This commit is contained in:
Oscar 2025-07-24 20:48:02 +03:00
parent f892794557
commit 03af6d458c
10 changed files with 764 additions and 437 deletions

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@ -81,4 +81,5 @@ namespace Config {
bool always_on_silent_aim = false;
float silent_aim_smooth_slider = 0.0f; // Новый параметр для ползунка смуза
bool silent_shooterAfterAim = false; // Аналог shooterAfterAim для сайлент аимбота
bool silent_rage = false; // По умолчанию выключен
}

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@ -88,4 +88,5 @@ namespace Config {
extern bool always_on_silent_aim;
extern float silent_aim_smooth_slider; // Новый параметр для ползунка смуза
extern bool silent_shooterAfterAim; // Аналог shooterAfterAim для сайлент аимбота
extern bool silent_rage; // Включает постоянный поиск цели (rage-режим)
}

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@ -136,6 +136,7 @@ namespace internal_config
j["triggerbot_key"] = Config::triggerbot_key;
j["triggerbot_alt_key"] = Config::triggerbot_alt_key;
j["triggerbot_delay"] = Config::triggerbot_delay;
j["silent_rage"] = Config::silent_rage;
j["enemyChamsInvisible"] = Config::enemyChamsInvisible;
j["enemyChams"] = Config::enemyChams;
@ -252,6 +253,7 @@ namespace internal_config
Config::triggerbot_key = j.value("triggerbot_key", 0x05);
Config::triggerbot_alt_key = j.value("triggerbot_alt_key", 0x06);
Config::triggerbot_delay = j.value("triggerbot_delay", 0.0f);
Config::silent_rage = j.value("silent_rage", false);
Config::antiflash = j.value("antiflash", false);

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@ -1,29 +1,150 @@
#pragma once
#include <cstdint>
#include <array>
#include "../../../templeware/utils/math/vector/vector.h"
struct CCmdQAngle {
#pragma pack(push, 1)
// --- Протобуферные структуры для сабтиков (CS2) ---
struct CCmdQAnglePB {
QAngle_t angValue;
};
class CBaseUserCmdPB {
public:
char pad_0x00[0x40];
CCmdQAngle* pViewangles; // 0x40
// ... другие поля не нужны для silent aim
struct CCmdVectorPB {
Vector4D_t vecValue;
};
class CCSGOUserCmdPB {
public:
char pad_0x00[0x18];
CBaseUserCmdPB* pBase; // 0x18
// ... другие поля не нужны для silent aim
struct CBasePB_CS2 {
void* vtable;
uint32_t nHasBits;
uint64_t nCachedBits;
};
struct CInButtonStatePB_CS2 : CBasePB_CS2 {
uint64_t nValue;
uint64_t nValueChanged;
uint64_t nValueScroll;
};
struct CSubtickMoveStepPB_CS2 : CBasePB_CS2 {
uint64_t nButton;
bool bPressed;
float flWhen;
float flAnalogForwardDelta;
float flAnalogLeftDelta;
};
struct CCSGOInterpolationInfoPB_CS2 : CBasePB_CS2 {
float flFraction;
int nSrcTick;
int nDstTick;
};
struct CMsgQAnglePB_CS2 { QAngle_t angValue; };
struct CMsgVectorPB_CS2 { Vector4D_t vecValue; };
struct CCSGOInputHistoryEntryPB_CS2 {
CMsgQAnglePB_CS2* pViewAngles;
CMsgVectorPB_CS2* pShootPosition;
CMsgVectorPB_CS2* pTargetHeadPositionCheck;
CMsgVectorPB_CS2* pTargetAbsPositionCheck;
CMsgQAnglePB_CS2* pTargetAngPositionCheck;
CCSGOInterpolationInfoPB_CS2* cl_interp;
CCSGOInterpolationInfoPB_CS2* sv_interp0;
