-
Автор темы
- #1
C++:
#include "aimbot.h"
#include "autowall.h"
#include "../CSGOSimple/helpers/math.hpp"
float RandomFloat(float a, float b) {
float random = ((float)rand()) / (float)RAND_MAX;
float diff = b - a;
float r = random * diff;
return a + r;
}
//--------------------------------------------------------------------------------
bool Aimbot::IsRcs()
{
return g_LocalPlayer->m_iShotsFired() >= settings.rcs_start;
}
//--------------------------------------------------------------------------------
float GetRealDistanceFOV(float distance, QAngle angle, CUserCmd* cmd)
{
Vector aimingAt;
Math::AngleVectors(cmd->viewangles, aimingAt);
aimingAt *= distance;
Vector aimAt;
Math::AngleVectors(angle, aimAt);
aimAt *= distance;
return aimingAt.DistTo(aimAt) / 5;
}
//--------------------------------------------------------------------------------
float Aimbot::GetFovToPlayer(QAngle viewAngle, QAngle aimAngle)
{
QAngle delta = aimAngle - viewAngle;
Math::FixAngles(delta);
return sqrtf(powf(delta.pitch, 2.0f) + powf(delta.yaw, 2.0f));
}
//--------------------------------------------------------------------------------
bool Aimbot::IsLineGoesThroughSmoke(Vector vStartPos, Vector vEndPos)
{
static auto LineGoesThroughSmokeFn = (bool(*)(Vector vStartPos, Vector vEndPos))Utils::PatternScan(GetModuleHandleA("client.dll"), "55 8B EC 83 EC 08 8B 15 ? ? ? ? 0F 57 C0");
return LineGoesThroughSmokeFn(vStartPos, vEndPos);
}
//--------------------------------------------------------------------------------
bool Aimbot::IsEnabled(CUserCmd* pCmd)
{
if (!g_EngineClient->IsConnected() || !g_LocalPlayer || !g_LocalPlayer->IsAlive()) {
return false;
}
auto pWeapon = g_LocalPlayer->m_hActiveWeapon();
if (!pWeapon || !(pWeapon->IsSniper() || pWeapon->IsPistol() || pWeapon->IsRifle())) {
return false;
}
auto weaponData = pWeapon->GetCSWeaponData();
auto weapontype = weaponData->iWeaponType;
settings = g_Options.aimbot[pWeapon->m_Item().m_iItemDefinitionIndex()];
if (!settings.enabled || !(pCmd->buttons & IN_ATTACK)) {
return false;
}
if ((pWeapon->m_Item().m_iItemDefinitionIndex() == WEAPON_AWP || pWeapon->m_Item().m_iItemDefinitionIndex() == WEAPON_SSG08) && settings.only_in_zoom && !g_LocalPlayer->m_bIsScoped()) {
return false;
}
if (settings.fov == 0 && settings.silent_fov == 0 && !settings.rcs) {
return false;
}
if (!pWeapon->HasBullets() || pWeapon->IsReloading()) {
return false;
}
return true;
}
//--------------------------------------------------------------------------------
float Aimbot::GetSmooth()
{
float smooth = IsRcs() && settings.rcs_smooth_enabled ? settings.rcs_smooth : settings.smooth;
if (settings.humanize) {
smooth += RandomFloat(-1, 4);
}
return smooth;
}
//--------------------------------------------------------------------------------
void Aimbot::Smooth(QAngle currentAngle, QAngle aimAngle, QAngle& angle)
{
if (GetSmooth() <= 1) {
return;
}
Vector vAimAngle;
Math::AngleVectors(aimAngle, vAimAngle);
Vector vCurrentAngle;
Math::AngleVectors(currentAngle, vCurrentAngle);
Vector delta = vAimAngle - vCurrentAngle;
Vector smoothed = vCurrentAngle + delta / GetSmooth();
Math::VectorAngles(smoothed, angle);
}
//--------------------------------------------------------------------------------
void Aimbot::RCS(QAngle& angle, C_BasePlayer* target)
{
if (!settings.rcs || !IsRcs()) {
return;
}
if (settings.rcs_x == 0 && settings.rcs_y == 0) {
return;
}
if (target) {
QAngle punch = g_LocalPlayer->m_aimPunchAngle();
angle.pitch -= punch.pitch * (settings.rcs_x / 50.f);
angle.yaw -= punch.yaw * (settings.rcs_y / 50.f);
}
else if (settings.rcs_type == 0) {
QAngle NewPunch = { CurrentPunch.pitch - RCSLastPunch.pitch, CurrentPunch.yaw - RCSLastPunch.yaw, 0 };
angle.pitch -= NewPunch.pitch * (settings.rcs_x / 50.f);
angle.yaw -= NewPunch.yaw * (settings.rcs_y / 50.f);
}
Math::FixAngles(angle);
}
//--------------------------------------------------------------------------------
float Aimbot::GetFov()
{
if (IsRcs() && settings.rcs && settings.rcs_fov_enabled) return settings.rcs_fov;
if (!silent_enabled) return settings.fov;
return settings.silent_fov > settings.fov ? settings.silent_fov : settings.fov;
}
//--------------------------------------------------------------------------------
