Исходник P100 legendwar aim

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best aim ever :roflanzdarova:

aim.cpp
Код:
#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])
    {
        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, g_ctx.globals.eye_pos);

            if (!last_data.valid())
                continue;

            should_stop = true;
            break;
        }
    }

    //if (automatic_stop(cmd))
        //find_best_target();

    //if (scanned_targets.empty())
        //find_best_target();

//    if (final_target.data.valid())
        //fire(cmd);

    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)
{
    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);
            else
                cmd->m_buttons |= IN_ATTACK2;
        }
        else
            cmd->m_buttons |= IN_ATTACK;
    }
    else
    {
        r8cock_time = server_time + TICKS_TO_TIME(13);
        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]; //-V826

        if (records->empty())
            continue;

        targets.emplace_back(target(e, get_record(records, false), get_record(records, true)));
    }

    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);

    if (fabs(first_pitch - second_pitch) > 15.0f)
        return fabs(first_pitch) < fabs(second_pitch);
    /*else if (first.shot != second.shot)
        return first.shot;*/
    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_record.shot = record->shot;

            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 = 0;
    //minimum_damage = min(weaponData->iDamage / 3, health / 4);
    auto weaponData = g_ctx.globals.weapon->get_csweapon_info();
    if (visible)
    {
        if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].minimum_visible_damage == 0)
            minimum_damage = min(weaponData->iDamage / 3, health / 4);
        else 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 == 0)
            minimum_damage = min(weaponData->iDamage / 3, health / 4);
        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())
            {
                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;

            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))
        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 = 0.35f * (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;
}

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)
{
    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 = record->player->m_iHealth() <= weapon_info->iDamage || 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 best_body_damage = 0.f;
    auto predicted_body_damage = 0.f;
    auto prev_hitbox = -1;

    auto minimum_damage = get_minimum_damage(false, record->player->m_iHealth() + 3);
    auto minimum_visible_damage = get_minimum_damage(true, record->player->m_iHealth() + 3);

    std::vector <scan_point> points; //-V826
    //bool body_enabled = false;

    for (auto& hitbox : hitboxes)
    {
        //if (!body_enabled && hitbox >= 2 && hitbox <= 6)
        //    body_enabled = true;

        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);
        }
    }

    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;

    scan_point best_point;
    scan_data best_data;

    std::sort(points.begin(), points.end(), compare_points);

    auto points_size = points.size();

    //auto body_hitboxes = true;

    if (points_size > 7 && !bounding_box_check(record))
        return;

    for (auto& point : points)
    {
        if (!point.safe)
        {
            if (g_cfg.ragebot.safe_point_key.holding) {
                continue;
            }
        }

        auto predicted_eye_pos = g_ctx.globals.eye_pos + engineprediction::get().backup_data.velocity * m_globals()->m_intervalpertick * 8;
        if (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;
        }

        if ((g_ctx.globals.eye_pos - final_target.data.point.point).Length() > weapon_info->flRange)
            continue;

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

        if (!fire_data.valid)
            continue;

        if (fire_data.damage < 1)
            continue;

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

        /*if (key_binds::get().get_key_bind_state(27) && point.hitbox == HITBOX_HEAD)
        {
            for (int i = 1; i <= 10; i++)
            {
                if (record->shot)
                {
                    return;
                }
            }
        }*/

        auto current_minimum_damage = fire_data.visible ? minimum_visible_damage : minimum_damage;

        if (predicted_fire_data.valid && point.hitbox >= HITBOX_PELVIS && point.hitbox <= HITBOX_UPPER_CHEST)
        {
            if (predicted_fire_data.damage >= record->player->m_iHealth() + 5)
            {
                if (predicted_fire_data.damage >= predicted_body_damage)
                    predicted_body_damage = predicted_fire_data.damage;
            }
        }

        if (predicted_body_damage >= current_minimum_damage && !point.safe && (point.hitbox < HITBOX_PELVIS || point.hitbox > HITBOX_UPPER_CHEST))
            continue;