CCSGOInterpolationInfoPB_CS2* sv_interp1;
CCSGOInterpolationInfoPB_CS2* player_interp;
int nRenderTickCount;
float flRenderTickFraction;
int nPlayerTickCount;
float flPlayerTickFraction;
int nFrameNumber;
int nTargetEntIndex;
};
template <typename T>
struct RepeatedPtrFieldPB_CS2 {
struct Rep_t {
int nAllocatedSize;
T* tElements[128];
};
void* pArena; // 0x0 (8 байт)
int nCurrentSize; // 0x8 (4 байта)
int nTotalSize; // 0xC (4 байта)
Rep_t* pRep; // 0x10 (8 байт)
// 0x18
};
static_assert(sizeof(RepeatedPtrFieldPB_CS2<int>) == 0x18, "RepeatedPtrFieldPB_CS2 size mismatch!");
struct CBaseUserCmdPB_CS2 {
RepeatedPtrFieldPB_CS2<int> subtickMovesField; // 0x0 (0x18)
void* strMoveCrc; // 0x18
void* pInButtonState; // 0x20
CMsgQAnglePB_CS2* pViewAngles; // 0x28
int32_t nLegacyCommandNumber; // 0x30
int32_t nClientTick; // 0x34
float flForwardMove; // 0x38
float flSideMove; // 0x3C
float flUpMove; // 0x40
int32_t nImpulse; // 0x44
int32_t nWeaponSelect; // 0x48
int32_t nRandomSeed; // 0x4C
int32_t nMousedX; // 0x50
int32_t nMousedY; // 0x54
uint32_t nConsumedServerAngleChanges; // 0x58
int32_t nCmdFlags; // 0x5C
uint32_t nPawnEntityHandle; // 0x60
char pad[0x80 - 0x64]; // паддинг до 0x80
};
static_assert(sizeof(CBaseUserCmdPB_CS2) == 0x80, "CBaseUserCmdPB_CS2 size mismatch!");
struct CCSGOUserCmdPB_CS2 {
uint32_t nHasBits; // 0x0
uint64_t nCachedSize; // 0x8
RepeatedPtrFieldPB_CS2<CCSGOInputHistoryEntryPB_CS2> inputHistoryField; // 0x10 (0x18)
CBaseUserCmdPB_CS2* pBaseCmd; // 0x28
bool bLeftHandDesired; // 0x30
char pad1[3]; // 0x31-0x33
int32_t nAttack3StartHistoryIndex; // 0x34
int32_t nAttack1StartHistoryIndex; // 0x38
int32_t nAttack2StartHistoryIndex; // 0x3C
char pad2[4]; // 0x40-0x43 (чтобы размер стал 0x40)
};
static_assert(sizeof(CCSGOUserCmdPB_CS2) == 0x40, "CCSGOUserCmdPB_CS2 size mismatch!");
struct CInButtonState_CS2 {
void* vtable; // 0x0
uint64_t nValue; // 0x8
uint64_t nValueChanged; // 0x10
uint64_t nValueScroll; // 0x18
};
static_assert(sizeof(CInButtonState_CS2) == 0x20, "CInButtonState_CS2 size mismatch!");
class CUserCmd {
public:
char pad_0x00[0x18];
CCSGOUserCmdPB pBase; // 0x18
// ... другие поля не нужны для silent aim
char pad_0x00[0x8]; // 0x0
char pad_0x08[0x10]; // 0x8
CCSGOUserCmdPB_CS2 csgoUserCmd; // 0x18
CInButtonState_CS2 nButtons; // 0x58
char pad_0x78[0x20]; // 0x78
CCSGOInputHistoryEntryPB_CS2* GetInputHistoryEntry(int nIndex) {
if (!csgoUserCmd.inputHistoryField.pRep) return nullptr;
if (nIndex < 0 || nIndex >= csgoUserCmd.inputHistoryField.nCurrentSize) return nullptr;
return csgoUserCmd.inputHistoryField.pRep->tElements[nIndex];
}
void SetSubTickAngle(const QAngle_t& angView) {
if (!csgoUserCmd.inputHistoryField.pRep) return;
for (int i = 0; i < csgoUserCmd.inputHistoryField.nCurrentSize; ++i) {
CCSGOInputHistoryEntryPB_CS2* pInputEntry = GetInputHistoryEntry(i);
if (!pInputEntry || !pInputEntry->pViewAngles) continue;
pInputEntry->pViewAngles->angValue = angView;
}
}
};
static_assert(sizeof(CUserCmd) == 0x98, "CUserCmd size mismatch! Проверь паддинг и порядок полей.");