C_BasePlayer* Aimbot::GetClosestPlayer(CUserCmd* cmd, int& bestBone)
{
QAngle ang;
Vector eVecTarget;
Vector pVecTarget = g_LocalPlayer->GetEyePos();
if (target && !kill_delay && settings.kill_delay > 0 && target->IsNotTarget()) {
target = NULL;
shot_delay = false;
kill_delay = true;
kill_delay_time = (int)GetTickCount() + settings.kill_delay;
}
if (kill_delay) {
if (kill_delay_time <= (int)GetTickCount()) kill_delay = false;
else return NULL;
}
C_BasePlayer* player;
target = NULL;
int bestHealth = 100.f;
float bestFov = 9999.f;
float bestDamage = 0.f;
float bestBoneFov = 9999.f;
float bestDistance = 9999.f;
int health;
float fov;
float damage;
float distance;
int fromBone = settings.aim_type == 1 ? 0 : settings.hitbox;
int toBone = settings.aim_type == 1 ? 7 : settings.hitbox;
for (int i = 1; i < g_EngineClient->GetMaxClients(); ++i)
{
damage = 0.f;
player = (C_BasePlayer*)g_EntityList->GetClientEntity(i);
if (player->IsNotTarget()) {
continue;
}
if (!settings.deathmatch && player->m_iTeamNum() == g_LocalPlayer->m_iTeamNum()) {
continue;
}
for (int bone = fromBone; bone <= toBone; bone++) {
eVecTarget = player->GetHitboxPos(bone);
Math::VectorAngles(eVecTarget - pVecTarget, ang);
Math::FixAngles(ang);
distance = pVecTarget.DistTo(eVecTarget);
if (settings.fov_type == 1)
fov = GetRealDistanceFOV(distance, ang, cmd);
else
fov = GetFovToPlayer(cmd->viewangles, ang);
if (fov > GetFov()) {
continue;
}
if (!g_LocalPlayer->CanSeePlayer(player, eVecTarget)) {
if (!settings.autowall) {
continue;
}
damage = Autowall::GetDamage(eVecTarget);
if (damage < settings.min_damage) {
continue;
}
}
if ((settings.priority == 1 || settings.priority == 2) && damage == 0.f) {
damage = Autowall::GetDamage(eVecTarget);
}
health = player->m_iHealth() - damage;
if (settings.check_smoke && IsLineGoesThroughSmoke(pVecTarget, eVecTarget)) {
continue;
}
if (settings.aim_type == 1 && bestBoneFov < fov) {
continue;
}
bestBoneFov = fov;
if (
(settings.priority == 0 && bestFov > fov) ||
(settings.priority == 1 && bestHealth > health) ||
(settings.priority == 2 && bestDamage < damage) ||
(settings.priority == 3 && distance < bestDistance)
) {
bestBone = bone;
target = player;
bestFov = fov;
bestHealth = health;
bestDamage = damage;
bestDistance = distance;
}
}
}
return target;
}
//--------------------------------------------------------------------------------
bool Aimbot::IsNotSilent(float fov)
{
return IsRcs() || !silent_enabled || (silent_enabled && fov > settings.silent_fov);
}
//--------------------------------------------------------------------------------
void Aimbot::OnMove(CUserCmd* pCmd)
{
if (!IsEnabled(pCmd)) {
RCSLastPunch = { 0, 0, 0 };
is_delayed = false;
shot_delay = false;
kill_delay = false;
silent_enabled = settings.silent && settings.silent_fov > 0;
target = NULL;
return;
}
QAngle angles = pCmd->viewangles;
QAngle current = angles;
float fov = 180.f;
if (!(settings.check_flash && g_LocalPlayer->IsFlashed())) {
int bestBone = -1;
if (GetClosestPlayer(pCmd, bestBone)) {
Math::VectorAngles(target->GetHitboxPos(bestBone) - g_LocalPlayer->GetEyePos(), angles);
Math::FixAngles(angles);
if (settings.fov_type == 1)
fov = GetRealDistanceFOV(g_LocalPlayer->GetEyePos().DistTo(target->GetHitboxPos(bestBone)), angles, pCmd);
else
fov = GetFovToPlayer(pCmd->viewangles, angles);
if (!settings.silent && !is_delayed && !shot_delay && settings.shot_delay > 0) {
is_delayed = true;
shot_delay = true;
shot_delay_time = GetTickCount() + settings.shot_delay;
}
if (shot_delay && shot_delay_time <= GetTickCount()) {
shot_delay = false;
}
if (shot_delay) {
pCmd->buttons &= ~IN_ATTACK;
}
}
}
CurrentPunch = g_LocalPlayer->m_aimPunchAngle();
if (IsNotSilent(fov)) {
RCS(angles, target);
}
RCSLastPunch = CurrentPunch;
if (target && IsNotSilent(fov)) {
Smooth(current, angles, angles);
}
Math::FixAngles(angles);
pCmd->viewangles = angles;
if (IsNotSilent(fov)) {
g_EngineClient->SetViewAngles(&angles);
}
silent_enabled = false;
if (g_LocalPlayer->m_hActiveWeapon()->IsPistol() && settings.autopistol) {
float server_time = g_LocalPlayer->m_nTickBase() * g_GlobalVars->interval_per_tick;
float next_shot = g_LocalPlayer->m_hActiveWeapon()->m_flNextPrimaryAttack() - server_time;
if (next_shot > 0) {
pCmd->buttons &= ~IN_ATTACK;
}
}
}
Aimbot g_Aimbot;