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- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Слили код анти-аимов для индиго.
Код смешанный, там 2 варианта анти-аимов.
Кому нечего делать разберет все что там есть.
Код смешанный, там 2 варианта анти-аимов.
Кому нечего делать разберет все что там есть.
Код:
void CAimbot::DoAntiAimX(int AntiAim, QAngle& angles)
{
switch (AntiAim)
{
case 0: // AA_NONE
angles.x += 0.f;
break;
case 1:
angles.x = 89.f;
break;
case 2:
angles.x = -89.f;
break;
case 3:
angles.x = 0.f;
break;
}
}
#define M_PHI 1.618033988749895
void CAimbot::DoAntiAimY(int AntiAim, QAngle& angles)
{
switch (AntiAim)
{
case 0:
angles.y += 0.f;
break;
case 1:
angles.y = fmodf(Interfaces::GlobalVars()->curtime * 360.0 / M_PHI, 360.0);
break;
case 2:
angles.y += 180.f;
break;
case 3:
angles.y += 90.f;
break;
case 4:
angles.y -= 90.f;
break;
case 5:
angles.y += 0;
break;
}
}
void CAimbot::AntiAimCreateMove(CUserCmd* cmd, bool& bSendPacket)
{
if (!(Settings::Aimbot::aaenable && Settings::Aimbot::RageMode))
return;
CBaseEntity* pLocalPlayer = (CBaseEntity*)Interfaces::EntityList()->GetClientEntity(Interfaces::Engine()->GetLocalPlayer());
if (m_pLocal->WeaponType == WEAPON_TYPE_GRENADE)
return;
if ((cmd->buttons & IN_USE) || enum MoveType_t() & (MOVETYPE_LADDER) || cmd->buttons & IN_ATTACK || cmd->buttons & IN_ATTACK2)
return;
if (!Interfaces::Engine()->IsInGame() || !pLocalPlayer || pLocalPlayer->IsDead())
{
NormalizeAngles(cmd->viewangles);
return;
}
static bool bFlip;
QAngle angles = cmd->viewangles;
if (!bSendPacket)
bFlip = false;
DoAntiAimX(Settings::Aimbot::aapitch, angles);
DoAntiAimY(Settings::Aimbot::aayaw_fake == 0 ? Settings::Aimbot::aayaw : bFlip ? Settings::Aimbot::aayaw_fake : Settings::Aimbot::aayaw, angles);
NormalizeAngles(angles);
ClampAngles(angles);
QAngle view = cmd->viewangles;
cmd->viewangles = angles;
NormalizeAngles(cmd->viewangles);
float oldSide = cmd->sidemove;
float oldFoward = cmd->forwardmove;
CorrectMovement(view, cmd, oldFoward, oldSide);
if (bFlip)
lastFake = angles;
else
lastReal = angles;
if (Settings::Aimbot::aayaw_fake == 0)
lastReal = angles;
bSendPacket = bFlip;
if (Settings::Aimbot::aayaw_fake == 0)
bFlip = true;
else
bFlip = !bFlip;
}
CAimbot* paim;
paim->AntiAimCreateMove(cmd, bSendPacket);
void NormalizeAngles(QAngle& angles)
{
for (auto i = 0; i < 3; i++) {
while (angles[i] < -180.0f) angles[i] += 360.0f;
while (angles[i] > 180.0f) angles[i] -= 360.0f;
}
}
extern QAngle lastReal, lastFake;
ImGui::Checkbox("Enable Antiaim", &Settings::Aimbot::aaenable);
const char* aaYawList[] = { "None", "Slow Spin", "Backward", "Left", "Right", "Foward" };
const char* aaPitchList[] = { "None", "Down", "Up" };
ImGui::Combo("Yaw##AA", &Settings::Aimbot::aayaw, aaYawList, IM_ARRAYSIZE(aaYawList));
ImGui::Combo("Fake Yaw##AA", &Settings::Aimbot::aayaw_fake, aaYawList, IM_ARRAYSIZE(aaYawList));
ImGui::Combo("Pitch##AA", &Settings::Aimbot::aapitch, aaPitchList, IM_ARRAYSIZE(aaPitchList));
extern bool aaenable;
extern int aayaw;
extern int aapitch;
extern int aayaw_fake;
#include "Antiaim.h"
#define M_PHI 1.618033988749895
enum AntiAims_Y : int {
AA_SLOWSPIN = 1,
AA_BACKWARD,
AA_LEFT,
AA_RIGHT,
AA_FOWARD,
AA_FREESTAND,
};
enum AntiAims_X : int {
AA_DOWN = 1,
AA_UP,
AA_ZERO,
};
void DoAntiAimX(int AntiAim, QAngle& angles)
{
switch (AntiAim)
{
case 0: // AA_NONE
angles.x += 0.f;
break;
case AA_DOWN:
angles.x = 89.f;
break;
case AA_UP:
angles.x = -89.f;
break;
case AA_ZERO:
angles.x = 0.f;
break;
}
}
void DoAntiAimY(int AntiAim, QAngle& angles)
{
switch (AntiAim)
{
case 0:
angles.y += 0.f;
break;
case AA_SLOWSPIN:
angles.y = fmodf(Interfaces::GlobalVars()->curtime * 360.0 / M_PHI, 360.0);
break;
case AA_BACKWARD:
angles.y += 180.f;
break;
case AA_LEFT:
angles.y += 90.f;
break;
case AA_RIGHT:
angles.y -= 90.f;
break;
case AA_FOWARD:
angles.y += 0;
break;
}
}
void AntiAim(CUserCmd* cmd, bool& bSendPacket)
{
CMe* m_local;
CBaseEntity* pLocalPlayer = (CBaseEntity*)Interfaces::EntityList()->GetClientEntity(Interfaces::Engine()->GetLocalPlayer());
if (m_local->WeaponType == WEAPON_TYPE_GRENADE)
return;
if ((cmd->buttons & IN_USE) || enum MoveType_t() & (MOVETYPE_LADDER) || cmd->buttons & IN_ATTACK || cmd->buttons & IN_ATTACK2)
return;
if (!Interfaces::Engine()->IsInGame() ||
!pLocalPlayer ||
pLocalPlayer->IsDead())
{
NormalizeAngles(cmd->viewangles);
return;
}
static bool bFlip;
QAngle view = cmd->viewangles;
DoAntiAimX(Ragebot::rage_aa_pitch, cmd->viewangles);
DoAntiAimY(Ragebot::rage_aa_yaw_fake == 0 ? Ragebot::rage_aa_yaw_real : bFlip ? Ragebot::rage_aa_yaw_fake : Ragebot::rage_aa_yaw_real, cmd->viewangles);
NormalizeAngles(cmd->viewangles);
ClampAngles(cmd->viewangles);
float oldSide = cmd->sidemove;
float oldFoward = cmd->forwardmove;
CorrectMovement(view, cmd, oldFoward, oldSide);
if (!bSendPacket)
bFlip = false;
bSendPacket = bFlip;
bFlip = !bFlip; // if
}
#include "Engine/Engine.h"
void DoAntiAimX(int AntiAim, QAngle & angles);
void DoAntiAimY(int AntiAim, QAngle & angles);
void AntiAim();
void AntiAim(CUserCmd * cmd, bool & bSendPacket);
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