// static_assert(sizeof(CUserCmd) == 0x98, "CUserCmd size mismatch! Проверь паддинг и порядок полей.");
// Для overlay/hud:
// extern size_t g_szCBaseUserCmdPB_CS2;
// extern size_t g_szRepeatedPtrFieldPB_CS2;

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@ -15,6 +15,7 @@
#include <Psapi.h>
#include "../../menu/hud.h"
#include "../../menu/menu.h"
#include <iostream>
// Адреса из дампа (актуально для 2024-07-18)
#define DW_SENSITIVITY 0x1A6A9D8
@ -93,7 +94,7 @@ Vector_t GetAimbotTargetPos(const C_CSPlayerPawn* Entity, const Vector_t& from,
case Config::BONE_NEAREST:
default: {
// Каждый раз ищем ближайшую кость по FOV
std::array<int, 2> bones = {BONE_INDEX_HEAD, BONE_INDEX_BODY};
std::array<int, 2> bones = { BONE_INDEX_HEAD, BONE_INDEX_BODY };
float bestFov = FLT_MAX;
int bestIdx = BONE_INDEX_HEAD;
for (int idx : bones) {
@ -133,7 +134,7 @@ void Aimbot() {
static C_CSPlayerPawn* lockedTarget = nullptr;
static bool prevAimbotState = false;
static bool targetWasLost = false;
static QAngle_t last_punch_angle = {0,0,0};
static QAngle_t last_punch_angle = { 0,0,0 };
static int shotCount = 0;
float sensitivity = GetGameSensitivity();
bool aimbotActive = Config::always_on_aimbot ? true : Config::aimbot;
@ -195,7 +196,8 @@ void Aimbot() {
bool rcsActive = false;
if (Config::shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
} else {
}
else {
rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
}
if (rcsActive && shotsFired > 1) {
@ -204,8 +206,9 @@ void Aimbot() {
//g_DebugString = "debug: " + std::to_string(punchDelta.x);
angle -= cur_punch_angle * 2.f;
last_punch_angle = cur_punch_angle;
} else {
last_punch_angle = {0,0,0};
}
else {
last_punch_angle = { 0,0,0 };
}
angle.z = 0.f;
angle = angle.Normalize();
@ -224,7 +227,8 @@ void Aimbot() {
angle = cur + delta * (1.f / smooth);
angle = angle.Normalize();
*viewangles = angle;
} else {
}
else {
*viewangles = angle;
}
}
@ -272,14 +276,14 @@ void Aimbot() {
lockedTarget = bestTarget;
targetWasLost = false;
// Сброс punch_angle при смене цели
last_punch_angle = {0,0,0};
last_punch_angle = { 0,0,0 };
}
// Если кнопка отпущена — сбрасываем захват
if (!aimbotActive) {
lockedTarget = nullptr;
targetWasLost = false;
last_punch_angle = {0,0,0}; // сброс rcs
last_punch_angle = { 0,0,0 }; // сброс rcs
// Сброс lastBoneIdx при отпускании кнопки аимбота (например, в Aimbot()):
// if (!aimbotActive) lastBoneIdx = -1;
}
@ -290,7 +294,7 @@ void Aimbot() {
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0) {
lockedTarget = nullptr;
targetWasLost = false;
last_punch_angle = {0,0,0};
last_punch_angle = { 0,0,0 };
return;
}
if (
@ -300,7 +304,7 @@ void Aimbot() {
) {
lockedTarget = nullptr;
targetWasLost = true;
last_punch_angle = {0,0,0}; // сброс rcs
last_punch_angle = { 0,0,0 }; // сброс rcs
}
else {
Vector_t target_pos = GetAimbotTargetPos(lockedTarget, lep, *viewangles);
@ -312,7 +316,8 @@ void Aimbot() {
bool rcsActive = false;
if (Config::shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
