964 lines
37 KiB
C++
964 lines
37 KiB
C++
/*
|
|
* HAimbot.cpp
|
|
*
|
|
* Created on: Oct 9, 2016
|
|
* Author: nullifiedcat
|
|
*/
|
|
|
|
#include "Aimbot.h"
|
|
|
|
#include <globalvars_base.h>
|
|
#include <icliententity.h>
|
|
#include <inputsystem/ButtonCode.h>
|
|
#include <inputsystem/iinputsystem.h>
|
|
#include <mathlib/vector.h>
|
|
#include <cmath>
|
|
|
|
#include "../aftercheaders.h"
|
|
#include "../common.h"
|
|
#include "../conditions.h"
|
|
#include "../crits.h"
|
|
#include "../cvwrapper.h"
|
|
#include "../drawing.h"
|
|
#include "../entitycache.h"
|
|
#include "../globals.h"
|
|
#include "../helpers.h"
|
|
#include "../hoovy.hpp"
|
|
#include "../interfaces.h"
|
|
#include "../localplayer.h"
|
|
#include "../netvars.h"
|
|
#include "../playerlist.hpp"
|
|
#include "../prediction.h"
|
|
#include "../sdk/in_buttons.h"
|
|
#include "../targethelper.h"
|
|
#include "../usercmd.h"
|
|
#include "AntiAim.h"
|
|
#include "ESP.h"
|
|
#include "FollowBot.h"
|
|
|
|
namespace hacks { namespace shared { namespace aimbot {
|
|
|
|
// User settings are stored and used by these vars
|
|
static CatVar enabled(CV_SWITCH, "aimbot_enabled", "0", "Enable Aimbot", "Main aimbot switch");
|
|
static CatVar aimkey(CV_KEY, "aimbot_aimkey", "0", "Aimkey", "Aimkey. Look at Aimkey Mode too!");
|
|
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 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.", 360.0f);
|
|
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. "
|
|
"FOV, DISTANCE, HEALTH are self-explainable. HEALTH picks the weakest enemy");
|
|
static CatVar wait_for_charge(CV_SWITCH, "aimbot_charge", "0", "Wait for sniper rifle charge", "Aimbot waits until it has enough charge to kill");
|
|
static CatVar ignore_vaccinator(CV_SWITCH, "aimbot_ignore_vaccinator", "1", "Ignore Vaccinator", "Hitscan weapons won't fire if enemy is vaccinated against bullets");
|
|
static CatVar ignore_hoovy(CV_SWITCH, "aimbot_ignore_hoovy", "0", "Ignore Hoovies", "Aimbot won't attack hoovies");
|
|
static CatVar ignore_cloak(CV_SWITCH, "aimbot_ignore_cloak", "1", "Ignore cloaked", "Don't aim at invisible enemies");
|
|
static CatVar buildings_sentry(CV_SWITCH, "aimbot_buildings_sentry", "1", "Aim Sentry", "Should aimbot aim at sentryguns?");
|
|
static CatVar buildings_other(CV_SWITCH, "aimbot_buildings_other", "1", "Aim Other building", "Should aimbot aim at other buildings");
|
|
static CatVar stickybot(CV_SWITCH, "aimbot_stickys", "0", "Aim Sticky", "Should aimbot aim at stickys");
|
|
static CatVar teammates(CV_SWITCH, "aimbot_teammates", "0", "Aim at teammates", "Aim at your own team. Useful for HL2DM");
|
|
static CatVar teammates_helpful(CV_SWITCH, "aimbot_teammates_helpful", "0", "Use helpful weapons on teammates", "Allows weapons like the crusaders and the rescue ranger to be used on friendly objects");
|
|
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({
|
|
"HEAD", "PELVIS", "SPINE 0", "SPINE 1", "SPINE 2", "SPINE 3", "UPPER ARM L", "LOWER ARM L",
|
|
"HAND L", "UPPER ARM R", "LOWER ARM R", "HAND R", "HIP L", "KNEE L", "FOOT L", "HIP R",
|
|
"KNEE R", "FOOT R" });
|
|
static CatVar hitbox(hitbox_enum, "aimbot_hitbox", "0", "Hitbox", "Hitbox to aim at. Ignored if AutoHitbox is on");
|
|
static CatVar zoomed_only(CV_SWITCH, "aimbot_zoomed", "1", "Zoomed only", "Don't autoshoot with unzoomed rifles");
|
|
static CatVar only_can_shoot(CV_SWITCH, "aimbot_only_when_can_shoot", "1", "Active when can shoot", "Aimbot only activates when you can instantly shoot, sometimes making the autoshoot invisible for spectators");
|
|
static CatVar attack_only(CV_SWITCH, "aimbot_enable_attack_only", "0", "Active when attacking", "Basically makes Mouse1 an AimKey, isn't compatible with AutoShoot");
|
|
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 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",
|
|
"Force override projectile speed.\n"
|
|
"Can be useful for playing with MvM upgrades or on x10 servers "
|
|
"since there is no \"automatic\" projectile speed detection in "
|
|
"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");
|
|
// 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");
|
|
/* TODO IMPLEMENT
|
|
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");
|
|
*/
|
|
|
|
// Current Entity
|
|
int target_eid { 0 };
|
|
CachedEntity* target = 0;
|
|
CachedEntity* target_last = 0;
|
|
bool foundTarget = false;
|
|
// Projectile info
|
|
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 };
|
|
|
|
// This array will store calculated projectile/hitscan predictions
|
|
// for current frame, to avoid performing them again
|
|
AimbotCalculatedData_s calculated_data_array[2048] {};
|
|
|
|
// The main "loop" of the aimbot.
