Start Converting CreateMove's
This commit is contained in:
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d4bc116a57
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@ -9,7 +9,6 @@
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#include "common.hpp"
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namespace hacks::shared::autojoin
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{
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void update();
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void updateSearch();
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void onShutdown();
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} // namespace hacks::shared::autojoin
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@ -38,7 +38,6 @@ public:
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void Init();
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extern std::array<ESPData, 2048> data;
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void CreateMove();
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void Draw();
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// Entity Processing
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@ -11,7 +11,6 @@ namespace hacks::shared::followbot
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{
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void DrawTick();
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void WorldTick();
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int ClassPriority(CachedEntity *ent);
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bool isEnabled();
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@ -9,5 +9,4 @@ namespace hacks::tf2::NavBot
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{
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void Init();
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void initonce();
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void CreateMove();
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} // namespace hacks::tf2::NavBot
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@ -16,6 +16,5 @@ void Initialize();
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#if ENABLE_VISUALS
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void Draw();
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#endif
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void Move();
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void OnLevelInit();
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} // namespace hacks::shared::walkbot
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@ -9,5 +9,4 @@
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class CachedEntity;
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void UpdateHoovyList();
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bool IsHoovy(CachedEntity *entity);
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@ -22,7 +22,6 @@ bool NavTo(Vector dest, bool navToLocalCenter = true, bool persistent = true,
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void clearInstructions();
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int findClosestNavSquare(Vector vec);
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bool Prepare();
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void CreateMove();
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void Draw();
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int FindInVector(size_t id);
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@ -6,6 +6,7 @@
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*/
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#include <settings/Int.hpp>
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#include "HookTools.hpp"
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#include <hacks/AutoJoin.hpp>
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#include "common.hpp"
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@ -157,26 +158,26 @@ void updateSearch()
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}
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#endif
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}
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void update()
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{
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static HookedFunction
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update(HookedFunctions_types::HF_CreateMove, "Autojoin", 1, []() {
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#if !LAGBOT_MODE
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if (autoteam_timer.test_and_set(500))
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{
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if (autojoin_team and UnassignedTeam())
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if (autoteam_timer.test_and_set(500))
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{
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hack::ExecuteCommand("autoteam");
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if (autojoin_team and UnassignedTeam())
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{
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hack::ExecuteCommand("autoteam");
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}
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else if (autojoin_class and UnassignedClass())
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{
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if (int(autojoin_class) < 10)
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g_IEngine->ExecuteClientCmd(
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format("join_class ",
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classnames[int(autojoin_class) - 1])
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.c_str());
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}
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}
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else if (autojoin_class and UnassignedClass())
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{
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if (int(autojoin_class) < 10)
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g_IEngine->ExecuteClientCmd(
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format("join_class ", classnames[int(autojoin_class) - 1])
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.c_str());
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}
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}
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#endif
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}
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});
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void onShutdown()
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{
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@ -247,64 +247,66 @@ void Draw()
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}
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// Function called on create move
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void CreateMove()
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{
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static HookedFunction
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CreateMove(HookedFunctions_types::HF_CreateMove, "ESP", 18, []() {
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// Check usersettings if enabled
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if (!*enable)
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return;
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if (CE_BAD(LOCAL_E))
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return;
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// Something
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std::lock_guard<std::mutex> esp_lock(threadsafe_mutex);
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// Check usersettings if enabled
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if (!*enable)
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return;
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ResetEntityStrings(); // Clear any strings entities have
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entities_need_repaint
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.clear(); // Clear data on entities that need redraw
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int max_clients = g_IEngine->GetMaxClients();
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int limit = HIGHEST_ENTITY;
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// Something
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std::lock_guard<std::mutex> esp_lock(threadsafe_mutex);
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// If not using any other special esp, we lower the min to the max
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// clients
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if (!buildings && !proj_esp && !item_esp)
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limit = std::min(max_clients, HIGHEST_ENTITY);
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ResetEntityStrings(); // Clear any strings entities have
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entities_need_repaint.clear(); // Clear data on entities that need redraw
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int max_clients = g_IEngine->GetMaxClients();
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int limit = HIGHEST_ENTITY;
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// If not using any other special esp, we lower the min to the max clients
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if (!buildings && !proj_esp && !item_esp)
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limit = std::min(max_clients, HIGHEST_ENTITY);
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{ // Prof section ends when out of scope, these brackets here.
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PROF_SECTION(CM_ESP_EntityLoop);
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// Loop through entities
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for (int i = 0; i < limit; i++)
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{
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// Get an entity from the loop tick and process it
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CachedEntity *ent = ENTITY(i);
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if (CE_BAD(ent))
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continue;
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ProcessEntity(ent);
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// Update Bones
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if (i <= 32)
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ent->hitboxes.GetHitbox(0);
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// Dont know what this check is for
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if (data[i].string_count)
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{ // Prof section ends when out of scope, these brackets here.
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PROF_SECTION(CM_ESP_EntityLoop);
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// Loop through entities
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for (int i = 0; i < limit; i++)
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{
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// Set entity color
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SetEntityColor(ent, colors::EntityF(ent));
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// If snow distance, add string here
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if (show_distance)
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// Get an entity from the loop tick and process it
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CachedEntity *ent = ENTITY(i);
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if (CE_BAD(ent))
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continue;
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ProcessEntity(ent);
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// Update Bones
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if (i <= 32)
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ent->hitboxes.GetHitbox(0);
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// Dont know what this check is for
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if (data[i].string_count)
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{
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AddEntityString(
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ent,
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format((int) (ENTITY(i)->m_flDistance() / 64 * 1.22f),
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'm'));
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// Set entity color
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SetEntityColor(ent, colors::EntityF(ent));
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// If snow distance, add string here
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if (show_distance)
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{
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AddEntityString(
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ent, format((int) (ENTITY(i)->m_flDistance() / 64 *
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1.22f),
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'm'));
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}
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}
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// No idea, this is confusing
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if (data[ent->m_IDX].needs_paint)
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{
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if (vischeck)
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data[ent->m_IDX].transparent = !ent->IsVisible();
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entities_need_repaint.push_back(ent->m_IDX);
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}
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}
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// No idea, this is confusing
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if (data[ent->m_IDX].needs_paint)
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{