        if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].prefer_safe_points) {
            if (point.safe && point.hitbox >= HITBOX_PELVIS && point.hitbox <= HITBOX_UPPER_CHEST && g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].prefer_body_aim) {
                if ((fire_data.damage > best_body_damage && prev_hitbox != point.hitbox) || fire_data.damage > best_body_damage + 20.f) {
                    if (fire_data.damage >= current_minimum_damage)
                    {
                        best_body_damage = best_damage = fire_data.damage;
                        best_data.point = point;
                        best_data.visible = fire_data.visible;
                        best_data.damage = fire_data.damage;
                        best_data.hitbox = fire_data.hitbox;
                        prev_hitbox = point.hitbox;
                    }
                }
            }
            else if (point.safe && point.hitbox >= HITBOX_PELVIS && point.hitbox <= HITBOX_UPPER_CHEST && fire_data.damage >= record->player->m_iHealth() + 5) {
                if (fire_data.damage >= current_minimum_damage && ((fire_data.damage > best_body_damage && prev_hitbox != point.hitbox) || fire_data.damage > best_body_damage + 20.f)) {
                    best_body_damage = best_damage = fire_data.damage;
                    best_data.point = point;
                    best_data.visible = fire_data.visible;
                    best_data.damage = fire_data.damage;
                    best_data.hitbox = fire_data.hitbox;
                    prev_hitbox = point.hitbox;
                }
            }
            else if (point.safe && (fire_data.damage > best_damage && prev_hitbox != point.hitbox) || fire_data.damage > best_damage + 20.f) {
                if (fire_data.damage >= current_minimum_damage)
                {
                    best_damage = fire_data.damage;
                    best_data.point = point;
                    best_data.visible = fire_data.visible;
                    best_data.damage = fire_data.damage;
                    best_data.hitbox = fire_data.hitbox;
                    prev_hitbox = point.hitbox;
                }
            }
            else if (fire_data.damage >= current_minimum_damage && ((fire_data.damage > best_damage && prev_hitbox != point.hitbox) || fire_data.damage > best_damage + 20.f)) {
                best_damage = fire_data.damage;
                best_data.point = point;
                best_data.visible = fire_data.visible;
                best_data.damage = fire_data.damage;
                best_data.hitbox = fire_data.hitbox;
                prev_hitbox = point.hitbox;
            }
        }
        else if (point.hitbox >= HITBOX_PELVIS && point.hitbox <= HITBOX_UPPER_CHEST && g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].prefer_body_aim) {
            if ((fire_data.damage > best_body_damage && prev_hitbox != point.hitbox) || fire_data.damage > best_body_damage + 20.f) {
                if (fire_data.damage >= current_minimum_damage)
                {
                    best_body_damage = best_damage = fire_data.damage;
                    best_data.point = point;
                    best_data.visible = fire_data.visible;
                    best_data.damage = fire_data.damage;
                    best_data.hitbox = fire_data.hitbox;
                    prev_hitbox = point.hitbox;
                }
            }
        }
        else if (point.hitbox >= HITBOX_PELVIS && point.hitbox <= HITBOX_UPPER_CHEST && fire_data.damage >= record->player->m_iHealth() + 5) {
            if (fire_data.damage >= current_minimum_damage && ((fire_data.damage > best_body_damage && prev_hitbox != point.hitbox) || fire_data.damage > best_body_damage + 20.f)) {
                best_body_damage = best_damage = fire_data.damage;
                best_data.point = point;
                best_data.visible = fire_data.visible;
                best_data.damage = fire_data.damage;
                best_data.hitbox = fire_data.hitbox;
                prev_hitbox = point.hitbox;
            }
        }
        else if (fire_data.damage >= current_minimum_damage && ((fire_data.damage > best_damage && prev_hitbox != point.hitbox) || fire_data.damage > best_damage + 20.f)) {
            best_damage = fire_data.damage;
            best_data.point = point;
            best_data.visible = fire_data.visible;
            best_data.damage = fire_data.damage;
            best_data.hitbox = fire_data.hitbox;
            prev_hitbox = point.hitbox;
        }

        if (fire_data.damage >= best_damage && fire_data.damage >= current_minimum_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;
            }
        }
    }

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

std::vector <int> aim::get_hitboxes(adjust_data* record)
{
    std::vector <int> hitboxes; //-V827
    /*
    // prefer, high speed.
    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].headaimcond[HEADIMCOND_AIR] && record->player->GetMaxBodyRotation() < 33.f)
        hitboxes.emplace_back(HITBOX_HEAD);

    // prefer, on shot.
    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].headaimcond[HEADIMCOND_ONSHOT] && record->shot)
        hitboxes.emplace_back(HITBOX_HEAD);

    bool only{ false };

