void Aimbot::AimStep(C_BasePlayer* player, QAngle& angle, CUserCmd* cmd) { if (!Settings::Aimbot::AimStep::enabled) return; if (!Settings::Aimbot::AutoAim::enabled) return; if (Settings::Aimbot::Smooth::enabled) return; if (!shouldAim) return; if (!Aimbot::aimStepInProgress) AimStepLastAngle = cmd->viewangles; if (!player) return; C_BasePlayer* localplayer = (C_BasePlayer*) entityList->GetClientEntity(engine->GetLocalPlayer()); Vector eVecTarget = player->GetBonePosition((int) Settings::Aimbot::bone); Vector pVecTarget = localplayer->GetEyePosition(); float fov = Math::GetFov(AimStepLastAngle, Math::CalcAngle(pVecTarget, eVecTarget)); Aimbot::aimStepInProgress = fov > Settings::Aimbot::AimStep::value; if (!Aimbot::aimStepInProgress) return; QAngle AimStepDelta = AimStepLastAngle - angle; if (AimStepDelta.y < 0) AimStepLastAngle.y += Settings::Aimbot::AimStep::value; else AimStepLastAngle.y -= Settings::Aimbot::AimStep::value; AimStepLastAngle.x = angle.x; angle = AimStepLastAngle; }
void Aimbot::CreateMove(CUserCmd* cmd) { Aimbot::UpdateValues(); if (!Settings::Aimbot::enabled) return; QAngle oldAngle; engine->GetViewAngles(oldAngle); float oldForward = cmd->forwardmove; float oldSideMove = cmd->sidemove; QAngle angle = cmd->viewangles; shouldAim = Settings::Aimbot::AutoShoot::enabled; C_BasePlayer* localplayer = (C_BasePlayer*) entityList->GetClientEntity(engine->GetLocalPlayer()); if (!localplayer || !localplayer->GetAlive()) return; if (Settings::Aimbot::IgnoreJump::enabled && !(localplayer->GetFlags() & FL_ONGROUND)) return; C_BaseCombatWeapon* activeWeapon = (C_BaseCombatWeapon*) entityList->GetClientEntityFromHandle(localplayer->GetActiveWeapon()); if (!activeWeapon || activeWeapon->GetInReload()) return; CSWeaponType weaponType = activeWeapon->GetCSWpnData()->GetWeaponType(); if (weaponType == CSWeaponType::WEAPONTYPE_C4 || weaponType == CSWeaponType::WEAPONTYPE_GRENADE || weaponType == CSWeaponType::WEAPONTYPE_KNIFE) return; Bone aw_bone; float bestDamage = 0.0f; C_BasePlayer* player = GetClosestPlayer(cmd, true, aw_bone, bestDamage); if (player) { bool skipPlayer = false; Vector eVecTarget = player->GetBonePosition((int) aw_bone); Vector pVecTarget = localplayer->GetEyePosition(); if (Settings::Aimbot::SmokeCheck::enabled && LineGoesThroughSmoke(pVecTarget, eVecTarget, true)) skipPlayer = true; if (Settings::Aimbot::FlashCheck::enabled && localplayer->GetFlashBangTime() - globalVars->curtime > 2.0f) skipPlayer = true; if (skipPlayer) player = nullptr; if (Settings::Aimbot::AutoAim::enabled && !skipPlayer) { if (cmd->buttons & IN_ATTACK && !Settings::Aimbot::aimkeyOnly) shouldAim = true; if (inputSystem->IsButtonDown(Settings::Aimbot::aimkey)) shouldAim = true; if (shouldAim) { if (Settings::Aimbot::Prediction::enabled) { pVecTarget = VelocityExtrapolate(localplayer, pVecTarget); // get eye pos next tick eVecTarget = VelocityExtrapolate(player, eVecTarget); // get target pos next tick } angle = Math::CalcAngle(pVecTarget, eVecTarget); if (Settings::Aimbot::ErrorMargin::enabled) ApplyErrorToAngle(&angle, Settings::Aimbot::ErrorMargin::value); } } } Aimbot::AimStep(player, angle, cmd); Aimbot::AutoCrouch(player, cmd); Aimbot::AutoSlow(player, oldForward, oldSideMove, bestDamage, activeWeapon, cmd); Aimbot::AutoPistol(activeWeapon, cmd); Aimbot::AutoShoot(player, activeWeapon, cmd); Aimbot::RCS(angle, player, cmd); Aimbot::Smooth(player, angle, cmd); Aimbot::ShootCheck(activeWeapon, cmd); Aimbot::NoShoot(activeWeapon, player, cmd); Math::NormalizeAngles(angle); Math::ClampAngles(angle); if (angle != cmd->viewangles) cmd->viewangles = angle; Math::CorrectMovement(oldAngle, cmd, oldForward, oldSideMove); if (!Settings::Aimbot::silent) engine->SetViewAngles(cmd->viewangles); }
