SCAR20 || csgo.globals.weapon->m_iItemDefinitionIndex() == WEAPON_G3SG1 || csgo.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SSG08 || csgo.globals.weapon->m_iItemDefinitionIndex() == WEAPON_AWP || csgo.globals.weapon->m_iItemDefinitionIndex() == WEAPON_AUG || csgo.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SG553;
if (vars.ragebot.autoscope && is_zoomable_weapon && !csgo.globals.weapon->m_zoomLevel())
cmd->m_buttons |= IN_ATTACK2;
return;
}
}
if (!is_valid_hitchance)
return;
auto backtrack_ticks = 0;
auto net_channel_info = m_engine()->GetNetChannelInfo();
if (net_channel_info)
{
auto original_tickbase = csgo.globals.backup_tickbase;
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");
}
};
if (!csgo.globals.weapon->can_fire(true))
return;
player_info_t player_info;
m_engine()->GetPlayerInfo(final_target.record->i, &player_info);
cmd->m_viewangles = aim_angle;
cmd->m_buttons |= IN_ATTACK;
cmd->m_tickcount = TIME_TO_TICKS(final_target.record->simulation_time + LagFix());
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_int = final_target.data.hitbox;
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;
}
static std::vector<std::tuple<float, float, float>> precomputed_seeds = {};
__forceinline void aim::build_seed_table()
{
if (!precomputed_seeds.empty())
return;
for (auto i = 0; i < 255; i++) {
math::random_seed(i + 1);
const auto pi_seed = math::random_float(0.f, twopi);
precomputed_seeds.emplace_back(math::random_float(0.f, 1.f),
sin(pi_seed), cos(pi_seed));
}
}
bool aim::calculate_hitchance(int& final_hitchance)
{
auto csgo = g_ctx;
auto m_local = g_ctx.local();
auto vars = g_cfg;
// generate look-up-table to enhance performance.
build_seed_table();
const auto info = csgo.globals.weapon->get_csweapon_info();
if (!info)
{
final_hitchance = 0;
return true;
}
const auto hitchance_cfg = vars.ragebot.weapon[csgo.globals.current_weapon].hitchance_amount - 15;
// performance optimization.
if ((csgo.globals.eye_pos - final_target.data.point.point).Length() > info->flRange)
{
final_hitchance = 0;
return true;
}
static auto nospread = m_cvar()->FindVar(("weapon_accuracy_nospread"));
if (nospread->GetBool())
{
final_hitchance = INT_MAX;
return true;
}
// setup calculation parameters.
const auto round_acc = [](const float accuracy) { return roundf(accuracy * 1000.f) / 1000.f; };
const auto sniper = csgo.globals.weapon->m_iItemDefinitionIndex() == WEAPON_AWP || g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_G3SG1
|| csgo.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SCAR20 || csgo.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SSG08;
const auto crouched = csgo.local()->m_fFlags() & FL_DUCKING;
// calculate inaccuracy.
const auto weapon_inaccuracy = csgo.globals.weapon->get_inaccuracy();
// no need for hitchance, if we can't increase it anyway.
if (crouched)
{
if (round_acc(weapon_inaccuracy) == round_acc(sniper ? info->flInaccuracyCrouchAlt : info->flInaccuracyCrouch))
{
final_hitchance = INT_MAX;
return true;
}
}
else
{
if (round_acc(weapon_inaccuracy) == round_acc(sniper ? info->flInaccuracyStandAlt : info->flInaccuracyStand))
{
final_hitchance = INT_MAX;
return true;
}
}
// calculate start and angle.
static auto weapon_recoil_scale = m_cvar()->FindVar(("weapon_recoil_scale"));
const auto aim_angle = math::calculate_angle(csgo.globals.eye_pos, final_target.data.point.point) - (csgo.local()->m_aimPunchAngle() * weapon_recoil_scale->GetFloat());
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);
// keep track of all traces that hit the enemy.
auto current = 0;
// setup calculation parameters.
