Merge pull request #78 from julianacan9999/master

Slow Aim Update + Remove broken code
This commit is contained in:
nullifiedcat 2017-04-27 14:31:17 +03:00 committed by GitHub
commit d4ab73c7d7
2 changed files with 120 additions and 35 deletions

View File

@ -240,11 +240,11 @@ static const std::string list_tf2 = R"(
"aimbot_aimkey"
"aimbot_aimkey_mode"
"aimbot_autoshoot"
"aimbot_autoshoot_delay"
"aimbot_hitboxmode"
"aimbot_fov"
"aimbot_prioritymode"
"aimbot_charge"
"aimbot_slow"
"Ignore" [
"Ignore/Respect Menu"
"aimbot_respect_vaccinator"
@ -269,6 +269,7 @@ static const std::string list_tf2 = R"(
"aimbot_zoomed"
"aimbot_only_when_can_shoot"
"aimbot_enable_attack_only"
"aimbot_slow_shunt"
"aimbot_maxrange"
"aimbot_interp"
"Projectile Aimbot" [

View File

@ -26,9 +26,6 @@ bool headonly { false };
int last_target { -1 };
bool silent_huntsman { false };
int iTickAutoshootDelay { 0 };
static CatVar autoshoot_delay(CV_FLOAT, "aimbot_autoshoot_delay", "0", "Autoshoot Delay", "Delays your shot to increase accuracy", 100.0);
static CatVar ignore_hoovy(CV_SWITCH, "aimbot_ignore_hoovy", "0", "Ignore Hoovies", "Aimbot won't attack hoovies");
int ClosestHitbox(CachedEntity* target) {
@ -294,6 +291,19 @@ int ShouldTarget(CachedEntity* entity) {
return 27;
}
//Initialize vars for slow aim
static CatVar slowaim(CV_SWITCH, "aimbot_slow", "0", "Slow Aim", "Slowly moves your crosshair onto the targets face\nUse with triggerbot.\nSilent breaks this");
static CatVar slowaim_shunting(CV_FLOAT, "aimbot_slow_shunt", "0", "Slow Aim Shunt", "How strongly to shunt the aiming.", 100);
float changey;
float changex;
float sai;
float origx;
float origy;
float angiex;
float angiey;
int slowfliptype;
int slowdir;
bool Aim(CachedEntity* entity, CUserCmd* cmd) {
//logging::Info("Aiming!");
Vector hit;
@ -316,17 +326,83 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
//logging::Info("ayyming!");
Vector tr = (hit - g_pLocalPlayer->v_Eye);
fVectorAngles(tr, angles);
bool smoothed = false;
/*if (this->v_bSmooth->GetBool()) {
Vector da = (angles - g_pLocalPlayer->v_OrigViewangles);
fClampAngle(da);
smoothed = true;
if (da.IsZero(v_fSmoothAutoshootTreshold->GetFloat())) smoothed = false;
da *= this->v_fSmoothValue->GetFloat() * (((float)rand() / (float)RAND_MAX) * this->v_fSmoothRandomness->GetFloat());
angles = g_pLocalPlayer->v_OrigViewangles + da;
}*/
fClampAngle(angles);
cmd->viewangles = angles;
//Needed for logic to determine whether to use slow aim. Without this, sai set to 0 will loop and freeze system
sai = slowaim_shunting;
if ( (slowaim == 1) && (silent == false) && (sai > 0) ) {
//Save info to vars that are easy to work with
origx = cmd->viewangles.x;
origy = cmd->viewangles.y;
angiex = angles.x;
angiey = angles.y;
//Angle clamping for when the aimbot chooses a too high of value
if (angiey > 180) angiey = angiey - 360;
if (angiey < -180) angiey = angiey + 360;
//Determine whether to move the mouse at all for the yaw
if (origy != angiey) {
//Fliping The main axis to prevent 360s from happening when the bot trys to cross -180y and 180y
slowfliptype = 0;
if ( ((angiey < -90) && (origy > 90)) && (slowfliptype == 0) ) {
slowfliptype = 1;
angiey = angiey - 90;
origy = origy + 90;
}
if ( ((angiey > 90) && (origy < -90)) && (slowfliptype == 0) ) {
slowfliptype = 2;
angiey = angiey + 90;
origy = origy - 90;
}
//Math to calculate how much to move the mouse
changey = (std::abs(origy - angiey)) / (sai) ;
