This commit is contained in:
nullifiedcat 2017-07-20 12:13:53 +03:00
commit 9f7fe4ab85
5 changed files with 151 additions and 16 deletions

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@ -96,9 +96,7 @@ static CatVar aimbot_debug(CV_SWITCH, "aimbot_debug", "0", "Aimbot Debug", "Disp
static CatVar engine_projpred(CV_SWITCH, "debug_aimbot_engine_pp", "0", "Engine ProjPred");
// Followbot vars
static CatVar auto_spin_up(CV_SWITCH, "aimbot_spin_up", "0", "Auto Spin Up", "Spin up minigun if you can see target, useful for followbots");
/* TODO IMPLEMENT
static CatVar auto_zoom(CV_SWITCH, "aimbot_auto_zoom", "0", "Auto Zoom", "Automatically zoom in if you can see target, useful for followbots");
*/
static CatVar fovcircle_opacity(CV_FLOAT, "aimbot_fov_draw_opacity", "0.7", "FOV Circle Opacity", "Defines opacity of FOV circle", 0.0f, 1.0f);
static CatVar rageonly(CV_SWITCH, "aimbot_rage_only", "0", "Ignore non-rage targets", "Use playerlist to set up rage targets");
@ -370,9 +368,26 @@ bool IsTargetStateGood(CachedEntity* entity) {
IF_GAME (IsTF()) {
// If settings allow waiting for charge, and current charge cant kill target, dont aim
if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle) {
float bdmg = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargedDamage);
if (g_GlobalVars->curtime - g_pLocalPlayer->flZoomBegin <= 1.0f) bdmg = 50.0f;
if ((bdmg * 3) < (HasDarwins(entity) ? (entity->m_iHealth * 1.15) : entity->m_iHealth)) {
// Grab netvar for current charge damage and multiply by 3 for headshot
float cdmg = CE_FLOAT(LOCAL_W, netvar.flChargedDamage) * 3;
// Darwins damage correction, Darwins protects against 15% of damage
if (HasDarwins(entity))
cdmg = (cdmg * .85) - 1;
// Vaccinator damage correction, Vac charge protects against 75% of damage
if (HasCondition<TFCond_UberBulletResist>(entity)) {
cdmg = (cdmg * .25) - 1;
// Passive bullet resist protects against 10% of damage
} else if (HasCondition<TFCond_SmallBulletResist>(entity)) {
cdmg = (cdmg * .90) - 1;
}
// Invis damage correction, Invis spies get protection from 10% of damage
if (IsPlayerInvisible(entity))
cdmg = (cdmg * .80) - 1;
// Check if player will die from headshot or if target has more health than normal overheal allows.
if ( !(entity->m_iHealth <= 150 || entity->m_iHealth <= cdmg || !g_pLocalPlayer->bZoomed || entity->m_iHealth > entity->m_iMaxHealth + (entity->m_iMaxHealth * 0.5)) ) {
return false;
}
}
@ -458,6 +473,9 @@ bool IsTargetStateGood(CachedEntity* entity) {
// Check if sticky aimbot is enabled
if (!stickybot) return false;
// Only hitscan weapons can break stickys so check for them.
if (!(GetWeaponMode() == weapon_hitscan || GetWeaponMode() == weapon_melee)) return false;
// Check if target is within range
if (EffectiveTargetingRange()) {
if (entity->m_flDistance > (int)EffectiveTargetingRange()) return false;
@ -501,6 +519,7 @@ void Aim(CachedEntity* entity) {
// Grab the targets vector, and vector it for the eye angles
tr = (PredictEntity(entity) - g_pLocalPlayer->v_Eye);
VectorAngles(tr, angles);
// Clamp angles
fClampAngle(angles);
@ -516,8 +535,10 @@ void Aim(CachedEntity* entity) {
// A function to check whether player can autoshoot
bool CanAutoShoot() {
// First check whether user settings allow autoshoot
if (autoshoot) {
// A var for weapons not to use with autoshoot
static int forbiddenWeapons[] = { CL_CLASS(CTFCompoundBow), CL_CLASS(CTFKnife) };
int weapon_class;
@ -532,9 +553,20 @@ bool CanAutoShoot() {
}
}
// Check if zoomed, and zoom if not, then zoom
IF_GAME (IsTF()) {
if (g_pLocalPlayer->clazz == tf_class::tf_sniper) {
if (g_pLocalPlayer->holding_sniper_rifle) {
if (auto_zoom && !HasCondition<TFCond_Zoomed>(LOCAL_E)) {
g_pUserCmd->buttons |= IN_ATTACK2;
attack = false;
}
}
}
}
// Check if ambassador can headshot
IF_GAME (IsTF2()) {
// Check if players current weapon is an ambasador
if (IsAmbassador(g_pLocalPlayer->weapon())) {
// Check if ambasador can headshot
if (!AmbassadorCanHeadshot()) return false;
@ -622,7 +654,10 @@ int BestHitbox(CachedEntity* target) {
headonly = true;
// If player is using an ambassador, set headonly to true
} else if (IsAmbassador(g_pLocalPlayer->weapon())) {
headonly = true;
// We only want to aim for the head if the ambassador can headshot
headonly = AmbassadorCanHeadshot();
// 18 health is a good number to use as thats the usual minimum damage it can do with a bodyshot, but damage could potentially be higher
if (target->m_iHealth <= 18) headonly = false;
// If player is using a rocket based weapon, prefer the hip
} else if (ci == CL_CLASS(CTFRocketLauncher) ||
ci == CL_CLASS(CTFRocketLauncher_AirStrike) ||