} else {
}
else {
rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
}
if (rcsActive && shotCount > 1) {
@ -321,8 +326,9 @@ void Aimbot() {
//g_DebugString = "debug: " + std::to_string(punchDelta.x);
angle -= cur_punch_angle * 2.f;
last_punch_angle = cur_punch_angle;
} else {
last_punch_angle = {0,0,0};
}
else {
last_punch_angle = { 0,0,0 };
}
angle.z = 0.f;
angle = angle.Normalize();
@ -340,7 +346,8 @@ void Aimbot() {
angle = cur + delta * (1.f / smooth);
angle = angle.Normalize();
*viewangles = angle;
} else {
}
else {
*viewangles = angle;
}
}
@ -384,70 +391,47 @@ void Aimbot() {
}
lockedTarget = bestTarget;
// Сброс punch_angle при смене цели
last_punch_angle = {0,0,0};
last_punch_angle = { 0,0,0 };
}
prevAimbotState = aimbotActive;
}
void SilentAimbot(CUserCmd* pCmd) {
void Ver2Aimbot(CUserCmd* pCmd) {
// --- Silent Aim: чистая и безопасная реализация ---
if (!Config::silent_aim || !pCmd) return;
static C_CSPlayerPawn* lockedTarget = nullptr;
static bool prevSilentState = false;
static QAngle_t last_punch_angle = {0,0,0};
static QAngle_t last_punch_angle = { 0,0,0 };
static int shotCount = 0;
static bool targetWasLost = false;
static bool targetWasLockedThisPress = false;
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0) return;
Vector_t lep = GetEntityEyePos(lp);
QAngle_t* cur = (QAngle_t*)(modules.getModule("client") + 0x1A78650);
// Получаем viewangles только из CUserCmd!
QAngle_t* cur = nullptr;
if (pCmd->csgoUserCmd.pBaseCmd && pCmd->csgoUserCmd.pBaseCmd->pViewAngles) {
cur = &pCmd->csgoUserCmd.pBaseCmd->pViewAngles->angValue;
}
if (!cur) return;
// --- Кнопка активации ---
bool silentActive = Config::always_on_silent_aim ? true : (GetAsyncKeyState(Config::silent_aim_key) & 0x8000);
// --- shooterAfterAim + triggerbot_key для сайлент аимбота ---
if (Config::silent_shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
silentActive = true;
}
int shotsFired = lp ? lp->getShotsFired() : 0;
shotCount = shotsFired;
// Если кнопка только что нажата — ищем новую цель
// --- Сброс флагов при новом нажатии ---
if (silentActive && !prevSilentState) {
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
float bestFov = Config::aimbot_fov;
C_CSPlayerPawn* bestTarget = nullptr;
QAngle_t bestAngle = { 0, 0, 0 };
for (int i = 1; i <= nMaxHighestEntity; i++) {
auto Entity = I::GameEntity->Instance->Get(i);
if (!Entity) continue;
if (!Entity->handle().valid()) continue;
SchemaClassInfoData_t* _class = nullptr;
Entity->dump_class_info(&_class);
if (!_class) continue;
const uint32_t hash = HASH(_class->szName);
if (hash == HASH("C_CSPlayerPawn")) {
C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
if (!pawn) continue;
if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) continue;
if (pawn->getHealth() <= 0) continue;
if (Config::team_check && pawn->getTeam() == lp->getTeam()) continue;
Vector_t target_pos = GetAimbotTargetPos(pawn, lep, *cur);
QAngle_t angle = CalcAngles(target_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
float fov = GetFov(*cur, angle);