|
|
void CreateMove() {
|
|
|
|
// Check if aimbot is enabled
|
|
if (!enabled) return;
|
|
|
|
// Save should aim info
|
|
bool shouldAim = ShouldAim();
|
|
bool aimkeyStatus = UpdateAimkey();
|
|
|
|
// 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);
|
|
}
|
|
|
|
// Refresh our best target
|
|
CachedEntity* target = RetrieveBestTarget(aimkeyStatus);
|
|
|
|
// Check target for dormancy and if there even is a target at all
|
|
if (CE_GOOD(target) && foundTarget) {
|
|
// Set target esp color to pink
|
|
hacks::shared::esp::SetEntityColor(target, colors::pink);
|
|
|
|
// Check if player can aim and if aimkey allows aiming
|
|
// We also preform a CanShoot check here per the old canshoot method
|
|
if (shouldAim && aimkeyStatus && GetCanAim(1)) {
|
|
|
|
// Check if player isnt using a huntsman
|
|
if (g_pLocalPlayer->weapon()->m_iClassID != CL_CLASS(CTFCompoundBow)) {
|
|
|
|
// If settings allow, limit aiming to only when can shoot
|
|
// We do this here only if wip is true as we do the check elsewhere for legacy
|
|
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;
|
|
|
|
// If player is using huntsman, we use a different system for autoshooting
|
|
} else {
|
|
|
|
// 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) {
|
|
Aim(target);
|
|
silent_huntsman = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If settings allow and slowaim is disabled, Use silent angles
|
|
if (silent && !slowaim) g_pLocalPlayer->bUseSilentAngles = true;
|
|
return;
|
|
}
|
|
|
|
// The first check to see if the player should aim in the first place
|
|
bool ShouldAim() {
|
|
// Checks should be in order: cheap -> expensive
|
|
|
|
// Check for +attack if settings allow it
|
|
if (attack_only && !(g_pUserCmd->buttons & IN_ATTACK)) {
|
|
return false;
|
|
}
|
|
// Check for +use
|
|
if (g_pUserCmd->buttons & IN_USE) return false;
|
|
// Check if using action slot item
|
|
if (g_pLocalPlayer->using_action_slot_item) return false;
|
|
IF_GAME (IsTF2()) {
|
|
// Check if Carrying A building
|
|
if (CE_BYTE(g_pLocalPlayer->entity, netvar.m_bCarryingObject)) return false;
|
|
// Check if 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
|
|
if (HasCondition<TFCond_Taunting>(g_pLocalPlayer->entity)) return false;
|
|
// Check if player 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;
|
|
}
|
|
|
|
IF_GAME (IsTF2()) {
|
|
switch (GetWeaponMode()) {
|
|
case weapon_hitscan:
|
|
break;
|
|
case weapon_melee:
|
|
break;
|
|
// Check if player is using a projectile based weapon without the setting enabled
|
|
case weapon_projectile:
|
|
if (!projectile_aimbot) return false;
|
|
break;
|
|
// Check if player doesnt have a weapon usable by aimbot
|
|
default:
|
|
return false;
|
|
};
|
|
}
|
|
IF_GAME (IsTF()) {
|
|
// Check if player is zooming
|
|
if (g_pLocalPlayer->bZoomed) {
|
|
if (!(g_pUserCmd->buttons & (IN_ATTACK | IN_ATTACK2))) {
|
|
if (!CanHeadshot()) return false;
|
|
}
|
|
}
|
|
}
|
|
IF_GAME (IsTF()) {
|
|
// Check if crithack allows attacking
|
|
if (!AllowAttacking())
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Function to find a suitable target
|
|
CachedEntity* RetrieveBestTarget(bool aimkey_state) {
|
|
|
|
// If we have a previously chosen target, target lock is on, and the aimkey is allowed, then attemt to keep the previous target
|
|
if (target_lock && foundTarget && aimkey_state) {
|
|
if (CE_GOOD(target_last)) {
|
|
// Check if previous target is still good
|
|
if (IsTargetStateGood(target_last)) {
|
|
// If it is then return it again
|
