Aimbot Rework

This commit is contained in:
julianacat 2017-08-27 00:56:28 -05:00
parent 5a3d12c2da
commit e2d160473a
4 changed files with 233 additions and 393 deletions

View File

@ -15,11 +15,11 @@ static CatVar aimkey(CV_KEY, "aimbot_aimkey", "0", "Aimkey", "Aimkey. Look at Ai
static CatEnum aimkey_modes_enum({ "DISABLED", "AIMKEY", "REVERSE", "TOGGLE" });
static CatVar aimkey_mode(aimkey_modes_enum, "aimbot_aimkey_mode", "1", "Aimkey mode", "DISABLED: aimbot is always active\nAIMKEY: aimbot is active when key is down\nREVERSE: aimbot is disabled when key is down\nTOGGLE: pressing key toggles aimbot");
static CatVar autoshoot(CV_SWITCH, "aimbot_autoshoot", "1", "Autoshoot", "Shoot automatically when the target is locked, isn't compatible with 'Enable when attacking'");
static CatEnum hitbox_mode_enum({ "AUTO-HEAD", "AUTO-CLOSEST", "STATIC" });
static CatEnum hitbox_mode_enum({ "AUTO", "AUTO-CLOSEST", "STATIC" });
static CatVar hitbox_mode(hitbox_mode_enum, "aimbot_hitboxmode", "0", "Hitbox Mode", "Defines hitbox selection mode");
static CatVar fov(CV_FLOAT, "aimbot_fov", "0", "Aimbot FOV", "FOV range for aimbot to lock targets. \"Smart FOV\" coming eventually.", 180.0f);
static CatVar fovcircle_opacity(CV_FLOAT, "aimbot_fov_draw_opacity", "0.7", "FOV Circle Opacity", "Defines opacity of FOV circle", 0.0f, 1.0f);
// Selective and related
static CatEnum priority_mode_enum({ "SMART", "FOV", "DISTANCE", "HEALTH" });
static CatVar priority_mode(priority_mode_enum, "aimbot_prioritymode", "0", "Priority mode", "Priority mode.\n"
"SMART: Basically Auto-Threat. Will be tweakable eventually. "
@ -35,6 +35,7 @@ static CatVar stickybot(CV_SWITCH, "aimbot_stickys", "0", "Aim Sticky", "Should
static CatVar rageonly(CV_SWITCH, "aimbot_rage_only", "0", "Ignore non-rage targets", "Use playerlist to set up rage targets");
static CatEnum teammates_enum({ "ENEMY ONLY", "TEAMMATE ONLY", "BOTH" });
static CatVar teammates(teammates_enum, "aimbot_teammates", "0", "Aim at teammates", "Use to choose which team/s to target");
// Other prefrences
static CatVar silent(CV_SWITCH, "aimbot_silent", "1", "Silent", "Your screen doesn't get snapped to the point where aimbot aims at");
static CatVar target_lock(CV_SWITCH, "aimbot_target_lock", "0", "Target Lock", "Keeps your previously chosen target untill target check fails");
static CatEnum hitbox_enum({
@ -49,12 +50,8 @@ static CatVar max_range(CV_INT, "aimbot_maxrange", "0", "Max distance",
"Max range for aimbot\n"
"900-1100 range is efficient for scout/widowmaker engineer", 4096.0f);
static CatVar extrapolate(CV_SWITCH, "aimbot_extrapolate", "0", "Latency extrapolation", "(NOT RECOMMENDED) latency extrapolation");
static CatVar slowaim(CV_SWITCH, "aimbot_slow", "0", "Slow Aim", "Slowly moves your crosshair onto the target for more legit play\nDisables silent aimbot");
static CatVar slowaim_smoothing(CV_INT, "aimbot_slow_smooth", "10", "Slow Aim Smooth", "How slow the slow aim's aiming should be", 50);
static CatVar slowaim_autoshoot(CV_INT, "aimbot_slow_autoshoot", "10", "Slow Aim Threshhold", "Distance to autoshoot while smooth aiming", 25);
static CatVar slow_aim(CV_INT, "aimbot_slow", "0", "Slow Aim", "Slowly moves your crosshair onto the target for more legit play\nDisables silent aimbot", 1, 50);
static CatVar projectile_aimbot(CV_SWITCH, "aimbot_projectile", "1", "Projectile aimbot", "If you turn it off, aimbot won't try to aim with projectile weapons");
static CatVar proj_fov(CV_SWITCH, "aimbot_proj_fovpred", "0", "Projectile FOV mode", "If disabled, FOV restrictions apply to current target position");
static CatVar proj_visibility(CV_SWITCH, "aimbot_proj_vispred", "0", "Projectile visibility prediction", "If enabled, projectile aimbot will perform additional visibility checking and won't try to predict enemies behind walls");
static CatVar proj_gravity(CV_FLOAT, "aimbot_proj_gravity", "0", "Projectile gravity",
"Force override projectile gravity. Useful for debugging.", 1.0f);
static CatVar proj_speed(CV_FLOAT, "aimbot_proj_speed", "0", "Projectile speed",
@ -64,12 +61,10 @@ static CatVar proj_speed(CV_FLOAT, "aimbot_proj_speed", "0", "Projectile speed",
"cathook. Yet.");
static CatVar huntsman_autoshoot(CV_FLOAT, "aimbot_huntsman_charge", "0.5", "Huntsman autoshoot", "Minimum charge for autoshooting with huntsman.\n"
"Set it to 0.01 if you want to shoot as soon as you start pulling the arrow", 0.01f, 1.0f);
static CatVar huntsman_full_auto(CV_SWITCH, "aimbot_full_auto_huntsman", "1", "Auto Huntsman", "Autoshoot will pull huntsman's string");
static CatVar miss_chance(CV_FLOAT, "aimbot_miss_chance", "0", "Miss chance", "From 0 to 1. Aimbot will NOT aim in these % cases", 0.0f, 1.0f);
// Debug vars
static CatVar aimbot_debug(CV_SWITCH, "aimbot_debug", "0", "Aimbot Debug", "Display simple debug info for aimbot");
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");
static CatVar auto_zoom(CV_SWITCH, "aimbot_auto_zoom", "0", "Auto Zoom", "Automatically zoom in if you can see target, useful for followbots");
@ -86,8 +81,7 @@ bool projectile_mode { false };
float cur_proj_speed { 0.0f };
float cur_proj_grav { 0.0f };
// If slow aimbot allows autoshoot
bool slowCanShoot = false;
bool silent_huntsman { false };
bool slow_can_shoot = false;
// This array will store calculated projectile/hitscan predictions
// for current frame, to avoid performing them again
@ -96,10 +90,9 @@ AimbotCalculatedData_s calculated_data_array[2048] {};
// The main "loop" of the aimbot.