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if (vischeck)
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data[ent->m_IDX].transparent = !ent->IsVisible();
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entities_need_repaint.push_back(ent->m_IDX);
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}
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}
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}
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}
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});
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static glez::texture atlas{ DATA_PATH "/textures/atlas.png" };
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static glez::texture idspec{ DATA_PATH "/textures/idspec.png" };
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@ -168,347 +168,350 @@ int ClassPriority(CachedEntity *ent)
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}
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Timer waittime{};
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int lastent = 0;
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void WorldTick()
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{
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if (!enable)
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{
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follow_target = 0;
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return;
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}
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if (!inited)
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init();
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// We need a local player to control
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if (CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer())
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{
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follow_target = 0;
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return;
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}
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if (afk)
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checkAFK();
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// Still good check
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if (follow_target)
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{
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// Overflow protection
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if (breadcrumbs.size() > crumb_limit)
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follow_target = 0;
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// Still good check
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else if (CE_BAD(ENTITY(follow_target)))
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follow_target = 0;
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}
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if (!follow_target)
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breadcrumbs.clear(); // no target == no path
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// Target Selection
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if (steamid)
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{
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// Find a target with the steam id, as it is prioritized
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auto ent_count = HIGHEST_ENTITY;
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for (int i = 0; i < ent_count; i++)
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#if ENABLE_IPC
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static HookedFunction
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WorldTick(HookedFunctions_types::HF_CreateMove, "followbot", 20, []() {
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if (!enable)
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{
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auto entity = ENTITY(i);
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if (CE_BAD(entity)) // Exist + dormant
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continue;
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if (i == follow_target)
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break;
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if (entity->m_Type() != ENTITY_PLAYER)
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continue;
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if (steamid != entity->player_info.friendsID) // steamid check
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continue;
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if (!entity->m_bAlivePlayer()) // Dont follow dead players
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continue;
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if (corneractivate)
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{
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Vector indirectOrigin =
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VischeckCorner(LOCAL_E, entity, *follow_activation / 2,
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true); // get the corner location that the
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// future target is visible from
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std::pair<Vector, Vector> corners;
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if (!indirectOrigin.z &&
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entity->m_IDX == lastent) // if we couldn't find it, run
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// wallcheck instead
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{
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corners = VischeckWall(LOCAL_E, entity,
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float(follow_activation) / 2, true);
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if (!corners.first.z || !corners.second.z)
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continue;
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// addCrumbs(LOCAL_E, corners.first);
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// addCrumbs(entity, corners.second);
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addCrumbPair(LOCAL_E, entity, corners);
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}
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if (indirectOrigin.z)
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addCrumbs(entity, indirectOrigin);
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else if (!indirectOrigin.z && !corners.first.z)
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continue;
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}
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else
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{
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if (!VisCheckEntFromEnt(LOCAL_E, entity))
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continue;
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}
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follow_target = entity->m_IDX;
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break;
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follow_target = 0;
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return;
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}
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}
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// If we dont have a follow target from that, we look again for someone
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// else who is suitable
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if ((!follow_target || change ||
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(ClassPriority(ENTITY(follow_target)) < 6 &&
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ENTITY(follow_target)->player_info.friendsID != steamid)) &&
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roambot)
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{
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// Try to get a new target
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auto ent_count =
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followcart ? HIGHEST_ENTITY : g_IEngine->GetMaxClients();
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for (int i = 0; i < ent_count; i++)
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if (!inited)
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init();
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// We need a local player to control
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if (CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer())
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{
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auto entity = ENTITY(i);
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if (CE_BAD(entity)) // Exist + dormant
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continue;
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if (!followcart)
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follow_target = 0;
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return;
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}
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if (afk)
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checkAFK();
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// Still good check
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if (follow_target)
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{
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// Overflow protection
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if (breadcrumbs.size() > crumb_limit)
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follow_target = 0;
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// Still good check
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else if (CE_BAD(ENTITY(follow_target)))
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follow_target = 0;
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}
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if (!follow_target)
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breadcrumbs.clear(); // no target == no path
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// Target Selection
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if (steamid)
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{
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// Find a target with the steam id, as it is prioritized
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auto ent_count = HIGHEST_ENTITY;
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for (int i = 0; i < ent_count; i++)
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{
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auto entity = ENTITY(i);
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if (CE_BAD(entity)) // Exist + dormant
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continue;
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if (i == follow_target)
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break;
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if (entity->m_Type() != ENTITY_PLAYER)
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continue;
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if (entity == LOCAL_E) // Follow self lol
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continue;
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if (entity->m_bEnemy())
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continue;
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if (afk &&
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afkTicks[i].check(int(
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afktime))) // don't follow target that was determined afk
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continue;
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if (IsPlayerDisguised(entity) || IsPlayerInvisible(entity))
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continue;
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if (!entity->m_bAlivePlayer()) // Dont follow dead players
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continue;
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if (follow_activation &&
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entity->m_flDistance() > (float) follow_activation)
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continue;
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const model_t *model =
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ENTITY(follow_target)->InternalEntity()->GetModel();
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// FIXME follow cart/point
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/*if (followcart && model &&
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(lagexploit::pointarr[0] || lagexploit::pointarr[1] ||
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lagexploit::pointarr[2] || lagexploit::pointarr[3] ||
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lagexploit::pointarr[4]) &&
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(model == lagexploit::pointarr[0] ||
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model == lagexploit::pointarr[1] ||
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model == lagexploit::pointarr[2] ||
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model == lagexploit::pointarr[3] ||
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model == lagexploit::pointarr[4]))
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follow_target = entity->m_IDX;*/
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if (entity->m_Type() != ENTITY_PLAYER)
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continue;
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// favor closer entitys
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if (follow_target &&
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ENTITY(follow_target)->m_flDistance() <
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entity->m_flDistance()) // favor closer entitys
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continue;
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// check if new target has a higher priority than current target
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if (ClassPriority(ENTITY(follow_target)) >=
