Вопрос Under min damage problem

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Hello guys my cheat shooting under min damage i changed autowall,aim,resolver,animsys but still bad how can i fix this shit

SSG : 72 Hitchance , 80 damage(i tried 101 damage but still shooting under min damage)
Auto : 53 Hitchance , 44 damage
 
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i will try again u know better scale damage or which one better mutiny , rifk ?
Код:
void autowall::scale_damage(player_t* e, CGameTrace& enterTrace, weapon_info_t* weaponData, float& currentDamage)
{
    if (!e->is_player())
        return;

    auto is_armored = [&]()->bool
    {
        auto has_helmet = e->m_bHasHelmet();
        auto armor_value = e->m_ArmorValue();

        if (armor_value > 0)
        {
            switch (enterTrace.hitgroup)
            {
            case HITGROUP_GENERIC:
            case HITGROUP_CHEST:
            case HITGROUP_STOMACH:
            case HITGROUP_LEFTARM:
            case HITGROUP_RIGHTARM:
            case HITGROUP_LEFTLEG:
            case HITGROUP_RIGHTLEG:
            case HITGROUP_GEAR:
                return true;
            case HITGROUP_HEAD:
                return has_helmet || e->m_bHasHeavyArmor();
            default:
                return e->m_bHasHeavyArmor();
            }
        }

        return false;
    };

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

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

    auto head_scale = e->m_iTeamNum() == 3 ? mp_damage_scale_ct_head->GetFloat() : mp_damage_scale_t_head->GetFloat();
    auto body_scale = e->m_iTeamNum() == 3 ? mp_damage_scale_ct_body->GetFloat() : mp_damage_scale_t_body->GetFloat();

    auto armor_heavy = e->m_bHasHeavyArmor();
    auto armor_value = (float)e->m_ArmorValue();

    if (armor_heavy)
        head_scale *= 0.5f;

    switch (enterTrace.hitgroup)
    {
    case HITGROUP_HEAD:
        currentDamage *= 4.0f * head_scale;
        break;
    case HITGROUP_STOMACH:
        currentDamage *= 1.25f * body_scale;
        break;
    case HITGROUP_CHEST:
    case HITGROUP_LEFTARM:
    case HITGROUP_RIGHTARM:
    case HITGROUP_GEAR:
        currentDamage *= body_scale;
        break;
    case HITGROUP_LEFTLEG:
    case HITGROUP_RIGHTLEG:
        currentDamage *= 0.75f * body_scale;
        break;
    }

    if (is_armored())
    {
        auto armor_scale = 1.0f;
        auto armor_ratio = weaponData->flArmorRatio * 0.5f;
        auto armor_bonus_ratio = 0.5f;

        if (armor_heavy)
        {
            armor_ratio *= 0.2f;
            armor_bonus_ratio = 0.33f;
            armor_scale = 0.25f;
        }

        auto new_damage = currentDamage * armor_ratio;
        auto estiminated_damage = (currentDamage - currentDamage * armor_ratio) * armor_scale * armor_bonus_ratio;

        if (estiminated_damage > armor_value)
            new_damage = currentDamage - armor_value / armor_bonus_ratio;

        currentDamage = new_damage;
    }
}
 
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Код:
void autowall::scale_damage(player_t* e, CGameTrace& enterTrace, weapon_info_t* weaponData, float& currentDamage)
{
    if (!e->is_player())
        return;

    auto is_armored = [&]()->bool
    {
        auto has_helmet = e->m_bHasHelmet();
        auto armor_value = e->m_ArmorValue();

        if (armor_value > 0)
        {
            switch (enterTrace.hitgroup)
            {
            case HITGROUP_GENERIC:
            case HITGROUP_CHEST:
            case HITGROUP_STOMACH:
            case HITGROUP_LEFTARM:
            case HITGROUP_RIGHTARM:
            case HITGROUP_LEFTLEG:
            case HITGROUP_RIGHTLEG:
            case HITGROUP_GEAR:
                return true;
            case HITGROUP_HEAD:
                return has_helmet || e->m_bHasHeavyArmor();
            default:
                return e->m_bHasHeavyArmor();
            }
        }

        return false;
    };

