Merge pull request #31 from TotallyNotElite/master

Changed things tm
This commit is contained in:
LightCat 2018-07-21 17:06:34 +02:00 committed by GitHub
commit 7c3d065846
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5 changed files with 38 additions and 72 deletions

View File

@ -82,7 +82,6 @@ Vector VischeckWall(CachedEntity *player, CachedEntity *target, float maxdist,
float vectorMax(Vector i);
Vector vectorAbs(Vector i);
bool canReachVector(Vector loc, Vector dest = { 0, 0, 0 });
bool isJumping(Vector vec);
bool LineIntersectsBox(Vector &bmin, Vector &bmax, Vector &lmin, Vector &lmax);

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@ -173,6 +173,8 @@ float cur_proj_grav{ 0.0f };
// If slow aimbot allows autoshoot
bool slow_can_shoot = false;
bool projectileAimbotRequired;
// Keep track of our zoom time
Timer zoomTime{};
// This array will store calculated projectile/hitscan predictions
// for current frame, to avoid performing them again
@ -253,13 +255,9 @@ void CreateMove()
// Auto-Unzoom
if (auto_unzoom)
{
if (g_pLocalPlayer->holding_sniper_rifle)
if (g_pLocalPlayer->holding_sniper_rifle && g_pLocalPlayer->bZoomed && zoomTime.check(3000))
{
if (g_pLocalPlayer->bZoomed)
{
if (g_GlobalVars->curtime - g_pLocalPlayer->flZoomBegin > 5.0f)
g_pUserCmd->buttons |= IN_ATTACK2;
}
}
}
// We do this as we need to pass whether the aimkey allows aiming to both
@ -277,6 +275,7 @@ void CreateMove()
{
if (g_pLocalPlayer->holding_sniper_rifle)
{
zoomTime.update();
if (not g_pLocalPlayer->bZoomed)
{
g_pUserCmd->buttons |= IN_ATTACK2;

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@ -9,10 +9,6 @@
#include "hacks/Backtrack.hpp"
#include <boost/circular_buffer.hpp>
#include <glez/draw.hpp>
bool IsMelee()
{
return GetWeaponMode() == weapon_melee;
}
namespace hacks::shared::backtrack
{
CatVar enable(CV_SWITCH, "backtrack", "0", "Enable backtrack",
@ -108,6 +104,7 @@ void Run()
float bestFov = 99999;
BestTick = 0;
iBestTarget = -1;
bool IsMelee = GetWeaponMode() == weapon_melee;
float prev_distance = 9999;

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@ -64,9 +64,10 @@ static const int crumb_limit = 64; // limit
// Followed entity, externed for highlight color
int follow_target = 0;
bool inited;
static bool inited;
Timer lastTaunt{}; // time since taunt was last executed, used to avoid kicks
Timer lastJump{};
std::array<Timer, 32> afkTicks; // for how many ms the player hasn't been moving
void checkAFK()
@ -76,7 +77,7 @@ void checkAFK()
auto entity = ENTITY(i);
if (CE_BAD(entity))
continue;
if (!CE_VECTOR(entity, netvar.vVelocity).IsZero(5.0f))
if (!CE_VECTOR(entity, netvar.vVelocity).IsZero(60.0f))
{
afkTicks[i].update();
}
@ -321,12 +322,6 @@ void WorldTick()
}
}
// if(!checkPath()) //wip do not merge if you see this
// {
// follow_target = 0;
// return;
// }
// Update timer on new target
static Timer idle_time{};
if (breadcrumbs.empty())
@ -346,7 +341,7 @@ void WorldTick()
// New crumbs, we add one if its empty so we have something to follow
if ((breadcrumbs.empty() ||
tar_orig.DistTo(breadcrumbs.at(breadcrumbs.size() - 1)) > 40.0F) &&
DistanceToGround(ENTITY(follow_target)) < 30)
DistanceToGround(ENTITY(follow_target)) < 45)
breadcrumbs.push_back(tar_orig);
// Prune old and close crumbs that we wont need anymore, update idle timer
@ -372,14 +367,24 @@ void WorldTick()
if (dist_to_target > (float) follow_distance)
{
// Check for jump
if (autojump && (idle_time.check(2000) || isJumping(breadcrumbs[0])))
if (autojump && lastJump.check(1000) && (idle_time.check(2000) || DistanceToGround({breadcrumbs[0].x,breadcrumbs[0].y,breadcrumbs[0].z + 5}) > 47))
{
g_pUserCmd->buttons |= IN_JUMP;
// Check for idle
lastJump.update();
}
// Check if still moving. 70 HU = Sniper Zoomed Speed
if (idle_time.check(3000) && CE_VECTOR(g_pLocalPlayer->entity, netvar.vVelocity).IsZero(60.0f))
{
follow_target = 0;
return;
}
// Basic idle check
if (idle_time.test_and_set(5000))
{
follow_target = 0;
return;
}
static float last_slot_check = 0.0f;
if (g_GlobalVars->curtime < last_slot_check)
last_slot_check = 0.0f;