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ClassPriority(ENTITY(i)))
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continue;
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if (steamid != entity->player_info.friendsID) // steamid check
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continue;
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if (corneractivate)
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{
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Vector indirectOrigin =
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VischeckCorner(LOCAL_E, entity, 250,
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true); // get the corner location that the
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// future target is visible from
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std::pair<Vector, Vector> corners;
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corners.first.z = 0;
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corners.second.z = 0;
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if (!indirectOrigin.z &&
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entity->m_IDX == lastent) // if we couldn't find it, run
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// wallcheck instead
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if (!entity->m_bAlivePlayer()) // Dont follow dead players
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continue;
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if (corneractivate)
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{
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corners = VischeckWall(LOCAL_E, entity, 250, true);
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if (!corners.first.z || !corners.second.z)
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Vector indirectOrigin = VischeckCorner(
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LOCAL_E, entity, *follow_activation / 2,
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true); // get the corner location that the
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// future target is visible from
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std::pair<Vector, Vector> corners;
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if (!indirectOrigin.z &&
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entity->m_IDX == lastent) // if we couldn't find it, run
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// wallcheck instead
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{
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corners =
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VischeckWall(LOCAL_E, entity,
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float(follow_activation) / 2, true);
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if (!corners.first.z || !corners.second.z)
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continue;
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// addCrumbs(LOCAL_E, corners.first);
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// addCrumbs(entity, corners.second);
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addCrumbPair(LOCAL_E, entity, corners);
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}
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if (indirectOrigin.z)
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addCrumbs(entity, indirectOrigin);
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else if (!indirectOrigin.z && !corners.first.z)
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continue;
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addCrumbPair(LOCAL_E, entity, corners);
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}
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if (indirectOrigin.z)
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addCrumbs(entity, indirectOrigin);
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else if (!indirectOrigin.z && !corners.first.z)
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continue;
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else
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{
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if (!VisCheckEntFromEnt(LOCAL_E, entity))
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continue;
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}
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follow_target = entity->m_IDX;
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break;
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}
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else
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{
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if (!VisCheckEntFromEnt(LOCAL_E, entity))
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continue;
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}
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// ooooo, a target
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follow_target = i;
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afkTicks[i].update(); // set afk time to 0
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}
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}
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lastent++;
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if (lastent > g_IEngine->GetMaxClients())
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lastent = 0;
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// last check for entity before we continue
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if (!follow_target)
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return;
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// If we dont have a follow target from that, we look again for someone
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// else who is suitable
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if ((!follow_target || change ||
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(ClassPriority(ENTITY(follow_target)) < 6 &&
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ENTITY(follow_target)->player_info.friendsID != steamid)) &&
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roambot)
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{
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// Try to get a new target
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auto ent_count =
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followcart ? HIGHEST_ENTITY : g_IEngine->GetMaxClients();
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for (int i = 0; i < ent_count; i++)
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{
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auto entity = ENTITY(i);
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if (CE_BAD(entity)) // Exist + dormant
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continue;
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if (!followcart)
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if (entity->m_Type() != ENTITY_PLAYER)
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continue;
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if (entity == LOCAL_E) // Follow self lol
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continue;
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if (entity->m_bEnemy())
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continue;
|
||||
if (afk &&
|
||||
afkTicks[i].check(int(afktime))) // don't follow target that
|
||||
// was determined afk
|
||||
continue;
|
||||
if (IsPlayerDisguised(entity) || IsPlayerInvisible(entity))
|
||||
continue;
|
||||
if (!entity->m_bAlivePlayer()) // Dont follow dead players
|
||||
continue;
|
||||
if (follow_activation &&
|
||||
entity->m_flDistance() > (float) follow_activation)
|
||||
continue;
|
||||
const model_t *model =
|
||||
ENTITY(follow_target)->InternalEntity()->GetModel();
|
||||
// FIXME follow cart/point
|
||||
/*if (followcart && model &&
|
||||
(lagexploit::pointarr[0] || lagexploit::pointarr[1] ||
|
||||
lagexploit::pointarr[2] || lagexploit::pointarr[3] ||
|
||||
lagexploit::pointarr[4]) &&
|
||||
(model == lagexploit::pointarr[0] ||
|
||||
model == lagexploit::pointarr[1] ||
|
||||
model == lagexploit::pointarr[2] ||
|
||||
model == lagexploit::pointarr[3] ||
|
||||
model == lagexploit::pointarr[4]))
|
||||
follow_target = entity->m_IDX;*/
|
||||
if (entity->m_Type() != ENTITY_PLAYER)
|
||||
continue;
|
||||
// favor closer entitys
|
||||
if (follow_target &&
|
||||
ENTITY(follow_target)->m_flDistance() <
|
||||
entity->m_flDistance()) // favor closer entitys
|
||||
continue;
|
||||
// check if new target has a higher priority than current target
|
||||
if (ClassPriority(ENTITY(follow_target)) >=
|
||||
ClassPriority(ENTITY(i)))
|
||||
continue;
|
||||
|
||||
CachedEntity *followtar = ENTITY(follow_target);
|
||||
// wtf is this needed
|
||||
if (CE_BAD(followtar) || !followtar->m_bAlivePlayer())
|
||||
{
|
||||
follow_target = 0;
|
||||
return;
|
||||
}
|
||||
// Check if we are following a disguised/spy
|
||||
if (IsPlayerDisguised(followtar) || IsPlayerInvisible(followtar))
|
||||
{
|
||||
follow_target = 0;
|
||||
return;
|
||||
}
|
||||
// check if target is afk
|
||||
if (afk)
|
||||
{
|
||||
if (afkTicks[follow_target].check(int(afktime)))
|
||||
if (corneractivate)
|
||||
{
|
||||
Vector indirectOrigin = VischeckCorner(
|
||||
LOCAL_E, entity, 250,
|
||||
true); // get the corner location that the
|
||||
// future target is visible from
|
||||
std::pair<Vector, Vector> corners;
|
||||
corners.first.z = 0;
|
||||
corners.second.z = 0;
|
||||
if (!indirectOrigin.z &&
|
||||
entity->m_IDX == lastent) // if we couldn't find it, run
|
||||
// wallcheck instead
|
||||
{
|
||||
corners = VischeckWall(LOCAL_E, entity, 250, true);
|
||||
if (!corners.first.z || !corners.second.z)
|
||||
continue;
|
||||
addCrumbPair(LOCAL_E, entity, corners);
|
||||
}
|
||||
if (indirectOrigin.z)
|
||||
addCrumbs(entity, indirectOrigin);
|
||||
else if (!indirectOrigin.z && !corners.first.z)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!VisCheckEntFromEnt(LOCAL_E, entity))
|
||||
continue;
|
||||
}
|
||||
|
||||
// ooooo, a target
|
||||
follow_target = i;
|
||||
afkTicks[i].update(); // set afk time to 0
|
||||
}
|
||||
}
|
||||
lastent++;
|
||||
if (lastent > g_IEngine->GetMaxClients())
|
||||
lastent = 0;
|
||||
// last check for entity before we continue
|
||||
if (!follow_target)
|
||||
return;
|
||||
|
||||
CachedEntity *followtar = ENTITY(follow_target);
|
||||
// wtf is this needed
|
||||
if (CE_BAD(followtar) || !followtar->m_bAlivePlayer())
|
||||
{
|
||||
follow_target = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Check if we are following a disguised/spy
|
||||
if (IsPlayerDisguised(followtar) || IsPlayerInvisible(followtar))
|
||||
{
|
||||
follow_target = 0;
|
||||
return;
|
||||
}
|
||||
// check if target is afk
|
||||
if (afk)
|
||||
{
|
||||
if (afkTicks[follow_target].check(int(afktime)))
|
||||
{
|
||||
follow_target = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Update timer on new target
|
||||
static Timer idle_time{};
|
||||
if (breadcrumbs.empty())
|
||||
idle_time.update();
|
||||
// Update timer on new target
|
||||
static Timer idle_time{};
|
||||
if (breadcrumbs.empty())
|
||||
idle_time.update();
|
||||
|
||||
// If the player is close enough, we dont need to follow the path
|
||||
auto tar_orig = followtar->m_vecOrigin();
|
||||
auto loc_orig = LOCAL_E->m_vecOrigin();
|
||||
auto dist_to_target = loc_orig.DistTo(tar_orig);
|
||||
// If the player is close enough, we dont need to follow the path
|
||||
auto tar_orig = followtar->m_vecOrigin();
|
||||
auto loc_orig = LOCAL_E->m_vecOrigin();
|
||||
auto dist_to_target = loc_orig.DistTo(tar_orig);
|
||||
|
||||
if ((dist_to_target < (float) follow_distance) &&
|
||||
VisCheckEntFromEnt(LOCAL_E, followtar))
|
||||
{
|
||||
idle_time.update();
|
||||
}
|
||||
|
||||
// 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)) < 45)
|
||||
breadcrumbs.push_back(tar_orig);
|
||||
|
||||
// Prune old and close crumbs that we wont need anymore, update idle timer
|
||||
// too
|
||||
for (int i = 0; i < breadcrumbs.size(); i++)
|
||||
{
|
||||
if (loc_orig.DistTo(breadcrumbs.at(i)) < 60.f)
|
||||
if ((dist_to_target < (float) follow_distance) &&
|
||||
VisCheckEntFromEnt(LOCAL_E, followtar))
|
||||
{
|
||||
idle_time.update();
|
||||
for (int j = 0; j <= i; j++)
|
||||
breadcrumbs.erase(breadcrumbs.begin());
|
||||
}
|
||||
}
|
||||
|
||||
// Tauntsync
|
||||
if (sync_taunt && HasCondition<TFCond_Taunting>(followtar) &&
|
||||
lastTaunt.test_and_set(1000))
|
||||
{
|
||||
g_IEngine->ClientCmd("taunt");
|
||||
}
|
||||
|
||||
// Follow the crumbs when too far away, or just starting to follow
|
||||
if (dist_to_target > (float) follow_distance)
|
||||
{
|
||||
// Check for jump
|
||||
if (autojump && lastJump.check(1000) &&
|
||||
(idle_time.check(2000) ||
|
||||
DistanceToGround({ breadcrumbs[0].x, breadcrumbs[0].y,
|
||||
breadcrumbs[0].z + 5 }) > 47))
|
||||
{
|
||||
current_user_cmd->buttons |= IN_JUMP;
|
||||
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;
|
||||
if (follow_target && (always_medigun || mimic_slot) &&
|
||||
(g_GlobalVars->curtime - last_slot_check > 1.0f) &&
|
||||
!g_pLocalPlayer->life_state &&
|
||||
!CE_BYTE(ENTITY(follow_target), netvar.iLifeState))
|
||||
// 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)) < 45)
|
||||
breadcrumbs.push_back(tar_orig);
|
||||
|
||||
// Prune old and close crumbs that we wont need anymore, update idle
|
||||
// timer too
|
||||
for (int i = 0; i < breadcrumbs.size(); i++)
|
||||
{
|
||||
if (loc_orig.DistTo(breadcrumbs.at(i)) < 60.f)
|
||||
{
|
||||
idle_time.update();
|
||||
for (int j = 0; j <= i; j++)
|
||||
breadcrumbs.erase(breadcrumbs.begin());
|
||||
}
|
||||
}
|
||||
|
||||
// We are checking our slot so reset the timer
|
||||
last_slot_check = g_GlobalVars->curtime;
|
||||
// Tauntsync
|
||||
if (sync_taunt && HasCondition<TFCond_Taunting>(followtar) &&
|
||||
lastTaunt.test_and_set(1000))
|
||||
{
|
||||
g_IEngine->ClientCmd("taunt");
|
||||
}
|
||||
|
||||
// Get the follow targets active weapon
|
||||
int owner_weapon_eid =
|
||||
(CE_INT(ENTITY(follow_target), netvar.hActiveWeapon) & 0xFFF);
|
||||
IClientEntity *owner_weapon =
|
||||
g_IEntityList->GetClientEntity(owner_weapon_eid);
|
||||
// Follow the crumbs when too far away, or just starting to follow
|
||||
if (dist_to_target > (float) follow_distance)
|
||||
{
|
||||
