diff --git a/include/helpers.hpp b/include/helpers.hpp index 03751cd8..ac11ce6d 100755 --- a/include/helpers.hpp +++ b/include/helpers.hpp @@ -82,7 +82,6 @@ Vector VischeckWall(CachedEntity *player, CachedEntity *target, float maxdist, float vectorMax(Vector i); Vector vectorAbs(Vector i); bool canReachVector(Vector loc, Vector dest = {0,0,0}); -bool isJumping(Vector vec); bool LineIntersectsBox(Vector &bmin, Vector &bmax, Vector &lmin, Vector &lmax); diff --git a/src/hacks/Aimbot.cpp b/src/hacks/Aimbot.cpp index 1c52c229..70ef0763 100644 --- a/src/hacks/Aimbot.cpp +++ b/src/hacks/Aimbot.cpp @@ -201,7 +201,7 @@ bool BacktrackAimbot() { bool good_tick = false; for (int j = 0; j < 12; ++j) - if (tickcnt == hacks::shared::backtrack::sorted_ticks[j].tick && hacks::shared::backtrack::sorted_ticks[j].tickcount != FLT_MAX) + if (tickcnt == hacks::shared::backtrack::sorted_ticks[j].tick && hacks::shared::backtrack::sorted_ticks[j].tickcount != INT_MAX) good_tick = true; tickcnt++; if (!i.hitboxpos.z) diff --git a/src/hacks/Backtrack.cpp b/src/hacks/Backtrack.cpp index 7cbc34ee..b2793586 100644 --- a/src/hacks/Backtrack.cpp +++ b/src/hacks/Backtrack.cpp @@ -174,7 +174,7 @@ void Run() { bool good_tick = false; for (int i = 0; i < 12; ++i) - if (t == sorted_ticks[i].tick && sorted_ticks[i].tickcount != FLT_MAX) + if (t == sorted_ticks[i].tick && sorted_ticks[i].tickcount != INT_MAX) good_tick = true; if (!good_tick) continue; diff --git a/src/hacks/FollowBot.cpp b/src/hacks/FollowBot.cpp index bb205159..ac090181 100644 --- a/src/hacks/FollowBot.cpp +++ b/src/hacks/FollowBot.cpp @@ -63,9 +63,10 @@ static const int crumb_limit = 64; // limit // Followed entity, externed for highlight color int follow_target = 0; -bool inited; +static bool inited; Timer lastTaunt{}; // time since taunt was last executed, used to avoid kicks +Timer lastJump{}; std::array afkTicks; // for how many ms the player hasn't been moving void checkAFK() @@ -75,7 +76,7 @@ void checkAFK() auto entity = ENTITY(i); if (CE_BAD(entity)) continue; - if (!CE_VECTOR(entity, netvar.vVelocity).IsZero(5.0f)) + if (!CE_VECTOR(entity, netvar.vVelocity).IsZero(40.0f)) { afkTicks[i].update(); } @@ -306,12 +307,6 @@ void WorldTick() } } -// if(!checkPath()) //wip do not merge if you see this -// { -// follow_target = 0; -// return; -// } - // Update timer on new target static Timer idle_time{}; if (breadcrumbs.empty()) @@ -331,7 +326,7 @@ void WorldTick() // 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)) < 30) + DistanceToGround(ENTITY(follow_target)) < 45) breadcrumbs.push_back(tar_orig); // Prune old and close crumbs that we wont need anymore, update idle timer @@ -357,14 +352,24 @@ void WorldTick() if (dist_to_target > (float) follow_distance) { // Check for jump - if (autojump && (idle_time.check(2000) || isJumping(breadcrumbs[0]))) + if (autojump && lastJump.check(1000) && (idle_time.check(2000) || DistanceToGround(breadcrumbs[0]) > 42)) + { g_pUserCmd->buttons |= IN_JUMP; - // Check for idle + 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; diff --git a/src/helpers.cpp b/src/helpers.cpp index 1867137e..ddfb6f40 100644 --- a/src/helpers.cpp +++ b/src/helpers.cpp @@ -192,16 +192,10 @@ bool canReachVector(Vector loc, Vector dest) int maxiterations = floor(dest.DistTo(loc)) / 40; for (int i = 0; i < maxiterations; i++) { + // math to get the next vector 40.0f in the direction of dest Vector vec = loc + dist / vectorMax(vectorAbs(dist)) * 40.0f * (i + 1); - trace_t trace; - Ray_t ray; - Vector down = vec; - down.z = down.z - 50; - ray.Init(vec, down); - g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, - &trace); - if (!(trace.startpos.DistTo(trace.endpos) <= 45)) + if (DistanceToGround(vec) >= 45) return false; for (int j = 0; j < 4; j++) @@ -223,13 +217,13 @@ bool canReachVector(Vector loc, Vector dest) directionalLoc.y = directionalLoc.y - 40; break; } - trace_t trace2; - Ray_t ray2; - ray2.Init(vec, directionalLoc); - g_ITrace->TraceRay(ray2, 0x4200400B, &trace::filter_no_player, - &trace2); + trace_t trace; + Ray_t ray; + ray.Init(vec, directionalLoc); + g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, + &trace); // distance of trace < than 26 - if (trace2.startpos.DistTo(trace2.endpos) < 26.0f) + if (trace.startpos.DistTo(trace.endpos) < 26.0f) return false; } } @@ -237,16 +231,11 @@ bool canReachVector(Vector loc, Vector dest) else { // check if the vector is too high above ground - trace_t trace; - Ray_t ray; - Vector down = loc; - down.z = down.z - 50; - ray.Init(loc, down); - g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace); // higher to avoid small false positives, player can jump 42 hu according to // the tf2 wiki - if (!(trace.startpos.DistTo(trace.endpos) <= 45)) + if (DistanceToGround(loc) >= 45) return false; + // check if there is enough space arround the vector for a player to fit // for loop for all 4 directions for (int i = 0; i < 4; i++) @@ -268,38 +257,18 @@ bool canReachVector(Vector loc, Vector dest) directionalLoc.y = directionalLoc.y - 40; break; } - trace_t trace2; - Ray_t ray2; - ray2.Init(loc, directionalLoc); - g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace2); + trace_t trace; + Ray_t ray; + ray.Init(loc, directionalLoc); + g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace); // distance of trace < than 26 - if (trace2.startpos.DistTo(trace2.endpos) < 26.0f) + if (trace.startpos.DistTo(trace.endpos) < 26.0f) return false; } } return true; } -// returns if the player is currently jumping/falling. -bool isJumping(Vector vec) -{ - // check if the vector is too high above ground - trace_t trace; - Ray_t ray; - Vector down = vec; - Vector loc = vec; - down.z = down.z - 50; - loc.z = loc.z + 5; - ray.Init(vec, down); - // trace::filter_no_player.SetSelf(RAW_ENT(g_pLocalPlayer->entity)); - g_ITrace->TraceRay(ray, 0x4200400B, &trace::filter_no_player, &trace); - // lower to avoid small false negatives, player can jump 42 hu according to - // the tf2 wiki, higher because loc.z = loc.z + 5; - if (trace.startpos.DistTo(trace.endpos) > 45) - return true; - return false; -} - std::string GetLevelName() {