    // only, force.
    if (key_binds::get().get_key_bind_state(27))
    {
        only = true;
        hitboxes.emplace_back(HITBOX_HEAD);
    }

    // only, high speed.
    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].headaimonlycond[HEADIMCOND_ONLY_AIR] && record->player->GetMaxBodyRotation() < 33.f) {
        only = true;
        hitboxes.emplace_back(HITBOX_HEAD);
    }

    // only, on shot.
    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].headaimonlycond[HEADIMCOND_ONLY_ONSHOT] && record->shot) {
        only = true;
        hitboxes.emplace_back(HITBOX_HEAD);
    }

    // do not insert more hitboxes.
    if (only)
        return hitboxes;
        */
    float flDesiredSpeed = .1f;

    // get weapon.
    weapon_t* weapon = record->player->m_hActiveWeapon().Get();
    if (weapon)
    {
        // get weapon info.
        weapon_info_t* weapon_info = weapon->get_csweapon_info();
        if (weapon_info)
        {
            // get the max possible speed whilest we are still accurate.
            float flMaxSpeed = record->player->m_bIsScoped() ? weapon_info->flMaxPlayerSpeedAlt : weapon_info->flMaxPlayerSpeed;
            flDesiredSpeed = (flMaxSpeed * 0.35000007);
        }
    }

    bool ignore_limbs = record->velocity.Length2D() > flDesiredSpeed && g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].ignore_limbs;

    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) && !ignore_limbs)
    {
        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) && !ignore_limbs)
    {
        hitboxes.emplace_back(HITBOX_RIGHT_FOOT);
        hitboxes.emplace_back(HITBOX_LEFT_FOOT);
    }

    return hitboxes;
}

bool IsFakePlayer(int index) {
    player_info_t info;
    if (m_engine()->GetPlayerInfo(index, &info))
        return info.fakeplayer;

    return false;
}

std::vector <scan_point> aim::get_points(adjust_data* record, int hitbox, bool from_aim)
{
    std::vector <scan_point> points;
    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;

    float scale = g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].multipoints_scale * 0.01f;// menüye eklersin

    // reduce scale.
    /*if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].adaptive_ps)
    {
        if (record->player->GetMaxBodyRotation() < 33.f || record->player->m_angEyeAngles().x == 0 || IsFakePlayer(record->player->EntIndex()))
        {
            scale *= .5f;
        }
    }
    */
    if (!(record->flags) & FL_ONGROUND)
        scale = 0.7f;

    float bscale = g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].body_scale * 0.01f;

    if (bbox->radius <= 0.f)
    {
        matrix3x4_t matrix;
        auto rotation_matrix = math::angle_matrix(bbox->rotation);

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

        Vector origin = matrix.GetOrigin();

        Vector center = (bbox->bbmin + bbox->bbmax) * 0.875f;

        if (hitbox == HITBOX_RIGHT_FOOT || hitbox == HITBOX_LEFT_FOOT)
        {
            float d1 = (bbox->bbmin.z - center.z) * 0.875f;

            if (hitbox == HITBOX_LEFT_FOOT)
                d1 *= -1.f;

            points.emplace_back(scan_point(Vector(center.x, center.y, center.z + d1), hitbox, false));

            //if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].multipoints_hitboxes[8])
            //{
            float d2 = (bbox->bbmin.x - center.x) * scale;
            float d3 = (bbox->bbmax.x - center.x) * scale;

            points.emplace_back(scan_point(Vector(center.x + d2, center.y, center.z), hitbox, false));
            points.emplace_back(scan_point(Vector(center.x + d3, center.y, center.z), hitbox, false));
            //}
        }
    }
    else
    {
        float r = bbox->radius * scale;
        float br = bbox->radius * bscale;

        Vector center = (bbox->bbmin + bbox->bbmax) / 2.f;

        if (hitbox == HITBOX_HEAD)
        {
            points.emplace_back(scan_point(Vector(center), hitbox, true));

            //    if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].multipoints_hitboxes[0])
                //{
            constexpr float rotation = 0.70710678f;

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

            Vector right{ bbox->bbmax.x, bbox->bbmax.y, bbox->bbmax.z + r };

            points.emplace_back(scan_point(Vector(right), hitbox, false));

