rename the backtrack global variable

This commit is contained in:
BenCat07 2020-05-06 22:17:44 +02:00
parent 9dcfc6b8cf
commit a82a2a264c
8 changed files with 39 additions and 39 deletions

View File

@ -101,5 +101,5 @@ public:
void SetBacktrackData(CachedEntity *ent, BacktrackData);
};
extern hacks::tf2::backtrack::Backtrack backtrack;
} // namespace hacks::tf2::backtrack
extern hacks::tf2::backtrack::Backtrack g_IBacktrack;

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@ -121,7 +121,7 @@ float cur_proj_grav{ 0.0f };
bool shouldBacktrack()
{
return *enable && !projectile_mode && (*backtrackAimbot || force_backtrack_aimbot) && g_IBacktrack.isBacktrackEnabled;
return *enable && !projectile_mode && (*backtrackAimbot || force_backtrack_aimbot) && hacks::tf2::backtrack::backtrack.isBacktrackEnabled;
}
bool IsBacktracking()
@ -589,7 +589,7 @@ bool IsTargetStateGood(CachedEntity *entity)
else
{
// This does vischecks and everything
auto data = g_IBacktrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
// No data found
if (!data)
return false;
@ -709,7 +709,7 @@ bool IsTargetStateGood(CachedEntity *entity)
if (shouldBacktrack())
{
// This does vischecks and everything
auto data = g_IBacktrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
// No data found
if (!data)
return false;
@ -827,7 +827,7 @@ bool IsTargetStateGood(CachedEntity *entity)
if (shouldBacktrack())
{
// This does vischecks and everything
auto data = g_IBacktrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
// No data found
if (!data)
return false;
@ -873,7 +873,7 @@ void Aim(CachedEntity *entity)
if (shouldBacktrack() && entity->m_Type() == ENTITY_PLAYER)
{
// This does vischecks and everything
auto data = g_IBacktrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
auto bt_hb = data->hitboxes.at(cd.hitbox);
hitboxcenter = bt_hb.center;
hitboxmin = bt_hb.min;
@ -926,9 +926,9 @@ void Aim(CachedEntity *entity)
// Set Backtrack data
if (shouldBacktrack() && entity->m_Type() == ENTITY_PLAYER)
{
auto data = g_IBacktrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
if (data)
g_IBacktrack.SetBacktrackData(entity, *data);
hacks::tf2::backtrack::backtrack.SetBacktrackData(entity, *data);
}
// Finish function
return;
@ -1090,7 +1090,7 @@ const Vector &PredictEntity(CachedEntity *entity)
}
else
{
auto data = g_IBacktrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
if (data)
{
result = data->hitboxes.at(cd.hitbox).center;
@ -1225,7 +1225,7 @@ int BestHitbox(CachedEntity *target)
// Backtracking and preferred hitbox
if (IsBacktracking())
{
auto data = g_IBacktrack.getClosestEntTick(target, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(target, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
if (data)
{
@ -1248,7 +1248,7 @@ int BestHitbox(CachedEntity *target)
// We already vischecked
if (!*backtrackVischeckAll)
{
auto data = g_IBacktrack.getClosestEntTick(target, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(target, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
for (int i = 0; i < 18; i++)
if (IsEntityVectorVisible(target, (*data).hitboxes.at(i).center))
@ -1325,7 +1325,7 @@ bool VischeckPredictedEntity(CachedEntity *entity)
}
else
{
auto data = g_IBacktrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(entity, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
if (data && IsEntityVectorVisible(entity, data->hitboxes.at(cd.hitbox == -1 ? 0 : cd.hitbox).center, MASK_SHOT))
cd.visible = true;
else
@ -1520,7 +1520,7 @@ void rvarCallback(settings::VariableBase<float> &, float after)
force_backtrack_aimbot = after >= 200.0f;
}
static InitRoutine EC([]() {
g_IBacktrack.latency.installChangeCallback(rvarCallback);
hacks::tf2::backtrack::backtrack.latency.installChangeCallback(rvarCallback);
EC::Register(EC::LevelInit, Reset, "INIT_Aimbot", EC::average);
EC::Register(EC::LevelShutdown, Reset, "RESET_Aimbot", EC::average);
EC::Register(EC::CreateMove, CreateMove, "CM_Aimbot", EC::late);