if (!std::isfinite(fov) || fov > bestFov) continue;
bestFov = fov;
bestTarget = pawn;
bestAngle = angle;
targetWasLost = false;
targetWasLockedThisPress = false;
}
}
lockedTarget = bestTarget;
last_punch_angle = {0,0,0};
}
// Если кнопка зажата, цели нет — постоянный поиск цели
// --- Поиск цели ---
if (silentActive && !lockedTarget) {
if (Config::silent_rage || (!targetWasLost && !targetWasLockedThisPress)) {
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
float bestFov = Config::aimbot_fov;
float bestFov = Config::silent_aim_fov;
C_CSPlayerPawn* bestTarget = nullptr;
QAngle_t bestAngle = { 0, 0, 0 };
for (int i = 1; i <= nMaxHighestEntity; i++) {
@ -464,7 +448,19 @@ void SilentAimbot(CUserCmd* pCmd) {
if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) continue;
if (pawn->getHealth() <= 0) continue;
if (Config::team_check && pawn->getTeam() == lp->getTeam()) continue;
Vector_t target_pos = GetAimbotTargetPos(pawn, lep, *cur);
// --- Выбор кости для silent aim ---
Vector_t target_pos;
switch (Config::silent_aim_bone) {
case Config::BONE_HEAD:
target_pos = GetBonePosition(pawn, BONE_INDEX_HEAD); break;
case Config::BONE_NECK:
target_pos = GetBonePosition(pawn, BONE_INDEX_NECK); break;
case Config::BONE_BODY:
target_pos = GetBonePosition(pawn, BONE_INDEX_BODY); break;
case Config::BONE_NEAREST:
default:
target_pos = GetAimbotTargetPos(pawn, lep, *cur); break;
}
QAngle_t angle = CalcAngles(target_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
@ -476,43 +472,48 @@ void SilentAimbot(CUserCmd* pCmd) {
}
}
lockedTarget = bestTarget;
last_punch_angle = {0,0,0};
last_punch_angle = { 0,0,0 };
if (!Config::silent_rage && lockedTarget) targetWasLockedThisPress = true;
if (!Config::silent_rage && !lockedTarget) targetWasLost = true;
}
// Если кнопка отпущена — сбрасываем захват
}
// --- Сброс при отпускании кнопки ---
if (!silentActive) {
lockedTarget = nullptr;
last_punch_angle = {0,0,0};
last_punch_angle = { 0,0,0 };
targetWasLost = false;
targetWasLockedThisPress = false;
}
// Если есть захваченная цель и кнопка удерживается
// --- Наведение на цель ---
if (silentActive && lockedTarget) {
// Проверяем, что цель всё ещё валидна
// Проверка валидности цели
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0 ||
lockedTarget->get_entity_by_handle() == lp->get_entity_by_handle() ||
lockedTarget->getHealth() <= 0 ||
!lockedTarget->handle().valid() ||
(Config::team_check && lockedTarget->getTeam() == lp->getTeam())) {
lockedTarget = nullptr;
last_punch_angle = {0,0,0};
last_punch_angle = { 0,0,0 };
targetWasLost = true;
prevSilentState = silentActive;
return;
}
Vector_t target_pos = GetAimbotTargetPos(lockedTarget, lep, *cur);
// --- Выбор кости для silent aim ---
Vector_t target_pos;
switch (Config::silent_aim_bone) {
case Config::BONE_HEAD:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_HEAD); break;
case Config::BONE_NECK:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_NECK); break;
case Config::BONE_BODY:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_BODY); break;
