Autosapper

This commit is contained in:
TotallyNotElite 2018-11-07 13:24:17 +01:00
parent c773bc3494
commit 186d6dc3b2
5 changed files with 81 additions and 30 deletions

View File

@ -71,6 +71,7 @@ weaponmode GetWeaponMode();
void FixMovement(CUserCmd &cmd, Vector &viewangles);
void VectorAngles(Vector &forward, Vector &angles);
void AngleVectors2(const QAngle &angles, Vector *forward);
extern std::mutex trace_lock;
bool IsEntityVisible(CachedEntity *entity, int hb);
bool IsEntityVectorVisible(CachedEntity *entity, Vector endpos);
@ -124,6 +125,14 @@ void WhatIAmLookingAt(int *result_eindex, Vector *result_pos);
void Patch(void *address, void *patch, size_t length);
inline Vector GetAimAtAngles(Vector origin, Vector target)
{
Vector angles, tr;
tr = (target - origin);
VectorAngles(tr, angles);
fClampAngle(angles);
return angles;
}
void AimAt(Vector origin, Vector target, CUserCmd *cmd);
void AimAtHitbox(CachedEntity *ent, int hitbox, CUserCmd *cmd);
bool IsProjectileCrit(CachedEntity *ent);

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@ -1276,7 +1276,7 @@ float EffectiveTargetingRange()
if (GetWeaponMode() == weapon_melee)
return (float) re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
if (g_pLocalPlayer->weapon()->m_iClassID() == CL_CLASS(CTFFlameThrower))
return 185.0f; // Pyros only have so much untill their flames hit
return 185.0f; // Pyros only have so much until their flames hit
return (float) max_range;
}

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@ -19,17 +19,6 @@ namespace backtrack = hacks::shared::backtrack;
static settings::Bool enable{ "autobackstab.enable", "0" };
static settings::Bool silent{ "autobackstab.silent", "1" };
void testingFunc();
void AngleVectors2(const QAngle &angles, Vector *forward)
{
float sp, sy, cp, cy;
SinCos(DEG2RAD(angles[YAW]), &sy, &cy);
SinCos(DEG2RAD(angles[PITCH]), &sp, &cp);
forward->x = cp * cy;
forward->y = cp * sy;
forward->z = -sp;
}
// Not required anymore, keeping for future reference
Vector rotateVector(Vector center, float radianAngle, Vector p)

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@ -3,13 +3,15 @@
//
#include "common.hpp"
#include <settings/Bool.hpp>
#include <settings/Int.hpp>
#include <settings/Key.hpp>
#include <PlayerTools.hpp>
static settings::Bool enable{ "sandwichaim.enable", "false" };
static settings::Button aimkey{ "sandwichaim.aimkey", "<null>" };
static settings::Int aimkey_mode{ "sandwichaim.aimkey-mode", "0" };
#include "settings/Bool.hpp"
#include "settings/Int.hpp"
#include "settings/Key.hpp"
#include "PlayerTools.hpp"
#include "hacks/Trigger.hpp"
static settings::Bool sandwichaim_enabled{ "sandwichaim.enable", "false" };
static settings::Button sandwichaim_aimkey{ "sandwichaim.aimkey", "<null>" };
static settings::Int sandwichaim_aimkey_mode{ "sandwichaim.aimkey-mode", "0" };
float sandwich_speed = 350.0f;
float grav = 0.25f;
@ -156,20 +158,20 @@ void DoSlowAim(Vector &input_angle)
static HookedFunction
SandwichAim(HookedFunctions_types::HF_CreateMove, "SandwichAim", 1, []() {
if (!*enable)
if (!*sandwichaim_enabled)
return;
if (CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer())
return;
if (aimkey)
if (sandwichaim_aimkey)
{
switch (*aimkey_mode)
switch (*sandwichaim_aimkey_mode)
{
case 1:
if (!aimkey.isKeyDown())
if (!sandwichaim_aimkey.isKeyDown())
return;
break;
case 2:
if (aimkey.isKeyDown())
if (sandwichaim_aimkey.isKeyDown())
return;
break;
default:
@ -225,10 +227,11 @@ static HookedFunction
charge_aimbotted = true;
}
});
static settings::Bool charge_control{ "chargecontrol.enable", "false" };
static settings::Float charge_float{ "chargecontrol.strength", "3.0f" };
static HookedFunction
ChargeControl(HookedFunctions_types::HF_CreateMove, "ChargeControl", 1,
ChargeControl(HookedFunctions_types::HF_CreateMove, "chargecontrol", 1,
[]() {
if (!*charge_control || charge_aimbotted)
return;
@ -243,3 +246,44 @@ static HookedFunction
offset = -*charge_float;
current_user_cmd->viewangles.y += offset;
});
static settings::Bool autosapper_enabled( "autosapper.enabled", "false");
static settings::Bool autosapper_silent( "autosapper.silent", "true");
static HookedFunction SapperAimbot(HF_CreateMove, "sapperaimbot", 5, [](){
if (!autosapper_enabled)
return;
if (CE_BAD(LOCAL_E) || CE_BAD(LOCAL_W) || !g_pLocalPlayer->holding_sapper)
return;
CachedEntity *target = nullptr;
float fov = FLT_MAX;
float range = re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
for (int i = 0; i < entity_cache::max; i++)
{
CachedEntity *ent = ENTITY(i);
if (CE_BAD(ent))
continue;
if (ent->m_Type() != ENTITY_BUILDING)
continue;
if (!ent->m_bEnemy())
continue;
if (CE_BYTE(ent, netvar.m_bHasSapper))
continue;
if (GetBuildingPosition(ent).DistTo(g_pLocalPlayer->v_Eye) > range)
continue;
float new_fov = GetFov(g_pLocalPlayer->v_OrigViewangles, g_pLocalPlayer->v_Eye, GetBuildingPosition(ent));
if (fov <= new_fov)
continue;
fov = new_fov;
target = ent;
}
if (target)
{
AimAt(g_pLocalPlayer->v_Eye, GetBuildingPosition(target), current_user_cmd);
if (autosapper_silent)
g_pLocalPlayer->bUseSilentAngles = true;
current_user_cmd->buttons |= IN_ATTACK;
}
});

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@ -600,6 +600,19 @@ void VectorAngles(Vector &forward, Vector &angles)
angles[2] = 0;
}
// Get forward vector
void AngleVectors2(const QAngle &angles, Vector *forward)
{
float sp, sy, cp, cy;
SinCos(DEG2RAD(angles[YAW]), &sy, &cy);
SinCos(DEG2RAD(angles[PITCH]), &sp, &cp);
forward->x = cp * cy;
forward->y = cp * sy;
forward->z = -sp;
}
char GetUpperChar(ButtonCode_t button)
{
switch (button)
@ -1282,11 +1295,7 @@ Vector QAngleToVector(QAngle in)
void AimAt(Vector origin, Vector target, CUserCmd *cmd)
{
Vector angles, tr;
tr = (target - origin);
VectorAngles(tr, angles);
fClampAngle(angles);
cmd->viewangles = angles;
cmd->viewangles = GetAimAtAngles(origin, target);
}
void AimAtHitbox(CachedEntity *ent, int hitbox, CUserCmd *cmd)