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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
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_offset = *(uintptr_t*)((uintptr_t)is_breakable + 0x26);
auto take_dmg = (char*)((uintptr_t)e + take_damage_offset);
auto old_takedmg = *take_dmg;
auto cc = e->GetClientClass();
if (cc) {
// get clientclass network name.
auto name = cc->m_pNetworkName;
// CBreakableSurface, CBaseDoor, ...
if (name[1] != 'F'
|| name[2] != 'c'
|| name[3] != 'B'
|| name[4] != 'h') {
*take_dmg = DAMAGE_YES;
}
}
/*if (name[4] != 'F'
|| name[6] != 'c'
|| name[8] != 'B'
|| name[10] != 'h') {
*take_dmg = DAMAGE_YES;
}*/
using Fn = bool(__thiscall*)(IClientEntity*);
auto result = ((Fn)is_breakable)(e);
*take_dmg = old_takedmg;
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)//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")); //-V807
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 *= 0.2f;
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 = 0.33000001f;//0.2f
armor_bonus_ratio = 0.33000001f;//0.33f
armor_scale = 0.33000001f;//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;
}
}
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)
{
end = exitTrace.endpos;
return true;
}
continue;
}
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))
{
end = exitTrace.endpos;
return true;
}
if (!(enterTrace.surface.flags & SURF_NODRAW))
continue;
}
if (exitTrace.plane.normal.Dot(direction) <= 1.0)
{
end -= (direction * (exitTrace.fraction * 4.f));
return true;
}
} while (fDistance <= 90.0f);
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;
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 = 0.25f;//16
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;//05
}
else if (contents_grate || surf_nodraw)
{
combined_penetration_modifier = 1.0f;
combined_damage_modifier = 0.15f;//16
}
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 = (float)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 > 0.f)
{
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 * 30.0f, MASK_SHOT_HULL | CONTENTS_HITBOX, &filter, &enterTrace);//40
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);
}
}
void SinCos(float radians, float* sine, float* cosine)
{
*sine = sin(radians);
*cosine = cos(radians);
}
void AngleVectors(const Vector& angles, Vector* forward)
{
float sp, sy, cp, cy;
SinCos(DEG2RAD(angles.y), &sy, &cy);
SinCos(DEG2RAD(angles.x), &sp, &cp);
forward->x = cp * cy;
forward->y = cp * sy;
forward->z = -sp;
}
void AngleVectors(const Vector& angles, Vector* forward, Vector* right, Vector* up)
{
float sr, sp, sy, cr, cp, cy;
SinCos(DEG2RAD(angles.y), &sy, &cy);
SinCos(DEG2RAD(angles.x), &sp, &cp);
SinCos(DEG2RAD(angles.z), &sr, &cr);
if (forward)
{
forward->x = cp * cy;
forward->y = cp * sy;
forward->z = -sp;
}
if (right)
{
right->x = (-1 * sr * sp * cy + -1 * cr * -sy);
right->y = (-1 * sr * sp * sy + -1 * cr * cy);
right->z = -1 * sr * cp;
}
if (up)
{
up->x = (cr * sp * cy + -sr * -sy);
up->y = (cr * sp * sy + -sr * cy);
up->z = cr * cp;
}
}