more stuff
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@ -110,8 +110,8 @@ bool BacktrackAimbot()
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int iBestTarget = hacks::shared::backtrack::iBestTarget;
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if (iBestTarget == -1)
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return true;
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int iBestTick = hacks::shared::backtrack::BestTick;
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int tickcnt = 0;
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int iBestTick = hacks::shared::backtrack::BestTick;
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int tickcnt = 0;
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CachedEntity *tar = ENTITY(iBestTarget);
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if (CE_BAD(tar))
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return true;
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@ -123,9 +123,7 @@ bool BacktrackAimbot()
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if (!IsVectorVisible(g_pLocalPlayer->v_Eye, i.hitboxes.at(head).center,
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true))
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return true;
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Vector &angles = NET_VECTOR(RAW_ENT(tar), netvar.m_angEyeAngles);
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float &simtime = NET_FLOAT(RAW_ENT(tar), netvar.m_flSimulationTime);
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angles.y = i.viewangles;
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simtime = i.simtime;
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current_user_cmd->tick_count = i.tickcount;
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Vector tr = (i.hitboxes.at(head).center - g_pLocalPlayer->v_Eye);
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@ -134,13 +132,13 @@ bool BacktrackAimbot()
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// Clamping is important
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fClampAngle(angles2);
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// Slow aim
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if (slow_aim)
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if (*slow_aim)
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DoSlowAim(angles2);
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else if (silent)
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g_pLocalPlayer->bUseSilentAngles = true;
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// Set angles
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current_user_cmd->viewangles = angles2;
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if (autoshoot && !slow_aim)
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if (autoshoot && !*slow_aim)
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current_user_cmd->buttons |= IN_ATTACK;
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return true;
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}
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@ -13,7 +13,9 @@
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#include "common.hpp"
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static settings::Bool enable{ "antiaim.enable", "0" };
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static settings::Bool crouch{ "antiaim.crouch", "0" };
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static settings::Int dur{ "antiaim.crouch.dur", "15" };
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static settings::Int dursneak{ "antiaim.crouch.dursneak", "15" };
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static settings::Float yaw{ "antiaim.yaw.static", "0" };
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static settings::Int yaw_mode{ "antiaim.yaw.mode", "0" };
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@ -369,38 +371,37 @@ float useEdge(float edgeViewAngle)
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Timer delay{};
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int val = 0;
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int value[32] = { 0 };
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/*void FakeCrouch(CUserCmd *cmd)
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void FakeCrouch(CUserCmd *cmd)
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{
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if (!crouch)
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if (!crouch || !(cmd->buttons & IN_DUCK))
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return;
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if (cmd->buttons & IN_ATTACK)
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{
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*bSendPackets = true;
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return;
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}
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static bool bDuck = false;
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static bool bDoCrouch = false;
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static int iCrouchCount = 0;
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static int waittime = 0;
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if (waittime)
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if (iCrouchCount == *dur)
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{
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waittime--;
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return;
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}
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bDuck = !bDuck;
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if (bDuck)
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{
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cmd->buttons |= IN_DUCK;
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*bSendPackets = false;
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waittime = 15;
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iCrouchCount = 0;
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bDoCrouch = !bDoCrouch;
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}
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else
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{
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cmd->buttons &= ~IN_DUCK;
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iCrouchCount++;
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}
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if (bDoCrouch)
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{
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cmd->buttons |= IN_DUCK;
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*bSendPackets = true;
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}
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}*/
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else
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{
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if (iCrouchCount + *dursneak < *dur)
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cmd->buttons &= ~IN_DUCK;
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*bSendPackets = false;
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}
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if ((cmd->buttons & IN_ATTACK))
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*bSendPackets = true;
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}
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void ProcessUserCmd(CUserCmd *cmd)
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{
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if (!enable)
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@ -605,7 +606,7 @@ void ProcessUserCmd(CUserCmd *cmd)
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p = GetAAAAPitch();
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}
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g_pLocalPlayer->bUseSilentAngles = true;
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// FakeCrouch(cmd);
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FakeCrouch(cmd);
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}
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bool isEnabled()
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@ -293,7 +293,7 @@ std::pair<int, int> getBestEntBestTick()
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}
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else
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{
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float bestFov = 100.0f;
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float bestFov = 180.0f;
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for (int i = 0; i < g_IEngine->GetMaxClients(); i++)
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{
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CachedEntity *tar = ENTITY(i);
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@ -169,7 +169,7 @@ Vector EnginePrediction(CachedEntity *entity, float time)
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NET_VECTOR(ent, 0x354) = entity->m_vecOrigin();
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//*g_PredictionRandomSeed =
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//MD5_PseudoRandom(current_user_cmd->command_number) &
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// MD5_PseudoRandom(current_user_cmd->command_number) &
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// 0x7FFFFFFF;
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g_IGameMovement->StartTrackPredictionErrors(
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reinterpret_cast<CBasePlayer *>(ent));
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@ -374,7 +374,7 @@ int CUtlString::Format(const char *pFormat, ...)
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int CUtlString::FormatV(const char *pFormat, va_list marker)
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{
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char tmpBuf[4096]; //< Nice big 4k buffer, as much memory as my first
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//computer had, a Radio Shack Color Computer
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// computer had, a Radio Shack Color Computer
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// va_start( marker, pFormat );
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int len = V_vsprintf_safe(tmpBuf, pFormat, marker);
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@ -69,7 +69,7 @@ static inline int TIXML_VSNPRINTF(char *buffer, size_t size, const char *format,
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// Microsoft Visual Studio 2003 and not WinCE.
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#define TIXML_VSCPRINTF \
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_vscprintf // VS2003's C runtime has this, but VC6 C runtime or WinCE SDK
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// doesn't have.
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// doesn't have.
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#else
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// Microsoft Visual Studio 2003 and earlier or WinCE.
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static inline int TIXML_VSCPRINTF(const char *format, va_list va)
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