View File

@ -192,17 +192,11 @@ bool canReachVector(Vector loc, Vector dest)
int maxiterations = floor(dest.DistTo(loc)) / 40;
for (int i = 0; i < maxiterations; i++)
{
// math to get the next vector 40.0f in the direction of dest
Vector vec =
loc + dist / vectorMax(vectorAbs(dist)) * 40.0f * (i + 1);
trace_t trace;
Ray_t ray;
Vector down = vec;
down.z = down.z - 50;
ray.Init(vec, down);
g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player,
&trace);
if (!(trace.startpos.DistTo(trace.endpos) <= 45))
if (DistanceToGround({vec.x,vec.y,vec.z + 5}) >= 40)
return false;
for (int j = 0; j < 4; j++)
@ -224,13 +218,13 @@ bool canReachVector(Vector loc, Vector dest)
directionalLoc.y = directionalLoc.y - 40;
break;
}
trace_t trace2;
Ray_t ray2;
ray2.Init(vec, directionalLoc);
g_ITrace->TraceRay(ray2, 0x4200400B, &trace::filter_no_player,
&trace2);
trace_t trace;
Ray_t ray;
ray.Init(vec, directionalLoc);
g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player,
&trace);
// distance of trace < than 26
if (trace2.startpos.DistTo(trace2.endpos) < 26.0f)
if (trace.startpos.DistTo(trace.endpos) < 26.0f)
return false;
}
}
@ -238,17 +232,11 @@ bool canReachVector(Vector loc, Vector dest)
else
{
// check if the vector is too high above ground
trace_t trace;
Ray_t ray;
Vector down = loc;
down.z = down.z - 50;
ray.Init(loc, down);
g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace);
// higher to avoid small false positives, player can jump 42 hu
// according to
// higher to avoid small false positives, player can jump 42 hu according to
// the tf2 wiki
if (!(trace.startpos.DistTo(trace.endpos) <= 45))
if (DistanceToGround({loc.x,loc.y,loc.z + 5}) >= 40)
return false;
// check if there is enough space arround the vector for a player to fit
// for loop for all 4 directions
for (int i = 0; i < 4; i++)
@ -270,39 +258,18 @@ bool canReachVector(Vector loc, Vector dest)
directionalLoc.y = directionalLoc.y - 40;
break;
}
trace_t trace2;
Ray_t ray2;
ray2.Init(loc, directionalLoc);
g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player,
&trace2);
trace_t trace;
Ray_t ray;
ray.Init(loc, directionalLoc);
g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace);
// distance of trace < than 26
if (trace2.startpos.DistTo(trace2.endpos) < 26.0f)
if (trace.startpos.DistTo(trace.endpos) < 26.0f)
return false;
}
}
return true;
}
// returns if the player is currently jumping/falling.
bool isJumping(Vector vec)
{
// check if the vector is too high above ground
trace_t trace;
Ray_t ray;
Vector down = vec;
Vector loc = vec;
down.z = down.z - 50;
loc.z = loc.z + 5;
ray.Init(vec, down);
// trace::filter_no_player.SetSelf(RAW_ENT(g_pLocalPlayer->entity));
g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace);
// lower to avoid small false negatives, player can jump 42 hu according to
// the tf2 wiki, higher because loc.z = loc.z + 5;
if (trace.startpos.DistTo(trace.endpos) > 45)
return true;
return false;
}
std::string GetLevelName()
{
@ -1245,8 +1212,7 @@ void PrintChat(const char *fmt, ...)
va_end(list);
std::unique_ptr<char> str(strfmt("\x07%06X[\x07%06XCAT\x07%06X]\x01 %s",
0x5e3252, 0xba3d9a, 0x5e3252,
buf.get())
.get());
buf.get()).release());
// FIXME DEBUG LOG
logging::Info("%s", str.get());
chat->Printf(str.get());