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

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

    auto head_scale = e->m_iTeamNum() == 3 ? mp_damage_scale_ct_head->GetFloat() : mp_damage_scale_t_head->GetFloat();
    auto body_scale = e->m_iTeamNum() == 3 ? mp_damage_scale_ct_body->GetFloat() : mp_damage_scale_t_body->GetFloat();

    auto armor_heavy = e->m_bHasHeavyArmor();
    auto armor_value = (float)e->m_ArmorValue();

    if (armor_heavy)
        head_scale *= 0.5f;

    switch (enterTrace.hitgroup)
    {
    case HITGROUP_HEAD:
        currentDamage *= 4.0f * head_scale;
        break;
    case HITGROUP_STOMACH:
        currentDamage *= 1.25f * body_scale;
        break;
    case HITGROUP_CHEST:
    case HITGROUP_LEFTARM:
    case HITGROUP_RIGHTARM:
    case HITGROUP_GEAR:
        currentDamage *= body_scale;
        break;
    case HITGROUP_LEFTLEG:
    case HITGROUP_RIGHTLEG:
        currentDamage *= 0.75f * body_scale;
        break;
    }

    if (is_armored())
    {
        auto armor_scale = 1.0f;
        auto armor_ratio = weaponData->flArmorRatio * 0.5f;
        auto armor_bonus_ratio = 0.5f;

        if (armor_heavy)
        {
            armor_ratio *= 0.2f;
            armor_bonus_ratio = 0.33f;
            armor_scale = 0.25f;
        }

        auto new_damage = currentDamage * armor_ratio;
        auto estiminated_damage = (currentDamage - currentDamage * armor_ratio) * armor_scale * armor_bonus_ratio;

        if (estiminated_damage > armor_value)
            new_damage = currentDamage - armor_value / armor_bonus_ratio;

        currentDamage = new_damage;
    }
}
can u give full source (autowall)
 
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can u give full source (autowall)
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 "autowall.h"

bool autowall::is_breakable_entity(IClientEntity* e)
{
    if (!e || !e->EntIndex())
        return false;

    static auto is_breakable = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 51 56 8B F1 85 F6 74 ? 83"));

    auto take_damage = *(uintptr_t*)((uintptr_t)is_breakable + 0x26);
    auto backup = *(uint8_t*)((uintptr_t)e + take_damage);

    auto client_class = e->GetClientClass();
    auto network_name = client_class->m_pNetworkName;

    if (!strcmp(network_name, "CBreakableSurface"))
        *(uint8_t*)((uintptr_t)e + take_damage) = DAMAGE_YES;
    else if (!strcmp(network_name, "CBaseDoor") || !strcmp(network_name, "CDynamicProp"))
        *(uint8_t*)((uintptr_t)e + take_damage) = DAMAGE_NO;

    using Fn = bool(__thiscall*)(IClientEntity*);
    auto result = ((Fn)is_breakable)(e);

    *(uint8_t*)((uintptr_t)e + take_damage) = backup;
    return result;
}

void autowall::scale_damage(player_t* e, CGameTrace& enterTrace, weapon_info_t* weaponData, float& currentDamage)
{
    if (!e->is_player())
        return;

    auto is_armored = [&]()->bool
    {
        auto has_helmet = e->m_bHasHelmet();
        auto armor_value = e->m_ArmorValue();

        if (armor_value > 0)
        {
            switch (enterTrace.hitgroup)
            {
            case HITGROUP_GENERIC:
            case HITGROUP_CHEST:
            case HITGROUP_STOMACH:
            case HITGROUP_LEFTARM:
            case HITGROUP_RIGHTARM:
            case HITGROUP_LEFTLEG:
            case HITGROUP_RIGHTLEG:
            case HITGROUP_GEAR:
                return true;
            case HITGROUP_HEAD:
                return has_helmet || e->m_bHasHeavyArmor();
            default:
                return e->m_bHasHeavyArmor();
            }
        }

        return false;
    };