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@ -280,7 +280,7 @@ static bool doBacktrackStab(bool legit = false)
continue;
// Get the best tick for that ent
auto tick_data = g_IBacktrack.getBestTick(ent, backtrackFilter);
auto tick_data = hacks::tf2::backtrack::backtrack.getBestTick(ent, backtrackFilter);
// We found something matching the criterias, break out
if (tick_data)
@ -294,7 +294,7 @@ static bool doBacktrackStab(bool legit = false)
// We found a good ent
if (stab_ent)
{
g_IBacktrack.SetBacktrackData(stab_ent, stab_data);
hacks::tf2::backtrack::backtrack.SetBacktrackData(stab_ent, stab_data);
current_user_cmd->buttons |= IN_ATTACK;
current_user_cmd->viewangles = newangle_apply;
g_pLocalPlayer->bUseSilentAngles = true;
@ -321,9 +321,9 @@ void CreateMove()
doRageBackstab();
break;
case 2:
if (g_IBacktrack.isBacktrackEnabled)
if (hacks::tf2::backtrack::backtrack.isBacktrackEnabled)
{
if (*g_IBacktrack.latency <= 190 && doRageBackstab())
if (*hacks::tf2::backtrack::backtrack.latency <= 190 && doRageBackstab())
break;
doBacktrackStab(false);
}
@ -333,9 +333,9 @@ void CreateMove()
}
break;
case 3:
if (g_IBacktrack.isBacktrackEnabled)
if (hacks::tf2::backtrack::backtrack.isBacktrackEnabled)
{
if (*g_IBacktrack.latency <= 190 && doLegitBackstab())
if (*hacks::tf2::backtrack::backtrack.latency <= 190 && doLegitBackstab())
break;
doBacktrackStab(true);
}

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@ -471,13 +471,13 @@ std::optional<std::pair<CachedEntity *, BacktrackData>> Backtrack::getClosestTic
}
static InitRoutine init([]() {
EC::Register(EC::CreateMove, std::bind(&Backtrack::CreateMove, &g_IBacktrack), "backtrack_cm", EC::early);
EC::Register(EC::CreateMove, std::bind(&Backtrack::CreateMoveLate, &g_IBacktrack), "backtrack_cmlate", EC::very_late);
EC::Register(EC::CreateMove, std::bind(&Backtrack::CreateMove, &hacks::tf2::backtrack::backtrack), "backtrack_cm", EC::early);
EC::Register(EC::CreateMove, std::bind(&Backtrack::CreateMoveLate, &hacks::tf2::backtrack::backtrack), "backtrack_cmlate", EC::very_late);
#if ENABLE_VISUALS
EC::Register(EC::Draw, std::bind(&Backtrack::Draw, &g_IBacktrack), "backtrack_draw");
EC::Register(EC::Draw, std::bind(&Backtrack::Draw, &hacks::tf2::backtrack::backtrack), "backtrack_draw");
#endif
EC::Register(EC::LevelShutdown, std::bind(&Backtrack::LevelShutdown, &g_IBacktrack), "backtrack_levelshutdown");
EC::Register(EC::LevelShutdown, std::bind(&Backtrack::LevelShutdown, &hacks::tf2::backtrack::backtrack), "backtrack_levelshutdown");
});
Backtrack backtrack;
} // namespace hacks::tf2::backtrack
// Global interface
hacks::tf2::backtrack::Backtrack g_IBacktrack;

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@ -54,9 +54,9 @@ std::pair<CachedEntity *, Vector> FindBestEnt(bool teammate, bool Predict, bool
if (zcheck && (ent->m_vecOrigin().z - LOCAL_E->m_vecOrigin().z) > 200.0f)
continue;
float scr = ent->m_flDistance();
if (g_IBacktrack.isBacktrackEnabled && demoknight_mode)
if (hacks::tf2::backtrack::backtrack.isBacktrackEnabled && demoknight_mode)
{
auto data = g_IBacktrack.getClosestEntTick(ent, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(ent, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
// No entity
if (!data)
scr = FLT_MAX;
@ -109,9 +109,9 @@ std::pair<CachedEntity *, Vector> FindBestEnt(bool teammate, bool Predict, bool
if (zcheck && (ent->m_vecOrigin().z - LOCAL_E->m_vecOrigin().z) > 200.0f)
continue;
float scr = ent->m_flDistance();
if (g_IBacktrack.isBacktrackEnabled && demoknight_mode)
if (hacks::tf2::backtrack::backtrack.isBacktrackEnabled && demoknight_mode)
{
auto data = g_IBacktrack.getClosestEntTick(ent, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &g_IBacktrack, std::placeholders::_1, std::placeholders::_2));
auto data = hacks::tf2::backtrack::backtrack.getClosestEntTick(ent, LOCAL_E->m_vecOrigin(), std::bind(&hacks::tf2::backtrack::Backtrack::defaultTickFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1, std::placeholders::_2));
// No entity
if (!data)
scr = FLT_MAX;

