This commit is contained in:
Oscar
2025-07-25 21:45:33 +03:00
parent 1edd51c46f
commit 50f4002acc
396 changed files with 243692 additions and 86 deletions

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#include "antiaim.hpp"
#include <ctime>
#include <cmath>
#include "../../core/variables.h"
void F::ANTIAIM::RunAA(CUserCmd* pCmd)
{
if (!C_GET(bool, Vars.bAntiAim))
return;
if (!I::Engine->IsConnected() || !I::Engine->IsInGame()) // Checking if you are connected and in game
return;
if (!SDK::LocalController || !SDK::LocalController->IsPawnAlive()) // Checking if your spectating and alive
return;
if (pCmd->m_nButtons.m_nValue & ECommandButtons::IN_USE || pCmd->m_nButtons.m_nValue & ECommandButtons::IN_ATTACK) // Checking if you are not pressing e or attacking
return;
if (int32_t nMoveType = SDK::LocalController->GetMoveType(); nMoveType == MOVETYPE_NOCLIP || nMoveType == MOVETYPE_LADDER)
return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(SDK::LocalController->GetPawnHandle());
if (pLocalPawn == nullptr)
return;
if (SDK::LocalController->IsThrowingGrenade(SDK::LocalController->GetPlayerWeapon(SDK::LocalPawn)))
return;
float flPitch = 0;
float flYaw = 0;
switch (C_GET(int, Vars.iBaseYawType))
{
case 0:
break;
case 1:
flYaw += -180.f; // Backwards
break;
case 2:
flYaw += 180.f; // Forwards
break;
default:
break;
}
switch (C_GET(int, Vars.iPitchType))
{
case 0:
break;
case 1: // Down
flPitch = 120.f;
break;
case 2: // Up
flPitch = -120.f;
break;
case 3: // Zero
flPitch = 0.f;
break;
default:
break;
}
pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.x = flPitch;
pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.y += flYaw;
pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.y = MATH::AngleNormalize(pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.y);
pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.x = MATH::AngleNormalize(pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.x);
pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.z = 0.f;
}

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#pragma once
#include "../../sdk/datatypes/qangle.h"
#include "../../sdk/entity.h"
#include "../../sdk/interfaces/cgameentitysystem.h"
#include "../../sdk/interfaces/iengineclient.h"
#include "../../sdk/interfaces/ccsgoinput.h"
#include "../../core/sdk.h"
#include "../../core/interfaces.h"
#include "../../sdk/datatypes/usercmd.h"
namespace F::ANTIAIM
{
inline QAngle_t angStoredViewBackup{};
void RunAA(CUserCmd* pCmd);
}

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#include "pred.h"
#include "../../core/config.h"
#include "../../core/variables.h"
#include "../../sdk/datatypes/usercmd.h"
#include "../../core/sdk.h"
#include "../../sdk/entity.h"
#include "../../sdk/interfaces/iengineclient.h"
#include "../../sdk/interfaces/iglobalvars.h"
#include "../../sdk/interfaces/cgameentitysystem.h"
#include "../../sdk/datatypes/qangle.h"
#include "../../sdk/datatypes/vector.h"
#include "../cstrike/sdk/interfaces/ccsgoinput.h"
#include "../cstrike/sdk/interfaces/ienginecvar.h"
#include "../lagcomp/lagcomp.h"
#include "../cstrike/sdk/interfaces/events.h"
#include "../penetration/penetration.h"
#include <mutex>
#include <array>
static float old_current_time = 0.f;
static float old_frame_time = 0.f;
static std::int32_t prediction_seed = 0;
static std::uint32_t predicted_flags = 0;
void F::PREDICTION::impl::start(CUserCmd* cmd)
{
if (!SDK::LocalController || !SDK::LocalPawn) {
return;
}
auto controller = SDK::LocalController;
if (!controller)
return;
auto local = SDK::LocalPawn;
if (!local)
return;
predicted_flags = local->GetFlags();
// random_seed
old_current_time = I::GlobalVars->flCurtime;
old_frame_time = I::GlobalVars->flFrameTime;
I::GlobalVars->flCurtime = controller->m_nTickBase() * I::GlobalVars->flIntervalPerTick;
I::GlobalVars->flCurtime2 = controller->m_nTickBase() * I::GlobalVars->flIntervalPerTick;
I::GlobalVars->flFrameTime = I::GlobalVars->flIntervalPerTick;