//Use stronger shunting due to the flip
if (slowfliptype != 0) changey = ((( std::abs(origy - angiey) ) / (sai * sai)) / sai) ;
//Determine the direction to move in before reseting the flipped angles
slowdir = 0;
if ((origy > angiey) && (slowdir == 0)) slowdir = 1;
if ((origy < angiey) && (slowdir == 0)) slowdir = 2;
//Reset Flipped angles and fix directions
if (slowfliptype == 1) {
angiey = angiey + 90;
origy = origy - 90;
slowdir = 2;
}
if (slowfliptype == 2) {
angiey = angiey - 90;
origy = origy + 90;
slowdir = 1;
}
//Move in the direction determined before the fliped angles
if (slowdir == 1) angles.y = origy - changey;
if (slowdir == 2) angles.y = origy + changey;
}
//Angle clamping for when the aimbot chooses a too high of value, fixes for when players are above your player
if (angiex > 89) angiex = angiex - 360;
//Determine whether to move the mouse at all for the pitch
if (origx != angiex) {
changex = (std::abs(origx - angiex)) / (sai) ;
//Determine the direction to move in
if (origx > angiex) angles.x = origx - changex;
if (origx < angiex) angles.x = origx + changex;
}
//Set the newly determined angles
fClampAngle(angles);
cmd->viewangles = angles;
} else {
//When slow aim is off, use the default angles.
fClampAngle(angles);
cmd->viewangles = angles;
}
if (silent) {
g_pLocalPlayer->bUseSilentAngles = true;
}
@ -340,35 +416,41 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
static int forbiddenWeapons[] = { g_pClassID->CTFCompoundBow, g_pClassID->CTFKnife };
int weapon_class = g_pLocalPlayer->weapon()->m_iClassID;
bool attack = true;
for (int i = 0; i < 2; i++) {
for (int i = 0; i < 2; i++) {
if (weapon_class == forbiddenWeapons[i]) {
attack = false;
break;
}
}
bool autoshoot_delay_bool = false;
if ( autoshoot_delay == 0 ) {
bool autoshoot_delay_bool = false;
} else {
bool autoshoot_delay_bool = true;
}
int autoshootdelayvar = autoshoot_delay;
if ( attack == false ) {
iTickAutoshootDelay = 0;
}
if ( attack && autoshoot_delay_bool ) {
if ( (iTickAutoshootDelay++ / 200 ) >= autoshootdelayvar ) {
cmd->buttons |= IN_ATTACK;
}
} else {
if ( attack ) {
cmd->buttons |= IN_ATTACK;
}
//Autoshoot breaks Slow aimbot
if (slowaim == true) attack = false;
if ( attack ) {
cmd->buttons |= IN_ATTACK;
}
}
return true;
}
/*Broken Autoshoot delay code
//Ripped from AAAA timer
float autoshoot_timer_start = 0.0f;
float autoshoot_timer = 0.0f;
void UpdateAutoShootTimer() {
const float& curtime = g_GlobalVars->curtime;
if (autoshoot_timer_start > curtime) autoshoot_timer_start = 0.0f;
if (!autoshoot_timer || !autoshoot_timer_start) {
autoshoot_timer = autoshoot_delay;
autoshoot_timer_start = curtime;
} else {
if (curtime - autoshoot_timer_start > autoshoot_timer) {
cmd->buttons |= IN_ATTACK;
autoshoot_timer_start = curtime;
autoshoot_timer = autoshoot_delay;
}
}
}*/
bool ShouldAim(CUserCmd* cmd) {
if (aimkey && aimkey_mode) {
bool key_down = g_IInputSystem->IsButtonDown((ButtonCode_t)(int)aimkey);
@ -382,6 +464,8 @@ bool ShouldAim(CUserCmd* cmd) {
case AimKeyMode_t::PRESS_TO_TOGGLE:
aimkey_switch = !aimkey_switch;
if (!aimkey_switch) return false;
//Dont autoshoot with slow aim on.
if (slowaim) return false;
}
}
if (only_can_shoot) {
@ -529,4 +613,4 @@ CatVar proj_visibility(CV_SWITCH, "aimbot_proj_vispred", "0", "Projectile visibi
CatVar proj_fov(CV_SWITCH, "aimbot_proj_fovpred", "0", "Projectile FOV mode", "If disabled, FOV restrictions apply to current target position");
}}}