            Vector left{ bbox->bbmax.x, bbox->bbmax.y, bbox->bbmax.z - r };

            points.emplace_back(scan_point(Vector(left), hitbox, false));

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

            auto state = record->player->get_animation_state();

            if (state && record->velocity.Length() <= 0.1f && record->angles.x <= state->m_flPitch)
            {
                points.emplace_back(scan_point(Vector(bbox->bbmax.x - r, bbox->bbmax.y, bbox->bbmax.z), hitbox, false));
            }
            //}
        }
        else if (hitbox == HITBOX_STOMACH)
        {
            points.emplace_back(scan_point(Vector(center), hitbox, true));

            //if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].multipoints_hitboxes[4])
            //{
            points.emplace_back(scan_point(Vector(center.x, bbox->bbmax.y - br, center.z), hitbox, false));
            //}
        }
        else if (hitbox == HITBOX_PELVIS || hitbox == HITBOX_UPPER_CHEST)
        {
            points.emplace_back(scan_point(Vector(center.x, bbox->bbmax.y - r, center.z), hitbox, false));
        }
        else if (hitbox == HITBOX_LOWER_CHEST || hitbox == HITBOX_CHEST)
        {
            points.emplace_back(scan_point(Vector(center), hitbox, true));

            //if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].multipoints_hitboxes[1] || g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].multipoints_hitboxes[2])
            //{
            points.emplace_back(scan_point(Vector(center.x, bbox->bbmax.y - r, center.z), hitbox, false));
            //}
        }
        else if (hitbox == HITBOX_RIGHT_CALF || hitbox == HITBOX_LEFT_CALF)
        {
            points.emplace_back(scan_point(Vector(center), hitbox, true));

            //if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].multipoints_hitboxes[9])
            //{
            points.emplace_back(scan_point(Vector(bbox->bbmax.x - (bbox->radius / 2), bbox->bbmax.y, bbox->bbmax.z), hitbox, false));
            //}
        }
        else if (hitbox == HITBOX_RIGHT_THIGH || hitbox == HITBOX_LEFT_THIGH)
        {
            points.emplace_back(scan_point(Vector(center), hitbox, true));
        }
        else if (hitbox == HITBOX_RIGHT_UPPER_ARM || hitbox == HITBOX_LEFT_UPPER_ARM)
        {
            points.emplace_back(scan_point(Vector(bbox->bbmax.x + bbox->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)
    {
        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 = 101;
        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;
            bool hit = (g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SSG08 && g_ctx.local()->m_hActiveWeapon() && g_ctx.globals.inaccuracy < 0.009f || hitchance(aim_angle));
            if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autoscope && g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autoscope_type == 0 && is_zoomable_weapon && !g_ctx.globals.weapon->m_zoomLevel())
                cmd->m_buttons |= IN_ATTACK2;
            if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autoscope && g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autoscope_type == 1 && is_zoomable_weapon && !g_ctx.globals.weapon->m_zoomLevel() && !hit)
            {
                cmd->m_buttons |= IN_ATTACK2;
                return;
            }
            // if we can scope.
            bool can_scope = g_ctx.globals.weapon && g_ctx.globals.weapon->m_zoomLevel() == 0 && g_ctx.globals.weapon->IsZoomable(true);
            if (can_scope) {
                // always.
                if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autoscope && g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autoscope_type == 0) {
                    cmd->m_buttons |= IN_ATTACK2;
                    return;
                }
                // hitchance fail.
                else if (g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autoscope && g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].autoscope_type == 1 && !hit) {
                    cmd->m_buttons |= IN_ATTACK2;
                    return;
                }
            }
            return;
        }
    }*/

    auto is_valid_hitchance = calculate_hitchance(final_hitchance, final_target.record->player);

    if (!is_valid_hitchance)
    {
        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;
        bool hit = (g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SSG08 && g_ctx.local()->m_hActiveWeapon() && g_ctx.globals.inaccuracy < 0.009f || calculate_hitchance(final_hitchance, final_target.record->player));