|
return target_last;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We dont have a target currently so we must find one, reset statuses
|
|
foundTarget = false;
|
|
target_last = -1;
|
|
|
|
// 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;
|
|
// 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);
|
|
} else {
|
|
switch ((int)priority_mode) {
|
|
case 0: // Smart Priority
|
|
scr = GetScoreForEntity(ent);
|
|
break;
|
|
case 1: // Fov Priority
|
|
scr = 360.0f - calculated_data_array[ent->m_IDX].fov;
|
|
break;
|
|
case 3: // Health Priority
|
|
scr = 450.0f - ent->m_iHealth;
|
|
break;
|
|
}
|
|
}
|
|
// 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;
|
|
}
|
|
}
|
|
}
|
|
// 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;
|
|
}
|
|
|
|
// A second check to determine whether a target is good enough to be aimed at
|
|
bool IsTargetStateGood(CachedEntity* entity) {
|
|
|
|
// Check for Players
|
|
if (entity->m_Type == ENTITY_PLAYER) {
|
|
// Check if target is The local player
|
|
if (entity == LOCAL_E) return false;
|
|
// Dont aim at dead player
|
|
if (!entity->m_bAlivePlayer) return false;
|
|
|
|
// Dont aim at teammates as well as check if weapon allows teamates
|
|
if (!entity->m_bEnemy && !teammates && !(LOCAL_W->m_iClassID == CL_CLASS(CTFCrossbow) && teammates_helpful)) {
|
|
return false;
|
|
}
|
|
// Check if player is too far away
|
|
if (EffectiveTargetingRange()) {
|
|
if (entity->m_flDistance > EffectiveTargetingRange()) return false;
|
|
}
|
|
IF_GAME (IsTF()) {
|
|
// If settings allow waiting for charge, and current charge cant kill target, dont aim
|
|
if (wait_for_charge && g_pLocalPlayer->holding_sniper_rifle) {
|
|
float bdmg = CE_FLOAT(g_pLocalPlayer->weapon(), netvar.flChargedDamage);
|
|
if (g_GlobalVars->curtime - g_pLocalPlayer->flZoomBegin <= 1.0f) bdmg = 50.0f;
|
|
if ((bdmg * 3) < (HasDarwins(entity) ? (entity->m_iHealth * 1.15) : entity->m_iHealth)) {
|
|
return false;
|
|
}
|
|
}
|
|
// If settings allow, ignore taunting players
|
|
if (ignore_taunting && HasCondition<TFCond_Taunting>(entity)) return false;
|
|
// Dont target invulnerable players, ex: uber, bonk
|
|
if (IsPlayerInvulnerable(entity)) return false;
|
|
// If settings allow, dont target cloaked players
|
|
if (ignore_cloak && IsPlayerInvisible(entity)) return false;
|
|
// If settings allow, dont target vaccinated players
|
|
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
|
|
if (playerlist::IsFriendly(playerlist::AccessData(entity).state)) return false;
|
|
IF_GAME (IsTF()) {
|
|
// If settings allow, ignore hoovys
|
|
if (ignore_hoovy && IsHoovy(entity)) {
|
|
return false;
|
|
}
|
|
}
|
|
// Preform hitbox prediction
|
|
int hitbox = BestHitbox(entity);
|
|
AimbotCalculatedData_s& cd = calculated_data_array[entity->m_IDX];
|
|
cd.hitbox = hitbox;
|
|
|
|
// If VisCheck fails, dont target player
|
|
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
|
|
if ( !(buildings_other || buildings_sentry) ) return false;
|
|
// Check if enemy building
|
|
if (!entity->m_bEnemy && !(LOCAL_W->m_iClassID == CL_CLASS(CTFShotgunBuildingRescue) && teammates_helpful)) return false;
|
|
// Check if building is within range
|
|
if (EffectiveTargetingRange()) {
|
|
if (entity->m_flDistance > (int)EffectiveTargetingRange()) return false;
|
|
}
|
|
|
|
// If needed, Check if building type is allowed
|
|
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;
|
|
} else {
|
|
// If target is not a sentry, check if other buildings are allowed
|
|