void CreateMove() {
PROF_SECTION(PT_aimbot_cm);
// Check if aimbot is enabled
if (!enabled) return;
// Auto-Unzoom
if (auto_unzoom) {
if (g_pLocalPlayer->holding_sniper_rifle) {
if (g_pLocalPlayer->bZoomed) {
@ -110,31 +103,20 @@ void CreateMove() {
}
// Refresh projectile info
int huntsman_ticks = 0;
projectile_mode = (GetProjectileData(g_pLocalPlayer->weapon(), cur_proj_speed, cur_proj_grav));
if (proj_speed)
cur_proj_speed = (float)proj_speed;
if (proj_gravity)
cur_proj_grav = (float)proj_gravity;
// Attemt to reduce huntsman_ticks by 1 untill it reaches 0
if (huntsman_ticks) {
// Disable attack
g_pUserCmd->buttons |= IN_ATTACK;
// Returns 0 - Something higher than 0
huntsman_ticks = max(0, huntsman_ticks - 1);
}
// Save should aim info
// We do this as we need to pass whether the aimkey allows aiming to both the find target and aiming system. If we just call the func than toggle aimkey would break so we save it to a var to use it twice
bool aimkey_status = UpdateAimkey();
// Refresh our best target
CachedEntity* target = RetrieveBestTarget(aimkey_status);
if (CE_BAD(target) || !foundTarget) return;
// Check target for dormancy and if there even is a target at all
if (CE_GOOD(target) && foundTarget) {
// Auto-zoom
IF_GAME (IsTF()) {
if (auto_zoom) {
if (g_pLocalPlayer->holding_sniper_rifle) {
@ -146,64 +128,37 @@ void CreateMove() {
}
#if ENABLE_VISUALS == 1
// Set target esp color to pink
hacks::shared::esp::SetEntityColor(target, colors::pink);
#endif
// Check if player can aim and if aimkey allows aiming
// We also preform a CanShoot check here per the old canshoot method
if (ShouldAim() && aimkey_status && GetCanAim(1)) {
// Local player check + Aimkey
if (!ShouldAim() || !aimkey_status) return;
// Check if player isnt using a huntsman
if (g_pLocalPlayer->weapon()->m_iClassID != CL_CLASS(CTFCompoundBow)) {
// We check if we need to do a canshoot check as we might want to shoot but not aim, so do that check here
if (GetCanAim(2)) {
// Check the flNextPrimaryAttack netvar to tell when to aim
if (CanShoot()) Aim(target);
} else {
// If settings dont allow canShoot check, then just aim
Aim(target);
}
// Attemt to auto-shoot
if (CanAutoShoot()) g_pUserCmd->buttons |= IN_ATTACK;
DoAutoshoot();
// If player is using huntsman, we use a different system for autoshooting
} else {
// flNextPrimaryAttack meme
if (only_can_shoot) {
// Grab time when charge began
float begincharge = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargeBeginTime);
// Reset current charge count
float charge = 0;
// If bow is not charged, reset the charge time keeper
if (begincharge != 0) {
charge = g_GlobalVars->curtime - begincharge;
// Keep the charge time keeper kept at 1 second
if (charge > 1.0f) charge = 1.0f;
silent_huntsman = true;
}
// If current charge is equal to or more than the user limit allows, then release the huntsman
if (charge >= (float)huntsman_autoshoot) {
// Stop user attacking
g_pUserCmd->buttons &= ~IN_ATTACK;
// temporarily stop the anti-aim to allow the projectile to pass due to attack not being used
hacks::shared::antiaim::SetSafeSpace(3);
// If user shouldnt release hunstman, attack for user here
} else if (autoshoot && huntsman_full_auto) {
huntsman_ticks = 3;
g_pUserCmd->buttons |= IN_ATTACK;
}
// If player released the huntsman, aim here
if (!(g_pUserCmd->buttons & IN_ATTACK) && silent_huntsman) {
// Handle Compound bow
if (g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFCompoundBow)) {
static bool currently_charging_huntsman = false;
// Hunstman started charging
if (CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargeBeginTime) != 0)
currently_charging_huntsman = true;
// Huntsman was released
if (!(g_pUserCmd->buttons & IN_ATTACK) && currently_charging_huntsman) {
currently_charging_huntsman = false;
Aim(target);
} else return;
// Not release type weapon
} else if (CanShoot() && (g_pUserCmd->buttons & IN_ATTACK)) Aim(target);
} else
Aim(target);
silent_huntsman = false;
}
}
}
}
// If settings allow and slowaim is disabled, Use silent angles
if (silent && !slowaim) g_pLocalPlayer->bUseSilentAngles = true;
return;
}
@ -221,17 +176,17 @@ bool ShouldAim() {
if (g_pLocalPlayer->using_action_slot_item) return false;
IF_GAME (IsTF2()) {
// Check if Carrying A building
// Carrying A building?