I::GlobalVars->flFrameTime2 = I::GlobalVars->flIntervalPerTick;
}
void F::PREDICTION::impl::end()
{
if (!SDK::LocalController || !SDK::LocalPawn) {
return;
}
auto controller = SDK::LocalController;
if (!controller)
return;
auto local = SDK::LocalPawn;
if (!local)
return;
I::GlobalVars->flCurtime = old_current_time;
I::GlobalVars->flCurtime2 = old_current_time;
I::GlobalVars->flFrameTime = old_current_time;
I::GlobalVars->flFrameTime2 = old_current_time;
}
std::uint32_t F::PREDICTION::impl::Flags()
{
return predicted_flags;
}

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#pragma once
#include "../../common.h"
#include <memory>
// used: draw system
#include "../../utilities/draw.h"
#include "../../sdk/datatypes/vector.h"
#include "../../sdk/datatypes/transform.h"
#include "../../sdk/datatypes/qangle.h"
#include "../cstrike/core/config.h"
class CCSPlayerController;
class C_BaseEntity;
class C_CSPlayerPawn;
class CBaseHandle;
class CEntityInstance;
class CUserCmd;
class CBaseUserCmdPB;
class QAngle_t;
class IGameEvent;
class CCSWeaponBaseVData;
namespace F::PREDICTION
{
class impl {
public:
void start(CUserCmd* cmd);
void end();
std::uint32_t Flags();
};
const auto prediction = std::make_unique<impl>();
}

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#include "legit.h"
#include "../../core/config.h"
#include "../../core/variables.h"
#include "../../sdk/datatypes/usercmd.h"
#include "../../core/sdk.h"
#include "../../sdk/entity.h"
#include "../../sdk/interfaces/iengineclient.h"
#include "../../sdk/interfaces/iglobalvars.h"
#include "../../sdk/interfaces/cgameentitysystem.h"
#include "../../sdk/datatypes/qangle.h"
#include "../../sdk/datatypes/vector.h"
#include "../cstrike/sdk/interfaces/ccsgoinput.h"
#include "../cstrike/sdk/interfaces/ienginecvar.h"
#include "../lagcomp/lagcomp.h"
#include "../cstrike/sdk/interfaces/events.h"
#include "../penetration/penetration.h"
#include "../cstrike/sdk/interfaces/itrace.h"
#include "../cstrike/core/spoofcall/syscall.h"
#include <iostream>
#include <memoryapi.h>
#include <mutex>
#include <array>
#include "../../core/spoofcall/virtualization/VirtualizerSDK64.h"
#include "../../utilities/inputsystem.h"
float lasttargettime = 0.f;
static std::vector <std::uint32_t> e_hitboxes;
static ImDrawList* g_pBackgroundDrawList = nullptr;
float kill_delay = 0.f;
struct LegitTarget {
C_CSPlayerPawn* player;
Vector_t finalPoint;
int hitgroup;
LegitTarget(C_CSPlayerPawn* player, const QAngle_t& finalAngle, const int hitroup)
: player(player), finalPoint(finalPoint), hitgroup(hitroup) {}
};
std::vector<LegitTarget> sortedTargets;
std::vector<C_CSPlayerPawn*> validTargets;
float get_next_primary_attack(C_CSPlayerPawn* local) noexcept {
if (!I::GlobalVars)
return std::numeric_limits<float>::max();
const auto tick = local->ActiveWeapon()->m_nNextPrimaryAttackTick();
const auto ratio = local->ActiveWeapon()->m_nNextPrimaryAttackTick();
return (tick + ratio) * I::GlobalVars->flIntervalPerTick;
}
void F::LEGIT::impl::SetupTarget(C_CSPlayerPawn* pLocal)
{
if (!D::pDrawListActive)
return;
if (!I::Engine->IsInGame()) return;
CCSPlayerController* pLocalController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalController)
return;
pLocal = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalController->GetPawnHandle());
if (!pLocal)
return;
VIRTUALIZER_DOLPHIN_BLACK_START
const std::lock_guard<std::mutex> guard{ g_cachedEntitiesMutex };
// reset valid targets before increamenting it
legit->Reset(reset::entity);
for (const auto& it : g_cachedEntities) {
C_BaseEntity* pEntity = I::GameResourceService->pGameEntitySystem->Get(it.m_handle);
if (pEntity == nullptr)
continue;
CBaseHandle hEntity = pEntity->GetRefEHandle();
if (hEntity != it.m_handle) continue;
switch (it.m_type) {
case CachedEntity_t::PLAYER_CONTROLLER:
CCSPlayerController* CPlayer = I::GameResourceService->pGameEntitySystem->Get<CCSPlayerController>(hEntity);