        // if we can scope.
        bool can_scope = g_ctx.globals.weapon && g_ctx.globals.weapon->m_zoomLevel() == 0 && g_ctx.globals.weapon->is_sniper();

        if (can_scope) {
            // always.
            if (g_cfg.legitbot.autoscope) {
                cmd->m_buttons |= IN_ATTACK2;
                return;
            }
            /*
            // hitchance fail.
            else if (g_cfg.ragebot.autoscope && !hit) {
                cmd->m_buttons |= IN_ATTACK2;
                return;
            }*/
        }

        return;
    }

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

    if (net_channel_info)
    {
        auto original_tickbase = g_ctx.globals.backup_tickbase;
        auto max_tickbase_shift = m_gamerules()->m_bIsValveDS() ? 6 : 16;

        if (g_cfg.ragebot.double_tap && g_cfg.ragebot.double_tap_key.key > KEY_NONE && g_cfg.ragebot.double_tap_key.key < KEY_MAX && misc::get().double_tap_key)
        {
            if (!g_ctx.local()->m_bGunGameImmunity() && !(g_ctx.local()->m_fFlags() & FL_FROZEN) && !antiaim::get().freeze_check && misc::get().double_tap_enabled && !g_ctx.globals.weapon->is_grenade() && g_ctx.globals.weapon->m_iItemDefinitionIndex() != WEAPON_TASER && g_ctx.globals.weapon->m_iItemDefinitionIndex() != WEAPON_REVOLVER)
            {
                original_tickbase += min(g_ctx.local()->m_hActiveWeapon().Get()->get_max_tickbase_shift(), 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");
        }
    };

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

    cmd->m_viewangles = aim_angle;
    cmd->m_buttons |= IN_ATTACK;
    if (!(g_ctx.local()->m_fFlags() & FL_ONGROUND && engineprediction::get().backup_data.flags & FL_ONGROUND && key_binds::get().get_key_bind_state(20)))
        g_ctx.send_packet = true;
    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->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 = math::clamp(final_hitchance, 0, 100);
    shot->shot_info.backtrack_ticks = backtrack_ticks;
    shot->shot_info.aim_point = final_target.data.point.point;
    shot->side = final_target.record->side;

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

__forceinline void aim::build_seed_table()
{
    for (auto i = 0; i < 255; i++) {
        math::random_seed(i + 1);

        const auto pi_seed = math::random_float(0.f, 6.283186f);

        precomputed_seeds.emplace_back(math::random_float(0.f, 1.f),
            pi_seed);
    }
}

bool aim::weaponIsMaxAccuracy(float inaccuracy)
{
    if (m_cvar()->FindVar(crypt_str("weapon_accuracy_nospread"))->GetInt() > 0)
        return true;

    const auto round_acc = [](const float accuracy) { return floorf(accuracy * 1000.0f) / 1000.0f; };
    const auto crouched = g_ctx.local()->m_fFlags() & FL_DUCKING;
    const auto sniper = g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_AWP || g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SCAR20 || g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_G3SG1 || g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SSG08;
    if (g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_REVOLVER)
    {
        if (g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_REVOLVER)
            return inaccuracy < (crouched ? .0020f : .0055f);
    }

    bool scoped = g_ctx.local()->m_bIsScoped();
    if (sniper)
    {
        if (crouched)
        {
            if (round_acc(inaccuracy) == round_acc(g_ctx.globals.weapon->get_csweapon_info()->flInaccuracyCrouchAlt))
                return true;
        }
        else
        {
            if (round_acc(inaccuracy) == round_acc(g_ctx.globals.weapon->get_csweapon_info()->flInaccuracyStandAlt))
                return true;
        }
    }
    else
    {
        if (crouched)
        {
            if (round_acc(inaccuracy) == round_acc(g_ctx.globals.weapon->get_csweapon_info()->flInaccuracyCrouch))
                return true;
        }
        else
        {
            if (round_acc(inaccuracy) == round_acc(g_ctx.globals.weapon->get_csweapon_info()->flInaccuracyStand))
                return true;
        }
    }

    return false;
}

__forceinline bool IsValidHitgroup(int i) {
    if ((i >= HITGROUP_HEAD && i <= HITGROUP_RIGHTLEG) || i == HITGROUP_GEAR)
        return true;

    return false;
}

bool aim::CanHit(Vector start, Vector end, player_t* e, int box, matrix3x4_t* bones)
{
    if (!e)
        return false;

    if (!bones)
        return false;

    const model_t* model = e->GetModel();
    if (!model)
        return false;

    studiohdr_t* hdr = m_modelinfo()->GetStudioModel(model);
    if (!hdr)
        return false;

    mstudiohitboxset_t* set = hdr->pHitboxSet(e->m_nHitboxSet());
    if (!set)
        return false;

    mstudiobbox_t* bbox = set->pHitbox(box);
    if (!bbox)
        return false;