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

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

    auto head_scale = e->m_iTeamNum() == 3 ? mp_damage_scale_ct_head->GetFloat() : mp_damage_scale_t_head->GetFloat();
    auto body_scale = e->m_iTeamNum() == 3 ? mp_damage_scale_ct_body->GetFloat() : mp_damage_scale_t_body->GetFloat();

    auto armor_heavy = e->m_bHasHeavyArmor();
    auto armor_value = (float)e->m_ArmorValue();

    if (armor_heavy)
        head_scale *= 0.5f;

    switch (enterTrace.hitgroup)
    {
    case HITGROUP_HEAD:
        currentDamage *= 4.0f * head_scale;
        break;
    case HITGROUP_STOMACH:
        currentDamage *= 1.25f * body_scale;
        break;
    case HITGROUP_CHEST:
    case HITGROUP_LEFTARM:
    case HITGROUP_RIGHTARM:
    case HITGROUP_GEAR:
        currentDamage *= body_scale;
        break;
    case HITGROUP_LEFTLEG:
    case HITGROUP_RIGHTLEG:
        currentDamage *= 0.75f * body_scale;
        break;
    }

    if (is_armored())
    {
        auto armor_scale = 1.0f;
        auto armor_ratio = weaponData->flArmorRatio * 0.5f;
        auto armor_bonus_ratio = 0.5f;

        if (armor_heavy)
        {
            armor_ratio *= 0.2f;
            armor_bonus_ratio = 0.33f;
            armor_scale = 0.25f;
        }

        auto new_damage = currentDamage * armor_ratio;
        auto estiminated_damage = (currentDamage - currentDamage * armor_ratio) * armor_scale * armor_bonus_ratio;

        if (estiminated_damage > armor_value)
            new_damage = currentDamage - armor_value / armor_bonus_ratio;

        currentDamage = new_damage;
    }
}

void TraceLine(Vector& absStart, const Vector& absEnd, unsigned int mask, player_t* ignore, CGameTrace* ptr)
{
    Ray_t ray;
    ray.Init(absStart, absEnd);
    CTraceFilter filter;
    filter.pSkip = ignore;

    m_trace()->TraceRay(ray, mask, &filter, ptr);
}

bool autowall::trace_to_exit(CGameTrace& enterTrace, CGameTrace& exitTrace, Vector startPosition, const Vector& direction)
{
    static ConVar* sv_clip_penetration_traces_to_players = m_cvar()->FindVar(crypt_str("sv_clip_penetration_traces_to_players"));

    Vector          new_end, out;
    float           dist = 0.0f;
    int                iterations = 23;
    int                first_contents = 0;
    int             contents;
    Ray_t r{};

    while (1)
    {
        iterations--;

        if (iterations <= 0 || dist > 90.f)
            break;

        dist += 4.0f;
        out = startPosition + (direction * dist);

        contents = m_trace()->GetPointContents(out, 0x4600400B, nullptr);

        if (first_contents == -1)
            first_contents = contents;

        if (contents & 0x600400B && (!(contents & CONTENTS_HITBOX) || first_contents == contents))
            continue;

        new_end = out - (direction * 4.f);

        TraceLine(out, new_end, 0x4600400B, nullptr, &exitTrace);

        if (exitTrace.startsolid && (exitTrace.surface.flags & SURF_HITBOX) != 0)
        {
            TraceLine(out, startPosition, MASK_SHOT_HULL, (player_t*)exitTrace.hit_entity, &exitTrace);

            if (exitTrace.DidHit() && !exitTrace.startsolid)
            {
                out = exitTrace.endpos;
                return true;
            }
            continue;
        }

        if (!exitTrace.DidHit() || exitTrace.startsolid)
        {
            if (enterTrace.hit_entity != m_entitylist()->GetClientEntity(0))
            {
                if (exitTrace.hit_entity && is_breakable_entity(exitTrace.hit_entity))
                {
                    exitTrace.surface.surfaceProps = enterTrace.surface.surfaceProps;
                    exitTrace.endpos = startPosition + direction;
                    return true;
                }
            }

            continue;
        }

        if ((exitTrace.surface.flags & 0x80u) != 0)
        {
            if (enterTrace.hit_entity && is_breakable_entity(enterTrace.hit_entity) && exitTrace.hit_entity && is_breakable_entity(exitTrace.hit_entity))
            {
                out = exitTrace.endpos;
                return true;
            }

            if (!(enterTrace.surface.flags & 0x80u))
                continue;
        }

        if (exitTrace.plane.normal.Dot(direction) <= 1.f)
        {
            out -= direction * (exitTrace.fraction * 4.0f);
            return true;
        }
    }
    return false;
}