if (CPlayer == nullptr)
break;
C_CSPlayerPawn* player = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(CPlayer->GetPawnHandle());
if (!player)
continue;
if (player->GetHealth() <= 0 || !pLocal->IsOtherEnemy(player) || player->GetGameSceneNode()->IsDormant() || player->m_bGunGameImmunity())
continue;
validTargets.push_back(player);
continue;
}
}
VIRTUALIZER_DOLPHIN_BLACK_END
}
bool F::LEGIT::impl::valid(C_CSPlayerPawn* player, C_CSPlayerPawn* pLocal, bool check) {
if (!player)
return false;
bool a1 = check ? true : player->Visible(pLocal, TRACE_TYPE::AIMBOT, legit_data.legit_visibility_check);
bool Invalid = player->GetLifeState() == ELifeState::LIFE_DISCARDBODY || player->GetLifeState() == ELifeState::LIFE_DEAD || player->GetLifeState() == ELifeState::LIFE_DYING;
if (Invalid || player->GetHealth() <= 0 || !a1 || !pLocal->IsOtherEnemy(player) || player->GetGameSceneNode()->IsDormant() || player->m_bGunGameImmunity())
return false;
return true;
}
// math calculations after Quarention update and shit
// qangle conversions are a mess here tho
QAngle_t NormalizeAngle(QAngle_t& angle) noexcept {
angle.Clamp();
return angle;
}
QAngle_t ToAngle(const Vector_t& vec) noexcept {
return QAngle_t{
M_RAD2DEG(std::atan2(-vec.z, std::hypot(vec.x, vec.y))),
M_RAD2DEG(std::atan2(vec.y, vec.x)),
0.00f
}.Clamp();
}
static Vector_t get_target_angle(C_CSPlayerPawn* localplayer, Vector_t position)
{
Vector_t eye_position = localplayer->GetEyePosition();
Vector_t angle = position;
angle.x = position.x - eye_position.x;
angle.y = position.y - eye_position.y;
angle.z = position.z - eye_position.z;
angle.Normalizes();
MATH::vec_angles(angle, &angle);
angle.clamp();
return angle;
}
QAngle_t CalculateRelativeAngle(const Vector_t& source, const Vector_t& dest, const QAngle_t& view_angles) noexcept {
QAngle_t delta = ToAngle(dest - source);
delta -= view_angles;
delta = NormalizeAngle(delta);
return delta;
}
float DistanceToCrosshair(C_CSPlayerPawn* target, const Vector_t& hitboxPos)
{
auto center = ImGui::GetIO().DisplaySize * 0.5f;
ImVec2 out;
auto screenPos = D::WorldToScreen(hitboxPos, out);
if (screenPos) {
ImVec2 crosshairPos = center;
ImVec2 hitboxScreenPos = out;
float deltaX = crosshairPos.x - hitboxScreenPos.x;
float deltaY = crosshairPos.y - hitboxScreenPos.y;
return std::sqrt(deltaX * deltaX + deltaY * deltaY);
}
return FLT_MAX;
}
Vector_t CalculateHitboxAngle(Vector_t source, Vector_t destination, QAngle_t viewAngles) {
Vector_t delta = source - destination;
Vector_t angles;
angles.x = M_RAD2DEG(atanf(delta.z / std::hypotf(delta.x, delta.y))) - viewAngles.x;
angles.y = M_RAD2DEG(atanf(delta.y / delta.x)) - viewAngles.y;
angles.z = 0.0f;
return angles;
}
void F::LEGIT::impl::ScanTarget(C_CSPlayerPawn* pLocal, QAngle_t viewangles)
{
if (!pLocal)
return;
if (!I::Engine->IsConnected() || !I::Engine->IsInGame()) return;
// Clear sortedTarget before any interaction
sortedTargets.clear();
QAngle_t final_ang;
// Check if there are valid targets
if (!validTargets.empty()) {
if (legit_data.legit_target_selection == 0) {
std::sort(validTargets.begin(), validTargets.end(), [this, pLocal](C_CSPlayerPawn* a, C_CSPlayerPawn* b) {
// Calculate distances
float distA_crosshair = DistanceToCrosshair(pLocal, a->GetEyePosition());
float distB_crosshair = DistanceToCrosshair(pLocal, b->GetEyePosition());
return (distA_crosshair < distB_crosshair);
});
}
else {
std::sort(validTargets.begin(), validTargets.end(), [this, pLocal](C_CSPlayerPawn* a, C_CSPlayerPawn* b) {
float distA_player = pLocal->GetEyePosition().DistTo(a->GetEyePosition());
float distB_player = pLocal->GetEyePosition().DistTo(b->GetEyePosition());
return (distA_player < distB_player);
});
}
// Add the closest visible target to sortedTarget
for (C_CSPlayerPawn* target : validTargets) {
if (valid(target, pLocal)) {
sortedTargets.emplace_back(target, final_ang, 0);
break;
}
else {
sortedTargets.clear();
continue;
}
continue;
}
// Scan hitboxes, etc.