if (CE_BYTE(g_pLocalPlayer->entity, netvar.m_bCarryingObject)) return false;
// Check if deadringer out
// Deadringer out?
if (CE_BYTE(g_pLocalPlayer->entity, netvar.m_bFeignDeathReady)) return false;
// If zoomed only is on, check if zoomed
if (zoomed_only && g_pLocalPlayer->holding_sniper_rifle) {
if (!g_pLocalPlayer->bZoomed && !(g_pUserCmd->buttons & IN_ATTACK)) return false;
}
// Check if player is taunting
// Is taunting?
if (HasCondition<TFCond_Taunting>(g_pLocalPlayer->entity)) return false;
// Check if player is cloaked
// Is cloaked
if (IsPlayerInvisible(g_pLocalPlayer->entity)) return false;
// Disable aimbot with stickbomb launcher
if (g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFPipebombLauncher)) return false;
@ -301,19 +256,18 @@ CachedEntity* RetrieveBestTarget(bool aimkey_state) {
foundTarget = false;
target_last = nullptr;
// Book keeping vars
float target_highest_score, scr;
CachedEntity* ent;
CachedEntity* target_highest_ent = 0;
target_highest_score = -256;
// Loop that checks all ents whether it is a good target or not
for (int i = 0; i < HIGHEST_ENTITY; i++) {
ent = ENTITY(i);
// Check for null and dormant
if (CE_BAD(ent)) continue;
if (CE_BAD(ent)) continue; // Check for null and dormant
// Check whether the current ent is good enough to target
if (IsTargetStateGood(ent)) {
// Get a score for the entity
// Distance Priority, Uses this is melee is used
if (GetWeaponMode() == weaponmode::weapon_melee || (int)priority_mode == 2) {
scr = 4096.0f - calculated_data_array[i].aim_position.DistTo(g_pLocalPlayer->v_Eye);
@ -332,9 +286,7 @@ CachedEntity* RetrieveBestTarget(bool aimkey_state) {
}
// Compare the top score to our current ents score
if (scr > target_highest_score) {
// Set foundTarget status to true
foundTarget = true;
// Save found target info to vars
target_highest_score = scr;
target_highest_ent = ent;
}
@ -342,7 +294,7 @@ CachedEntity* RetrieveBestTarget(bool aimkey_state) {
}
// Save the ent for future use with target lock
target_last = target_highest_ent;
// When our for loop finishes, return our ent
return target_highest_ent;
}
@ -350,27 +302,27 @@ CachedEntity* RetrieveBestTarget(bool aimkey_state) {
bool IsTargetStateGood(CachedEntity* entity) {
PROF_SECTION(PT_aimbot_targetstatecheck);
// Check for Players
// Checks for Players
if (entity->m_Type == ENTITY_PLAYER) {
// Check if target is The local player
// Local player check
if (entity == LOCAL_E) return false;
// Dont aim at dead player
// Dead
if (!entity->m_bAlivePlayer) return false;
// Dont aim at teammates
// Teammates
if ((int)teammates != 2 && ((!entity->m_bEnemy && !teammates) || (entity->m_bEnemy && teammates))) return false;
// Check if player is too far away
// Distance
if (EffectiveTargetingRange()) {
if (entity->m_flDistance > EffectiveTargetingRange()) return false;
}
// Rage only check
if (rageonly) {
if (playerlist::AccessData(entity).state != playerlist::k_EState::RAGE) {
return false;
}
}
IF_GAME (IsTF()) {
// If settings allow waiting for charge, and current charge cant kill target, dont aim unless at 100% and the player wants to fire at 100% anyways
// Wait for charge
if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle) {
// Grab netvar for current charge damage and multiply by 3 for headshot
float cdmg = CE_FLOAT(LOCAL_W, netvar.flChargedDamage) * 3;
bool maxCharge = cdmg >= 450.0F;
@ -394,14 +346,13 @@ bool IsTargetStateGood(CachedEntity* entity) {
}
}
// If settings allow, ignore taunting players
// Taunting
if (ignore_taunting && HasCondition<TFCond_Taunting>(entity)) return false;
// Dont target invulnerable players, ex: uber, bonk
// Invulnerable players, ex: uber, bonk
if (IsPlayerInvulnerable(entity)) return false;
// Checks for cloaked/deadringed players
// cloaked/deadringed players
if (ignore_cloak || ignore_deadringer) {
if (IsPlayerInvisible(entity)) {
// Determine whether cloaked player is using deadringer and checks user settings accordingly
// Item id for deadringer is 59 as of time of creation
if (HasWeapon(entity, 59)) {
if (ignore_deadringer) return false;
@ -410,14 +361,14 @@ bool IsTargetStateGood(CachedEntity* entity) {
}
}
}
// If settings allow, dont target vaccinated players
// Vaccinator
if (g_pLocalPlayer->weapon_mode == weaponmode::weapon_hitscan || LOCAL_W->m_iClassID == CL_CLASS(CTFCompoundBow))
if (ignore_vaccinator && HasCondition<TFCond_UberBulletResist>(entity)) return false;
}
// Dont target players marked as friendly
// Friendly player
if (playerlist::IsFriendly(playerlist::AccessData(entity).state)) return false;
IF_GAME (IsTF()) {
// If settings allow, ignore hoovys
// Hoovys
if (ignore_hoovy && IsHoovy(entity)) {
return false;
}
@ -427,34 +378,30 @@ bool IsTargetStateGood(CachedEntity* entity) {
AimbotCalculatedData_s& cd = calculated_data_array[entity->m_IDX];
cd.hitbox = hitbox;
// If VisCheck fails, dont target player
// Vis check + fov check
if (!VischeckPredictedEntity(entity)) return false;