void clip_ray_to_player(const Vector& src, const Vector& end, const uint32_t mask, IClientEntity* player, ITraceFilter* filter, trace_t* t)
{
    if (!player || player->IsDormant())
        return;

    if (filter && !filter->ShouldHitEntity(player, mask))
        return;

    trace_t t_new{};
    Ray_t r{};
    r.Init(src, end);

    m_trace()->ClipRayToEntity(r, mask, player, &t_new);
    if (t_new.fraction < t->fraction)
        *t = t_new;
}

bool autowall::handle_bullet_penetration(weapon_info_t* weaponData, CGameTrace& enterTrace, Vector& eyePosition, const Vector& direction, int& possibleHitsRemaining, float& currentDamage, float penetrationPower, float ff_damage_reduction_bullets, float ff_damage_bullet_penetration, bool draw_impact)
{
    if (weaponData->flPenetration <= 0.0f)
        return false;

    if (possibleHitsRemaining <= 0)
        return false;

    auto contents_grate = enterTrace.contents & CONTENTS_GRATE;
    auto surf_nodraw = enterTrace.surface.flags & SURF_NODRAW;

    auto enterSurfaceData = m_physsurface()->GetSurfaceData(enterTrace.surface.surfaceProps);
    auto enter_material = enterSurfaceData->game.material;

    auto is_solid_surf = enterTrace.contents >> 3 & CONTENTS_SOLID;
    auto is_light_surf = enterTrace.surface.flags >> 7 & SURF_LIGHT;

    if ((possibleHitsRemaining <= 0 && !surf_nodraw && !contents_grate && enter_material != CHAR_TEX_GRATE && enter_material != CHAR_TEX_GLASS)
        || penetrationPower <= 0)
        return false;

    trace_t exit_trace;

    if (!trace_to_exit(enterTrace, exit_trace, enterTrace.endpos, direction) && !(m_trace()->GetPointContents(enterTrace.endpos, MASK_SHOT_HULL) & MASK_SHOT_HULL))
        return false;

    auto enter_penetration_modifier = enterSurfaceData->game.flPenetrationModifier;
    auto exit_surface_data = m_physsurface()->GetSurfaceData(exit_trace.surface.surfaceProps);

    if (!exit_surface_data)
        return false;

    auto exit_material = exit_surface_data->game.material;
    auto exit_penetration_modifier = exit_surface_data->game.flPenetrationModifier;

    auto combined_damage_modifier = 0.16f;
    auto combined_penetration_modifier = (enter_penetration_modifier + exit_penetration_modifier) * 0.5f;

    if (enter_material == CHAR_TEX_GLASS || enter_material == CHAR_TEX_GRATE)
    {
        combined_penetration_modifier <= 3;
        combined_damage_modifier <= 0.05f;
    }
    else if (contents_grate || surf_nodraw) {
        combined_damage_modifier = 0.16f;
        combined_penetration_modifier = 1.0f;
    }

    else if (enter_material == CHAR_TEX_FLESH && ((player_t*)enterTrace.hit_entity)->m_iTeamNum() == g_ctx.local()->m_iTeamNum() && !ff_damage_reduction_bullets)
    {
        if (!ff_damage_bullet_penetration) //-V550
            return false;

        combined_penetration_modifier = ff_damage_bullet_penetration;
        combined_damage_modifier = 0.16f;
    }

    if (enter_material == exit_material)
    {
        if (exit_material == CHAR_TEX_WOOD || exit_material == CHAR_TEX_CARDBOARD)
            combined_penetration_modifier = 3.0f;
        else if (exit_material == CHAR_TEX_PLASTIC)
            combined_penetration_modifier = 2.0f;
    }

    auto penetration_modifier = std::fmaxf(0.0f, 1.0f / combined_penetration_modifier);
    auto penetration_distance = (exit_trace.endpos - enterTrace.endpos).Length();

    penetration_distance = penetration_distance * penetration_distance * penetration_modifier * 0.041666668f;

    auto damage_modifier = max(0.0f, 3.0f / weaponData->flPenetration * 1.25f) * penetration_modifier * 3.0f + currentDamage * combined_damage_modifier + penetration_distance;
    auto damage_lost = max(0.0f, damage_modifier);

    if (damage_lost > currentDamage)
        return false;

    currentDamage -= damage_lost;

    if (currentDamage < 1.0f)
        return false;

    eyePosition = exit_trace.endpos;
    --possibleHitsRemaining;

    return true;
}

bool autowall::fire_bullet(weapon_t* pWeapon, Vector& direction, bool& visible, float& currentDamage, int& hitbox, IClientEntity* e, float length, const Vector& pos)
{
    if (!pWeapon)
        return false;

    auto weaponData = pWeapon->get_csweapon_info();

    if (!weaponData)
        return false;