if (!sortedTargets.empty()) {
auto target = sortedTargets.front().player;
if (!target) {
sortedTargets.front().finalPoint.Invalidate();
sortedTargets.clear();
return;
}
// sanity
if (!valid(target, pLocal)) {
sortedTargets.front().finalPoint.Invalidate();
sortedTargets.clear();
return;
}
int bestIndex = -1;
float closest_dist = FLT_MAX;
auto best_fov = legit_data.legit_fov;
auto eyepos = pLocal->GetEyePosition();
auto endeyepos = target->GetEyePosition();
float dist = pLocal->GetEyePosition().DistTo(target->GetEyePosition());
float hitbox_scale = {};
Vector_t hitbox_pos = {};
Vector4D_t hitbox_rot = {};
Vector_t best_point = {};
// prefer hitbox closest to crosshair ( since we legit hacking )
for (std::uint32_t i : e_hitboxes) {
target->CalculateHitboxData(i, hitbox_pos, hitbox_rot, hitbox_scale);
float cross_dist = DistanceToCrosshair(target, hitbox_pos);
if (cross_dist < closest_dist) {
closest_dist = cross_dist;
bestIndex = i;
continue;
}
continue;
}
if (bestIndex != -1) { // store best aimpoint info
sortedTargets.front().hitgroup = target->GetHitGroup(bestIndex);
target->CalculateHitboxData(bestIndex, sortedTargets.front().finalPoint, hitbox_rot, hitbox_scale);
}
}
else
return;
}
}
// setup config hitboxes
void F::LEGIT::impl::Scan() {
/* emplace menu hitboxes which will be used for hitscan*/
if (legit_data.hitbox_head) {
e_hitboxes.emplace_back(HEAD);
}
if (legit_data.hitbox_chest) {
e_hitboxes.emplace_back(CHEST);
e_hitboxes.emplace_back(RIGHT_CHEST);
e_hitboxes.emplace_back(LEFT_CHEST);
}
if (legit_data.hitbox_stomach) {
e_hitboxes.emplace_back(STOMACH);
e_hitboxes.emplace_back(CENTER);
e_hitboxes.emplace_back(PELVIS);
}
if (legit_data.hitbox_leg_l) {
e_hitboxes.emplace_back(L_LEG);
}
if (legit_data.hitbox_leg_r) {
e_hitboxes.emplace_back(R_LEG);
}
return;
}
void F::LEGIT::impl::Reset(reset type) {
switch (type) {
case reset::entity:
sortedTargets.clear();
validTargets.clear();
break;
case reset::aimbot:
e_hitboxes.clear();
break;
}
return;
}
float CalculateFactor(float distance, float maxDistance, float minFactor, float maxFactor)
{
// Ensure distance is within valid range
if (distance > maxDistance)
distance = maxDistance;
// Calculate the factor based on the distance
float factor = minFactor + (maxFactor - minFactor) * (1 - distance / maxDistance);
return factor;
}
QAngle_t PerformSmooth(QAngle_t currentAngles, const QAngle_t& targetAngles, float smoothFactor, C_CSPlayerPawn* pLocal, Vector_t hitboxPos)
{
QAngle_t smoothedAngles;
float effectiveSmoothFactor = 0.f;
if (smoothFactor == 0)
effectiveSmoothFactor = 1 * 10.0f;
else
effectiveSmoothFactor = smoothFactor * 10.0f;
// Calculate the difference between target and current angles
QAngle_t angleDiff = targetAngles - currentAngles;
// Calculate the distance between the crosshair and the final point
float distance = DistanceToCrosshair(pLocal, hitboxPos);
// Calculate intelligent acceleration and deceleration factors based on distance
float accelFactor = CalculateFactor(distance, effectiveSmoothFactor, 0.1f, 1.0f);
float decelFactor = CalculateFactor(distance, effectiveSmoothFactor, 0.1f, 1.0f);
// Apply acceleration and deceleration
smoothedAngles.x = currentAngles.x + (angleDiff.x / effectiveSmoothFactor) * (accelFactor + (1));
smoothedAngles.y = currentAngles.y + (angleDiff.y / effectiveSmoothFactor) * (accelFactor + (1));
// Ensure angles are within valid range
smoothedAngles.Clamp();
return smoothedAngles;
}
bool F::LEGIT::impl::Ready(C_CSPlayerPawn* pLocal) {
if (!pLocal)
return false;
auto ActiveWeapon = pLocal->ActiveWeapon();
if (!ActiveWeapon)
return false;
auto data = ActiveWeapon->datawep();
if (!data)
return false;
if (ActiveWeapon->clip1() <= 0)
return false;
return true;