// Check if player is within fov. Fov check can be preformed as it is a minimal fps drop and it even needs to be predicted beforehand by the vischeck anyways
if ((float)fov > 0.0f && cd.fov > (float)fov) return false;
// Target passed the tests so return true
return true;
// Check for buildings
} else if (entity->m_Type == ENTITY_BUILDING) {
// Check if building aimbot is enabled
// Enabled check
if ( !(buildings_other || buildings_sentry) ) return false;
// Check if enemy building
// Teammates, Even with friendly fire enabled, buildings can NOT be damaged
if (!entity->m_bEnemy) return false;
// Check if building is within range
// Distance
if (EffectiveTargetingRange()) {
if (entity->m_flDistance > (int)EffectiveTargetingRange()) return false;
}
// If needed, Check if building type is allowed
// Building type
if (!(buildings_other && buildings_sentry)) {
// Check if target is a sentrygun
if (entity->m_iClassID == CL_CLASS(CObjectSentrygun)) {
// If sentrys are not allowed, dont target
if (!buildings_sentry) return false;
// Other
} else {
// If target is not a sentry, check if other buildings are allowed
if (!buildings_other) return false;
}
}
@ -462,52 +409,45 @@ bool IsTargetStateGood(CachedEntity* entity) {
// Grab the prediction var
AimbotCalculatedData_s& cd = calculated_data_array[entity->m_IDX];
// If VisCheck fails, dont target building
// Vis and fov checks
if (!VischeckPredictedEntity(entity)) return false;
// Check if building is within fov
if ((float)fov > 0.0f && cd.fov > (float)fov) return false;
// Target passed the tests so return true
return true;
// Check for stickybombs
} else if (entity->m_iClassID == CL_CLASS(CTFGrenadePipebombProjectile)) {
// Check if sticky aimbot is enabled
// 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
// Distance
if (EffectiveTargetingRange()) {
if (entity->m_flDistance > (int)EffectiveTargetingRange()) return false;
}
// Check if thrower is a teammate
// Teammates, Even with friendly fire enabled, stickys can NOT be destroied
if (!entity->m_bEnemy) return false;
// Check if target is a pipe bomb
if (CE_INT(entity, netvar.iPipeType) != 1) return false;
// Check if target is still
// Moving Sticky?
if (!CE_VECTOR(entity, netvar.vVelocity).IsZero(1.0f)) return false;
// Grab the prediction var
AimbotCalculatedData_s& cd = calculated_data_array[entity->m_IDX];
// If VisCheck fails, dont target building
// Vis and fov check
if (!VischeckPredictedEntity(entity)) return false;
// Check if building is within fov
if ((float)fov > 0.0f && cd.fov > (float)fov) return false;
// Target passed the tests so return true
return true;
} else {
// If target is not player or building, return false
// Target not valid
return false;
}
// An impossible error so just return false
@ -525,39 +465,51 @@ void Aim(CachedEntity* entity) {
// Dont aim at a bad entity
if (CE_BAD(entity)) return;
// Create some vars
Vector angles, tr;
int hitbox;
// Grab the targets vector, and vector it for the eye angles
tr = (PredictEntity(entity) - g_pLocalPlayer->v_Eye);
// Get angles
Vector tr = (PredictEntity(entity) - g_pLocalPlayer->v_Eye);
Vector angles;
VectorAngles(tr, angles);
// Clamp angles
// Clamping is important
fClampAngle(angles);
// Slow the aiming to the aim vector if true
if (slowaim) slowAim(angles, g_pUserCmd->viewangles);
// Slow aim
if (slow_aim) DoSlowAim(angles);
// Set angles
g_pUserCmd->viewangles = angles;
if (silent && !slow_aim) g_pLocalPlayer->bUseSilentAngles = true;
// Finish function
return;
}
// A function to check whether player can autoshoot
bool CanAutoShoot() {
void DoAutoshoot() {
// First check whether user settings allow autoshoot
if (autoshoot) {
// Enable check
if (!autoshoot) return;
// Handle Compound bow
if (g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFCompoundBow)) {
// Grab time when charge began
float begincharge = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargeBeginTime);
// Release hunstman if over huntsmans limit
if (g_GlobalVars->curtime - begincharge >= (float)huntsman_autoshoot) {
g_pUserCmd->buttons &= ~IN_ATTACK;
hacks::shared::antiaim::SetSafeSpace(3);
// Pull string if charge isnt enough
} else
g_pUserCmd->buttons |= IN_ATTACK;
return;
}
// A var for weapons not to use with autoshoot
static int forbiddenWeapons[] = { CL_CLASS(CTFCompoundBow), CL_CLASS(CTFKnife) };
int weapon_class;
bool attack = true;
// If your using a sniper rifle, are zoomed and cant headshot, then return false
// Rifle check
IF_GAME (IsTF()) {
if (g_pLocalPlayer->clazz == tf_class::tf_sniper) {
if (g_pLocalPlayer->holding_sniper_rifle) {
@ -566,31 +518,26 @@ bool CanAutoShoot() {
}
}
// Check if ambassador can headshot
// Ambassador check
IF_GAME (IsTF2()) {
if (IsAmbassador(g_pLocalPlayer->weapon())) {
// Check if ambasador can headshot
if (!AmbassadorCanHeadshot()) return false;
if (!AmbassadorCanHeadshot()) attack = false;
}
}
// Don't autoshoot with the knife or bow!