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@ -96,7 +96,7 @@ void CreateMove()
CachedEntity *ent = nullptr;
std::optional<hacks::tf2::backtrack::BacktrackData> bt_data;
if (!g_IBacktrack.isBacktrackEnabled)
if (!hacks::tf2::backtrack::backtrack.isBacktrackEnabled)
ent = FindEntInSight(EffectiveTargetingRange());
// Backtrack, use custom filter to check if tick is in crosshair
else
@ -115,7 +115,7 @@ void CreateMove()
forward = forward * EffectiveTargetingRange() + g_pLocalPlayer->v_Eye;
// Call closest tick with our Tick filter func
auto closest_data = g_IBacktrack.getClosestTick(g_pLocalPlayer->v_Eye, std::bind(&hacks::tf2::backtrack::Backtrack::defaultEntFilter, &g_IBacktrack, std::placeholders::_1), tick_filter);
auto closest_data = hacks::tf2::backtrack::backtrack.getClosestTick(g_pLocalPlayer->v_Eye, std::bind(&hacks::tf2::backtrack::Backtrack::defaultEntFilter, &hacks::tf2::backtrack::backtrack, std::placeholders::_1), tick_filter);
// No results, try to grab a building
if (!closest_data)
@ -127,7 +127,7 @@ void CreateMove()
// Assign entity
ent = (*closest_data).first;
bt_data = (*closest_data).second;
g_IBacktrack.SetBacktrackData(ent, *bt_data);
hacks::tf2::backtrack::backtrack.SetBacktrackData(ent, *bt_data);
}
}

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@ -10,13 +10,13 @@ namespace hooked_methods
{
DEFINE_HOOKED_METHOD(SendDatagram, int, INetChannel *ch, bf_write *buf)
{
if (!isHackActive() || !ch || CE_BAD(LOCAL_E) || std::floor(*g_IBacktrack.latency) == 0)
if (!isHackActive() || !ch || CE_BAD(LOCAL_E) || std::floor(*hacks::tf2::backtrack::backtrack.latency) == 0)
return original::SendDatagram(ch, buf);
int in = ch->m_nInSequenceNr;
int state = ch->m_nInReliableState;
// Do backtrack things
g_IBacktrack.adjustPing(ch);
hacks::tf2::backtrack::backtrack.adjustPing(ch);
int ret = original::SendDatagram(ch, buf);
ch->m_nInSequenceNr = in;

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@ -45,7 +45,7 @@ DEFINE_HOOKED_METHOD(DrawModelExecute, void, IVModelRender *this_, const DrawMod
if (!isHackActive())
return original::DrawModelExecute(this_, state, info, bone);
if (!(g_IBacktrack.isBacktrackEnabled /*|| (hacks::shared::antiaim::force_fakelag && hacks::shared::antiaim::isEnabled())*/ || spectator_target || no_arms || no_hats || (*clean_screenshots && g_IEngine->IsTakingScreenshot()) || CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer()))
if (!(hacks::tf2::backtrack::backtrack.isBacktrackEnabled /*|| (hacks::shared::antiaim::force_fakelag && hacks::shared::antiaim::isEnabled())*/ || spectator_target || no_arms || no_hats || (*clean_screenshots && g_IEngine->IsTakingScreenshot()) || CE_BAD(LOCAL_E) || !LOCAL_E->m_bAlivePlayer()))
{
return original::DrawModelExecute(this_, state, info, bone);
}
@ -114,7 +114,7 @@ DEFINE_HOOKED_METHOD(DrawModelExecute, void, IVModelRender *this_, const DrawMod
aa_draw = false;
angles.y = backup;
}*/
if (g_IBacktrack.isBacktrackEnabled && g_IBacktrack.chams)
if (hacks::tf2::backtrack::backtrack.isBacktrackEnabled && hacks::tf2::backtrack::backtrack.chams)
{
const char *name = g_IModelInfo->GetModelName(info.pModel);
if (name)
@ -128,7 +128,7 @@ DEFINE_HOOKED_METHOD(DrawModelExecute, void, IVModelRender *this_, const DrawMod
if (CE_GOOD(ent) && ent->m_bAlivePlayer())
{
// Get Backtrack data for target entity
auto good_ticks = g_IBacktrack.getGoodTicks(info.entity_index);
auto good_ticks = hacks::tf2::backtrack::backtrack.getGoodTicks(info.entity_index);
// Check if valid
if (!good_ticks.empty())
@ -144,15 +144,15 @@ DEFINE_HOOKED_METHOD(DrawModelExecute, void, IVModelRender *this_, const DrawMod
rgba_t mod_original;
// Save color just in case, then set to team color
g_IVRenderView->GetColorModulation(mod_original.rgba);
g_IVRenderView->SetColorModulation(g_IBacktrack.team_color ? colors::EntityF(ent) : colors::FromRGBA8(100, 100, 100, 255));
g_IVRenderView->SetColorModulation(hacks::tf2::backtrack::backtrack.team_color ? colors::EntityF(ent) : colors::FromRGBA8(100, 100, 100, 255));
// Important for Depth
ptr->DepthRange(0.0f, 1.0f);
// Apply our material
if (!g_IBacktrack.team_color)
if (!hacks::tf2::backtrack::backtrack.team_color)
g_IVModelRender->ForcedMaterialOverride(mat_dme_chams);
// Draw as many ticks as desired
for (unsigned i = 0; i <= (unsigned) std::max(*g_IBacktrack.chams_ticks, 1); i++)
for (unsigned i = 0; i <= (unsigned) std::max(*hacks::tf2::backtrack::backtrack.chams_ticks, 1); i++)
{
// Can't draw more than we have
if (i >= good_ticks.size())