}
void F::LEGIT::impl::Events(IGameEvent* ev, events type) {
if (!C_GET(bool, Vars.legit_enable))
return;
if (!I::Engine->IsConnected() || !I::Engine->IsInGame())
return;
if (!SDK::LocalController)
return;
switch (type) {
case player_death: {
auto controller = SDK::LocalController;
if (!controller)
break;
const auto event_controller = ev->get_player_controller(CS_XOR("attacker"));
if (!event_controller)
return;
if (event_controller->GetIdentity()->GetIndex() == controller->GetIdentity()->GetIndex()) {
const std::int64_t value{ ev->get_int(CS_XOR("dmg_health")) };
auto delay = C_GET(int, Vars.legit_delay_aim_ms) * 50.f;
kill_delay = I::GlobalVars->nTickCount + delay;
// reset targets
sortedTargets.clear();
}
}
break;
case round_start: {
kill_delay = 0;
legit->Reset(reset::entity);
}
break;
}
}
void F::LEGIT::impl::Triggerbot(CUserCmd* cmd, C_BaseEntity* localent, C_BaseEntity* playerent, C_CSPlayerPawn* local, C_CSPlayerPawn* player, CCSWeaponBaseVData* vdata)
{
VIRTUALIZER_MUTATE_ONLY_START;
if (!legit_data.trigger_enable)
return;
if (!SDK::LocalController)
return;
auto weapon = local->ActiveWeapon();
if (!weapon)
return;
auto data = weapon->datawep();
if (!data)
return;
if (!cmd)
return;
auto base = cmd->m_csgoUserCmd.m_pBaseCmd;
if (!base)
return;
if (C_GET(bool, Vars.trigger_on_key) && !LI_FN(GetAsyncKeyState).safe()(legit_data.legit_key))
return;
bool should_trigger = player->InsideCrosshair(local, base->m_pViewangles->m_angValue, data->m_flRange());
if (should_trigger) {
if (cheat->canShot)
cmd->m_nButtons.m_nValue |= IN_ATTACK;
}
//F::AUTOWALL::c_auto_wall::data_t pendata;
//F::AUTOWALL::g_auto_wall->pen(pendata, vecStart, vecEnd, playerent, localent, local, player, vdata, pen_dmg, valid);
// check do we can shoot
VIRTUALIZER_MUTATE_ONLY_END;
}
void adjust_recoil(C_CSPlayerPawn* player, CUserCmd* pCmd) noexcept {
if (!player || !pCmd) return;
auto cache = player->m_aimPunchCache();
static QAngle_t prev = QAngle_t(0.f, 0.f, 0.f);
auto pred_punch = cache.m_Size < 0x81 ? cache.m_Data[cache.m_Size - 1] * 2.f : player->m_aimPunchAngle() * 2.f;
auto delta = cache.m_Size > 0 && cache.m_Size < 0x81 ? prev - pred_punch : QAngle_t(0, 0, 0);
if (cache.m_Size > 0 && cache.m_Size < 0x81) {
if (delta != QAngle_t(0, 0, 0)) {
pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue += delta;
pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.Clamp();
}
prev = pred_punch;
}
}
void F::LEGIT::impl::Run(CUserCmd* cmd) {
if (!C_GET(bool, Vars.legit_enable))
return;
if (!I::Engine->IsConnected() || !I::Engine->IsInGame())
return;
if (!SDK::LocalController || !SDK::LocalPawn)
return;
if (!cmd)
return;
auto pCmd = cmd->m_csgoUserCmd.m_pBaseCmd;
if (!pCmd)
return;
/* store vars */
pLocal = SDK::LocalPawn;
if (!pLocal || !pCmd)
return;
if (pLocal->GetHealth() <= 0)
return;
auto viewangles = pCmd->m_pViewangles->m_angValue;
// reset hitboxes
legit->Reset(reset::aimbot);
legit->SetupAdaptiveWeapon(pLocal);
// hitbox menu selection
legit->Scan();
// run target selection
legit->SetupTarget(pLocal);
// stop aimbot for now, no targets/hitboxes found
if (validTargets.empty() || e_hitboxes.empty())
return;
legit->ScanTarget(pLocal, viewangles);
if (sortedTargets.empty() || !sortedTargets.front().finalPoint.IsValid())
return;
// no ammo or not valid weapon
if (!legit->Ready(pLocal))
return;
auto weapon_data = pLocal->ActiveWeapon();
if (!weapon_data)
return;
auto vdata = weapon_data->datawep();
if (!vdata)
return;
// check if grabbed ent valid & pass this to the penetration sys
auto entity = I::GameResourceService->pGameEntitySystem->Get(sortedTargets.front().player->GetRefEHandle());
if (!entity)
return;
auto localent = I::GameResourceService->pGameEntitySystem->Get(pLocal->GetRefEHandle());