// Check for jump
|
||||
if (autojump && lastJump.check(1000) &&
|
||||
(idle_time.check(2000) ||
|
||||
DistanceToGround({ breadcrumbs[0].x, breadcrumbs[0].y,
|
||||
breadcrumbs[0].z + 5 }) > 47))
|
||||
{
|
||||
current_user_cmd->buttons |= IN_JUMP;
|
||||
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;
|
||||
}
|
||||
|
||||
// If both the follow targets and the local players weapons arnt
|
||||
// null or
|
||||
// dormant
|
||||
if (owner_weapon && CE_GOOD(g_pLocalPlayer->weapon()))
|
||||
static float last_slot_check = 0.0f;
|
||||
if (g_GlobalVars->curtime < last_slot_check)
|
||||
last_slot_check = 0.0f;
|
||||
if (follow_target && (always_medigun || mimic_slot) &&
|
||||
(g_GlobalVars->curtime - last_slot_check > 1.0f) &&
|
||||
!g_pLocalPlayer->life_state &&
|
||||
!CE_BYTE(ENTITY(follow_target), netvar.iLifeState))
|
||||
{
|
||||
|
||||
// IsBaseCombatWeapon()
|
||||
if (re::C_BaseCombatWeapon::IsBaseCombatWeapon(
|
||||
RAW_ENT(g_pLocalPlayer->weapon())) &&
|
||||
re::C_BaseCombatWeapon::IsBaseCombatWeapon(owner_weapon))
|
||||
// We are checking our slot so reset the timer
|
||||
last_slot_check = g_GlobalVars->curtime;
|
||||
|
||||
// Get the follow targets active weapon
|
||||
int owner_weapon_eid =
|
||||
(CE_INT(ENTITY(follow_target), netvar.hActiveWeapon) &
|
||||
0xFFF);
|
||||
IClientEntity *owner_weapon =
|
||||
g_IEntityList->GetClientEntity(owner_weapon_eid);
|
||||
|
||||
// If both the follow targets and the local players weapons arnt
|
||||
// null or
|
||||
// dormant
|
||||
if (owner_weapon && CE_GOOD(g_pLocalPlayer->weapon()))
|
||||
{
|
||||
|
||||
// Get the players slot numbers and store in some vars
|
||||
int my_slot = re::C_BaseCombatWeapon::GetSlot(
|
||||
RAW_ENT(g_pLocalPlayer->weapon()));
|
||||
int owner_slot =
|
||||
re::C_BaseCombatWeapon::GetSlot(owner_weapon);
|
||||
|
||||
// If the local player is a medic and user settings allow,
|
||||
// then
|
||||
// keep the medigun out
|
||||
if (g_pLocalPlayer->clazz == tf_medic && always_medigun)
|
||||
// IsBaseCombatWeapon()
|
||||
if (re::C_BaseCombatWeapon::IsBaseCombatWeapon(
|
||||
RAW_ENT(g_pLocalPlayer->weapon())) &&
|
||||
re::C_BaseCombatWeapon::IsBaseCombatWeapon(
|
||||
owner_weapon))
|
||||
{
|
||||
if (my_slot != 1)
|
||||
|
||||
// Get the players slot numbers and store in some vars
|
||||
int my_slot = re::C_BaseCombatWeapon::GetSlot(
|
||||
RAW_ENT(g_pLocalPlayer->weapon()));
|
||||
int owner_slot =
|
||||
re::C_BaseCombatWeapon::GetSlot(owner_weapon);
|
||||
|
||||
// If the local player is a medic and user settings
|
||||
// allow, then keep the medigun out
|
||||
if (g_pLocalPlayer->clazz == tf_medic && always_medigun)
|
||||
{
|
||||
g_IEngine->ExecuteClientCmd("slot2");
|
||||
if (my_slot != 1)
|
||||
{
|
||||
g_IEngine->ExecuteClientCmd("slot2");
|
||||
}
|
||||
|
||||
// Else we attemt to keep our weapon mimiced with
|
||||
// our follow target
|
||||
}
|
||||
|
||||
// Else we attemt to keep our weapon mimiced with our
|
||||
// follow
|
||||
// target
|
||||
}
|
||||
else
|
||||
{
|
||||
if (my_slot != owner_slot)
|
||||
else
|
||||
{
|
||||
g_IEngine->ExecuteClientCmd(
|
||||
format("slot", owner_slot + 1).c_str());
|
||||
if (my_slot != owner_slot)
|
||||
{
|
||||
g_IEngine->ExecuteClientCmd(
|
||||
format("slot", owner_slot + 1).c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
WalkTo(breadcrumbs[0]);
|
||||
}
|
||||
WalkTo(breadcrumbs[0]);
|
||||
}
|
||||
else
|
||||
idle_time.update();
|
||||
}
|
||||
|
||||
else
|
||||
idle_time.update();
|
||||
});
|
||||
#endif
|
||||
void DrawTick()
|
||||
{
|
||||
#if ENABLE_VISUALS
|
||||
|
@ -436,222 +436,155 @@ CatCommand debug_tele("navbot_debug", "debug", []() {
|
||||
CE_FLOAT(ent, netvar.m_flTeleYawToExit), g_GlobalVars->curtime,
|
||||
g_GlobalVars->curtime * g_GlobalVars->interval_per_tick);
|
||||
});
|
||||
|
||||
int follow_target = 0;
|
||||
void CreateMove()
|
||||
{
|
||||
if ((!enable && !enable_fb) || !nav::Prepare())
|
||||
return;
|
||||
if (CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer())
|
||||
return;
|
||||
if (primary_only && enable)
|
||||
UpdateSlot();
|
||||
if (*stay_near && nav_enemy_cd.test_and_set(1000) &&
|
||||
(!HasLowAmmo()) & (!HasLowHealth()))
|
||||
NavToEnemy();
|
||||
if (HasLowHealth() && cdr.test_and_set(5000))
|
||||
{
|
||||
CachedEntity *med = nearestHealth();
|
||||
if (CE_GOOD(med))
|
||||
{
|
||||
if (nav::priority == 1337)
|
||||
nav::clearInstructions();
|
||||
nav::NavTo(med->m_vecOrigin(), true, true, 7);
|
||||
}
|
||||
}
|
||||
if (HasLowAmmo() && cdr.test_and_set(5000))
|
||||
{
|
||||
CachedEntity *ammo = nearestAmmo();
|
||||
if (CE_GOOD(ammo))
|
||||
{
|
||||
if (nav::priority == 1337)
|
||||
nav::clearInstructions();
|
||||
nav::NavTo(ammo->m_vecOrigin(), true, true, 6);
|
||||
}
|
||||
}
|
||||
if ((!HasLowHealth() && nav::priority == 7) ||
|
||||
(!HasLowAmmo() && nav::priority == 6))
|
||||
nav::clearInstructions();
|
||||
static int waittime = (spy_mode || heavy_mode || engi_mode) ? 100 : 2000;
|
||||
if (*take_tele)
|
||||
{
|
||||
int idx = GetClosestTeleporter();
|
||||
if (idx != -1)
|
||||
{
|
||||
CachedEntity *ent = ENTITY(idx);
|
||||
if (CE_GOOD(ent) && ent->m_flDistance() < 300.0f)
|
||||
if (CE_FLOAT(ent, netvar.m_flTeleYawToExit) &&
|
||||
CE_FLOAT(ent, netvar.m_flTeleRechargeTime) <
|
||||
g_GlobalVars->curtime)
|
||||
{
|
||||
waittime = 1000;
|
||||
cd3.update();
|
||||
if (nav::priority == 1337)
|
||||
nav::clearInstructions();
|
||||
nav::NavTo(GetBuildingPosition(ent), false, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (enable)
|
||||
{
|
||||
if (!nav::ReadyForCommands && !spy_mode && !heavy_mode && !engi_mode)
|
||||
cd3.update();
|
||||
if (target_sentry && NavToSentry(3))
|
||||
static HookedFunction
|
||||
CreateMove(HookedFunctions_types::HF_CreateMove, "NavBot", 16, []() {
|
||||
if ((!enable && !enable_fb) || !nav::Prepare())
|
||||
return;
|
||||
bool isready = (spy_mode || heavy_mode || engi_mode)
|
||||
? true
|
||||
: nav::ReadyForCommands;
|
||||
if (isready && cd3.test_and_set(waittime))
|
||||
if (CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer())
|
||||
return;
|
||||
if (primary_only && enable)
|
||||
UpdateSlot();
|
||||
if (*stay_near && nav_enemy_cd.test_and_set(1000) &&
|
||||
(!HasLowAmmo()) & (!HasLowHealth()))
|
||||
NavToEnemy();
|
||||
if (HasLowHealth() && cdr.test_and_set(5000))
|
||||
{
|
||||
waittime = (spy_mode || heavy_mode || engi_mode) ? 100 : 2000;
|
||||
if (!spy_mode && !heavy_mode && !engi_mode)
|
||||
CachedEntity *med = nearestHealth();
|
||||
if (CE_GOOD(med))
|
||||
{
|
||||
cd3.update();
|
||||
if (cd2.test_and_set(5000))
|
||||
Init();
|
||||
if (!NavToSniperSpot(5))
|
||||
waittime = 1;
|
||||
if (nav::priority == 1337)
|
||||
nav::clearInstructions();
|
||||
nav::NavTo(med->m_vecOrigin(), true, true, 7);
|
||||
}
|
||||
else if (!engi_mode)
|
||||
}
|
||||
if (HasLowAmmo() && cdr.test_and_set(5000))
|
||||
{
|
||||
CachedEntity *ammo = nearestAmmo();
|
||||
if (CE_GOOD(ammo))
|
||||
{
|
||||
CachedEntity *tar = NearestEnemy();
|
||||
if (CE_BAD(tar) && last_tar == -1 && nav::ReadyForCommands)
|
||||
if (nav::priority == 1337)
|
||||
nav::clearInstructions();
|
||||
nav::NavTo(ammo->m_vecOrigin(), true, true, 6);
|
||||
}
|
||||
}
|
||||
if ((!HasLowHealth() && nav::priority == 7) ||
|
||||
(!HasLowAmmo() && nav::priority == 6))
|
||||
nav::clearInstructions();
|
||||
static int waittime =
|
||||
(spy_mode || heavy_mode || engi_mode) ? 100 : 2000;
|
||||
if (*take_tele)
|
||||
{
|
||||
int idx = GetClosestTeleporter();
|
||||
if (idx != -1)
|
||||
{
|
||||
CachedEntity *ent = ENTITY(idx);
|
||||
if (CE_GOOD(ent) && ent->m_flDistance() < 300.0f)
|
||||
if (CE_FLOAT(ent, netvar.m_flTeleYawToExit) &&
|
||||
CE_FLOAT(ent, netvar.m_flTeleRechargeTime) <
|
||||
g_GlobalVars->curtime)
|
||||
{
|
||||
waittime = 1000;
|
||||
cd3.update();
|
||||
if (nav::priority == 1337)
|
||||
nav::clearInstructions();
|
||||
nav::NavTo(GetBuildingPosition(ent), false, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (enable)
|
||||
{
|
||||
if (!nav::ReadyForCommands && !spy_mode && !heavy_mode &&
|
||||
!engi_mode)
|
||||
cd3.update();
|
||||
if (target_sentry && NavToSentry(3))
|
||||
return;
|
||||
bool isready = (spy_mode || heavy_mode || engi_mode)
|
||||
? true
|
||||
: nav::ReadyForCommands;
|
||||
if (isready && cd3.test_and_set(waittime))
|
||||
{
|
||||
waittime = (spy_mode || heavy_mode || engi_mode) ? 100 : 2000;
|
||||
if (!spy_mode && !heavy_mode && !engi_mode)
|
||||
{
|
||||
cd3.update();
|
||||
if (cd2.test_and_set(5000))
|
||||
Init();
|
||||
if (!NavToSniperSpot(4))
|
||||
if (!NavToSniperSpot(5))
|
||||
waittime = 1;
|
||||
}
|
||||
if (CE_GOOD(tar))
|
||||
else if (!engi_mode)
|
||||
{
|
||||
if (!spy_mode ||
|
||||
!hacks::shared::backtrack::isBacktrackEnabled)
|
||||
CachedEntity *tar = NearestEnemy();
|
||||
if (CE_BAD(tar) && last_tar == -1 && nav::ReadyForCommands)
|
||||
{
|
||||
if (!nav::NavTo(tar->m_vecOrigin(), false))
|
||||
last_tar = -1;
|
||||
if (cd2.test_and_set(5000))
|
||||
Init();
|
||||
if (!NavToSniperSpot(4))
|
||||
waittime = 1;
|
||||
}
|
||||
else
|
||||
if (CE_GOOD(tar))
|
||||
{
|
||||
int bestscr = INT_MAX;
|
||||
hacks::shared::backtrack::BacktrackData besttick{};
|
||||
for (auto i : hacks::shared::backtrack::headPositions
|
||||
[tar->m_IDX])
|
||||
if (!spy_mode ||
|
||||
!hacks::shared::backtrack::isBacktrackEnabled)
|
||||
{
|
||||
if (!hacks::shared::backtrack::ValidTick(i, tar))
|
||||
if (!nav::NavTo(tar->m_vecOrigin(), false))
|
||||
last_tar = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
int bestscr = INT_MAX;
|
||||
hacks::shared::backtrack::BacktrackData besttick{};
|
||||
for (auto i : hacks::shared::backtrack::
|
||||
headPositions[tar->m_IDX])
|
||||
{
|
||||
int scr = i.tickcount;
|
||||
if (scr < bestscr)
|
||||
if (!hacks::shared::backtrack::ValidTick(i,
|
||||
tar))
|
||||
{
|
||||
bestscr = scr;
|
||||
besttick = i;
|
||||
int scr = i.tickcount;
|
||||
if (scr < bestscr)
|
||||
{
|
||||
bestscr = scr;
|
||||
besttick = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (besttick.tickcount)
|
||||
nav::NavTo(besttick.entorigin, false, false);
|
||||
else if (!nav::NavTo(tar->m_vecOrigin(), false))
|
||||
last_tar = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Engi Mode
|
||||
else
|
||||
{
|
||||
// Init things
|
||||
if (cd2.test_and_set(5000))
|
||||
Init();
|
||||
// If No spots set just return
|
||||
if (nest_spots.empty())
|
||||
return;
|
||||
// Get Metal (offset of MAX metal is +8 and current metal +12)
|
||||
int metal = CE_INT(LOCAL_E, netvar.m_iAmmo + 12);
|
||||
// Best spot storage
|
||||
static Vector best_spot{};
|
||||
// Get Best spot based on distance
|
||||
if (engi_spot_cd.test_and_set(10000))
|
||||
{
|
||||
float bestscr = FLT_MAX;
|
||||
for (auto spot : nest_spots)
|
||||
{
|
||||
if (spot.DistTo(LOCAL_E->m_vecOrigin()) < bestscr)
|
||||
{
|
||||
bestscr = spot.DistTo(LOCAL_E->m_vecOrigin());
|
||||
best_spot = spot;
|
||||
if (besttick.tickcount)
|
||||
nav::NavTo(besttick.entorigin, false, false);
|
||||
else if (!nav::NavTo(tar->m_vecOrigin(), false))
|
||||
last_tar = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (nav::priority == 1)
|
||||
// Engi Mode
|
||||
else
|
||||
{
|
||||
CachedEntity *ammo = nearestAmmo();
|
||||
if (CE_GOOD(ammo))
|
||||
{
|
||||
nav::NavTo(ammo->m_vecOrigin(), false, true);
|
||||
// Init things
|
||||
if (cd2.test_and_set(5000))
|
||||
Init();
|
||||
// If No spots set just return
|
||||
if (nest_spots.empty())
|
||||
return;
|
||||
}
|
||||
}
|
||||
// If Near The best spot and ready for commands
|
||||
if (best_spot.DistTo(LOCAL_E->m_vecOrigin()) < 200.0f &&
|
||||
(nav::ReadyForCommands || nav::priority == 1))
|
||||
{
|
||||
// Get the closest Building
|
||||
int ClosestBuilding = GetClosestBuilding();
|
||||
// If A Building was found
|
||||
if (ClosestBuilding != -1)
|
||||
// Get Metal (offset of MAX metal is +8 and current metal
|
||||
// +12)
|
||||
int metal = CE_INT(LOCAL_E, netvar.m_iAmmo + 12);
|
||||
// Best spot storage
|
||||
static Vector best_spot{};
|
||||
// Get Best spot based on distance
|
||||
if (engi_spot_cd.test_and_set(10000))
|
||||
{
|
||||
CachedEntity *ent = ENTITY(ClosestBuilding);
|
||||
// If we have more than 25 metal and the building is
|
||||
// damaged or not fully upgraded hit it with the wrench
|
||||
if (metal > 25 &&
|
||||
(CE_INT(ent, netvar.iUpgradeLevel) < 3 ||
|
||||
CE_INT(ent, netvar.iBuildingHealth) <
|
||||
CE_INT(ent, netvar.iBuildingMaxHealth)))
|
||||
float bestscr = FLT_MAX;
|
||||
for (auto spot : nest_spots)
|
||||
{
|
||||
auto collide = RAW_ENT(ent)->GetCollideable();
|
||||
Vector min =
|
||||
ent->m_vecOrigin() + collide->OBBMins();
|
||||
Vector max =
|
||||
ent->m_vecOrigin() + collide->OBBMaxs();
|
||||
// Distance check
|
||||
if (min.DistTo(g_pLocalPlayer->v_Eye) >
|
||||
re::C_TFWeaponBaseMelee::GetSwingRange(
|
||||
RAW_ENT(LOCAL_W)) &&
|
||||
max.DistTo(g_pLocalPlayer->v_Eye) >
|
||||
re::C_TFWeaponBaseMelee::GetSwingRange(
|
||||
RAW_ENT(LOCAL_W)) &&
|
||||
GetBuildingPosition(ent).DistTo(
|
||||
g_pLocalPlayer->v_Eye) >
|
||||
re::C_TFWeaponBaseMelee::GetSwingRange(
|
||||
RAW_ENT(LOCAL_W)))
|
||||
if (spot.DistTo(LOCAL_E->m_vecOrigin()) < bestscr)
|
||||
{
|
||||
float minf = min.DistTo(g_pLocalPlayer->v_Eye);
|
||||
float maxf = max.DistTo(g_pLocalPlayer->v_Eye);
|
||||
float center = GetBuildingPosition(ent).DistTo(
|
||||
g_pLocalPlayer->v_Eye);
|
||||
float closest =
|
||||
fminf(minf, fminf(maxf, center));
|
||||
Vector tonav =
|
||||
(minf == closest)
|
||||
? min
|
||||
: (maxf == closest)
|
||||
? max
|
||||
: GetBuildingPosition(ent);
|
||||
nav::NavTo(tonav, false, false);
|
||||
bestscr = spot.DistTo(LOCAL_E->m_vecOrigin());
|
||||
best_spot = spot;
|
||||
}
|
||||
Vector tr = GetBuildingPosition(ent) -
|
||||
g_pLocalPlayer->v_Eye;
|
||||
Vector angles;
|
||||
VectorAngles(tr, angles);
|
||||
// Clamping is important
|
||||
fClampAngle(angles);
|
||||
current_user_cmd->viewangles = angles;
|
||||
current_user_cmd->buttons |= IN_ATTACK;
|
||||
g_pLocalPlayer->bUseSilentAngles = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Get A building, Sentry > Dispenser
|
||||
int tobuild = GetBestBuilding(metal);
|
||||
// If not enough metal then Find ammo
|
||||
if (tobuild == -1)
|
||||
if (nav::priority == 1)
|
||||
{
|
||||
CachedEntity *ammo = nearestAmmo();
|
||||
if (CE_GOOD(ammo))
|
||||
@ -659,276 +592,357 @@ void CreateMove()
|
||||
nav::NavTo(ammo->m_vecOrigin(), false, true);
|
||||
return;
|
||||
}
|
||||
// Ammo is dormant, go and find it!