if (!buildings_other) return false;
|
|
}
|
|
}
|
|
|
|
// Grab the prediction var
|
|
AimbotCalculatedData_s& cd = calculated_data_array[entity->m_IDX];
|
|
|
|
// If VisCheck fails, dont target building
|
|
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
|
|
if (!stickybot) return false;
|
|
|
|
// Check if target is within range
|
|
if (EffectiveTargetingRange()) {
|
|
if (entity->m_flDistance > (int)EffectiveTargetingRange()) return false;
|
|
}
|
|
|
|
// Check if thrower is a teammate
|
|
if (!entity->m_bEnemy) return false;
|
|
|
|
// Check if target is a pipe bomb
|
|
if (CE_INT(entity, netvar.iPipeType) != 1) return false;
|
|
|
|
// Grab the prediction var
|
|
AimbotCalculatedData_s& cd = calculated_data_array[entity->m_IDX];
|
|
|
|
// If VisCheck fails, dont target building
|
|
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
|
|
return false;
|
|
}
|
|
// An impossible error so just return false
|
|
return false;
|
|
}
|
|
|
|
// A function to aim at a specific entitiy
|
|
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);
|
|
VectorAngles(tr, angles);
|
|
// Clamp angles
|
|
fClampAngle(angles);
|
|
|
|
// Slow the aiming to the aim vector if true
|
|
if (slowaim) slowAim(angles, g_pUserCmd->viewangles);
|
|
|
|
// Set angles
|
|
g_pUserCmd->viewangles = angles;
|
|
|
|
// Finish function
|
|
return;
|
|
}
|
|
|
|
// A function to check whether player can autoshoot
|
|
bool CanAutoShoot() {
|
|
// First check whether user settings allow autoshoot
|
|
if (autoshoot) {
|
|
// 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
|
|
IF_GAME (IsTF()) {
|
|
if (g_pLocalPlayer->clazz == tf_class::tf_sniper) {
|
|
if (g_pLocalPlayer->holding_sniper_rifle) {
|
|
if (zoomed_only && !CanHeadshot()) attack = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
IF_GAME (IsTF2()) {
|
|
// Check if players current weapon is an ambasador
|
|
if (IsAmbassador(g_pLocalPlayer->weapon())) {
|
|
// Check if ambasador can headshot
|
|
if (!AmbassadorCanHeadshot()) return 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;
|
|
}
|
|
}
|
|
|
|
//Autoshoot breaks Slow aimbot, so use a workaround to detect when it can
|
|
if (slowaim && !slowCanShoot) attack = false;
|
|
|
|
// Return what
|
|
return attack;
|
|
} else
|
|
// Return false due to setting not allowing autoshoot
|
|
return false;
|
|
}
|
|
|
|
// Grab a vector for a specific ent
|
|
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
|
|
if ((entity->m_Type == ENTITY_PLAYER)) {
|
|
// If using projectiles, predict a vector
|
|
if (projectile_mode) {
|
|
// Use prediction engine if user settings allow
|
|
if (engine_projpred)
|
|
result = ProjectilePrediction_Engine(entity, cd.hitbox, cur_proj_speed, cur_proj_grav, 0);
|
|
else
|
|
result = ProjectilePrediction(entity, cd.hitbox, cur_proj_speed, cur_proj_grav, PlayerGravityMod(entity));
|
|
} else {
|
|
// If using extrapolation, then predict a vector
|
|
if (extrapolate)
|
|
result = SimpleLatencyPrediction(entity, cd.hitbox);
|
|
// else just grab strait from the hitbox
|
|
else
|
|
GetHitbox(entity, cd.hitbox, result);
|
|
}
|
|
// If ent is a building, find a corresponding vector
|
|
} else if (entity->m_Type == ENTITY_BUILDING) {
|
|
result = GetBuildingPosition(entity);
|
|
// If ent isnt a special type, just use origin
|
|
} 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;
|
|
}
|
|
|
|
// A function to find the best hitbox for a target
|
|
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;
|
|
IF_GAME (IsTF()) {
|
|
// Set our default hitbox for pelvis