case Config::BONE_NEAREST:
default:
target_pos = GetAimbotTargetPos(lockedTarget, lep, *cur); break;
}
QAngle_t angle = CalcAngles(target_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
//QAngle_t cur_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle")));
//// --- RCS ---
//bool rcsActive = (Config::rcs || Config::silent_shooterAfterAim) && (shotCount > Config::rcsActivationShots);
//if (rcsActive && shotCount > 1) {
// angle -= cur_punch_angle * 2.f;
// last_punch_angle = cur_punch_angle;
//} else {
// last_punch_angle = {0,0,0};
//}
//angle.z = 0.f;
//angle = angle.Normalize();
// --- Smooth ---
if (Config::silent_aim_smooth > 0.f) {
QAngle_t delta = (angle - *cur).Normalize();
@ -524,3 +525,201 @@ void SilentAimbot(CUserCmd* pCmd) {
}
prevSilentState = silentActive;
}
// --- Функция для вывода отладочной информации через ImGui ---
void ShowSilentAimDebugInfo(const CUserCmd* pCmd) {
char debugBuf[256];
_snprintf_s(debugBuf, sizeof(debugBuf),
"CUserCmd: size=%zu, csgoUserCmd@%zu, nButtons@%zu, nSubticks=%d, pRep=%p, pBaseCmd=%p",
sizeof(CUserCmd),
offsetof(CUserCmd, csgoUserCmd),
offsetof(CUserCmd, nButtons),
pCmd->csgoUserCmd.inputHistoryField.nCurrentSize,
(void*)pCmd->csgoUserCmd.inputHistoryField.pRep,
(void*)pCmd->csgoUserCmd.pBaseCmd);
g_DebugString = debugBuf;
// ImGui::SetTooltip("%s", debugBuf); // Можно включить при необходимости
}
void SilentAimbot(CUserCmd* pCmd) {
static bool printed = false;
if (!printed) {
std::cout << "RepeatedPtrFieldPB_CS2=" << sizeof(RepeatedPtrFieldPB_CS2<int>)
<< ", CBaseUserCmdPB_CS2=" << sizeof(CBaseUserCmdPB_CS2)
<< ", CCSGOUserCmdPB_CS2=" << sizeof(CCSGOUserCmdPB_CS2)
<< ", CUserCmd=" << sizeof(CUserCmd)
<< ", csgoUserCmd@0x" << std::hex << offsetof(CUserCmd, csgoUserCmd)
<< ", nButtons@0x" << std::hex << offsetof(CUserCmd, nButtons)
<< std::dec << std::endl;
printed = true;
}
char debugBuf[256];
if (!Config::silent_aim || !pCmd) return;
static C_CSPlayerPawn* lockedTarget = nullptr;
static bool prevSilentState = false;
static QAngle_t last_punch_angle = { 0,0,0 };
static int shotCount = 0;
static bool targetWasLost = false;
static bool targetWasLockedThisPress = false;
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0) return;
Vector_t lep = GetEntityEyePos(lp);
// --- Кнопка активации ---
bool silentActive = Config::always_on_silent_aim ? true : (GetAsyncKeyState(Config::silent_aim_key) & 0x8000);
if (Config::silent_shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
silentActive = true;
}
int shotsFired = lp ? lp->getShotsFired() : 0;
shotCount = shotsFired;
if (silentActive && !prevSilentState) {
targetWasLost = false;
targetWasLockedThisPress = false;
}
if (silentActive && !lockedTarget) {
if (Config::silent_rage || (!targetWasLost && !targetWasLockedThisPress)) {
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
float bestFov = Config::silent_aim_fov;
C_CSPlayerPawn* bestTarget = nullptr;
QAngle_t bestAngle{};
for (int i = 1; i <= nMaxHighestEntity; i++) {