|
||||
else if (sniper_spots.size() && nav::ReadyForCommands)
|
||||
}
|
||||
// If Near The best spot and ready for commands
|
||||
if (best_spot.DistTo(LOCAL_E->m_vecOrigin()) < 200.0f &&
|
||||
(nav::ReadyForCommands || nav::priority == 1))
|
||||
{
|
||||
// Get the closest Building
|
||||
int ClosestBuilding = GetClosestBuilding();
|
||||
// If A Building was found
|
||||
if (ClosestBuilding != -1)
|
||||
{
|
||||
if (cd2.test_and_set(5000))
|
||||
Init();
|
||||
if (!NavToSniperSpot(1))
|
||||
waittime = 1;
|
||||
return;
|
||||
CachedEntity *ent = ENTITY(ClosestBuilding);
|
||||
// If we have more than 25 metal and the building is
|
||||
// damaged or not fully upgraded hit it with the
|
||||
// wrench
|
||||
if (metal > 25 &&
|
||||
(CE_INT(ent, netvar.iUpgradeLevel) < 3 ||
|
||||
CE_INT(ent, netvar.iBuildingHealth) <
|
||||
CE_INT(ent, netvar.iBuildingMaxHealth)))
|
||||
{
|
||||
auto collide = RAW_ENT(ent)->GetCollideable();
|
||||
Vector min =
|
||||
ent->m_vecOrigin() + collide->OBBMins();
|
||||
Vector max =
|
||||
ent->m_vecOrigin() + collide->OBBMaxs();
|
||||
// Distance check
|
||||
if (min.DistTo(g_pLocalPlayer->v_Eye) >
|
||||
re::C_TFWeaponBaseMelee::GetSwingRange(
|
||||
RAW_ENT(LOCAL_W)) &&
|
||||
max.DistTo(g_pLocalPlayer->v_Eye) >
|
||||
re::C_TFWeaponBaseMelee::GetSwingRange(
|
||||
RAW_ENT(LOCAL_W)) &&
|
||||
GetBuildingPosition(ent).DistTo(
|
||||
g_pLocalPlayer->v_Eye) >
|
||||
re::C_TFWeaponBaseMelee::GetSwingRange(
|
||||
RAW_ENT(LOCAL_W)))
|
||||
{
|
||||
float minf =
|
||||
min.DistTo(g_pLocalPlayer->v_Eye);
|
||||
float maxf =
|
||||
max.DistTo(g_pLocalPlayer->v_Eye);
|
||||
float center =
|
||||
GetBuildingPosition(ent).DistTo(
|
||||
g_pLocalPlayer->v_Eye);
|
||||
float closest =
|
||||
fminf(minf, fminf(maxf, center));
|
||||
Vector tonav =
|
||||
(minf == closest)
|
||||
? min
|
||||
: (maxf == closest)
|
||||
? max
|
||||
: GetBuildingPosition(ent);
|
||||
nav::NavTo(tonav, false, false);
|
||||
}
|
||||
Vector tr = GetBuildingPosition(ent) -
|
||||
g_pLocalPlayer->v_Eye;
|
||||
Vector angles;
|
||||
VectorAngles(tr, angles);
|
||||
// Clamping is important
|
||||
fClampAngle(angles);
|
||||
current_user_cmd->viewangles = angles;
|
||||
current_user_cmd->buttons |= IN_ATTACK;
|
||||
g_pLocalPlayer->bUseSilentAngles = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Get A building, Sentry > Dispenser
|
||||
int tobuild = GetBestBuilding(metal);
|
||||
// If not enough metal then Find ammo
|
||||
if (tobuild == -1)
|
||||
{
|
||||
CachedEntity *ammo = nearestAmmo();
|
||||
if (CE_GOOD(ammo))
|
||||
{
|
||||
nav::NavTo(ammo->m_vecOrigin(), false, true);
|
||||
return;
|
||||
}
|
||||
// Ammo is dormant, go and find it!
|
||||
else if (sniper_spots.size() &&
|
||||
nav::ReadyForCommands)
|
||||
{
|
||||
if (cd2.test_and_set(5000))
|
||||
Init();
|
||||
if (!NavToSniperSpot(1))
|
||||
waittime = 1;
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Build Building
|
||||
else if (tobuild != 3)
|
||||
{
|
||||
// Make ENgi look slightly down
|
||||
current_user_cmd->viewangles.x = 20.0f;
|
||||
// Build buildings in a 360° angle around player
|
||||
current_user_cmd->viewangles.y =
|
||||
90.0f * (tobuild + 1);
|
||||
// Build new one
|
||||
g_IEngine->ServerCmd(
|
||||
format("build ", tobuild).c_str(), true);
|
||||
current_user_cmd->buttons |= IN_ATTACK;
|
||||
g_pLocalPlayer->bUseSilentAngles = true;
|
||||
}
|
||||
}
|
||||
// Build Building
|
||||
else if (tobuild != 3)
|
||||
{
|
||||
// Make ENgi look slightly down
|
||||
current_user_cmd->viewangles.x = 20.0f;
|
||||
// Build buildings in a 360° angle around player
|
||||
current_user_cmd->viewangles.y = 90.0f * (tobuild + 1);
|
||||
// Build new one
|
||||
g_IEngine->ServerCmd(format("build ", tobuild).c_str(),
|
||||
true);
|
||||
current_user_cmd->buttons |= IN_ATTACK;
|
||||
g_pLocalPlayer->bUseSilentAngles = true;
|
||||
}
|
||||
// If not near best spot then navigate to it
|
||||
else if (nav::ReadyForCommands)
|
||||
nav::NavTo(best_spot, false, true);
|
||||
}
|
||||
// If not near best spot then navigate to it
|
||||
else if (nav::ReadyForCommands)
|
||||
nav::NavTo(best_spot, false, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (enable_fb)
|
||||
{
|
||||
// We need a local player to control
|
||||
if (CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer())
|
||||
else if (enable_fb)
|
||||
{
|
||||
follow_target = 0;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
|
||||
if (afk)
|
||||
checkAFK();
|
||||
|
||||
// Still good check
|
||||
if (follow_target)
|
||||
if (CE_BAD(ENTITY(follow_target)))
|
||||
follow_target = 0;
|
||||
|
||||
if (!follow_target)
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true,
|
||||
false); // no target == no path
|
||||
// Target Selection
|
||||
if (steamid)
|
||||
{
|
||||
// Find a target with the steam id, as it is prioritized
|
||||
auto ent_count = HIGHEST_ENTITY;
|
||||
for (int i = 0; i < ent_count; i++)
|
||||
{
|
||||
auto entity = ENTITY(i);
|
||||
if (CE_BAD(entity)) // Exist + dormant
|
||||
continue;
|
||||
if (i == follow_target)
|
||||
break;
|
||||
if (entity->m_Type() != ENTITY_PLAYER)
|
||||
continue;
|
||||
if (steamid != entity->player_info.friendsID) // steamid check
|
||||
continue;
|
||||
|
||||
if (!entity->m_bAlivePlayer()) // Dont follow dead players
|
||||
continue;
|
||||
follow_target = entity->m_IDX;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// If we dont have a follow target from that, we look again for someone
|
||||
// else who is suitable
|
||||
if ((!follow_target || change_tar ||
|
||||
(hacks::shared::followbot::ClassPriority(ENTITY(follow_target)) <
|
||||
6 &&
|
||||
ENTITY(follow_target)->player_info.friendsID != steamid)) &&
|
||||
roambot)
|
||||
{
|
||||
// Try to get a new target
|
||||
auto ent_count = g_IEngine->GetMaxClients();
|
||||
for (int i = 0; i < ent_count; i++)
|
||||
{
|
||||
auto entity = ENTITY(i);
|
||||
if (CE_BAD(entity)) // Exist + dormant
|
||||
continue;
|
||||
if (entity->m_Type() != ENTITY_PLAYER)
|
||||
continue;
|
||||
if (entity == LOCAL_E) // Follow self lol
|
||||
continue;
|
||||
if (entity->m_bEnemy())
|
||||
continue;
|
||||
if (afk &&
|
||||
afkTicks[i].check(int(afktime))) // don't follow target that
|
||||
// was determined afk
|
||||
continue;
|
||||
if (IsPlayerDisguised(entity) || IsPlayerInvisible(entity))
|
||||
continue;
|
||||
if (!entity->m_bAlivePlayer()) // Dont follow dead players
|
||||
continue;
|
||||
if (follow_activation &&
|
||||
entity->m_flDistance() > (float) follow_activation)
|
||||
continue;
|
||||
const model_t *model =
|
||||
ENTITY(follow_target)->InternalEntity()->GetModel();
|
||||
// FIXME follow cart/point
|
||||
/*if (followcart && model &&
|
||||
(lagexploit::pointarr[0] || lagexploit::pointarr[1] ||
|
||||
lagexploit::pointarr[2] || lagexploit::pointarr[3] ||
|
||||
lagexploit::pointarr[4]) &&
|
||||
(model == lagexploit::pointarr[0] ||
|
||||
model == lagexploit::pointarr[1] ||
|
||||
model == lagexploit::pointarr[2] ||
|
||||
model == lagexploit::pointarr[3] ||
|
||||
model == lagexploit::pointarr[4]))
|
||||
follow_target = entity->m_IDX;*/
|
||||
if (entity->m_Type() != ENTITY_PLAYER)
|
||||
continue;
|
||||
// favor closer entitys
|
||||
if (follow_target &&
|
||||
ENTITY(follow_target)->m_flDistance() <
|
||||
entity->m_flDistance()) // favor closer entitys
|
||||
continue;
|
||||
// check if new target has a higher priority than current target
|
||||
if (hacks::shared::followbot::ClassPriority(
|
||||
ENTITY(follow_target)) >=
|
||||
hacks::shared::followbot::ClassPriority(ENTITY(i)))
|
||||
continue;
|
||||
// ooooo, a target
|
||||
follow_target = i;
|
||||
afkTicks[i].update(); // set afk time to 0
|
||||
}
|
||||
}
|
||||
// last check for entity before we continue
|
||||
if (!follow_target)
|
||||
{
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
|
||||
CachedEntity *followtar = ENTITY(follow_target);
|
||||
// wtf is this needed
|
||||
if (CE_BAD(followtar) || !followtar->m_bAlivePlayer())
|
||||
{
|
||||
follow_target = 0;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
// Check if we are following a disguised/spy