|
|
preferred = hitbox_t::pelvis;
|
|
// If user is using a sniper rifle, Set headonly to whether we can headshot or not,
|
|
if (g_pLocalPlayer->holding_sniper_rifle) {
|
|
headonly = CanHeadshot();
|
|
// If player is using a compund bow, set headonly to true
|
|
} else if (ci == CL_CLASS(CTFCompoundBow)) {
|
|
headonly = true;
|
|
// If player is using an ambassador, set headonly to true
|
|
} else if (IsAmbassador(g_pLocalPlayer->weapon())) {
|
|
headonly = true;
|
|
// If player is using a rocket based weapon, prefer the hip
|
|
} 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
|
|
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));
|
|
if (!ground) {
|
|
if (g_pLocalPlayer->weapon()->m_iClassID != CL_CLASS(CTFCompoundBow)) {
|
|
preferred = hitbox_t::spine_3;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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
|
|
if (HasDarwins(target)) {
|
|
// Darwins protects against 15% of damage
|
|
bdmg = (bdmg * .85) - 1;
|
|
cdmg = (cdmg * .85) - 1;
|
|
}
|
|
// Vaccinator damage correction
|
|
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
|
|
bdmg = (bdmg * .90) - 1;
|
|
cdmg = (cdmg * .90) - 1;
|
|
}
|
|
// Invis damage correction
|
|
if (IsPlayerInvisible(target)) {
|
|
// Invis spies get protection from 10% of damage
|
|
bdmg = (bdmg * .80) - 1;
|
|
cdmg = (cdmg * .80) - 1;
|
|
}
|
|
// If can headshot and if bodyshot kill from charge damage, or if crit boosted and they have 150 health, or if player isnt zoomed, or if the enemy has less than 40, due to darwins, and only if they have less than 150 health will it try to bodyshot
|
|
if (CanHeadshot() && (cdmg >= target->m_iHealth || IsPlayerCritBoosted(g_pLocalPlayer->entity) || !g_pLocalPlayer->bZoomed || target->m_iHealth <= bdmg) && target->m_iHealth <= 150) {
|
|
// We dont need to hit the head as a bodyshot will kill
|
|
preferred = hitbox_t::spine_1;
|
|
headonly = false;
|
|
}
|
|
}
|
|
// In counter-strike source, headshots are what we want
|
|
} else IF_GAME (IsCSS()) {
|
|
headonly = true;
|
|
}
|
|
// If headonly is true, return the var here
|
|
if (headonly) {
|
|
IF_GAME (IsTF())
|
|
return hitbox_t::head;
|
|
IF_GAME (IsCSS())
|
|
return 12;
|
|
}
|
|
// If the prefered hitbox vis check passes, use it
|
|
if (target->hitboxes.VisibilityCheck(preferred)) return preferred;
|
|
// Else attempt to find a hitbox at all
|
|
for (int i = projectile_mode ? 1 : 0; i < target->hitboxes.GetNumHitboxes(); i++) {
|
|
if (target->hitboxes.VisibilityCheck(i)) return i;
|
|
}
|
|
} break;
|
|
case 1: { // AUTO-CLOSEST priority
|
|
// Return closest hitbox to crosshair
|
|
return ClosestHitbox(target);
|
|
} break;
|
|
case 2: { // STATIC priority
|
|
// Return a user chosen hitbox
|
|
return (int)hitbox;
|
|
} break;
|
|
}
|
|
// without a good hitbox, just return -1 in its place
|
|
return -1;
|
|
}
|
|
|
|
// Function to find the closesnt hitbox to the crosshair for a given ent
|
|
int ClosestHitbox(CachedEntity* target) {
|
|
// FIXME this will break multithreading if it will be ever implemented. When implementing it, these should be made non-static
|
|
int closest;
|
|
float closest_fov, fov;
|
|
|
|
closest = -1;
|
|
closest_fov = 256;
|
|
for (int i = 0; i < target->hitboxes.GetNumHitboxes(); i++) {
|
|
fov = GetFov(g_pLocalPlayer->v_OrigViewangles, g_pLocalPlayer->v_Eye, target->hitboxes.GetHitbox(i)->center);
|
|
if (fov < closest_fov || closest == -1) {
|
|
closest = i;
|
|
closest_fov = fov;
|
|
}
|
|
}
|
|
return closest;