C_BasePlayer* GetClosestPlayer(CUserCmd* cmd, bool visible, Bone& bestBone, float& bestDamage, AimTargetType aimTargetType = AimTargetType::FOV) { if (Settings::Aimbot::AutoAim::realDistance) aimTargetType = AimTargetType::REAL_DISTANCE; bestBone = static_cast<Bone>(Settings::Aimbot::bone); C_BasePlayer* localplayer = (C_BasePlayer*) entityList->GetClientEntity(engine->GetLocalPlayer()); C_BasePlayer* closestEntity = NULL; // TODO Change the big value with a distance/fov slider float bestFov = Settings::Aimbot::AutoAim::fov; float bestRealDistance = Settings::Aimbot::AutoAim::fov * 5.f; float bestDistance = 999999999.0f; int bestHp = 100; if (!localplayer) return NULL; for (int i = 1; i < engine->GetMaxClients(); ++i) { C_BasePlayer* player = (C_BasePlayer*) entityList->GetClientEntity(i); if (!player || player == localplayer || player->GetDormant() || !player->GetAlive() || player->GetImmune()) continue; if (!Settings::Aimbot::friendly && player->GetTeam() == localplayer->GetTeam()) continue; IEngineClient::player_info_t entityInformation; engine->GetPlayerInfo(i, &entityInformation); if (std::find(Aimbot::friends.begin(), Aimbot::friends.end(), entityInformation.xuid) != Aimbot::friends.end()) continue; Vector eVecTarget = player->GetBonePosition((int) Settings::Aimbot::bone); Vector pVecTarget = localplayer->GetEyePosition(); QAngle viewAngles; engine->GetViewAngles(viewAngles); float distance = pVecTarget.DistTo(eVecTarget); float fov = Math::GetFov(viewAngles, Math::CalcAngle(pVecTarget, eVecTarget)); float real_distance = GetRealDistanceFOV(distance, Math::CalcAngle(pVecTarget, eVecTarget), cmd); int hp = player->GetHealth(); if (aimTargetType == AimTargetType::DISTANCE && distance > bestDistance) continue; if (aimTargetType == AimTargetType::FOV && fov > bestFov) continue; if (aimTargetType == AimTargetType::REAL_DISTANCE && real_distance > bestRealDistance) continue; if (aimTargetType == AimTargetType::HP && hp > bestHp) continue; if (visible && !Settings::Aimbot::AutoWall::enabled && !Entity::IsVisible(player, Settings::Aimbot::bone)) continue; bestBone = static_cast<Bone>(Entity::GetBoneByName(player, targets[(int) Settings::Aimbot::bone])); if (Settings::Aimbot::AutoWall::enabled) { float damage = 0.0f; Bone bone; GetBestBone(player, damage, bone); if (damage >= bestDamage && damage >= Settings::Aimbot::AutoWall::value) { bestDamage = damage; bestBone = bone; closestEntity = player; } } else { closestEntity = player; bestFov = fov; bestRealDistance = real_distance; bestDistance = distance; bestHp = hp; } } return closestEntity; }
void Triggerbot::CreateMove(CUserCmd *cmd) { if (!Settings::Triggerbot::enabled) return; if (!inputSystem->IsButtonDown(Settings::Triggerbot::key)) return; C_BasePlayer* localplayer = (C_BasePlayer*) entityList->GetClientEntity(engine->GetLocalPlayer()); if (!localplayer || !localplayer->GetAlive()) return; if (Settings::Triggerbot::Filters::flashCheck && localplayer->GetFlashBangTime() - globalVars->curtime > 2.0f) return; long currentTime_ms = Util::GetEpochTime(); static long timeStamp = currentTime_ms; long oldTimeStamp; static int localMin = Settings::Triggerbot::RandomDelay::lowBound; static int localMax = Settings::Triggerbot::RandomDelay::highBound; static int randomDelay = localMin + rand() % (localMax - localMin); if( localMin != Settings::Triggerbot::RandomDelay::lowBound || localMax != Settings::Triggerbot::RandomDelay::highBound ) // Done in case Low/high bounds change before the next triggerbot shot. { localMin = Settings::Triggerbot::RandomDelay::lowBound; localMax = Settings::Triggerbot::RandomDelay::highBound; randomDelay = localMin + rand() % (localMax - localMin); } Vector traceStart, traceEnd; trace_t tr; QAngle viewAngles; engine->GetViewAngles(viewAngles); QAngle viewAngles_rcs = viewAngles + *localplayer->GetAimPunchAngle() * 2.0f; Math::AngleVectors(viewAngles_rcs, traceEnd); traceStart = localplayer->GetEyePosition(); traceEnd = traceStart + (traceEnd * 8192.0f); if (Settings::Triggerbot::Filters::walls) { Autowall::FireBulletData data; if (Autowall::GetDamage(traceEnd, !Settings::Triggerbot::Filters::allies, data) == 0.0f) return; tr = data.enter_trace; } else { Ray_t ray; ray.Init(traceStart, traceEnd); CTraceFilter traceFilter; traceFilter.pSkip = localplayer; trace->TraceRay(ray, 0x46004003, &traceFilter, &tr); } oldTimeStamp = timeStamp; timeStamp = currentTime_ms; C_BasePlayer* player = (C_BasePlayer*) tr.m_pEntityHit; if (!player) return; if (player->GetClientClass()->m_ClassID != EClassIds::CCSPlayer) return; if (player == localplayer || player->GetDormant() || !player->GetAlive() || player->GetImmune()) return; if (player->GetTeam() != localplayer->GetTeam() && !Settings::Triggerbot::Filters::enemies) return; if (player->GetTeam() == localplayer->GetTeam() && !Settings::Triggerbot::Filters::allies) return; bool filter; switch (tr.hitgroup) { case HitGroups::HITGROUP_HEAD: filter = Settings::Triggerbot::Filters::head; break; case HitGroups::HITGROUP_CHEST: filter = Settings::Triggerbot::Filters::chest; break; case HitGroups::HITGROUP_STOMACH: filter = Settings::Triggerbot::Filters::stomach; break; case HitGroups::HITGROUP_LEFTARM: case HitGroups::HITGROUP_RIGHTARM: filter = Settings::Triggerbot::Filters::arms; break; case HitGroups::HITGROUP_LEFTLEG: case HitGroups::HITGROUP_RIGHTLEG: filter = Settings::Triggerbot::Filters::legs; break; default: filter = false; } if (!filter) return; if (Settings::Triggerbot::Filters::smokeCheck && LineGoesThroughSmoke(tr.startpos, tr.endpos, 1)) return; C_BaseCombatWeapon* activeWeapon = (C_BaseCombatWeapon*) entityList->GetClientEntityFromHandle(localplayer->GetActiveWeapon()); if (!activeWeapon || activeWeapon->GetAmmo() == 0) return; ItemDefinitionIndex itemDefinitionIndex = *activeWeapon->GetItemDefinitionIndex(); if (itemDefinitionIndex == ItemDefinitionIndex::WEAPON_KNIFE || itemDefinitionIndex >= ItemDefinitionIndex::WEAPON_KNIFE_BAYONET) return; CSWeaponType weaponType = activeWeapon->GetCSWpnData()->GetWeaponType(); if (weaponType == CSWeaponType::WEAPONTYPE_C4 || weaponType == CSWeaponType::WEAPONTYPE_GRENADE) return; if (activeWeapon->GetNextPrimaryAttack() > globalVars->curtime) { if (*activeWeapon->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_REVOLVER) cmd->buttons &= ~IN_ATTACK2; else cmd->buttons &= ~IN_ATTACK; } else { if (Settings::Triggerbot::RandomDelay::enabled && currentTime_ms - oldTimeStamp < randomDelay) { timeStamp = oldTimeStamp; return; } if (*activeWeapon->GetItemDefinitionIndex() == ItemDefinitionIndex::WEAPON_REVOLVER) cmd->buttons |= IN_ATTACK2; else cmd->buttons |= IN_ATTACK; if(Settings::Triggerbot::RandomDelay::enabled) Settings::Triggerbot::RandomDelay::lastRoll = randomDelay; randomDelay = localMin + rand() % (localMax - localMin); } timeStamp = currentTime_ms; }