    Vector min, max;
    const auto IsCapsule = false && bbox->radius != -1.f;

    if (IsCapsule)
    {
        math::vector_transform(bbox->bbmin, bones[bbox->bone], min);
        math::vector_transform(bbox->bbmax, bones[bbox->bone], max);
        const auto dist = math::segment_to_segment(start, end, min, max);

        if (dist < bbox->radius) {
            return true;
        }
    }
    else {
        CGameTrace tr;

        m_trace()->ClipRayToEntity(Ray_t(start, end), MASK_SHOT, e, &tr);

        if (tr.hit_entity == e && IsValidHitgroup(tr.hitgroup))
            return true;
    }

    return false;
}


bool aim::calculate_hitchance(int& final_hitchance, player_t* player)
{
    if (precomputed_seeds.empty())
        build_seed_table();

    float HITCHANCE_MAX = 100.f;
    constexpr int SEED_MAX = 255;

    float hitchance = g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitchance_amount;

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

    if (m_cvar()->FindVar(crypt_str("weapon_accuracy_nospread"))->GetInt())
    {
        final_hitchance = 100;
        return true;
    }

    size_t total_hits{ }, needed_hits{ (size_t)std::ceil((SEED_MAX * (hitchance / HITCHANCE_MAX))) };

    Vector start{ g_ctx.globals.eye_pos }, end, fwd, right, up, dir, wep_spread;

    static auto weapon_recoil_scale = m_cvar()->FindVar(crypt_str("weapon_recoil_scale"));
    const auto cur_aim_angle = math::calculate_angle(g_ctx.globals.eye_pos, final_target.data.point.point) - (g_ctx.local()->m_aimPunchAngle() * weapon_recoil_scale->GetFloat());

    math::angle_vectors(cur_aim_angle, &fwd, &right, &up);

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

    if ((g_ctx.globals.eye_pos - cur_aim_angle).Length2D() > g_ctx.globals.weapon->get_csweapon_info()->flRange)
        return false;

    const auto id = g_ctx.globals.weapon->m_iItemDefinitionIndex();
    const auto round_acc = [](const float accuracy) { return roundf(accuracy * 1000.f) / 1000.f; };

    auto inaccuracy = g_ctx.globals.weapon->get_inaccuracy();
    auto spread = g_ctx.globals.weapon->get_spread();

    g_ctx.globals.weapon->update_accuracy_penality();

    for (int i = 0; i < SEED_MAX; i++) {
        wep_spread = CalculateSpread(i, inaccuracy, spread);

        dir = (fwd + (right * wep_spread.x) + (up * wep_spread.y)).Normalized();

        end = start + (dir * g_ctx.globals.weapon->get_csweapon_info()->flRange);

        if (id == WEAPON_SSG08 && !(g_ctx.local()->m_fFlags() & FL_ONGROUND))
        {
            if (inaccuracy < 0.039f)
                return true;
        }

        Vector viewForward = g_ctx.local()->get_shoot_position() + (viewForward * g_ctx.globals.weapon->get_csweapon_info()->flRange);

        CGameTrace Trace;

        m_trace()->ClipRayToEntity(Ray_t(g_ctx.local()->get_shoot_position(), viewForward), MASK_SHOT | CONTENTS_GRATE, player, &Trace);

        if (CanHit(start, end, player, final_target.data.hitbox, final_target.record->matrixes_data.main))
            ++total_hits;

        if (total_hits >= needed_hits)
        {
            final_hitchance = (size_t)std::ceil(total_hits / 2.55f);
            return true;
        }

        if ((SEED_MAX - i + total_hits) < needed_hits)
            return false;