Vector total_spread, spread_angle, end;
float inaccuracy, spread_x, spread_y;
std::tuple<float, float, float>* seed;
// use look-up-table to find average hit probability.
for (auto i = 0u; i < 255; i++) // NOLINT(modernize-loop-convert)
{
// get seed.
seed = &precomputed_seeds[i];
// calculate spread.
inaccuracy = std::get<0>(*seed) * weapon_inaccuracy;
spread_x = std::get<2>(*seed) * inaccuracy;
spread_y = std::get<1>(*seed) * inaccuracy;
total_spread = (forward + right * spread_x + up * spread_y);
total_spread.Normalize();
// calculate angle with spread applied.
math::vector_angles(total_spread, spread_angle);
// calculate end point of trace.
math::angle_vectors(spread_angle, end);
end.Normalize();
end = csgo.globals.eye_pos + end * info->flRange;
// did we hit the hitbox?
if (hitbox_intersection(final_target.record->player, final_target.record->matrixes_data.main, final_target.data.hitbox, csgo.globals.eye_pos, end))
current++;
// abort if hitchance is already sufficent.
if ((static_cast<float>(current) / 255.f) * 100.f >= hitchance_cfg)
{
final_hitchance = (static_cast<float>(current) / 255.f) * 100.f;
return true;
}
// abort if we can no longer reach hitchance.
if ((static_cast<float>(current + 255 - i) / 255.f) * 100.f < hitchance_cfg)
{
final_hitchance = (static_cast<float>(current + 255 - i) / 255.f) * 100.f;
return false;
}
}
final_hitchance = (static_cast<float>(current) / 255.f) * 100.f;
return (static_cast<float>(current) / 255.f) * 100.f >= hitchance_cfg;
}
bool aim::hitchance(Vector angles, player_t* e, float chance) {
if (!e || e->IsDormant() || !e->is_alive() || !e->valid(false, false) || e->m_iTeamNum() == g_ctx.local()->m_iTeamNum() || !g_ctx.local() || g_ctx.local()->is_alive() == false)
return false;
auto nspread = m_cvar()->FindVar("weapon_accuracy_nospread");
if (nspread->GetInt() == 1)
return true;
auto weapon_recoil_scale = m_cvar()->FindVar("weapon_recoil_scale");
float recoil_scale = weapon_recoil_scale->GetFloat();
angles -= g_ctx.local()->m_aimPunchAngle() * recoil_scale;
Vector
forward,
right,
up,
src = g_ctx.globals.eye_pos;
math::angle_vectors(angles, &forward, &right, &up);
int
hits = 0,
needed_hits = static_cast<int>(255.f * (chance / 100.f));
float
weap_spread = g_ctx.local()->m_hActiveWeapon()->get_spread(),
weap_inaccuracy = g_ctx.local()->m_hActiveWeapon()->get_inaccuracy();
for (int i = 0; i < 255; i++) {
float
a = math::random_float(0.f, 1.f),
b = math::random_float(0.f, 2.f * DirectX::XM_PI),
c = math::random_float(0.f, 1.f),
d = math::random_float(0.f, 2.f * DirectX::XM_PI),
inaccuracy = a * weap_inaccuracy,
spread = c * weap_spread;
if (g_ctx.local()->m_hActiveWeapon()->m_iItemDefinitionIndex() == WEAPON_REVOLVER) {
if (g_ctx.get_command()->m_buttons & IN_ATTACK2) {
a = 1.f - a * a;
c = 1.f - c * c;
}
}
Vector
spread_view((cos(b) * inaccuracy) + (cos(d) * spread), (sin(b) * inaccuracy) + (sin(d) * spread), 0),
direction;
direction.x = forward.x + (spread_view.x * right.x) + (spread_view.y * up.x);
direction.y = forward.y + (spread_view.x * right.y) + (spread_view.y * up.y);
direction.z = forward.z + (spread_view.x * right.z) + (spread_view.y * up.z);
direction.Normalized();
Vector
viewangles_spread,
view_forward;
math::vector_angles(direction, up, viewangles_spread);
math::normalize_angles(viewangles_spread);
math::angle_vectors(viewangles_spread, view_forward);
view_forward.NormalizeInPlace();
view_forward = src + (view_forward * g_ctx.local()->m_hActiveWeapon()->get_csweapon_info()->flRange);
trace_t tr;
Ray_t ray;
ray.Init(src, view_forward);
m_trace()->ClipRayToEntity(ray, MASK_SHOT | CONTENTS_GRATE, e, &tr);
if (!tr.hit_entity)
return false;
if (tr.hit_entity == e)
hits++;
if (static_cast<int>((static_cast<float>(hits) / 255.f) * 100.f) >= chance)
return true;
if ((255 - i + hits) < needed_hits)
return false;
}
return false;
}
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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