weapon_class = g_pLocalPlayer->weapon()->m_iClassID;
for (int i = 0; i < 2; i++) {
if (weapon_class == forbiddenWeapons[i]) {
attack = false;
break;
}
}
// Forbidden weapons check
if (g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFKnife)) attack = false;
//Autoshoot breaks Slow aimbot, so use a workaround to detect when it can
if (slowaim && !slowCanShoot) attack = false;
// Autoshoot breaks with Slow aimbot, so use a workaround to detect when it can
if (slow_aim && !slow_can_shoot) attack = false;
// Return what
return attack;
} else
// Return false due to setting not allowing autoshoot
return false;
// Dont autoshoot without anything in clip
if (CE_INT(g_pLocalPlayer->weapon(), netvar.m_iClip1) == 0) attack = false;
if (attack) g_pUserCmd->buttons |= IN_ATTACK;
return;
}
// Grab a vector for a specific ent
@ -598,9 +545,9 @@ const Vector& PredictEntity(CachedEntity* entity) {
// Pull out predicted data
AimbotCalculatedData_s& cd = calculated_data_array[entity->m_IDX];
Vector& result = cd.aim_position;
// If predicted vector has already been calculated this tick, then return it.
if (cd.predict_tick == tickcount) return result;
// If ent is a player, find a corresponding vector
// Players
if ((entity->m_Type == ENTITY_PLAYER)) {
// If using projectiles, predict a vector
if (projectile_mode) {
@ -617,17 +564,15 @@ const Vector& PredictEntity(CachedEntity* entity) {
else
GetHitbox(entity, cd.hitbox, result);
}
// If ent is a building, find a corresponding vector
// Buildings
} else if (entity->m_Type == ENTITY_BUILDING) {
result = GetBuildingPosition(entity);
// If ent isnt a special type, just use origin
// Other
} else {
result = entity->m_vecOrigin;
}
// Reset the predicted tickcount for the ent
cd.predict_tick = tickcount;
// Pre-Calculate fov and store to array
cd.fov = GetFov(g_pLocalPlayer->v_OrigViewangles, g_pLocalPlayer->v_Eye, result);
// Return the found vector
return result;
@ -639,40 +584,33 @@ int BestHitbox(CachedEntity* target) {
// Switch based apon the hitbox mode set by the user
switch ((int)hitbox_mode) {
case 0: { // AUTO-HEAD priority
// The best hitbox var
int preferred = hitbox;
// Var to keep if we can bodyshot
bool headonly = false;
// Save the local players current weapon to a var
int ci = g_pLocalPlayer->weapon()->m_iClassID;
bool headonly = false;// Var to keep if we can bodyshot
IF_GAME (IsTF()) {
// Set our default hitbox for pelvis
int ci = g_pLocalPlayer->weapon()->m_iClassID;
preferred = hitbox_t::pelvis;
// If user is using a sniper rifle, Set headonly to whether we can headshot or not,
// Sniper rifle
if (g_pLocalPlayer->holding_sniper_rifle) {
headonly = CanHeadshot();
// If player is using a compund bow, set headonly to true
// Hunstman
} else if (ci == CL_CLASS(CTFCompoundBow)) {
headonly = true;
// If player is using an ambassador, set headonly to true
// Ambassador
} else if (IsAmbassador(g_pLocalPlayer->weapon())) {
// 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 || IsPlayerCritBoosted(g_pLocalPlayer->entity)) headonly = false;
// If player is using a rocket based weapon, prefer the hip
// Rocket launcher
} else if (ci == CL_CLASS(CTFRocketLauncher) ||
ci == CL_CLASS(CTFRocketLauncher_AirStrike) ||
ci == CL_CLASS(CTFRocketLauncher_DirectHit) ||
ci == CL_CLASS(CTFRocketLauncher_Mortar)) {
preferred = hitbox_t::hip_L;
}
// If target is off the ground and local player is using projectile weapons other than the bow, use the higher hitbox, spine_3
// Airborn projectile
if (GetWeaponMode() == weaponmode::weapon_projectile) {
// Grab netvar for flags and save to a var
int flags = CE_INT(target, netvar.iFlags);
// Extract ground var from flags
bool ground = (flags & (1 << 0));
bool ground = CE_INT(target, netvar.iFlags) & (1 << 0);
if (!ground) {
if (g_pLocalPlayer->weapon()->m_iClassID != CL_CLASS(CTFCompoundBow)) {
preferred = hitbox_t::spine_3;
@ -683,29 +621,24 @@ int BestHitbox(CachedEntity* target) {
// Bodyshot handling
if (g_pLocalPlayer->holding_sniper_rifle) {
