Improve autobackstab
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607a72878d
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@ -7,14 +7,15 @@
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#include "common.hpp"
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#include "hacks/Backtrack.hpp"
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#include "hacks/Aimbot.hpp"
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namespace hacks::tf2::autobackstab
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{
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static CatVar enabled(CV_SWITCH, "autobackstab", "0", "Auto Backstab",
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"Does not depend on triggerbot!");
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static CatVar silent(CV_SWITCH, "autobackstab_silent", "1", "Silent");
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void hitEntity(int *result_eindex, Vector *result_pos, QAngle angle)
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void traceEntity(int *result_eindex, Vector *result_pos, QAngle angle,
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Vector loc)
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{
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Ray_t ray;
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Vector forward;
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@ -29,9 +30,9 @@ void hitEntity(int *result_eindex, Vector *result_pos, QAngle angle)
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forward.x = cp * cy;
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forward.y = cp * sy;
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forward.z = -sp;
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forward = forward * 8192.0f + g_pLocalPlayer->v_Eye;
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ray.Init(g_pLocalPlayer->v_Eye, forward);
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g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_default, &trace);
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forward = forward * 8192.0f + loc;
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ray.Init(loc, forward);
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g_ITrace->TraceRay(ray, MASK_SHOT_HULL, &trace::filter_default, &trace);
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if (result_pos)
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*result_pos = trace.endpos;
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if (result_eindex)
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@ -44,17 +45,20 @@ void hitEntity(int *result_eindex, Vector *result_pos, QAngle angle)
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}
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}
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bool canBackstab(CachedEntity *tar, Vector angle)
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bool canBackstab(CachedEntity *tar, Vector angle, Vector loc, Vector hitboxLoc)
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{
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float meleeRange = re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
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Vector targetAngle = NET_VECTOR(RAW_ENT(tar), netvar.m_angEyeAngles);
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if (fabsf(angle.y - targetAngle.y) < 90)
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if (fabsf(angle.y - targetAngle.y) < 85)
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{
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int IDX;
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Vector hitLoc;
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hitEntity(&IDX, &hitLoc, QAngle(angle.x, angle.y, angle.z));
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traceEntity(&IDX, &hitLoc, QAngle(angle.x, angle.y, angle.z), loc);
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if (IDX == tar->m_IDX)
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return true;
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{
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if (loc.DistTo(hitboxLoc) < meleeRange)
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return true;
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}
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}
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return false;
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}
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@ -68,7 +72,6 @@ void CreateMove()
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if (g_pLocalPlayer->weapon()->m_iClassID() != CL_CLASS(CTFKnife))
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return;
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// Get melee range of knife
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int meleeRange = re::C_TFWeaponBaseMelee::GetSwingRange(RAW_ENT(LOCAL_W));
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CachedEntity *besttarget = nullptr;
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for (int i = 0; i < g_IEngine->GetMaxClients(); i++)
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{
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@ -79,12 +82,12 @@ void CreateMove()
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!target->m_bAlivePlayer() || target->m_Type() != ENTITY_PLAYER)
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continue;
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if (target->hitboxes.GetHitbox(spine_3)->center.DistTo(
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g_pLocalPlayer->v_Eye) <= meleeRange)
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g_pLocalPlayer->v_Eye) <= 300.0f)
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{
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if (CE_GOOD(besttarget))
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{
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if (target->hitboxes.GetHitbox(spine_3)->center.DistTo(
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g_pLocalPlayer->v_Eye) >
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g_pLocalPlayer->v_Eye) <
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besttarget->hitboxes.GetHitbox(spine_3)->center.DistTo(
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g_pLocalPlayer->v_Eye))
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besttarget = target;
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@ -97,22 +100,32 @@ void CreateMove()
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}
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if (CE_GOOD(besttarget))
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{
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Vector hitboxLoc =
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besttarget->hitboxes.GetHitbox(hacks::shared::aimbot::ClosestHitbox(besttarget))
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->center;
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Vector angle = NET_VECTOR(RAW_ENT(LOCAL_E), netvar.m_angEyeAngles);
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if (canBackstab(besttarget, angle))
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if (canBackstab(besttarget, angle, g_pLocalPlayer->v_Eye, hitboxLoc))
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{
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g_pUserCmd->buttons |= IN_ATTACK;
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besttarget = nullptr;
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return;
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g_pUserCmd->buttons |= IN_ATTACK;
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besttarget = nullptr;
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return;
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}
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else
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{
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for (float i = -180.0f; i < 180.0f; i += 5.0f)
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for (float i = -180.0f; i < 180.0f; i += 1.0f)
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{
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// Get angles
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Vector tr = (hitboxLoc - g_pLocalPlayer->v_Eye);
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Vector xAngle;
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VectorAngles(tr, xAngle);
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// Clamping is important
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fClampAngle(xAngle);
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angle.x = xAngle.x;
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angle.y = i;
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if (canBackstab(besttarget, angle))
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if (canBackstab(besttarget, angle, g_pLocalPlayer->v_Eye, hitboxLoc))
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{
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g_pUserCmd->viewangles.y = i;
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g_pUserCmd->viewangles = angle;
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g_pUserCmd->buttons |= IN_ATTACK;
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besttarget = nullptr;
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if (silent)
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@ -123,4 +136,4 @@ void CreateMove()
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}
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}
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}
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}
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} // namespace hacks::tf2::autobackstab
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