Исходник P100 multipoints

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:deilluminati:

Capsule Values...:
 float g_CapsuleVertices[][3] =
    {
        { -0.01f, -0.01f, 1.00f },
        { 0.51f, 0.00f, 0.86f },
        { 0.44f, 0.25f, 0.86f },
        { 0.25f, 0.44f, 0.86f },
        { -0.01f, 0.51f, 0.86f },
        { -0.26f, 0.44f, 0.86f },
        { -0.45f, 0.25f, 0.86f },
        { -0.51f, 0.00f, 0.86f },
        { -0.45f, -0.26f, 0.86f },
        { -0.26f, -0.45f, 0.86f },
        { -0.01f, -0.51f, 0.86f },
        { 0.25f, -0.45f, 0.86f },
        { 0.44f, -0.26f, 0.86f },
        { 0.86f, 0.00f, 0.51f },
        { 0.75f, 0.43f, 0.51f },
        { 0.43f, 0.75f, 0.51f },
        { -0.01f, 0.86f, 0.51f },
        { -0.44f, 0.75f, 0.51f },
        { -0.76f, 0.43f, 0.51f },
        { -0.87f, 0.00f, 0.51f },
        { -0.76f, -0.44f, 0.51f },
        { -0.44f, -0.76f, 0.51f },
        { -0.01f, -0.87f, 0.51f },
        { 0.43f, -0.76f, 0.51f },
        { 0.75f, -0.44f, 0.51f },
        { 1.00f, 0.00f, 0.01f },
        { 0.86f, 0.50f, 0.01f },
        { 0.49f, 0.86f, 0.01f },
        { -0.01f, 1.00f, 0.01f },
        { -0.51f, 0.86f, 0.01f },
        { -0.87f, 0.50f, 0.01f },
        { -1.00f, 0.00f, 0.01f },
        { -0.87f, -0.50f, 0.01f },
        { -0.51f, -0.87f, 0.01f },
        { -0.01f, -1.00f, 0.01f },
        { 0.49f, -0.87f, 0.01f },
        { 0.86f, -0.51f, 0.01f },
        { 1.00f, 0.00f, -0.02f },
        { 0.86f, 0.50f, -0.02f },
        { 0.49f, 0.86f, -0.02f },
        { -0.01f, 1.00f, -0.02f },
        { -0.51f, 0.86f, -0.02f },
        { -0.87f, 0.50f, -0.02f },
        { -1.00f, 0.00f, -0.02f },
        { -0.87f, -0.50f, -0.02f },
        { -0.51f, -0.87f, -0.02f },
        { -0.01f, -1.00f, -0.02f },
        { 0.49f, -0.87f, -0.02f },
        { 0.86f, -0.51f, -0.02f },
        { 0.86f, 0.00f, -0.51f },
        { 0.75f, 0.43f, -0.51f },
        { 0.43f, 0.75f, -0.51f },
        { -0.01f, 0.86f, -0.51f },
        { -0.44f, 0.75f, -0.51f },
        { -0.76f, 0.43f, -0.51f },
        { -0.87f, 0.00f, -0.51f },
        { -0.76f, -0.44f, -0.51f },
        { -0.44f, -0.76f, -0.51f },
        { -0.01f, -0.87f, -0.51f },
        { 0.43f, -0.76f, -0.51f },
        { 0.75f, -0.44f, -0.51f },
        { 0.51f, 0.00f, -0.87f },
        { 0.44f, 0.25f, -0.87f },
        { 0.25f, 0.44f, -0.87f },
        { -0.01f, 0.51f, -0.87f },
        { -0.26f, 0.44f, -0.87f },
        { -0.45f, 0.25f, -0.87f },
        { -0.51f, 0.00f, -0.87f },
        { -0.45f, -0.26f, -0.87f },
        { -0.26f, -0.45f, -0.87f },
        { -0.01f, -0.51f, -0.87f },
        { 0.25f, -0.45f, -0.87f },
        { 0.44f, -0.26f, -0.87f },
        { 0.00f, 0.00f, -1.00f },
    };

:creygasm:

uwu codes:
    void aim::Multipoint(C_CSPlayer* player, Engine::C_LagRecord* record, int side, std::vector<std::pair<Vector, bool>>& points, mstudiobbox_t* hitbox, mstudiohitboxset_t* hitboxSet, float& pointScale, int hitboxIndex) {
        if (!record || !record->m_bIsValid)
            return;
        
        auto boneMatrix = record->GetBoneMatrix();
        auto boneMatrix2 = record->GetBoneMatrix();