// Grab netvar for current charge damage
float cdmg = CE_FLOAT(LOCAL_W, netvar.flChargedDamage);
// Set our baseline bodyshot damage
float bdmg = 50;
// Darwins damage correction
// Darwins damage correction, protects against 15% of damage
if (HasDarwins(target)) {
// Darwins protects against 15% of damage
bdmg = (bdmg * .85) - 1;
cdmg = (cdmg * .85) - 1;
}
// Vaccinator damage correction
// Vaccinator damage correction, protects against 75% of damage
if (HasCondition<TFCond_UberBulletResist>(target)) {
// Vac charge protects against 75% of damage
bdmg = (bdmg * .25) - 1;
cdmg = (cdmg * .25) - 1;
} else if (HasCondition<TFCond_SmallBulletResist>(target)) {
// Passive bullet resist protects against 10% of damage
} else if (HasCondition<TFCond_SmallBulletResist>(target)) {
bdmg = (bdmg * .90) - 1;
cdmg = (cdmg * .90) - 1;
}
// Invis damage correction
// Invis damage correction, Invis spies get protection from 10% of damage
if (IsPlayerInvisible(target)) {
// Invis spies get protection from 10% of damage
bdmg = (bdmg * .80) - 1;
cdmg = (cdmg * .80) - 1;
}
@ -720,7 +653,7 @@ int BestHitbox(CachedEntity* target) {
} else IF_GAME (IsCSS()) {
headonly = true;
}
// If headonly is true, return the var here
// Head only
if (headonly) {
IF_GAME (IsTF())
return hitbox_t::head;
@ -734,16 +667,14 @@ int BestHitbox(CachedEntity* target) {
if (target->hitboxes.VisibilityCheck(i)) return i;
}
} break;
case 1: { // AUTO-CLOSEST priority
// Return closest hitbox to crosshair
case 1: { // AUTO-CLOSEST priority, Return closest hitbox to crosshair
return ClosestHitbox(target);
} break;
case 2: { // STATIC priority
// Return a user chosen hitbox
case 2: { // STATIC priority, Return a user chosen hitbox
return (int)hitbox;
} break;
}
// without a good hitbox, just return -1 in its place
// Hitbox machine :b:roke
return -1;
}
@ -769,189 +700,104 @@ int ClosestHitbox(CachedEntity* target) {
bool VischeckPredictedEntity(CachedEntity* entity) {
// Retrieve predicted data
AimbotCalculatedData_s& cd = calculated_data_array[entity->m_IDX];
// If vis check data is up-to-date with tick count then return it
if (cd.vcheck_tick == tickcount) return cd.visible;
// Reset vis check tick and calculate new vis data
// Update info
cd.vcheck_tick = tickcount;
cd.visible = IsEntityVectorVisible(entity, PredictEntity(entity));
// Return found check
return cd.visible;
}
// A helper function to find a user angle that isnt directly on the target angle, effectively slowing the aiming process
void slowAim(Vector &inputAngle, Vector userAngle) {
// Initialize vars for slow aim
int slowfliptype;
int slowdir;
float changey = 0;
float changex = 0;
void DoSlowAim(Vector &input_angle) {
static float slow_change_dist_p = 0;
static float slow_change_dist_y = 0;
// Determine whether to move the mouse at all for the yaw
if (userAngle.y != inputAngle.y) {
// Yaw
if (g_pUserCmd->viewangles.y != input_angle.y) {
// Fliping The main axis to prevent 360s from happening when the bot trys to cross -180y and 180y
slowfliptype = 0;
if ( ((inputAngle.y < -90) && (userAngle.y > 90)) && (slowfliptype == 0) ) {
slowfliptype = 1;
inputAngle.y = inputAngle.y - 90;
userAngle.y = userAngle.y + 90;
}
if ( ((inputAngle.y > 90) && (userAngle.y < -90)) && (slowfliptype == 0) ) {
slowfliptype = 2;
inputAngle.y = inputAngle.y + 90;
userAngle.y = userAngle.y - 90;
// Check if input angle and user angle are on opposing sides of yaw so we can correct for that
bool slow_opposing = false;
if (input_angle.y < -90 && g_pUserCmd->viewangles.y > 90 || input_angle.y > 90 && g_pUserCmd->viewangles.y < -90)
slow_opposing = true;
// Direction
bool slow_dir = false;
if (slow_opposing) {
if (input_angle.y > 90 && g_pUserCmd->viewangles.y < -90) slow_dir = true;
} else
if (g_pUserCmd->viewangles.y > input_angle.y) slow_dir = true;
// Speed, check if opposing. We dont get a new distance due to the opposing sides making the distance spike, so just cheap out and reuse our last one.