    }

    return false;
    /*const auto info = g_ctx.globals.weapon->get_csweapon_info();
    if (!info)
    {
        final_hitchance = 0;
        return true;
    }
    const auto hitchance_cfg = g_cfg.ragebot.weapon[g_ctx.globals.current_weapon].hitchance_amount;
    const auto weapon_inaccuracy = g_ctx.globals.weapon->get_inaccuracy();
    if (weaponIsMaxAccuracy(weapon_inaccuracy))
        return true;
    static auto weapon_recoil_scale = m_cvar()->FindVar(crypt_str("weapon_recoil_scale"));
    const auto aim_angle = math::calculate_angle(g_ctx.globals.eye_pos, final_target.data.point.point) - (g_ctx.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);
    auto current = 0;
    Vector total_spread, spread_angle, end;
    float inaccuracy, spread_x, spread_y;
    std::tuple<float, float, float>* seed;
    for (auto i = 0u; i < 255; i++)
    {
        seed = &precomputed_seeds[i];
        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();
        math::vector_angles(total_spread, spread_angle);
        math::angle_vectors(spread_angle, end);
        end.Normalize();
        end = g_ctx.globals.eye_pos + end * 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))
            current++;
        const auto weapon_spread = g_ctx.globals.weapon->get_spread();
        const auto crouched = g_ctx.local()->m_fFlags() & FL_DUCKING;
        if ((static_cast<float>(current) / 255.f) * 100.f >= hitchance_cfg)
        {
            final_hitchance = (static_cast<float>(current) / 255.f) * 100.f;
            return true;
        }
        if (g_ctx.globals.weapon->m_iItemDefinitionIndex() == WEAPON_SSG08 && !(g_ctx.local()->m_fFlags() & FL_ONGROUND))
            if (weapon_inaccuracy < 0.009f)
                return true;
        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;*/
}

int aim::hitchance(const Vector& aim_angle)
{
    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 = 101;
    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] * 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 / 2.56f);
    }

    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)
{
    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;
    Vector min, max;
    const auto is_capsule = studio_hitbox->radius != -1.f;
    if (is_capsule)
    {
        math::vector_transform(studio_hitbox->bbmin, matrix[studio_hitbox->bone], min);
        math::vector_transform(studio_hitbox->bbmax, matrix[studio_hitbox->bone], max);
        const auto dist = math::segment_to_segment(start, end, min, max);
        if (dist < studio_hitbox->radius)
            return true;
    }
    else
    {
        math::vector_transform(math::vector_rotate(studio_hitbox->bbmin, studio_hitbox->rotation), matrix[studio_hitbox->bone], min);
        math::vector_transform(math::vector_rotate(studio_hitbox->bbmax, studio_hitbox->rotation), matrix[studio_hitbox->bone], max);
        math::vector_i_transform(start, matrix[studio_hitbox->bone], min);
        math::vector_i_rotate(end, matrix[studio_hitbox->bone], max);
        if (math::intersect_line_with_bb(min, max, studio_hitbox->bbmin, studio_hitbox->bbmax))
            return true;
    }
    return false;
}*/

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;
}
Код:
#pragma once
#include "..\..\includes.hpp"
#include "..\lagcompensation\animation_system.h"

class target
{
public:
    player_t* e;

    adjust_data* last_record;
    adjust_data* history_record;

    target()
    {
        e = nullptr;

        last_record = nullptr;
        history_record = nullptr;
    }

    target(player_t* e, adjust_data* last_record, adjust_data* history_record) //-V818
    {
        this->e = e;

        this->last_record = last_record;
        this->history_record = history_record;
    }
};

class scan_point
{
public:
    Vector point;
    int hitbox;
    bool center;
    float safe;

    scan_point()
    {
        point.Zero();
        hitbox = -1;
        center = false;
        safe = 0.0f;
    }

    scan_point(const Vector& point, const int& hitbox, const bool& center) //-V818 //-V730
    {
        this->point = point;
        this->hitbox = hitbox;
        this->center = center;
    }

    void reset()
    {
        point.Zero();
        hitbox = -1;
        center = false;
        safe = 0.0f;
    }
};

class scan_data
{
public:
    scan_point point;
    bool visible;
    int damage;
    int hitbox;

    scan_data()
    {
        reset();
    }

    void reset()
    {
        point.reset();
        visible = false;
        damage = -1;
        hitbox = -1;
    }

    bool valid()
    {
        return damage >= 1 && hitbox != -1;
    }
};

struct Last_target
{
    adjust_data record;
    scan_data data;
    float distance;
};

class scanned_target
{
public:
    adjust_data* record;
    scan_data data;

    float fov;
    float distance;
    int health;

    scanned_target()
    {
        reset();
    }

    scanned_target(const scanned_target& data) //-V688
    {
        this->record = data.record;
        this->data = data.data;
        this->fov = data.fov;
        this->distance = data.distance;
        this->health = data.health;
    }

    scanned_target& operator=(const scanned_target& data) //-V688
    {
        this->record = data.record;
        this->data = data.data;
        this->fov = data.fov;
        this->distance = data.distance;
        this->health = data.health;

        return *this;
    }

    scanned_target(adjust_data* record, const scan_data& data) //-V688 //-V818
    {
        this->record = record;
        this->data = data;