if (!localent)
return;
// start angle calculation
auto vec = get_target_angle(pLocal, sortedTargets.front().finalPoint);
vec.clamp();
QAngle_t angle; angle.ToVec3(vec);
// legit conditions
if (C_GET(unsigned int, Vars.legit_conditions) & LEGIT_DELAY_SHOT && kill_delay >= I::GlobalVars->nTickCount)
return;
if (C_GET(unsigned int, Vars.legit_conditions) & LEGIT_IN_AIR && (!pLocal->IsValidMoveType() || !(pLocal->GetFlags() & FL_ONGROUND)))
return;
if (C_GET(unsigned int, Vars.legit_conditions) & LEGIT_FLASHED && pLocal->GetFlashDuration() > 0.f) // flashed
return;
//TODO:
//fix autowall damge when visible
//
// store aimbot data
auto rcs_shots = legit_data.legit_rcs_shots_enable ? legit_data.legit_rcs_shots : 0;
int smooth = legit_data.legit_smooth;
auto fov = std::hypotf(viewangles.x - vec.x, viewangles.y - vec.y); //std::hypotf(viewangles->angValue.x - finalAngle.x, viewangles->angValue.y - finalAngle.y); //GetFov(a1, a2);
const float best_fov = (float)legit_data.legit_fov;
float server_time = (float)SDK::LocalController->m_nTickBase() * 0.015;
bool can_shoot = (pLocal->ActiveWeapon()->m_flNextPrimaryAttackTickRatio() <= server_time);
float pen_dmg = 0.f;
bool can_hit = false;
// run penetration system:
// F::AUTOWALL::c_auto_wall::data_t data;
// F::AUTOWALL::g_auto_wall->pen(data, vecStart, vecEnd, entity, localent, pLocal, sortedTargets.front().player, vdata, pen_dmg, can_hit);
legit->Triggerbot(cmd, localent, entity, pLocal, sortedTargets.front().player, vdata);
if (fov > best_fov)
return;
// calculate aimpunch & compensate it
static auto prev = QAngle_t(0.f, 0.f, 0.f);
auto cache = pLocal->m_aimPunchCache();
auto pred_punch = cache.m_Data[cache.m_Size - 1];
auto delta = prev - pred_punch * 2.f;
if (cache.m_Size > 0 && cache.m_Size <= 0xFFFF) {
pred_punch = cache.m_Data[cache.m_Size - 1];
prev = pred_punch;
}
// maybe peform some delta randomizations
if (legit_data.PunchRandomization) {
delta.x *= MATH::fnRandomFloat(0.3f, 0.7f);
delta.y *= MATH::fnRandomFloat(0.3f, 0.7f);
}
// store best_point with compensated aimpunch
auto best_point = angle + delta * 2.f;
if (LI_FN(GetAsyncKeyState).safe()(legit_data.legit_key)) {
// psilent
if (C_GET(bool, Vars.legit_silent_aim) || (C_GET(bool, Vars.legit_no_scope) && vdata->m_WeaponType() == WEAPONTYPE_SNIPER_RIFLE && !pLocal->IsScoped())) {
}
else {
QAngle_t smoothedAnglesRCS = PerformSmooth(viewangles, best_point, static_cast<float>(smooth), pLocal, vec);
if (smooth == 0) {
viewangles = best_point;
viewangles.Clamp();
}
else {
viewangles = smoothedAnglesRCS;
viewangles.Clamp();
}
}
}
}
void F::LEGIT::impl::SetupAdaptiveWeapon(C_CSPlayerPawn* pLocal) {
if (!pLocal)
return;
if (!C_GET(bool, Vars.legit_enable))
return;
auto ActiveWeapon = pLocal->ActiveWeapon();
if (!ActiveWeapon)
return;
auto data = ActiveWeapon->datawep();
if (!data)
return;
switch (data->m_WeaponType()) {
case WEAPONTYPE_PISTOL:
legit_data.trigger_enable = C_GET(bool, Vars.trigger_enable_p);
legit_data.trigger_hc = C_GET(int, Vars.trigger_hitchance_p);
legit_data.legit_fov = C_GET(int, Vars.legit_fov_pistol);
legit_data.legit_key = C_GET(KeyBind_t, Vars.legit_key_pistol).uKey;
legit_data.legit_key_style = 0; // You may need to set the appropriate value
legit_data.legit_target_selection = C_GET(int, Vars.legit_target_selection);
legit_data.legit_fov_visualize = C_GET(bool, Vars.legit_fov_visualize);
legit_data.remove_weapon_accuracy_spread = C_GET(bool, Vars.remove_weapon_accuracy_spread);
legit_data.legit_smooth = C_GET(int, Vars.legit_smooth_pistol);
legit_data.legit_rcs_shots = C_GET(int, Vars.legit_rcs_shots_pistol);
legit_data.legit_rcs = C_GET(bool, Vars.legit_rcs_pistol);