        //points.clear();

        if (!hitbox || !boneMatrix || !hitboxSet)
            return;

        auto local = C_CSPlayer::GetLocalPlayer();
        if (!local || local->IsDead())
            return;

        Vector center = (hitbox->bbmax + hitbox->bbmin) * 0.5f;
        Vector centerTrans = center.Transform(boneMatrix[hitbox->bone]);



        Vector min2, max2;
        Math::VectorTransform2(hitbox->bbmin, boneMatrix2[hitbox->bone], min2);
        Math::VectorTransform2(hitbox->bbmax, boneMatrix2[hitbox->bone], max2);

        //Vector center = (hitbox->bbmax + hitbox->bbmin) * 0.5f;
        //Vector centerTrans = center.Transform(boneMatrix[hitbox->bone]);

        Vector center2 = (hitbox->bbmax + hitbox->bbmin) * 0.5f;
        Vector centerTrans2 = center2;
        Math::VectorTransform2(centerTrans2, boneMatrix2[hitbox->bone], centerTrans2);

        AddPoint(points, centerTrans2, false);

        if (((m_rage_data->rbot->point_scale <= 0.f && hitboxIndex == HITBOX_HEAD) || (m_rage_data->rbot->body_point_scale <= 0.f && hitboxIndex != HITBOX_HEAD)) && m_rage_data->m_pWeapon && hitbox->m_flRadius > 0.0f) {
            pointScale = hitbox->m_flRadius <= 0.0f ? 0.4f : 1.f; // 0.91; // we can go high here because the new multipoint is perfect; now this statement is actually true

            float spreadCone = Engine::Prediction::Instance()->GetSpread() + Engine::Prediction::Instance()->GetInaccuracy();
            float dist = centerTrans.Distance(m_rage_data->m_vecEyePos);

            dist /= sinf(DEG2RAD(90.0f - RAD2DEG(spreadCone)));

            spreadCone = sinf(spreadCone);

            float radiusScaled = (hitbox->m_flRadius - (dist * spreadCone));
            if (radiusScaled < 0.0f) {
                radiusScaled *= -1.f;
            }

            float ps = pointScale;
            pointScale = (radiusScaled / hitbox->m_flRadius);
            pointScale = Math::Clamp(pointScale, 0.0f, ps);
        }

        if (pointScale <= 0.0f)
            return;

        // get the hitbox radius (could be redone)
        const float hitboxRadius = hitbox->m_flRadius * pointScale;

        // backup mins
        Vector norm, mins, maxs;

        VectorTransformASM(&hitbox->bbmin[0], boneMatrix[hitbox->bone], &mins[0]);
        VectorTransformASM(&hitbox->bbmax[0], boneMatrix[hitbox->bone], &maxs[0]);

        auto hitboxCenter = (mins + maxs) * 0.5f;

        unsigned int pointAmount = 0;
        //float feetScale = 0.0f;

        // little multipoint check ya know
        bool runMultipoint = false;
        if (hitboxIndex == HITBOX_HEAD && m_rage_data->rbot->mp_hitboxes_head) {
            switch (m_rage_data->rbot->multipoint_intensity % 4) {
            case 0:
                pointAmount = 4;
                break;
            case 1:
                pointAmount = 6;
                break;
            case 2:
                pointAmount = 8;
                break;
            case 3:
                pointAmount = 10;
                break;
            }
            runMultipoint = true;
        }
        else if (hitboxIndex == HITBOX_CHEST && m_rage_data->rbot->mp_hitboxes_chest) {
            switch (m_rage_data->rbot->multipoint_intensity % 4) {
            case 0:
                pointAmount = 4;
                break;
            case 1:
                pointAmount = 6;
                break;
            case 2:
                pointAmount = 8;
                break;
            case 3:
                pointAmount = 10;
                break;
            }
            runMultipoint = true;
        }
        else if (hitboxIndex == HITBOX_UPPER_CHEST && m_rage_data->rbot->mp_hitboxes_chest) {
            switch (m_rage_data->rbot->multipoint_intensity % 4) {
            case 0:
                pointAmount = 4;
                break;
            case 1:
                pointAmount = 6;
                break;
            case 2:
                pointAmount = 8;
                break;
            case 3:
                pointAmount = 10;
                break;
            }
            runMultipoint = true;
        }
        else if (hitboxIndex == HITBOX_STOMACH && m_rage_data->rbot->mp_hitboxes_stomach) {
            switch (m_rage_data->rbot->multipoint_intensity % 4) {
            case 0:
                pointAmount = 4;
                break;
            case 1:
                pointAmount = 6;
                break;
            case 2:
                pointAmount = 8;
                break;
            case 3:
                pointAmount = 10;
                break;
            }
            runMultipoint = true;
        }
        else if (hitboxIndex == HITBOX_LOWER_CHEST && m_rage_data->rbot->mp_hitboxes_stomach) {
            switch (m_rage_data->rbot->multipoint_intensity % 4) {
            case 0:
                pointAmount = 4;
                break;
            case 1:
                pointAmount = 6;
                break;
            case 2:
                pointAmount = 8;
                break;
            case 3:
                pointAmount = 10;
                break;
            }
            runMultipoint = true;
        }
        else if ((hitboxIndex == HITBOX_LEFT_CALF || hitboxIndex == HITBOX_RIGHT_CALF || hitboxIndex == HITBOX_LEFT_THIGH || hitboxIndex == HITBOX_RIGHT_THIGH) && m_rage_data->rbot->mp_hitboxes_legs) {
            switch (m_rage_data->rbot->multipoint_intensity % 4) {
            case 0:
                pointAmount = 1;
                break;
            case 1:
                pointAmount = 2;
                break;
            case 2:
                pointAmount = 4;
                break;
            case 3:
                pointAmount = 6;
                break;
            }
            runMultipoint = true;
        }
        else if ((hitboxIndex == HITBOX_LEFT_FOOT || hitboxIndex == HITBOX_RIGHT_FOOT) && m_rage_data->rbot->mp_hitboxes_feets) {
            //feetScale = m_rage_data->rbot->static_point_scale ? pointScale * 0.1 : 10.f;
            runMultipoint = true;
        }
        else // extra safe in this bitch
            runMultipoint = false;