auto Entity = I::GameEntity->Instance->Get(i);
if (!Entity) continue;
if (!Entity->handle().valid()) continue;
SchemaClassInfoData_t* _class = nullptr;
Entity->dump_class_info(&_class);
if (!_class) continue;
const uint32_t hash = HASH(_class->szName);
if (hash == HASH("C_CSPlayerPawn")) {
C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
if (!pawn) continue;
if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) continue;
if (pawn->getHealth() <= 0) continue;
if (Config::team_check && pawn->getTeam() == lp->getTeam()) continue;
Vector_t target_pos;
switch (Config::silent_aim_bone) {
case Config::BONE_HEAD:
target_pos = GetBonePosition(pawn, BONE_INDEX_HEAD); break;
case Config::BONE_NECK:
target_pos = GetBonePosition(pawn, BONE_INDEX_NECK); break;
case Config::BONE_BODY:
target_pos = GetBonePosition(pawn, BONE_INDEX_BODY); break;
case Config::BONE_NEAREST:
default:
target_pos = GetAimbotTargetPos(pawn, lep, QAngle_t{}); break;
}
QAngle_t angle = CalcAngles(target_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
float fov = sqrtf(angle.x * angle.x + angle.y * angle.y);
if (!std::isfinite(fov) || fov > bestFov) continue;
bestFov = fov;
bestTarget = pawn;
bestAngle = angle;
}
}
lockedTarget = bestTarget;
last_punch_angle = { 0,0,0 };
if (!Config::silent_rage && lockedTarget) targetWasLockedThisPress = true;
if (!Config::silent_rage && !lockedTarget) targetWasLost = true;
}
}
if (!silentActive) {
lockedTarget = nullptr;
last_punch_angle = { 0,0,0 };
targetWasLost = false;
targetWasLockedThisPress = false;
}
if (silentActive && lockedTarget) {
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0 ||
lockedTarget->get_entity_by_handle() == lp->get_entity_by_handle() ||
lockedTarget->getHealth() <= 0 ||
!lockedTarget->handle().valid() ||
(Config::team_check && lockedTarget->getTeam() == lp->getTeam())) {
lockedTarget = nullptr;
last_punch_angle = { 0,0,0 };
targetWasLost = true;
prevSilentState = silentActive;
return;
}
Vector_t target_pos;
switch (Config::silent_aim_bone) {
case Config::BONE_HEAD:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_HEAD); break;
case Config::BONE_NECK:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_NECK); break;
case Config::BONE_BODY:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_BODY); break;
case Config::BONE_NEAREST:
default:
target_pos = GetAimbotTargetPos(lockedTarget, lep, QAngle_t{}); break;
}
QAngle_t angle = CalcAngles(target_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
// --- Smooth ---
if (Config::silent_aim_smooth > 0.f) {
QAngle_t cur = angle;
bool found = false;
for (int i = 0; i < 8; ++i) {
CCSGOInputHistoryEntryPB_CS2* entry = pCmd->GetInputHistoryEntry(i);
if (entry && entry->pViewAngles) {
cur = entry->pViewAngles->angValue;
found = true;
break;
}
}
QAngle_t delta = (angle - cur).Normalize();
float smooth = Config::silent_aim_smooth;
angle = cur + delta * (1.f / smooth);
angle = angle.Normalize();
}
// --- Устанавливаем угол для всех сабтиков ---
int nSubticks = pCmd->csgoUserCmd.inputHistoryField.nCurrentSize;