legit_data.PunchRandomization = C_GET(bool, Vars.PunchRandomization_pistol);
legit_data.legit_rcs_shots_enable = C_GET(bool, Vars.legit_rcs_shots_enable_pistol);
legit_data.legit_rcs_smoothx = C_GET(float, Vars.legit_rcs_smoothx_pistol);
legit_data.legit_rcs_smoothy = C_GET(float, Vars.legit_rcs_smoothy_pistol);
legit_data.legit_visibility_check = C_GET(bool, Vars.legit_visibility_check_pistol);
legit_data.hitbox_head = C_GET(bool, Vars.hitbox_head_pistol);
legit_data.hitbox_neck = C_GET(bool, Vars.hitbox_neck_pistol);
legit_data.hitbox_uppeer_chest = C_GET(bool, Vars.hitbox_uppeer_chest_pistol);
legit_data.hitbox_chest = C_GET(bool, Vars.hitbox_chest_pistol);
legit_data.hitbox_stomach = C_GET(bool, Vars.hitbox_stomach_pistol);
legit_data.hitbox_leg_l = C_GET(bool, Vars.hitbox_leg_l_pistol);
legit_data.hitbox_leg_r = C_GET(bool, Vars.hitbox_leg_r_pistol);
legit_data.punch_x = C_GET(bool, Vars.punch_x_pistol);
legit_data.punch_y = C_GET(bool, Vars.punch_y_pistol);
break;
case WEAPONTYPE_MACHINEGUN:
legit_data.trigger_enable = C_GET(bool, Vars.trigger_enable_m);
legit_data.trigger_hc = C_GET(int, Vars.trigger_hitchance_m);
legit_data.legit_fov = C_GET(int, Vars.legit_fov_machinegun);
legit_data.legit_key = C_GET(KeyBind_t, Vars.legit_key_machinegun).uKey;
legit_data.legit_key_style = 0; // Set the appropriate value
legit_data.legit_target_selection = C_GET(int, Vars.legit_target_selection_machinegun);
legit_data.legit_fov_visualize = C_GET(bool, Vars.legit_fov_visualize);
legit_data.remove_weapon_accuracy_spread = C_GET(bool, Vars.remove_weapon_accuracy_spread);
legit_data.legit_smooth = C_GET(int, Vars.legit_smooth_machinegun);
legit_data.legit_rcs_shots = C_GET(int, Vars.legit_rcs_shots_machinegun);
legit_data.legit_rcs = C_GET(bool, Vars.legit_rcs_machinegun);
legit_data.PunchRandomization = C_GET(bool, Vars.PunchRandomization_machinegun);
legit_data.legit_rcs_shots_enable = C_GET(bool, Vars.legit_rcs_shots_enable_machinegun);
legit_data.legit_rcs_smoothx = C_GET(float, Vars.legit_rcs_smoothx_machinegun);
legit_data.legit_rcs_smoothy = C_GET(float, Vars.legit_rcs_smoothy_machinegun);
legit_data.legit_visibility_check = C_GET(bool, Vars.legit_visibility_check_machinegun);
legit_data.hitbox_head = C_GET(bool, Vars.hitbox_head_machinegun);
legit_data.hitbox_neck = C_GET(bool, Vars.hitbox_neck_machinegun);
legit_data.hitbox_uppeer_chest = C_GET(bool, Vars.hitbox_uppeer_chest_machinegun);
legit_data.hitbox_chest = C_GET(bool, Vars.hitbox_chest_machinegun);
legit_data.hitbox_stomach = C_GET(bool, Vars.hitbox_stomach_machinegun);
legit_data.hitbox_leg_l = C_GET(bool, Vars.hitbox_leg_l_machinegun);
legit_data.hitbox_leg_r = C_GET(bool, Vars.hitbox_leg_r_machinegun);
legit_data.punch_x = C_GET(bool, Vars.punch_x_machinegun);
legit_data.punch_y = C_GET(bool, Vars.punch_y_machinegun);
break;
case WEAPONTYPE_RIFLE:
legit_data.trigger_enable = C_GET(bool, Vars.trigger_enable_a);
legit_data.trigger_hc = C_GET(int, Vars.trigger_hitchance_a);
legit_data.legit_fov = C_GET(int, Vars.legit_fov_assultrifles);
legit_data.legit_key = C_GET(KeyBind_t, Vars.legit_key_assultrifles).uKey;
legit_data.legit_key_style = 0; // Set the appropriate value
legit_data.legit_target_selection = C_GET(int, Vars.legit_target_selection_assultrifles);
legit_data.legit_fov_visualize = C_GET(bool, Vars.legit_fov_visualize);
legit_data.remove_weapon_accuracy_spread = C_GET(bool, Vars.remove_weapon_accuracy_spread);
legit_data.legit_smooth = C_GET(int, Vars.legit_smooth_assultrifles);
legit_data.legit_rcs_shots = C_GET(int, Vars.legit_rcs_shots_assultrifles);
legit_data.legit_rcs = C_GET(bool, Vars.legit_rcs_assultrifles);
legit_data.PunchRandomization = C_GET(bool, Vars.PunchRandomization_assultrifles);
