Исходник Better supremacy autostrafe

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5 Янв 2022
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
movement.cpp:
C++:
void Movement::Strafe( ) {
    vec3_t velocity;
    float  delta, abs_delta, velocity_delta, correct;

    // don't strafe while we prolly want to jump scout..
    // if (g_movement.m_slow_motion)
    //    return;

    // don't strafe while noclipping or on ladders..
    if (g_cl.m_local->m_MoveType() == MOVETYPE_NOCLIP || g_cl.m_local->m_MoveType() == MOVETYPE_LADDER)
        return;

    // get networked velocity ( maybe absvelocity better here? ).
    // meh, should be predicted anyway? ill see.
    velocity = g_cl.m_local->m_vecAbsVelocity();

    // get the velocity len2d ( speed ).
    m_speed = velocity.length_2d();

    // compute the ideal strafe angle for our velocity.
    m_ideal = (m_speed > 0.f) ? math::rad_to_deg(std::asin(15.f / m_speed)) : 90.f;
    m_ideal2 = (m_speed > 0.f) ? math::rad_to_deg(std::asin(30.f / m_speed)) : 90.f;

    // some additional sanity.
    math::clamp(m_ideal, 0.f, 90.f);
    math::clamp(m_ideal2, 0.f, 90.f);

    // save entity bounds ( used much in circle-strafer ).
    m_mins = g_cl.m_local->m_vecMins();
    m_maxs = g_cl.m_local->m_vecMaxs();

    // save our origin
    m_origin = g_cl.m_local->m_vecOrigin();

    // disable strafing while pressing shift.
    if ((g_cl.m_buttons & IN_SPEED) || (g_cl.m_flags & FL_ONGROUND))
        return;

    // for changing direction.
    // we want to change strafe direction every call.
    m_switch_value *= -1.f;

    // for allign strafer.
    ++m_strafe_index;

    if (g_cl.m_pressing_move && g_menu.main.movement.wasd_strafe.get()) {
        // took this idea from stacker, thank u !!!!
        enum EDirections {
            FORWARDS = 0,
            BACKWARDS = 180,
            LEFT = 90,
            RIGHT = -90,
            BACK_LEFT = 135,
            BACK_RIGHT = -135
        };

        float wish_dir{ };

        // get our key presses.
        bool holding_w = g_cl.m_buttons & IN_FORWARD;
        bool holding_a = g_cl.m_buttons & IN_MOVELEFT;
        bool holding_s = g_cl.m_buttons & IN_BACK;
        bool holding_d = g_cl.m_buttons & IN_MOVERIGHT;

        // move in the appropriate direction.
        if (holding_w) {
            //    forward left
            if (holding_a) {
                wish_dir += (EDirections::LEFT / 2);
            }
            //    forward right
            else if (holding_d) {
                wish_dir += (EDirections::RIGHT / 2);
            }
            //    forward
            else {
                wish_dir += EDirections::FORWARDS;
            }
        }
        else if (holding_s) {
            //    back left
            if (holding_a) {
                wish_dir += EDirections::BACK_LEFT;
            }
            //    back right
            else if (holding_d) {
                wish_dir += EDirections::BACK_RIGHT;
            }
            //    back
            else {
                wish_dir += EDirections::BACKWARDS;
            }

            g_cl.m_cmd->m_forward_move = 0;
        }
        else if (holding_a) {
            //    left
            wish_dir += EDirections::LEFT;
        }
        else if (holding_d) {
            //    right
            wish_dir += EDirections::RIGHT;
        }

        g_cl.m_strafe_angles.y += math::NormalizeYaw(wish_dir);
    }

    // cancel out any forwardmove values.
    g_cl.m_cmd->m_forward_move = 0.f;

    // do allign strafer.
    if (g_input.GetKeyState(g_menu.main.movement.astrafe.get())) {
        float angle = std::max(m_ideal2, 4.f);

        if (angle > m_ideal2 && !(m_strafe_index % 5))
            angle = m_ideal2;

        // add the computed step to the steps of the previous circle iterations.
        m_circle_yaw = math::NormalizedAngle(m_circle_yaw + angle);

        // apply data to usercmd.
        g_cl.m_strafe_angles.y = m_circle_yaw;
        g_cl.m_cmd->m_side_move = -450.f;

        return;
    }

    // do ciclestrafer
    else if (g_input.GetKeyState(g_menu.main.movement.cstrafe.get())) {
        // if no duck jump.
        if (!g_menu.main.movement.airduck.get()) {
            // crouch to fit into narrow areas.
            g_cl.m_cmd->m_buttons |= IN_DUCK;
        }

        DoPrespeed();
        return;
    }

    else if (g_input.GetKeyState(g_menu.main.movement.zstrafe.get())) {
        float freq = (g_menu.main.movement.z_freq.get() * 0.2f) * g_csgo.m_globals->m_realtime;

        // range [ 1, 100 ], aka grenerates a factor.
        float factor = g_menu.main.movement.z_dist.get() * 0.5f;

        g_cl.m_strafe_angles.y += (factor * std::sin(freq));
    }

    if (!g_menu.main.movement.autostrafe.get())
        return;

    // get our viewangle change.
    delta = math::NormalizedAngle(g_cl.m_strafe_angles.y - m_old_yaw);

    // convert to absolute change.
    abs_delta = std::abs(delta);

    // save old yaw for next call.
    m_circle_yaw = m_old_yaw = g_cl.m_strafe_angles.y;

    // set strafe direction based on mouse direction change.
    if (delta > 0.f)
        g_cl.m_cmd->m_side_move = -450.f;

    else if (delta < 0.f)
        g_cl.m_cmd->m_side_move = 450.f;

    // we can accelerate more, because we strafed less then needed
    // or we got of track and need to be retracked.
    if (abs_delta <= m_ideal || abs_delta >= 30.f) {
        // compute angle of the direction we are traveling in.
        ang_t velocity_angle;
        math::VectorAngles(velocity, velocity_angle);

        // get the delta between our direction and where we are looking at.
        velocity_delta = math::NormalizeYaw(g_cl.m_strafe_angles.y - velocity_angle.y);

        // correct our strafe amongst the path of a circle.
        correct = m_ideal;

        if (velocity_delta <= correct || m_speed <= 15.f) {
            // not moving mouse, switch strafe every tick.
            if (-correct <= velocity_delta || m_speed <= 15.f) {
                g_cl.m_strafe_angles.y += (m_ideal * m_switch_value);
                g_cl.m_cmd->m_side_move = 450.f * m_switch_value;
            }

            else {
                g_cl.m_strafe_angles.y = velocity_angle.y - correct;
                g_cl.m_cmd->m_side_move = 450.f;
            }
        }

        else {
            g_cl.m_strafe_angles.y = velocity_angle.y + correct;
            g_cl.m_cmd->m_side_move = -450.f;
        }
    }
}
math.cpp
C++:
float math::NormalizeYaw(float angle) {
    if (!std::isfinite(angle))
        angle = 0.f;

    return std::remainderf(angle, 360.0f);
}
client.h and client.cpp
C++:
// client h
bool             m_pressing_move;
// client cpp (124 line)
    m_pressing_move = (m_buttons & (IN_LEFT) || m_buttons & (IN_FORWARD) || m_buttons & (IN_BACK) ||
        m_buttons & (IN_RIGHT) || m_buttons & (IN_MOVELEFT) || m_buttons & (IN_MOVERIGHT) ||
        m_buttons & (IN_JUMP));
 
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