|
||||
if (IsPlayerDisguised(followtar) || IsPlayerInvisible(followtar))
|
||||
{
|
||||
follow_target = 0;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
// check if target is afk
|
||||
if (afk)
|
||||
{
|
||||
if (afkTicks[follow_target].check(int(afktime)))
|
||||
// We need a local player to control
|
||||
if (CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer())
|
||||
{
|
||||
follow_target = 0;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Update timer on new target
|
||||
static Timer idle_time{};
|
||||
if (nav::ReadyForCommands)
|
||||
idle_time.update();
|
||||
if (afk)
|
||||
checkAFK();
|
||||
|
||||
// If the player is close enough, we dont need to follow the path
|
||||
auto tar_orig = followtar->m_vecOrigin();
|
||||
auto loc_orig = LOCAL_E->m_vecOrigin();
|
||||
auto dist_to_target = loc_orig.DistTo(tar_orig);
|
||||
if (!CE_VECTOR(followtar, netvar.vVelocity).IsZero(20.0f))
|
||||
idle_time.update();
|
||||
// Still good check
|
||||
if (follow_target)
|
||||
if (CE_BAD(ENTITY(follow_target)))
|
||||
follow_target = 0;
|
||||
|
||||
// Tauntsync
|
||||
if (sync_taunt && HasCondition<TFCond_Taunting>(followtar) &&
|
||||
lastTaunt.test_and_set(1000))
|
||||
g_IEngine->ClientCmd("taunt");
|
||||
if (!follow_target)
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true,
|
||||
false); // no target == no path
|
||||
// Target Selection
|
||||
if (steamid)
|
||||
{
|
||||
// Find a target with the steam id, as it is prioritized
|
||||
auto ent_count = HIGHEST_ENTITY;
|
||||
for (int i = 0; i < ent_count; i++)
|
||||
{
|
||||
auto entity = ENTITY(i);
|
||||
if (CE_BAD(entity)) // Exist + dormant
|
||||
continue;
|
||||
if (i == follow_target)
|
||||
break;
|
||||
if (entity->m_Type() != ENTITY_PLAYER)
|
||||
continue;
|
||||
if (steamid !=
|
||||
entity->player_info.friendsID) // steamid check
|
||||
continue;
|
||||
|
||||
// Check for jump
|
||||
if (autojump && lastJump.check(1000) && idle_time.check(2000))
|
||||
{
|
||||
current_user_cmd->buttons |= IN_JUMP;
|
||||
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;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
// Basic idle check
|
||||
if (idle_time.test_and_set(5000))
|
||||
{
|
||||
follow_target = 0;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
if (!entity->m_bAlivePlayer()) // Dont follow dead players
|
||||
continue;
|
||||
follow_target = entity->m_IDX;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// If we dont have a follow target from that, we look again for
|
||||
// someone else who is suitable
|
||||
if ((!follow_target || change_tar ||
|
||||
(hacks::shared::followbot::ClassPriority(
|
||||
ENTITY(follow_target)) < 6 &&
|
||||
ENTITY(follow_target)->player_info.friendsID != steamid)) &&
|
||||
roambot)
|
||||
{
|
||||
// Try to get a new target
|
||||
auto ent_count = g_IEngine->GetMaxClients();
|
||||
for (int i = 0; i < ent_count; i++)
|
||||
{
|
||||
auto entity = ENTITY(i);
|
||||
if (CE_BAD(entity)) // Exist + dormant
|
||||
continue;
|
||||
if (entity->m_Type() != ENTITY_PLAYER)
|
||||
continue;
|
||||
if (entity == LOCAL_E) // Follow self lol
|
||||
continue;
|
||||
if (entity->m_bEnemy())
|
||||
continue;
|
||||
if (afk && afkTicks[i].check(
|
||||
int(afktime))) // don't follow target that
|
||||
// was determined afk
|
||||
continue;
|
||||
if (IsPlayerDisguised(entity) || IsPlayerInvisible(entity))
|
||||
continue;
|
||||
if (!entity->m_bAlivePlayer()) // Dont follow dead players
|
||||
continue;
|
||||
if (follow_activation &&
|
||||
entity->m_flDistance() > (float) follow_activation)
|
||||
continue;
|
||||
const model_t *model =
|
||||
ENTITY(follow_target)->InternalEntity()->GetModel();
|
||||
// FIXME follow cart/point
|
||||
/*if (followcart && model &&
|
||||
(lagexploit::pointarr[0] || lagexploit::pointarr[1] ||
|
||||
lagexploit::pointarr[2] || lagexploit::pointarr[3] ||
|
||||
lagexploit::pointarr[4]) &&
|
||||
(model == lagexploit::pointarr[0] ||
|
||||
model == lagexploit::pointarr[1] ||
|
||||
model == lagexploit::pointarr[2] ||
|
||||
model == lagexploit::pointarr[3] ||
|
||||
model == lagexploit::pointarr[4]))
|
||||
follow_target = entity->m_IDX;*/
|
||||
if (entity->m_Type() != ENTITY_PLAYER)
|
||||
continue;
|
||||
// favor closer entitys
|
||||
if (follow_target &&
|
||||
ENTITY(follow_target)->m_flDistance() <
|
||||
entity->m_flDistance()) // favor closer entitys
|
||||
continue;
|
||||
// check if new target has a higher priority than current
|
||||
// target
|
||||
if (hacks::shared::followbot::ClassPriority(
|
||||
ENTITY(follow_target)) >=
|
||||
hacks::shared::followbot::ClassPriority(ENTITY(i)))
|
||||
continue;
|
||||
// ooooo, a target
|
||||
follow_target = i;
|
||||
afkTicks[i].update(); // set afk time to 0
|
||||
}
|
||||
}
|
||||
// last check for entity before we continue
|
||||
if (!follow_target)
|
||||
{
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
|
||||
static float last_slot_check = 0.0f;
|
||||
if (g_GlobalVars->curtime < last_slot_check)
|
||||
last_slot_check = 0.0f;
|
||||
if (follow_target && (always_medigun || mimic_slot) &&
|
||||
(g_GlobalVars->curtime - last_slot_check > 1.0f) &&
|
||||
!g_pLocalPlayer->life_state &&
|
||||
!CE_BYTE(ENTITY(follow_target), netvar.iLifeState))
|
||||
{
|
||||
CachedEntity *followtar = ENTITY(follow_target);
|
||||
// wtf is this needed
|
||||
if (CE_BAD(followtar) || !followtar->m_bAlivePlayer())
|
||||
{
|
||||
follow_target = 0;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
// Check if we are following a disguised/spy
|
||||
if (IsPlayerDisguised(followtar) || IsPlayerInvisible(followtar))
|
||||
{
|
||||
follow_target = 0;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
// check if target is afk
|
||||
if (afk)
|
||||
{
|
||||
if (afkTicks[follow_target].check(int(afktime)))
|
||||
{
|
||||
follow_target = 0;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// We are checking our slot so reset the timer
|
||||
last_slot_check = g_GlobalVars->curtime;
|
||||
// Update timer on new target
|
||||
static Timer idle_time{};
|
||||
if (nav::ReadyForCommands)
|
||||
idle_time.update();
|
||||
|
||||
// Get the follow targets active weapon
|
||||
int owner_weapon_eid =
|
||||
(CE_INT(ENTITY(follow_target), netvar.hActiveWeapon) & 0xFFF);
|
||||
IClientEntity *owner_weapon =
|
||||
g_IEntityList->GetClientEntity(owner_weapon_eid);
|
||||
// If the player is close enough, we dont need to follow the path
|
||||
auto tar_orig = followtar->m_vecOrigin();
|
||||
auto loc_orig = LOCAL_E->m_vecOrigin();
|
||||
auto dist_to_target = loc_orig.DistTo(tar_orig);
|
||||
if (!CE_VECTOR(followtar, netvar.vVelocity).IsZero(20.0f))
|
||||
idle_time.update();
|
||||
|
||||
// If both the follow targets and the local players weapons arnt
|
||||
// null or
|
||||
// dormant
|
||||
if (owner_weapon && CE_GOOD(g_pLocalPlayer->weapon()))
|
||||
// Tauntsync
|
||||
if (sync_taunt && HasCondition<TFCond_Taunting>(followtar) &&
|
||||
lastTaunt.test_and_set(1000))
|
||||
g_IEngine->ClientCmd("taunt");
|
||||
|
||||
// Check for jump
|
||||
if (autojump && lastJump.check(1000) && idle_time.check(2000))
|
||||
{
|
||||
current_user_cmd->buttons |= IN_JUMP;
|
||||
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;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
// Basic idle check
|
||||
if (idle_time.test_and_set(5000))
|
||||
{
|
||||
follow_target = 0;
|
||||
nav::NavTo(LOCAL_E->m_vecOrigin(), true, false, 4);
|
||||
return;
|
||||
}
|
||||
|
||||
static float last_slot_check = 0.0f;
|
||||
if (g_GlobalVars->curtime < last_slot_check)
|
||||
last_slot_check = 0.0f;
|
||||
if (follow_target && (always_medigun || mimic_slot) &&
|
||||
(g_GlobalVars->curtime - last_slot_check > 1.0f) &&
|
||||
!g_pLocalPlayer->life_state &&
|
||||
!CE_BYTE(ENTITY(follow_target), netvar.iLifeState))
|
||||
{
|
||||
|
||||
// IsBaseCombatWeapon()
|
||||
if (re::C_BaseCombatWeapon::IsBaseCombatWeapon(
|
||||
RAW_ENT(g_pLocalPlayer->weapon())) &&
|
||||
re::C_BaseCombatWeapon::IsBaseCombatWeapon(owner_weapon))
|
||||
// We are checking our slot so reset the timer
|
||||
last_slot_check = g_GlobalVars->curtime;
|
||||
|
||||