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@ -13,6 +13,8 @@
namespace hacks { namespace shared { namespace esp {
CatVar show_weapon(CV_SWITCH, "esp_weapon", "1", "Show weapon name", "Show which weapon does the enemy use");
CatEnum tracers_enum({ "OFF", "CENTER", "BOTTOM" });
CatVar tracers(tracers_enum, "esp_tracers", "0", "Tracers", "SDraws a line from the player to a position on your screen");
CatVar local_esp(CV_SWITCH, "esp_local", "1", "ESP Local Player", "Shows local player ESP in thirdperson");
CatVar buildings(CV_SWITCH, "esp_buildings", "1", "Building ESP", "Show buildings");
CatVar enabled(CV_SWITCH, "esp_enabled", "0", "ESP", "Master ESP switch");
@ -651,6 +653,25 @@ void _FASTCALL ProcessEntityPT(CachedEntity* ent) {
}
}
if (tracers && ent->m_Type == ENTITY_PLAYER) {
// Grab the screen resolution and save to some vars
int width, height;
g_IEngine->GetScreenSize(width, height);
// Center values on screen
width = width / 2;
// Only center height if we are using center mode
if ((int)tracers == 1) height = height / 2;
// Get world to screen
Vector scn;
draw::WorldToScreen(ent->m_vecOrigin, scn);
// Draw a line
drawgl::Line(scn.x, scn.y, width - scn.x, height - scn.y, fg);
}
if (ent->m_Type == ENTITY_PLAYER) {
if (joy_esp) {
auto hb = ent->hitboxes.GetHitbox(0);

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@ -14,17 +14,10 @@
namespace hacks { namespace shared { namespace followbot {
/* Big Followbot TODO list
1. Fix crash when setting followbot_idx var and remove the fix var in its place
2. Test with followbots to ensure that vector followbot and crumb followbot work as intended
3. Clean the finished code and push to main from fork
*/
// User settings
CatVar bot(CV_SWITCH, "fb_bot", "0", "Master Followbot Switch", "Set to 1 in followbots' configs");

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@ -213,9 +213,94 @@ void Shutdown_hook(void* _this, const char* reason) {
static CatVar resolver(CV_SWITCH, "resolver", "0", "Resolve angles");
CatEnum namesteal_enum({ "OFF", "PASSIVE", "ACTIVE" });
CatVar namesteal(namesteal_enum, "name_stealer", "0", "Name Stealer", "Attemt to steal your teammates names. Usefull for avoiding kicks\nPassive only changes when the name stolen is no longer the best name to use\nActive Attemps to change the name whenever possible");
static std::string stolen_name;
// Func to get a new entity to steal name from
bool StolenName(){
// Array to store potential namestealer targets with a bookkeeper to tell how full it is
int potential_targets[32];
int potential_targets_length = 0;
// Go through entities looking for potential targets
for (int i = 1; i < HIGHEST_ENTITY; i++) {
CachedEntity* ent = ENTITY(i);
// Check if ent is a good target
if (!ent) continue;
if (ent == LOCAL_E) continue;
if (!ent->m_Type == ENTITY_PLAYER) continue;
if (ent->m_bEnemy) continue;
// Check if name is current one
player_info_s info;
if (g_IEngine->GetPlayerInfo(ent->m_IDX, &info)) {
// If our name is the same as current, than change it
if (std::string(info.name) == stolen_name) {
// Since we found the ent we stole our name from and it is still good, if user settings are passive, then we return true and dont alter our name
if ((int)namesteal == 1) {
return true;
// Otherwise we continue to change our name to something else
} else continue;
}
// a ent without a name is no ent we need, contine for a different one
} else continue;
// Save the ent to our array
potential_targets[potential_targets_length] = i;
potential_targets_length++;
// With our maximum amount of players reached, dont search for anymore
if (potential_targets_length >= 32) break;
}
// Checks to prevent crashes
if (potential_targets_length == 0) return false;
// Get random number that we can use with our array
int target_random_num = floor(RandFloatRange(0, potential_targets_length - 0.1F));
// Get a idx from our random array position
int new_target = potential_targets[target_random_num];
// Grab username of user
player_info_s info;
if (g_IEngine->GetPlayerInfo(new_target, &info)) {
// If our name is the same as current, than change it and return true
stolen_name = std::string(info.name);
return true;
}
// Didnt get playerinfo
return false;
}
const char* GetFriendPersonaName_hook(ISteamFriends* _this, CSteamID steamID) {
static const GetFriendPersonaName_t original = (GetFriendPersonaName_t)hooks::steamfriends.GetMethod(offsets::GetFriendPersonaName());
// Check User settings if namesteal is allowed
if (namesteal && steamID == g_ISteamUser->GetSteamID()) {
// We dont want to steal names while not in-game as there are no targets to steal from
if (g_IEngine->IsInGame()) {
// Check if we have a username to steal, func automaticly steals a name in it.
if (StolenName()) {
// Return the name that has changed from the func above
return format(stolen_name, "\x0F").c_str();
}
}
}
if ((strlen(force_name.GetString()) > 1) && steamID == g_ISteamUser->GetSteamID()) {
return force_name_newlined;
}
return original(_this, steamID);

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@ -135,7 +135,6 @@
"type": "list",
"name": "Triggerbot Preferences",
"list": [
"trigger_accuracy",
"trigger_zoomed",
"trigger_maxrange",
"trigger_charge",
@ -183,6 +182,7 @@
"esp_buildings",
"esp_local",
"esp_powerups",
"esp_tracers",
{
"type": "list",
"name": "Emoji ESP",
@ -407,6 +407,7 @@
"name",
"fakelag",
"disconnect_reason",
"name_stealer",
"minigun_jump",
"spycrab",
"skinchanger",