_snprintf_s(debugBuf, sizeof(debugBuf), "nSubticks=%d, pRep=%p", nSubticks, (void*)pCmd->csgoUserCmd.inputHistoryField.pRep);
// g_DebugString = debugBuf; // Удалено
// --- Расширенный отладочный вывод ---
// char debugBuf[256]; // Удалено
// _snprintf_s(debugBuf, sizeof(debugBuf), // Удалено
// "CUserCmd: size=%zu, csgoUserCmd@%zu, nButtons@%zu, nSubticks=%d, pRep=%p, pBaseCmd=%p", // Удалено
// sizeof(CUserCmd), // Удалено
// offsetof(CUserCmd, csgoUserCmd), // Удалено
// offsetof(CUserCmd, nButtons), // Удалено
// pCmd->csgoUserCmd.inputHistoryField.nCurrentSize, // Удалено
// (void*)pCmd->csgoUserCmd.inputHistoryField.pRep, // Удалено
// (void*)pCmd->csgoUserCmd.pBaseCmd); // Удалено
// g_DebugString = debugBuf; // Удалено
ShowSilentAimDebugInfo(pCmd);
_snprintf_s(debugBuf, sizeof(debugBuf),
"sizeof(CUserCmd)=%zu, csgoUserCmd@0x%zX, nButtons@0x%zX",
sizeof(CUserCmd),
offsetof(CUserCmd, csgoUserCmd),
offsetof(CUserCmd, nButtons));
g_DebugString = debugBuf;
_snprintf_s(debugBuf, sizeof(debugBuf),
"sizeof(CUserCmd)=%zu, csgoUserCmd@0x%zX, nButtons@0x%zX, RepeatedPtrFieldPB_CS2=%zu, CBaseUserCmdPB_CS2=%zu",
sizeof(CUserCmd),
offsetof(CUserCmd, csgoUserCmd),
offsetof(CUserCmd, nButtons),
sizeof(RepeatedPtrFieldPB_CS2<int>),
sizeof(CBaseUserCmdPB_CS2));
g_DebugString = debugBuf;
_snprintf_s(debugBuf, sizeof(debugBuf),
"RepeatedPtrFieldPB_CS2=%zu, CBaseUserCmdPB_CS2=%zu, CCSGOUserCmdPB_CS2=%zu, CUserCmd=%zu, csgoUserCmd@0x%zX, nButtons@0x%zX",
sizeof(RepeatedPtrFieldPB_CS2<int>),
sizeof(CBaseUserCmdPB_CS2),
sizeof(CCSGOUserCmdPB_CS2),
sizeof(CUserCmd),
offsetof(CUserCmd, csgoUserCmd),
offsetof(CUserCmd, nButtons));
g_DebugString = debugBuf;
}
prevSilentState = silentActive;
}

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@ -4,3 +4,4 @@
void Aimbot();
void SilentAimbot(CUserCmd* pCmd);
void Ver2Aimbot(CUserCmd* pCmd);

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@ -40,7 +40,8 @@ void* __fastcall H::hkLevelInit(void* pClientModeShared, const char* szNewMap) {
bool __fastcall H::hkCreateMove(void* pInput, int nSlot, void* pCmd) {
//Aimbot();
SilentAimbot(reinterpret_cast<CUserCmd*>(pCmd));
//SilentAimbot(reinterpret_cast<CUserCmd*>(pCmd));
Ver2Aimbot(reinterpret_cast<CUserCmd*>(pCmd));
Triggerbot();
return CreateMove.GetOriginal()(pInput, nSlot, pCmd);
}

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@ -209,6 +209,7 @@ void Menu::render() {
keybind.menuButton(Config::silent_aim_key);
ImGui::Checkbox("Always On##SilentAim", &Config::always_on_silent_aim);
ImGui::Checkbox("Shooter After Aim##Silent", &Config::silent_shooterAfterAim); // Новый чекбокс
ImGui::Checkbox("Rage mode##Silent", &Config::silent_rage); // Новый чекбокс
ImGui::SliderFloat("Smooth##SilentAim", &Config::silent_aim_smooth_slider, 0.f, 10.f, "%.2f");
Config::silent_aim_smooth = Config::silent_aim_smooth_slider; // Применяем значение ползунка к логике
ImGui::SliderFloat("Silent Aim FOV", &Config::silent_aim_fov, 1.f, 180.f, "%1.0f");

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