// Get the follow targets active weapon
|
||||
int owner_weapon_eid =
|
||||
(CE_INT(ENTITY(follow_target), netvar.hActiveWeapon) &
|
||||
0xFFF);
|
||||
IClientEntity *owner_weapon =
|
||||
g_IEntityList->GetClientEntity(owner_weapon_eid);
|
||||
|
||||
// If both the follow targets and the local players weapons arnt
|
||||
// null or
|
||||
// dormant
|
||||
if (owner_weapon && CE_GOOD(g_pLocalPlayer->weapon()))
|
||||
{
|
||||
|
||||
// Get the players slot numbers and store in some vars
|
||||
int my_slot = re::C_BaseCombatWeapon::GetSlot(
|
||||
RAW_ENT(g_pLocalPlayer->weapon()));
|
||||
int owner_slot =
|
||||
re::C_BaseCombatWeapon::GetSlot(owner_weapon);
|
||||
|
||||
// If the local player is a medic and user settings allow,
|
||||
// then
|
||||
// keep the medigun out
|
||||
if (g_pLocalPlayer->clazz == tf_medic && always_medigun)
|
||||
// IsBaseCombatWeapon()
|
||||
if (re::C_BaseCombatWeapon::IsBaseCombatWeapon(
|
||||
RAW_ENT(g_pLocalPlayer->weapon())) &&
|
||||
re::C_BaseCombatWeapon::IsBaseCombatWeapon(
|
||||
owner_weapon))
|
||||
{
|
||||
if (my_slot != 1)
|
||||
|
||||
// Get the players slot numbers and store in some vars
|
||||
int my_slot = re::C_BaseCombatWeapon::GetSlot(
|
||||
RAW_ENT(g_pLocalPlayer->weapon()));
|
||||
int owner_slot =
|
||||
re::C_BaseCombatWeapon::GetSlot(owner_weapon);
|
||||
|
||||
// If the local player is a medic and user settings
|
||||
// allow, then keep the medigun out
|
||||
if (g_pLocalPlayer->clazz == tf_medic && always_medigun)
|
||||
{
|
||||
g_IEngine->ExecuteClientCmd("slot2");
|
||||
if (my_slot != 1)
|
||||
{
|
||||
g_IEngine->ExecuteClientCmd("slot2");
|
||||
}
|
||||
|
||||
// Else we attemt to keep our weapon mimiced with
|
||||
// our follow target
|
||||
}
|
||||
|
||||
// Else we attemt to keep our weapon mimiced with our
|
||||
// follow
|
||||
// target
|
||||
}
|
||||
else
|
||||
{
|
||||
if (my_slot != owner_slot)
|
||||
else
|
||||
{
|
||||
g_IEngine->ExecuteClientCmd(
|
||||
format("slot", owner_slot + 1).c_str());
|
||||
if (my_slot != owner_slot)
|
||||
{
|
||||
g_IEngine->ExecuteClientCmd(
|
||||
format("slot", owner_slot + 1).c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
nav::NavTo(tar_orig, false, true, 5);
|
||||
}
|
||||
nav::NavTo(tar_orig, false, true, 5);
|
||||
}
|
||||
}
|
||||
});
|
||||
} // namespace hacks::tf2::NavBot
|
||||
|
@ -1216,75 +1216,78 @@ void OnLevelInit()
|
||||
Timer quit_timer{};
|
||||
Timer map_check{};
|
||||
int erasedelay = 0;
|
||||
void Move()
|
||||
{
|
||||
if (state::state == WB_DISABLED)
|
||||
return;
|
||||
switch (state::state)
|
||||
{
|
||||
case WB_RECORDING:
|
||||
{
|
||||
UpdateClosestNode();
|
||||
if (recording_key.isKeyDown() and ShouldSpawnNode())
|
||||
static HookedFunction
|
||||
Move(HookedFunctions_types::HF_CreateMove, "Walkbot", 16, []() {
|
||||
if (CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer())
|
||||
return;
|
||||
if (state::state == WB_DISABLED)
|
||||
return;
|
||||
switch (state::state)
|
||||
{
|
||||
RecordNode();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case WB_EDITING:
|
||||
{
|
||||
UpdateClosestNode();
|
||||
}
|
||||
break;
|
||||
case WB_REPLAYING:
|
||||
{
|
||||
if (leave_if_empty)
|
||||
case WB_RECORDING:
|
||||
{
|
||||
if (nodes.size() == 0 || g_IEngine->GetLevelName() != prevlvlname)
|
||||
UpdateClosestNode();
|
||||
if (recording_key.isKeyDown() and ShouldSpawnNode())
|
||||
{
|
||||
prevlvlname = g_IEngine->GetLevelName();
|
||||
if (!boost::contains(prevlvlname, "pl_"))
|
||||
RecordNode();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case WB_EDITING:
|
||||
{
|
||||
UpdateClosestNode();
|
||||
}
|
||||
break;
|
||||
case WB_REPLAYING:
|
||||
{
|
||||
if (leave_if_empty)
|
||||
{
|
||||
if (nodes.size() == 0 ||
|
||||
g_IEngine->GetLevelName() != prevlvlname)
|
||||
{
|
||||
Load("default");
|
||||
if (leave_if_empty && nodes.size() == 0 &&
|
||||
quit_timer.test_and_set(5000))
|
||||
prevlvlname = g_IEngine->GetLevelName();
|
||||
if (!boost::contains(prevlvlname, "pl_"))
|
||||
{
|
||||
logging::Info("No map file, abandon");
|
||||
tfmm::abandon();
|
||||
return;
|
||||
Load("default");
|
||||
if (leave_if_empty && nodes.size() == 0 &&
|
||||
quit_timer.test_and_set(5000))
|
||||
{
|
||||
logging::Info("No map file, abandon");
|
||||
tfmm::abandon();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/*prevlvlname = g_IEngine->GetLevelName();
|
||||
std::string prvlvlname(prevlvlname);
|
||||
if (boost::contains(prvlvlname, "pl_") ||
|
||||
boost::contains(prvlvlname, "cp_"))
|
||||
{
|
||||
logging::Info("1");
|
||||
bool ret = false;
|
||||
if (lagexploit::pointarr[0] || lagexploit::pointarr[1] ||
|
||||
lagexploit::pointarr[2] || lagexploit::pointarr[3] ||
|
||||
lagexploit::pointarr[4])
|
||||
{
|
||||
hacks::shared::followbot::followbot = 1;
|
||||
hacks::shared::followbot::roambot = 1;
|
||||
hacks::shared::followbot::followcart = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
hacks::shared::followbot::followbot = 0;
|
||||
hacks::shared::followbot::roambot = 0;
|
||||
hacks::shared::followbot::followcart = false;
|
||||
}
|
||||
}*/
|
||||
if (nodes.size() == 0)
|
||||
return;
|
||||
if (force_slot)
|
||||
UpdateSlot();
|
||||
UpdateWalker();
|
||||
}
|
||||
/*prevlvlname = g_IEngine->GetLevelName();
|
||||
std::string prvlvlname(prevlvlname);
|
||||
if (boost::contains(prvlvlname, "pl_") ||
|
||||
boost::contains(prvlvlname, "cp_"))
|
||||
{
|
||||
logging::Info("1");
|
||||
bool ret = false;
|
||||
if (lagexploit::pointarr[0] || lagexploit::pointarr[1] ||
|
||||
lagexploit::pointarr[2] || lagexploit::pointarr[3] ||
|
||||
lagexploit::pointarr[4])
|
||||
{
|
||||
hacks::shared::followbot::followbot = 1;
|
||||
hacks::shared::followbot::roambot = 1;
|
||||
hacks::shared::followbot::followcart = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
hacks::shared::followbot::followbot = 0;
|
||||
hacks::shared::followbot::roambot = 0;
|
||||
hacks::shared::followbot::followcart = false;
|
||||
}
|
||||
}*/
|
||||
if (nodes.size() == 0)
|
||||
return;
|
||||
if (force_slot)
|
||||
UpdateSlot();
|
||||
UpdateWalker();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
});
|
||||
} // namespace hacks::shared::walkbot
|
||||
|
@ -109,7 +109,13 @@ static int attackticks = 0;
|
||||
|
||||
namespace hooked_methods
|
||||
{
|
||||
|
||||
static HookedFunction viewangs(HookedFunctions_types::HF_CreateMove, "set_ang",
|
||||
21, []() {
|
||||
if (CE_BAD(LOCAL_E))
|
||||
return;
|
||||
g_pLocalPlayer->v_OrigViewangles =
|
||||
current_user_cmd->viewangles;
|
||||
});
|
||||
DEFINE_HOOKED_METHOD(CreateMove, bool, void *this_, float input_sample_time,
|
||||
CUserCmd *cmd)
|
||||
{
|
||||
@ -249,9 +255,6 @@ DEFINE_HOOKED_METHOD(CreateMove, bool, void *this_, float input_sample_time,
|
||||
g_pLocalPlayer->Update();
|
||||
}
|
||||
g_Settings.bInvalid = false;
|
||||
|
||||
hacks::shared::autojoin::update();
|
||||
|
||||
{
|
||||
PROF_SECTION(CM_AAA);
|
||||
hacks::shared::anti_anti_aim::createMove();
|
||||
@ -261,45 +264,11 @@ DEFINE_HOOKED_METHOD(CreateMove, bool, void *this_, float input_sample_time,
|
||||
PROF_SECTION(CM_WRAPPER);
|
||||
HookTools::CM();
|
||||
}
|
||||
|
||||
#if ENABLE_IPC
|
||||
#if !LAGBOT_MODE
|
||||
if (hacks::shared::followbot::isEnabled())
|
||||
{
|
||||
hacks::shared::followbot::WorldTick();
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
if (CE_GOOD(g_pLocalPlayer->entity))
|
||||
{
|
||||
#if !LAGBOT_MODE
|
||||
IF_GAME(IsTF2())
|
||||
{
|
||||
UpdateHoovyList();
|
||||
}
|
||||
g_pLocalPlayer->v_OrigViewangles = cmd->viewangles;
|
||||
#if ENABLE_VISUALS
|
||||
{
|
||||
PROF_SECTION(CM_esp);
|
||||
hacks::shared::esp::CreateMove();
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
if (!g_pLocalPlayer->life_state && CE_GOOD(g_pLocalPlayer->weapon()))
|
||||
{
|
||||
#if !LAGBOT_MODE
|
||||
{
|
||||
PROF_SECTION(CM_walkbot);
|
||||
hacks::shared::walkbot::Move();
|
||||
}
|
||||
{
|
||||
PROF_SECTION(CM_navparse);
|
||||
nav::CreateMove();
|
||||
}
|
||||
{
|
||||
PROF_SECTION(CM_navbot);
|
||||
hacks::tf2::NavBot::CreateMove();
|
||||
}
|
||||
// Walkbot can leave game.