        Vector viewangles;
        m_engine()->GetViewAngles(viewangles);

        auto aim_angle = math::calculate_angle(g_ctx.globals.eye_pos, data.point.point); //-V688
        auto fov = math::get_fov(viewangles, aim_angle); //-V688

        this->fov = fov;
        this->distance = g_ctx.globals.eye_pos.DistTo(data.point.point);
        this->health = record->player->m_iHealth();
    }

    void reset()
    {
        record = nullptr;
        data.reset();

        fov = 0.0f;
        distance = 0.0f;
        health = 0;
    }
};

class aim : public singleton <aim>
{
    void automatic_revolver(CUserCmd* cmd);
    float GetPointScale(float flHitboxRadius, Vector* vecPos, Vector* veсPoint, int iHitbox);
    int hitchance(const Vector& aim_angle);
    void prepare_targets();
    adjust_data* get_record(std::deque <adjust_data>* records, bool history);
    int get_minimum_damage(bool visible, int health);
    bool bounding_box_check(adjust_data* record);
    void scan_targets();
    bool automatic_stop(CUserCmd* cmd);
    void find_best_target();
    void fire(CUserCmd* cmd);
    //int hitchance(const Vector& aim_angle);
    void build_seed_table();
    bool calculate_hitchance(int& final_hitchance, player_t* player);
    bool weaponIsMaxAccuracy(float inaccuracy);

    bool CanHit(Vector start, Vector end, player_t* record, int box, matrix3x4_t* bones);
    inline static std::vector<std::pair<float, float>> precomputed_seeds = {};

    __forceinline Vector CalculateSpread(int seed, float inaccuracy, float spread)
    {
        auto wepInfo = g_ctx.globals.weapon->get_csweapon_info();
        int itemDefIndex;
        float recoilIndex, r1, r2, r3, r4, s1, c1, s2, c2;

        if (!wepInfo || !wepInfo->iBullets)
            return { };

        itemDefIndex = g_ctx.globals.weapon->m_iItemDefinitionIndex();
        recoilIndex = wepInfo->iRecoilSeed;

        r1 = std::get<0>(precomputed_seeds[seed]);
        r2 = std::get<1>(precomputed_seeds[seed]);
        r3 = std::get<0>(precomputed_seeds[seed]);
        r4 = std::get<1>(precomputed_seeds[seed]);

        if (itemDefIndex == WEAPON_NEGEV && recoilIndex < 3.f)
        {
            for (int i{ 3 }; i > recoilIndex; i--)
            {
                r1 *= r1;
                r3 *= r3;
            }

            r1 = 1.f - r1;
            r3 = 1.f - r3;
        }

        c1 = std::cos(r2);
        c2 = std::cos(r4);
        s1 = std::sin(r2);
        s2 = std::sin(r4);

        return {
            (c1 * (r1 * inaccuracy)) + (c2 * (r3 * spread)),
            (s1 * (r1 * inaccuracy)) + (s2 * (r3 * spread)),
            0.f
        };
    }


    std::vector <scanned_target> scanned_targets;
    scanned_target final_target;
public:
    void run(CUserCmd* cmd);
    void scan(adjust_data* record, scan_data& data, const Vector& shoot_position = g_ctx.globals.eye_pos);
    std::vector <int> get_hitboxes(adjust_data* record);
    std::vector <scan_point> get_points(adjust_data* record, int hitbox, bool from_aim = true);
bool hitbox_intersection(player_t* e, matrix3x4_t* matrix, int hitbox, const Vector& start, const Vector& end);
    bool hitbox_intersection(player_t* e, matrix3x4_t* matrix, int hitbox, const Vector& start, const Vector& end, float* safe = nullptr);

    std::vector <target> targets;
    std::vector <adjust_data> backup;

    int last_target_index = -1;
    Last_target last_target[65];

    Vector last_shoot_position;
    bool should_stop;
};
 
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