-
Автор темы
- #1
Вам лучше не знать откуда я спастил, но походу это самый лучший по фпсу автовол, выбивает неплохо дамаг.
Autowall.cpp:
// 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 68"));
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;
}
bool autowall::EntityHasArmor(player_t* e, int hitgroup)
{
if (e->m_ArmorValue() > 0)
{
if ((hitgroup == HITGROUP_HEAD && e->m_bHasHelmet()) || (hitgroup >= HITGROUP_CHEST && hitgroup <= HITGROUP_RIGHTARM))
return true;
}
return false;
}
void autowall::scale_damage(player_t* e, CGameTrace& enterTrace, weapon_info_t* weaponData, float& currentDamage)
{
auto bHasHeavyArmor = e->m_bHasHeavyArmor();
auto hitgroup = enterTrace.hitgroup;
switch (hitgroup)
{
case HITGROUP_HEAD:
if (!bHasHeavyArmor)
currentDamage *= 4.0f;
else
currentDamage = (currentDamage * 4.0f) * 0.5f;
break;
case HITGROUP_STOMACH:
currentDamage *= 1.25f;
break;
case HITGROUP_LEFTLEG:
currentDamage *= 0.75f;
break;
}
if (e && EntityHasArmor(e, hitgroup))
{
float flHeavyRatio = 1.0f;
float flBonusRatio = 0.5f;
float flRatio = weaponData->flArmorRatio * 0.5f;
float flNewDamage;
if (!bHasHeavyArmor)
{
flNewDamage = currentDamage * flRatio;
}
else
{
flBonusRatio = 0.33f;
flRatio = weaponData->flArmorRatio * 0.25f;
flHeavyRatio = 0.33f;
flNewDamage = (currentDamage * flRatio) * 0.85f;
}
int iArmor = e->m_ArmorValue();
if (((currentDamage - flNewDamage) * (flHeavyRatio * flBonusRatio)) > iArmor)
flNewDamage = currentDamage - (iArmor / flBonusRatio);
currentDamage = flNewDamage;
}
currentDamage = floorf(currentDamage);
}
bool autowall::trace_to_exit(CGameTrace& enterTrace, CGameTrace& exitTrace, Vector startPosition, const Vector& direction)
{
auto enter_point_contents = 0;
auto point_contents = 0;
auto is_window = 0;
auto flag = 0;
auto fDistance = 0.0f;
Vector start, end;
do
{
fDistance += 4.0f;
end = startPosition + direction * fDistance;
start = end - direction * 4.0f;
if (!enter_point_contents)
{
enter_point_contents = m_trace()->GetPointContents(end, 0x4600400B);
point_contents = enter_point_contents;
}
else
point_contents = m_trace()->GetPointContents(end, 0x4600400B);
if (point_contents & MASK_SHOT_HULL && (!(point_contents & CONTENTS_HITBOX) || enter_point_contents == point_contents))
continue;
static auto trace_filter_simple = util::FindSignature(crypt_str("client.dll"), crypt_str("55 8B EC 83 E4 F0 83 EC 7C 56 52")) + 0x3D;
uint32_t filter_[4] =
{
*(uint32_t*)(trace_filter_simple),
(uint32_t)g_ctx.local(),
0,
0
};
util::trace_line(end, start, MASK_SHOT_HULL | CONTENTS_HITBOX, (CTraceFilter*)filter_, &exitTrace); //-V641
if (exitTrace.startsolid && exitTrace.surface.flags & SURF_HITBOX)
{
CTraceFilter filter;
filter.pSkip = exitTrace.hit_entity;
filter_[1] = (uint32_t)exitTrace.hit_entity;
util::trace_line(end, startPosition, MASK_SHOT_HULL, (CTraceFilter*)filter_, &exitTrace); //-V641
if (exitTrace.DidHit() && !exitTrace.startsolid)
return true;
continue;
}
auto name = (int*)enterTrace.surface.name; //-V206
if (name)
{
if (*name == 1936744813 && name[1] == 1601397551 && name[2] == 1768318575 && name[3] == 1731159395 && name[4] == 1936941420 && name[5] == 1651668271 && name[6] == 1734307425 && name[7] == 1936941420)
is_window = 1;
else
{
is_window = 0;
if (*name != 1936744813)
goto LABEL_34;
}
if (name[1] == 1600480303 && name[2] == 1701536108 && name[3] == 1634494255 && name[4] == 1731162995 && name[5] == 1936941420)
{
flag = 1;
LABEL_35:
if (is_window || flag)
{
exitTrace = enterTrace;
exitTrace.endpos = end + direction;
return true;
}
goto LABEL_37;
}
LABEL_34:
flag = 0;
goto LABEL_35;
}
LABEL_37:
if (!exitTrace.DidHit() || exitTrace.startsolid)
{
if (enterTrace.hit_entity && enterTrace.hit_entity->EntIndex() && is_breakable_entity(enterTrace.hit_entity))
{
exitTrace = enterTrace;
exitTrace.endpos = startPosition + direction;
return true;
}
continue;
}
if (exitTrace.surface.flags & SURF_NODRAW)
{
if (is_breakable_entity(exitTrace.hit_entity) && is_breakable_entity(enterTrace.hit_entity))
return true;
if (!(enterTrace.surface.flags & SURF_NODRAW))
continue;
}
if (exitTrace.plane.normal.Dot(direction) <= 1.0)
return true;
} while (fDistance <= 90.0f);
return false;
}
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;
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 = 3.0f;
combined_damage_modifier = 0.05f;
}
else if (contents_grate || surf_nodraw)
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);
}
}
Autowall.hpp:
#pragma once
#include "..\..\includes.hpp"
class weapon_info_t;
class weapon_t;
struct fire_bullet_data
{
Vector src;
trace_t enter_trace;
Vector direction;
CTraceFilter filter;
float trace_length;
float trace_length_remaining;
float current_damage;
int penetrate_count;
};
class autowall : public singleton <autowall>
{
public:
struct returninfo_t
{
bool valid = false;
bool visible = false;
int damage = -1;
int hitbox = -1;
returninfo_t()
{
valid = false;
visible = false;
damage = -1;
hitbox = -1;
}
returninfo_t(bool visible, int damage, int hitbox)
{
valid = true;
this->visible = visible;
this->damage = damage;
this->hitbox = hitbox;
}
};
struct FireBulletData
{
Vector src;
trace_t enter_trace;
Vector direction;
CTraceFilter filter;
weapon_info_t* wpn_data;
float trace_length;
float trace_length_remaining;
float length_to_end;
float current_damage;
int penetrate_count;
};
bool is_breakable_entity(IClientEntity* e);
bool EntityHasArmor(player_t* e, int hitgroup);
void scale_damage(player_t* e, CGameTrace& enterTrace, weapon_info_t* weaponData, float& currentDamage);
bool trace_to_exit(CGameTrace& enterTrace, CGameTrace& exitTrace, Vector startPosition, const Vector& direction);
bool 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 = false);
returninfo_t wall_penetration(const Vector& eye_pos, Vector& point, IClientEntity* e);
bool fire_bullet(weapon_t* pWeapon, Vector& direction, bool& visible, float& currentDamage, int& hitbox, IClientEntity* e = nullptr, float length = 0.f, const Vector& pos = { 0.f,0.f,0.f });
};