示例#1
0
文件: aimbot.cpp 项目: zig-lh/AimTux
void Aimbot::RCS(QAngle& angle, C_BasePlayer* player, CUserCmd* cmd)
{
	if (!Settings::Aimbot::RCS::enabled)
		return;

	if (!(cmd->buttons & IN_ATTACK))
		return;

	C_BasePlayer* localplayer = (C_BasePlayer*) entityList->GetClientEntity(engine->GetLocalPlayer());
	QAngle CurrentPunch = *localplayer->GetAimPunchAngle();
	bool isSilent = Settings::Aimbot::silent;
	bool hasTarget = Settings::Aimbot::AutoAim::enabled && player && shouldAim;

	if (!Settings::Aimbot::RCS::always_on && !hasTarget)
		return;

	if (isSilent || hasTarget)
	{
		angle.x -= CurrentPunch.x * Settings::Aimbot::RCS::valueX;
		angle.y -= CurrentPunch.y * Settings::Aimbot::RCS::valueY;
	}
	else if (localplayer->GetShotsFired() > 1)
	{
		QAngle NewPunch = { CurrentPunch.x - RCSLastPunch.x, CurrentPunch.y - RCSLastPunch.y, 0 };

		angle.x -= NewPunch.x * Settings::Aimbot::RCS::valueX;
		angle.y -= NewPunch.y * Settings::Aimbot::RCS::valueY;
	}

	RCSLastPunch = CurrentPunch;
}
示例#2
0
void View::PostFrameStageNotify(ClientFrameStage_t stage)
{
	if ((!Settings::View::NoAimPunch::enabled && !Settings::View::NoViewPunch::enabled) || !Settings::ESP::enabled)
		return;

	if (!engine->IsInGame())
		return;

	if (stage != ClientFrameStage_t::FRAME_RENDER_START)
		return;

	C_BasePlayer* localplayer = (C_BasePlayer*) entityList->GetClientEntity(engine->GetLocalPlayer());

	if (Settings::View::NoAimPunch::enabled)
	{
		QAngle* aim_punch_angle = localplayer->GetAimPunchAngle();

		if (aim_punch_angle)
			*aim_punch_angle = old_aim_punch_angle;
	}

	if (Settings::View::NoViewPunch::enabled)
	{
		QAngle* view_punch_angle = localplayer->GetViewPunchAngle();

		if (view_punch_angle)
			*view_punch_angle = old_view_punch_angle;
	}
}
示例#3
0
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;
}