|
||||
if (!g_IEngine->IsInGame())
|
||||
{
|
||||
|
37
src/hoovy.cpp
Executable file → Normal file
37
src/hoovy.cpp
Executable file → Normal file
@ -37,28 +37,31 @@ bool IsHoovyHelper(CachedEntity *entity)
|
||||
return false;
|
||||
}
|
||||
|
||||
void UpdateHoovyList()
|
||||
{
|
||||
static CachedEntity *ent;
|
||||
static HookedFunction UpdateHoovyList(
|
||||
HookedFunctions_types::HF_CreateMove, "HoovyList", 19, []() {
|
||||
if (CE_BAD(LOCAL_E))
|
||||
return;
|
||||
|
||||
for (int i = 1; i < 32 && i < g_IEntityList->GetHighestEntityIndex(); i++)
|
||||
{
|
||||
ent = ENTITY(i);
|
||||
if (CE_GOOD(ent) && CE_BYTE(ent, netvar.iLifeState) == LIFE_ALIVE)
|
||||
static CachedEntity *ent;
|
||||
for (int i = 1; i < 32 && i < g_IEntityList->GetHighestEntityIndex();
|
||||
i++)
|
||||
{
|
||||
if (!hoovy_list[i - 1])
|
||||
ent = ENTITY(i);
|
||||
if (CE_GOOD(ent) && CE_BYTE(ent, netvar.iLifeState) == LIFE_ALIVE)
|
||||
{
|
||||
if (IsHoovyHelper(ent))
|
||||
hoovy_list[i - 1] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!HasSandvichOut(ent))
|
||||
hoovy_list[i - 1] = false;
|
||||
if (!hoovy_list[i - 1])
|
||||
{
|
||||
if (IsHoovyHelper(ent))
|
||||
hoovy_list[i - 1] = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!HasSandvichOut(ent))
|
||||
hoovy_list[i - 1] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
bool IsHoovy(CachedEntity *entity)
|
||||
{
|
||||
|
@ -367,78 +367,78 @@ void Repath()
|
||||
}
|
||||
|
||||
// Main movement function, gets path from NavTo
|
||||
void CreateMove()
|
||||
{
|
||||
if (!enabled || !threadingFinished.load())
|
||||
return;
|
||||
if (CE_BAD(LOCAL_E))
|
||||
return;
|
||||
if (!LOCAL_E->m_bAlivePlayer())
|
||||
{
|
||||
// Clear path if player dead
|
||||
crumbs.clear();
|
||||
return;
|
||||
}
|
||||
ignoreManagerCM();
|
||||
// Crumbs empty, prepare for next instruction
|
||||
if (crumbs.empty())
|
||||
{
|
||||
priority = 0;
|
||||
ReadyForCommands = true;
|
||||
ensureArrival = false;
|
||||
return;
|
||||
}
|
||||
ReadyForCommands = false;
|
||||
// Remove old crumbs
|
||||
if (g_pLocalPlayer->v_Origin.DistTo(Vector{ crumbs.at(0).x, crumbs.at(0).y,
|
||||
g_pLocalPlayer->v_Origin.z }) <
|
||||
30.0f)
|
||||
{
|
||||
lastArea = crumbs.at(0);
|
||||
crumbs.erase(crumbs.begin());
|
||||
inactivity.update();
|
||||
}
|
||||
if (crumbs.empty())
|
||||
return;
|
||||
// Detect when jumping is necessary
|
||||
if (crumbs.at(0).z - g_pLocalPlayer->v_Origin.z > 18 &&
|
||||
lastJump.test_and_set(200))
|
||||
current_user_cmd->buttons |= IN_JUMP;
|
||||
// Check if were dealing with a type 2 connection
|
||||
if (inactivity.check(3000) &&
|
||||
TF2MAP->inactiveTracker.CheckType2({ lastArea, crumbs.at(0) }))
|
||||
{
|
||||
logging::Info("Pathing: Type 2 connection detected!");
|
||||
TF2MAP->pather->Reset();
|
||||
Repath();
|
||||
inactivity.update();
|
||||
return;
|
||||
}
|
||||
// Check for new sentries
|
||||
if (sentryCheck.test_and_set(1000) &&
|
||||
TF2MAP->inactiveTracker.ShouldCancelPath(crumbs))
|
||||
{
|
||||
logging::Info("Pathing: New Sentry found!");
|
||||
TF2MAP->pather->Reset();
|
||||
Repath();
|
||||
return;
|
||||
}
|
||||
// If inactive for too long
|
||||
if (inactivity.check(5000))
|
||||
{
|
||||
// Ignore connection
|
||||
bool resetPather = false;
|
||||
TF2MAP->inactiveTracker.AddTime({ lastArea, crumbs.at(0) }, inactivity,
|
||||
resetPather);
|
||||
if (resetPather)
|
||||
static HookedFunction
|
||||
CreateMove(HookedFunctions_types::HF_CreateMove, "NavParser", 17, []() {
|
||||
if (!enabled || !threadingFinished.load())
|
||||
return;
|
||||
if (CE_BAD(LOCAL_E))
|
||||
return;
|
||||
if (!LOCAL_E->m_bAlivePlayer())
|
||||
{
|
||||
// Clear path if player dead
|
||||
crumbs.clear();
|
||||
return;
|
||||
}
|
||||
ignoreManagerCM();
|
||||
// Crumbs empty, prepare for next instruction
|
||||
if (crumbs.empty())
|
||||
{
|
||||
priority = 0;
|
||||
ReadyForCommands = true;
|
||||
ensureArrival = false;
|
||||
return;
|
||||
}
|
||||
ReadyForCommands = false;
|
||||
// Remove old crumbs
|
||||
if (g_pLocalPlayer->v_Origin.DistTo(Vector{
|
||||
crumbs.at(0).x, crumbs.at(0).y, g_pLocalPlayer->v_Origin.z }) <
|
||||
30.0f)
|
||||
{
|
||||
lastArea = crumbs.at(0);
|
||||
crumbs.erase(crumbs.begin());
|
||||
inactivity.update();
|
||||
}
|
||||
if (crumbs.empty())
|
||||
return;
|
||||
// Detect when jumping is necessary
|
||||
if (crumbs.at(0).z - g_pLocalPlayer->v_Origin.z > 18 &&
|
||||
lastJump.test_and_set(200))
|
||||
current_user_cmd->buttons |= IN_JUMP;
|
||||
// Check if were dealing with a type 2 connection
|
||||
if (inactivity.check(3000) &&
|
||||
TF2MAP->inactiveTracker.CheckType2({ lastArea, crumbs.at(0) }))
|
||||
{
|
||||
logging::Info("Pathing: Type 2 connection detected!");
|
||||
TF2MAP->pather->Reset();
|
||||
Repath();
|
||||
inactivity.update();
|
||||
return;
|
||||
}
|
||||
// Walk to next crumb
|
||||
WalkTo(crumbs.at(0));
|
||||
}
|
||||
Repath();
|
||||
inactivity.update();
|
||||
return;
|
||||
}
|
||||
// Check for new sentries
|
||||
if (sentryCheck.test_and_set(1000) &&
|
||||
TF2MAP->inactiveTracker.ShouldCancelPath(crumbs))
|
||||
{
|
||||
logging::Info("Pathing: New Sentry found!");
|
||||
TF2MAP->pather->Reset();
|
||||
Repath();
|
||||
return;
|
||||
}
|
||||
// If inactive for too long
|
||||
if (inactivity.check(5000))
|
||||
{
|
||||
// Ignore connection
|
||||
bool resetPather = false;
|
||||
TF2MAP->inactiveTracker.AddTime({ lastArea, crumbs.at(0) },
|
||||
inactivity, resetPather);
|
||||
if (resetPather)
|
||||
TF2MAP->pather->Reset();
|
||||
Repath();
|
||||
inactivity.update();
|
||||
return;
|
||||
}
|
||||
// Walk to next crumb
|
||||
WalkTo(crumbs.at(0));
|
||||
});
|
||||
|
||||
void Draw()
|
||||
{
|
||||
|
Reference in New Issue
Block a user