if (!slow_opposing) slow_change_dist_y = std::abs(g_pUserCmd->viewangles.y - input_angle.y) / (int)slow_aim;
// Move in the direction of the input angle
if (slow_dir) input_angle.y = g_pUserCmd->viewangles.y - slow_change_dist_y;
else input_angle.y = g_pUserCmd->viewangles.y + slow_change_dist_y;
}
// Math to calculate how much to move the mouse
changey = (std::abs(userAngle.y - inputAngle.y)) / ((int)slowaim_smoothing) ;
// Use stronger shunting due to the flip
if (slowfliptype != 0) changey = ((( std::abs(userAngle.y - inputAngle.y) ) / ((int)slowaim_smoothing * (int)slowaim_smoothing)) / (int)slowaim_smoothing) ;
// Pitch
if (g_pUserCmd->viewangles.x != input_angle.x) {
// Get speed
slow_change_dist_p = std::abs(g_pUserCmd->viewangles.x - input_angle.x) / (int)slow_aim;
// Determine the direction to move in before reseting the flipped angles
slowdir = 0;
if ((userAngle.y > inputAngle.y) && (slowdir == 0)) slowdir = 1;
if ((userAngle.y < inputAngle.y) && (slowdir == 0)) slowdir = 2;
// Reset Flipped angles and fix directions
if (slowfliptype == 1) {
inputAngle.y = inputAngle.y + 90;
userAngle.y = userAngle.y - 90;
slowdir = 2;
}
if (slowfliptype == 2) {
inputAngle.y = inputAngle.y - 90;
userAngle.y = userAngle.y + 90;
slowdir = 1;
// Move in the direction of the input angle
if (g_pUserCmd->viewangles.x > input_angle.x) input_angle.x = g_pUserCmd->viewangles.x - slow_change_dist_p;
else input_angle.x = g_pUserCmd->viewangles.x + slow_change_dist_p;
}
// Move in the direction determined before the fliped angles
if (slowdir == 1) inputAngle.y = userAngle.y - changey;
if (slowdir == 2) inputAngle.y = userAngle.y + changey;
}
// 0.17 is a good amount in general
slow_can_shoot = false;
if (slow_change_dist_y < 0.17 && slow_change_dist_p < 0.17) slow_can_shoot = true;
// Determine whether to move the mouse at all for the pitch
if (userAngle.x != inputAngle.x) {
changex = (std::abs(userAngle.x - inputAngle.x)) / ((int)slowaim_smoothing) ;
// Determine the direction to move in
if (userAngle.x > inputAngle.x) inputAngle.x = userAngle.x - changex;
if (userAngle.x < inputAngle.x) inputAngle.x = userAngle.x + changex;
}
// Check if can autoshoot with slowaim
slowCanShoot = false;
if (changey < (0.02*(int)slowaim_autoshoot) && changex < (0.02*(int)slowaim_autoshoot)) slowCanShoot = true;
// Clamp as we changed angles
fClampAngle(input_angle);
}
// A function that determins whether aimkey allows aiming
bool UpdateAimkey() {
static bool aimkey_flip = false;
static bool pressed_last_tick = false;
bool key_down;
bool allowAimkey = true;
bool allow_aimkey = true;
// Check if aimkey is used
if (aimkey && aimkey_mode) {
// Grab whether the aimkey is depressed
key_down = g_IInputSystem->IsButtonDown((ButtonCode_t)(int)aimkey);
// Switch based on the user set aimkey mode
bool key_down = g_IInputSystem->IsButtonDown((ButtonCode_t)(int)aimkey);
switch ((int)aimkey_mode) {
// Only while key is depressed, enable
case 1:
if (!key_down) {
allowAimkey = false;
}
case 1: // Only while key is depressed
if (!key_down)
allow_aimkey = false;
break;
// Only while key is not depressed, enable
case 2:
if (key_down) {
allowAimkey = false;
}
case 2: // Only while key is not depressed, enable
if (key_down)
allow_aimkey = false;
break;
// Aimkey acts like a toggle switch
case 3:
case 3: // Aimkey acts like a toggle switch
if (!pressed_last_tick && key_down) aimkey_flip = !aimkey_flip;
if (!aimkey_flip) {
allowAimkey = false;
}
if (!aimkey_flip)
allow_aimkey = false;
}
pressed_last_tick = key_down;
}
// Return whether the aimkey allows aiming
return allowAimkey;
}
// A function called at 2 points in the create move function
// First time is when the aimbot Determines if it should aim and autoshoot
// Second time is for when the aimbot determines only when it should aim and always autoshoots
// Using either mode has problems with some weapons so we compramise by using a combo of the 2
// The point of using this function for 2 uses is to not make duplicate funcs for essentialy the same thing
bool GetCanAim(int mode) {
// User setting check
switch (mode) {
case 1: // The first check when the aimbot checks if it can aim or shoot
// If user settings dont allow, Always aim at the point this is called
if (!only_can_shoot) return true;
// Always aim with melee weapons
if (GetWeaponMode() == weaponmode::weapon_melee) return true;
break;
case 2: // Second check when the aimbot checks if it can aim, and will shoot regardless of the output here
// dont check if should aim with melee weapons
if (GetWeaponMode() == weaponmode::weapon_melee) return false;
// At the point this is called, we dont want to check for can shoot if user settings dont allow
if (!only_can_shoot) return false;
}
// Weapons that should attack continuously
bool using_wep_on_list =
g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFPistol_Scout) ||
g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFMinigun) ||
g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFSyringeGun) ||
g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFSMG) ||
