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Автор темы
- #1
[v4c]Predicted target hitbox(не мой код)
цвет менять в коде
цвет менять в коде
JavaScript:
UI.AddSubTab(['Rage', 'SUBTAB_MGR'], 'Predicted hitbox')
UI.AddCheckbox(['Rage', 'Predicted hitbox', 'Predicted hitbox'], "Predicted targeted hitbox");
Render.FadedCircle = function(x, y, radius, color) {
const step = color[3] / radius;
for (var i = 0; i <= radius; i++) {
Render.FilledCircle(x, y, i, [color[0], color[1], color[2], color[3] - step * i]);
}
}
function radToDeg(radians) {
return radians * 180 / Math.PI;
}
var Cache = {
values: []
};
Cache.InvokeCallback = function(label, state, func, args) {
if (this.values[label] == null)
this.values[label] = null;
if (this.values[label] === state)
return;
this.values[label] = state;
func.apply(null, args);
}
var Targeting = {
currentData: { target: null, hitbox: 0, last_hitbox: -1 },
hitboxMap: [6, 5, 4, 3, 2],
HITBOX: {
"UNSURE": -1,
"BODY": 3,
"HEAD": 0
}
};
Targeting.FindOptimalTarget = function() {
const players = Entity.GetEnemies();
const me = Entity.GetLocalPlayer();
if (!me || !Entity.IsAlive(me))
return null;
const eye_position = Entity.GetEyePosition(me);
const view_angles = Local.GetViewAngles();
var data = {fov: 180, id: null};
for (var i = 0; i < players.length; i++) {
const e = players[i];
if (!Entity.IsAlive(e) || Entity.IsDormant(e))
continue;
const head_position = Entity.GetHitboxPosition(e, 0);
const sub = [head_position[0] - eye_position[0], head_position[1] - eye_position[1], head_position[2] - eye_position[2]];
const pitch = -radToDeg(Math.atan2(sub[2], Math.sqrt(sub[0] ** 2 + sub[1] ** 2)));
const yaw = radToDeg(Math.atan2(sub[1], sub[0]));
const delta_x = Math.abs(view_angles[0] - pitch);
const delta_y = Math.abs(view_angles[1] % 360 - yaw % 360) % 360;
const fov = Math.sqrt(delta_x * delta_x + delta_y * delta_y);
if (fov < data.fov) {
data.fov = fov;
data.id = e;
}
}
return data.id;
}
Targeting.GetNextTargetedHitbox = function(e) {
if (!e)
return this.HITBOX.UNSURE;
const me = Entity.GetLocalPlayer();
const wpn = Entity.GetWeapon(me);
if (!me || !wpn)
return this.HITBOX.UNSURE;
const eye_position = Entity.GetEyePosition(me);
//const wpn_id = Entity.GetProp(wpn, "CBaseAttributableItem", "m_iItemDefinitionIndex") & 0xFFFF;
const wpn_name = Entity.GetName(wpn);
const tab = "General";
// for (var i = 0; i < this.weaponId.length; i++)
// for (var j = 0; j < this.weaponId[i].length; j++)
// if (this.weaponId[i][j] === wpn_id)
// tab = this.configuration[i+1];
switch (wpn_name){
case 'ssg 08' : tab = 'SSG08'; break;
case 'awp' : tab = 'AWP'; break;
case 'scar 20' : tab = 'SCAR20'; break;
case 'g3sg1' : tab = 'G3SG1'; break;
case 'glock 18' : tab = 'Glock'; break;
case 'cz75 auto' : tab = 'CZ-75'; break;
case 'p2000' : tab = 'P2000'; break;
case 'usp s' : tab = 'USP'; break;
case 'p250' : tab = 'P250'; break;
case 'five seven' : tab = 'Five Seven'; break;
case 'desert eagle' : tab = 'Deagle'; break;
case 'r8 revolver' : tab = 'Revolver'; break;
case 'dual berretas' : tab = 'Dualies'; break;
case 'tec 9' : tab = 'Tec-9'; break;
default : tab = 'General'; break;
}
const prefer_baim = UI.GetValue(['Rage', 'Accuracy', tab, 'Prefer body aim']);
const is_head_aiming = UI.GetValue(['Rage', 'Target', tab, 'Hitboxes']) & (1 << 0);
if (prefer_baim)
return this.HITBOX.BODY;
if (!is_head_aiming)
return this.HITBOX.BODY;
const head = Trace.Bullet(me, e, eye_position, Entity.GetHitboxPosition(e, 0));
const stomach = Trace.Bullet(me, e, eye_position, Entity.GetHitboxPosition(e, 3));
const health = Entity.GetProp(e, "CBasePlayer", "m_iHealth");
if (!head[2] && this.currentData.last_hitbox === 0)
{
if (health < 25)
return this.HITBOX.BODY;
return this.HITBOX.HEAD;
}
this.currentData.last_hitbox = -1;
if (health < stomach[1])
{
return this.HITBOX.BODY;
}
return this.HITBOX.HEAD;
}
function hkCreateMove() {
const enabled = UI.GetValue(['Rage', 'Predicted hitbox', 'Predicted hitbox', 'Predicted targeted hitbox'])
if (!enabled)
return;
const target = Targeting.FindOptimalTarget();
const hitbox = Targeting.GetNextTargetedHitbox(target);
Targeting.currentData.target = target;
Targeting.currentData.hitbox = hitbox;
}
function hkRagebotFire() {
const enabled = UI.GetValue(['Rage', 'Predicted hitbox', 'Predicted hitbox', 'Predicted targeted hitbox'])
if (!enabled)
return;
const target = Event.GetInt("target_index");
if (target !== Targeting.currentData.target)
return;
Targeting.currentData.last_hitbox = Event.GetInt("hitbox");
}
function hkDraw() {
const enabled = UI.GetValue(['Rage', 'Predicted hitbox', 'Predicted hitbox', 'Predicted targeted hitbox'])
if (!enabled)
return;
const me = Entity.GetLocalPlayer();
if (!me || !Entity.IsAlive(me))
return;
if (!Targeting.currentData.target || !Entity.IsAlive(Targeting.currentData.target) || Targeting.currentData.hitbox < 0)
return;
const wts = Render.WorldToScreen(Entity.GetHitboxPosition(Targeting.currentData.target, Targeting.currentData.hitbox));
const ssize = Render.GetScreenSize();
if (!wts)
return;
if (wts[0] < 0 || wts[0] > ssize[0] || wts[1] < 0 || wts[1] > ssize[1])
return;
Render.FadedCircle(wts[0], wts[1], 13, [135,206,235, 20]);
}
Cheat.RegisterCallback("CreateMove", "hkCreateMove");
Cheat.RegisterCallback("Draw", "hkDraw");
Cheat.RegisterCallback("ragebot_fire", "hkRagebotFire");