    CGameTrace enterTrace;
    CTraceFilter filter;

    filter.pSkip = g_ctx.local();
    currentDamage = weaponData->iDamage;

    auto eyePosition = pos;
    auto currentDistance = 0.0f;
    auto maxRange = weaponData->flRange;
    auto penetrationDistance = 3000.0f;
    auto penetrationPower = weaponData->flPenetration;
    auto possibleHitsRemaining = 4;

    while (currentDamage >= 1.0f)
    {
        maxRange -= currentDistance;
        auto end = eyePosition + direction * maxRange;

        CTraceFilter filter;
        filter.pSkip = g_ctx.local();

        util::trace_line(eyePosition, end, MASK_SHOT_HULL | CONTENTS_HITBOX, &filter, &enterTrace);
        util::clip_trace_to_players(e, eyePosition, end + direction * 40.0f, MASK_SHOT_HULL | CONTENTS_HITBOX, &filter, &enterTrace);

        auto enterSurfaceData = m_physsurface()->GetSurfaceData(enterTrace.surface.surfaceProps);
        auto enterSurfPenetrationModifier = enterSurfaceData->game.flPenetrationModifier;
        auto enterMaterial = enterSurfaceData->game.material;

        if (enterTrace.fraction == 1.0f)  //-V550
            break;

        currentDistance += enterTrace.fraction * maxRange;
        currentDamage *= pow(weaponData->flRangeModifier, currentDistance / 500.0f);

        if (currentDistance > penetrationDistance && weaponData->flPenetration || enterSurfPenetrationModifier < 0.1f)  //-V1051
            break;

        auto canDoDamage = enterTrace.hitgroup != HITGROUP_GEAR && enterTrace.hitgroup != HITGROUP_GENERIC;
        auto isPlayer = ((player_t*)enterTrace.hit_entity)->is_player();
        auto isEnemy = ((player_t*)enterTrace.hit_entity)->m_iTeamNum() != g_ctx.local()->m_iTeamNum();

        if (canDoDamage && isPlayer && isEnemy)
        {
            scale_damage((player_t*)enterTrace.hit_entity, enterTrace, weaponData, currentDamage);
            hitbox = enterTrace.hitbox;
            return true;
        }

        if (!possibleHitsRemaining)
            break;

        static auto damageReductionBullets = m_cvar()->FindVar(crypt_str("ff_damage_reduction_bullets"));
        static auto damageBulletPenetration = m_cvar()->FindVar(crypt_str("ff_damage_bullet_penetration"));

        if (!handle_bullet_penetration(weaponData, enterTrace, eyePosition, direction, possibleHitsRemaining, currentDamage, penetrationPower, damageReductionBullets->GetFloat(), damageBulletPenetration->GetFloat(), !e))
            break;

        visible = false;
    }

    return false;
}

autowall::returninfo_t autowall::wall_penetration(const Vector& eye_pos, Vector& point, IClientEntity* e)
{
    g_ctx.globals.autowalling = true;
    auto tmp = point - eye_pos;

    auto angles = ZERO;
    math::vector_angles(tmp, angles);

    auto direction = ZERO;
    math::angle_vectors(angles, direction);

    direction.NormalizeInPlace();

    auto visible = true;
    auto damage = -1.0f;
    auto hitbox = -1;

    auto weapon = g_ctx.local()->m_hActiveWeapon().Get();

    if (fire_bullet(weapon, direction, visible, damage, hitbox, e, 0.0f, eye_pos))
    {
        g_ctx.globals.autowalling = false;
        return returninfo_t(visible, (int)damage, hitbox); //-V2003
    }
    else
    {
        g_ctx.globals.autowalling = false;
        return returninfo_t(false, -1, -1);
    }
}
 
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