g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFRevolver) ||
g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFFlameThrower);
switch (mode) {
case 1: // The first check when the aimbot checks if it can aim or shoot
// If the player isnt using these weaps, then check for can shoot. If the weapon isnt on the list, then we need to check if the player should aim here and return the result
if (!using_wep_on_list) return CanShoot();
break;
case 2: // Second check when the aimbot checks if it can aim, and will shoot regardless of the output here
// Return whether we are using one of the weapons on the list because we want to tell the aimbot that we should check for canshoot
return using_wep_on_list;
}
// Mode wasnt input correctly, just return true and hope for the best
return true;
return allow_aimkey;
}
// Func to find value of how far to target ents
float EffectiveTargetingRange() {
// Melees use a close range, TODO add dynamic range for demoknight swords
if (GetWeaponMode() == weapon_melee) {
return 100.0f;
// Pyros only have so much untill their flames hit
} else if (g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFFlameThrower)) {
return 185.0f;
}
// Else return user settings
if (GetWeaponMode() == weapon_melee) return 100.0f; // Melees use a close range, TODO add dynamic range for demoknight swords
if (g_pLocalPlayer->weapon()->m_iClassID == CL_CLASS(CTFFlameThrower)) return 185.0f; // Pyros only have so much untill their flames hit
return (float)max_range;
}
// A function used by gui elements to determine the current target
CachedEntity* CurrentTarget() {
// If a target is found return it
if (foundTarget)
return ENTITY(target_eid);
// Else return a nullpointer
return target; // Doesnt work for some reason
return nullptr;
}
@ -962,16 +808,12 @@ void Reset() {
}
#if ENABLE_VISUALS == 1
// Function called when we need to draw to screen
static CatVar fov_draw(CV_SWITCH, "aimbot_fov_draw", "0", "Draw Fov Ring", "Draws a ring to represent your current aimbot fov");
void DrawText() {
// Dont draw to screen when aimbot is disabled
if (!enabled) return;
// Fov ring to represent when a target will be shot
// Not perfect but does a good job of representing where its supposed to be
// Broken from kathook merge, TODO needs to be adapted for imgui
if (fov_draw) {
// It cant use fovs greater than 180, so we check for that
if (float(fov) > 0.0f && float(fov) < 180) {
@ -980,17 +822,15 @@ void DrawText() {
rgba_t color = GUIColor();
color.a = float(fovcircle_opacity);
// Grab the screen resolution and save to some vars
int width, height;
g_IEngine->GetScreenSize(width, height);
// Some math to find radius of the fov circle
// Math
float mon_fov = (float(width) / float(height) / (4.0f / 3.0f));
float fov_real = RAD2DEG(2 * atanf(mon_fov * tanf(DEG2RAD(draw::fov / 2))));
float radius = tan(DEG2RAD(float(fov)) / 2) / tan(DEG2RAD(fov_real) / 2) * (width);
// Draw a circle with our newfound circle
// Draw a circle
float px = 0;
float py = 0;
constexpr float steps = 120;
@ -1010,7 +850,7 @@ void DrawText() {
}
}
}
// Dont run the following unless debug is enabled
// Debug stuff
if (!aimbot_debug) return;
for (int i = 1; i < 32; i++) {
CachedEntity* ent = ENTITY(i);
@ -1024,7 +864,6 @@ void DrawText() {
}
}
}
#endif
}}}

View File

@ -50,12 +50,11 @@ bool ShouldAim();
CachedEntity* RetrieveBestTarget(bool aimkey_state);
bool IsTargetStateGood(CachedEntity* entity);
void Aim(CachedEntity* entity);
bool CanAutoShoot();
void DoAutoshoot();
int BestHitbox(CachedEntity* target);
int ClosestHitbox(CachedEntity* target);
void slowAim(Vector &inputAngle, Vector userAngle);
void DoSlowAim(Vector &inputAngle);
bool UpdateAimkey();
bool GetCanAim(int mode);
float EffectiveTargetingRange();
}}}

View File

@ -325,7 +325,7 @@ void CreateMove() {
g_IEngine->GetViewAngles(cameraAngle);
// Set userAngle = camera angles
g_pUserCmd->viewangles.y = cameraAngle[1];
//g_pUserCmd->viewangles.y = cameraAngle[1];
g_pLocalPlayer->v_OrigViewangles.y = cameraAngle[1];
// Use silent since we dont want to prevent the player from looking around
@ -420,6 +420,7 @@ void DrawText() {
AddSideString(format("Velocity2: ", vel.Length2D()));
AddSideString(format("flSimTime: ", LOCAL_E->var<float>(netvar.m_flSimulationTime)));
if (g_pUserCmd) AddSideString(format("command_number: ", last_cmd_number));
AddSideString(format("clip: ", CE_INT(g_pLocalPlayer->weapon(), netvar.m_iClip1)));
/*AddSideString(colors::white, "Weapon: %s [%i]", RAW_ENT(g_pLocalPlayer->weapon())->GetClientClass()->GetName(), g_pLocalPlayer->weapon()->m_iClassID);
//AddSideString(colors::white, "flNextPrimaryAttack: %f", CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flNextPrimaryAttack));
//AddSideString(colors::white, "nTickBase: %f", (float)(CE_INT(g_pLocalPlayer->entity, netvar.nTickBase)) * gvars->interval_per_tick);

View File

@ -695,6 +695,7 @@ bool CanHeadshot() {
}
bool CanShoot() {
float servertime, nextattack;
servertime = (float)(CE_INT(g_pLocalPlayer->entity, netvar.nTickBase)) * g_GlobalVars->interval_per_tick;