|
|
}
|
|
|
|
// Function to get predicted visual checks
|
|
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
|
|
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;
|
|
float changex;
|
|
|
|
// Determine whether to move the mouse at all for the yaw
|
|
if (userAngle.y != inputAngle.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;
|
|
}
|
|
|
|
// 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) ;
|
|
|
|
// 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 determined before the fliped angles
|
|
if (slowdir == 1) inputAngle.y = userAngle.y - changey;
|
|
if (slowdir == 2) inputAngle.y = userAngle.y + changey;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// 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;
|
|
// 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
|
|
switch ((int)aimkey_mode) {
|
|
// Only while key is depressed, enable
|
|
case 1:
|
|
if (!key_down) {
|
|
allowAimkey = false;
|
|
}
|
|
break;
|
|
// Only while key is not depressed, enable
|
|
case 2:
|
|
if (key_down) {
|
|
allowAimkey = false;
|
|
}
|
|
break;
|
|
// Aimkey acts like a toggle switch
|
|
case 3:
|
|
if (!pressed_last_tick && key_down) aimkey_flip = !aimkey_flip;
|
|
if (!aimkey_flip) {
|
|
allowAimkey = 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 =
|
|
LOCAL_W->m_iClassID == CL_CLASS(CTFPistol_Scout) ||
|
|
LOCAL_W->m_iClassID == CL_CLASS(CTFPistol) ||
|
|
LOCAL_W->m_iClassID == CL_CLASS(CTFMinigun) ||
|
|
LOCAL_W->m_iClassID == CL_CLASS(CTFSyringeGun) ||
|
|
LOCAL_W->m_iClassID == CL_CLASS(CTFSMG) ||
|
|
LOCAL_W->m_iClassID == CL_CLASS(CTFRevolver) ||
|
|
LOCAL_W->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;
|
|
}
|
|
|
|
// 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
|
|
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 nullptr;
|
|
}
|
|
|
|
// Used for when you join and leave maps to reset aimbot vars
|
|
void Reset() {
|
|
target_last = -1;
|
|
projectile_mode = false;
|
|
}
|
|
|
|
// 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\nDoesnt change according to zoom fov\nWIP");
|
|
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 (fov && float(fov) < 180) {
|
|
// Dont show ring while player is dead
|
|
if (LOCAL_E->m_bAlivePlayer) {
|
|
// 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
|
|
// float radius = tanf(DEG2RAD((float)fov) / 2) / tanf(DEG2RAD(draw::fov) / 2) * width;
|
|
|
|
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
|
|
float px = 0;
|
|
float py = 0;
|
|
constexpr float steps = 120;
|
|
for (int i = 0; i < steps; i++) {
|
|
float ang = 2 * PI * (float(i) / steps);
|
|
float x = width / 2 + radius * cos(ang);
|
|
float y = height / 2 + radius * sin(ang);
|
|
if (!i) {
|
|
ang = 2 * PI * (float(steps - 1) / steps);
|
|
px = width / 2 + radius * cos(ang);
|
|
py = height / 2 + radius * sin(ang);
|
|
}
|
|
drawgl::Line(px, py, x - px, y - py, GUIColor());
|
|
px = x;
|
|
py = y;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Dont run the following unless debug is enabled
|
|
if (!aimbot_debug) return;
|
|
for (int i = 1; i < 32; i++) {
|
|
CachedEntity* ent = ENTITY(i);
|
|
if (CE_GOOD(ent)) {
|
|
Vector screen;
|
|
Vector oscreen;
|
|
if (draw::WorldToScreen(calculated_data_array[i].aim_position, screen) && draw::WorldToScreen(ent->m_vecOrigin, oscreen)) {
|
|
drawgl::FilledRect(screen.x - 2, screen.y - 2, 4, 4);
|
|
drawgl::Line(oscreen.x, oscreen.y, screen.x - oscreen.x, screen.y - oscreen.y);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}}}
|
|
|
|
|
|
|
|
|