        if (hitbox->m_flRadius == -1.f)
        {
            //AddPoint(points, hitboxCenter, false);

            if (runMultipoint)
            {
                // convert rotation angle to a matrix.
                matrix3x4_t rot_matrix;
                Math::AngleMatrix(hitbox->m_angAngles, rot_matrix);

                // apply the rotation to the entity input space (local).
                matrix3x4_t matrix;
                Math::ConcatTransforms(boneMatrix[hitbox->bone], rot_matrix, matrix);

                // extract origin from matrix.
                const Vector origin = matrix.GetOrigin();

                // compute raw center point.
                Vector center = (hitbox->bbmin + hitbox->bbmax) / 2.f;

                // the feet hiboxes have a side, heel and the toe.
                if (hitboxIndex == HITBOX_RIGHT_FOOT || hitboxIndex == HITBOX_LEFT_FOOT) {
                    const float d2 = (hitbox->bbmin.x - center.x) * pointScale;
                    const float d3 = (hitbox->bbmax.x - center.x) * pointScale;

                    //heel.
                    AddPoint(points, Vector(center.x + d2, center.y, center.z), true);

                    // toe.
                    AddPoint(points, Vector(center.x + d3, center.y, center.z), true);
                }

                // nothing to do here we are done.
                if(points.empty())
                    return;

                // rotate our bbox points by their correct angle
                // and convert our points to world space.
                for (auto& p : points) {
                    // VectorRotate.
                    // rotate point by angle stored in matrix.
                    p.first = { p.first.Dot(matrix[0]), p.first.Dot(matrix[1]), p.first.Dot(matrix[2]) };

                    // transform point to world space.
                    p.first += origin;
                }

            }
        }
        else
        {
            //AddPoint(points, hitboxCenter, false);

            if (runMultipoint)
            {
                matrix3x4_t dmatrix, rmatrix;

                norm = (maxs - mins);
                norm = norm.Normalized();

                VectorMatrix(Vector(0.0f, 0.0f, .9f), rmatrix);
                VectorMatrix(normal, dmatrix);

                for (int i = 0; i < 74; i += (int)(74 / pointAmount))
                {
                    if (i >= 74)
                        i = 73;

                    float flPoints[3];
                    VectorRotate(g_CapsuleVertices[i], rmatrix, &flPoints[0]);
                    VectorRotate(&flPoints[0], dmatrix, &flPoints[0]);

                    Vector vecPoint = Vector(flPoints) * (hitbox->m_flRadius * pointScale);
                    if (g_CapsuleVertices[i][2] > 0.f)
                        vecPoint += (mins - maxs);

                    // don't need to make an extra center point.
                    if (Vector(maxs + vecPoint) == center)
                        continue;

                    AddPoint(points, Vector(maxs + vecPoint), true);
                }
            }
        }
    }
 
sapphire dev
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А нука отрисуй ка свои капсульные мультипоинты, давайка посмотрим как они рисуются xD
 
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because ASM is always faster😲😲😲:
VectorTransformASM(&hitbox->bbmin[0], boneMatrix[hitbox->bone], &mins[0]);
and it's always stable too
 
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