legit_data.legit_rcs_shots_enable = C_GET(bool, Vars.legit_rcs_shots_enable_assultrifles);
legit_data.legit_rcs_smoothx = C_GET(float, Vars.legit_rcs_smoothx_assultrifles);
legit_data.legit_rcs_smoothy = C_GET(float, Vars.legit_rcs_smoothy_assultrifles);
legit_data.legit_visibility_check = C_GET(bool, Vars.legit_visibility_check_assultrifles);
legit_data.hitbox_head = C_GET(bool, Vars.hitbox_head_assultrifles);
legit_data.hitbox_neck = C_GET(bool, Vars.hitbox_neck_assultrifles);
legit_data.hitbox_uppeer_chest = C_GET(bool, Vars.hitbox_uppeer_chest_assultrifles);
legit_data.hitbox_chest = C_GET(bool, Vars.hitbox_chest_assultrifles);
legit_data.hitbox_stomach = C_GET(bool, Vars.hitbox_stomach_assultrifles);
legit_data.hitbox_leg_l = C_GET(bool, Vars.hitbox_leg_l_assultrifles);
legit_data.hitbox_leg_r = C_GET(bool, Vars.hitbox_leg_r_assultrifles);
legit_data.punch_x = C_GET(bool, Vars.punch_x_assultrifles);
legit_data.punch_y = C_GET(bool, Vars.punch_y_assultrifles);
break;
case WEAPONTYPE_SNIPER_RIFLE:
legit_data.trigger_enable = C_GET(bool, Vars.trigger_enable_s);
legit_data.trigger_hc = C_GET(int, Vars.trigger_hitchance_s);
legit_data.legit_fov = C_GET(int, Vars.legit_fov_snipers);
legit_data.legit_key = C_GET(KeyBind_t, Vars.legit_key_snipers).uKey;
legit_data.legit_key_style = 0; // Set the appropriate value
legit_data.legit_target_selection = C_GET(int, Vars.legit_target_selection_snipers);
legit_data.legit_fov_visualize = C_GET(bool, Vars.legit_fov_visualize);
legit_data.remove_weapon_accuracy_spread = C_GET(bool, Vars.remove_weapon_accuracy_spread);
legit_data.legit_smooth = C_GET(int, Vars.legit_smooth_snipers);
legit_data.legit_rcs_shots = C_GET(int, Vars.legit_rcs_shots_snipers);
legit_data.legit_rcs = C_GET(bool, Vars.legit_rcs_snipers);
legit_data.PunchRandomization = C_GET(bool, Vars.PunchRandomization_snipers);
legit_data.legit_rcs_shots_enable = C_GET(bool, Vars.legit_rcs_shots_enable_snipers);
legit_data.legit_rcs_smoothx = C_GET(float, Vars.legit_rcs_smoothx_snipers);
legit_data.legit_rcs_smoothy = C_GET(float, Vars.legit_rcs_smoothy_snipers);
legit_data.legit_visibility_check = C_GET(bool, Vars.legit_visibility_check_snipers);
legit_data.hitbox_head = C_GET(bool, Vars.hitbox_head_snipers);
legit_data.hitbox_neck = C_GET(bool, Vars.hitbox_neck_snipers);
legit_data.hitbox_uppeer_chest = C_GET(bool, Vars.hitbox_uppeer_chest_snipers);
legit_data.hitbox_chest = C_GET(bool, Vars.hitbox_chest_snipers);
legit_data.hitbox_stomach = C_GET(bool, Vars.hitbox_stomach_snipers);
legit_data.hitbox_leg_l = C_GET(bool, Vars.hitbox_leg_l_snipers);
legit_data.hitbox_leg_r = C_GET(bool, Vars.hitbox_leg_r_snipers);
legit_data.punch_x = C_GET(bool, Vars.punch_x_snipers);
legit_data.punch_y = C_GET(bool, Vars.punch_y_snipers);
break;
}
}

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#pragma once
#include "../../common.h"
#include <memory>
// used: draw system
#include "../../utilities/draw.h"
#include "../../sdk/datatypes/vector.h"
#include "../../sdk/datatypes/transform.h"
#include "../../sdk/datatypes/qangle.h"
#include "../cstrike/core/config.h"
class CCSPlayerController;
class C_BaseEntity;
class C_CSPlayerPawn;
class CBaseHandle;
class CEntityInstance;
class CUserCmd;
class CBaseUserCmdPB;
class QAngle_t;
class IGameEvent;
class C_CSWeaponBase;
class CCSWeaponBaseVData;
namespace F::LEGIT
{
enum events {
round_start = 1,
player_death = 2,
};
class impl {
public:
enum reset {
entity,
aimbot,
recoil
};
enum scan_mode {
single, /* only 1 hitbox */
adaptive /* multiple bones pushed in the same time */
};
enum hitboxes {
scan_head,
scan_neck,
scan_chest,
scan_pelvis
};
struct aim_info {
int legit_fov;
int legit_key;
int legit_key_style;
int legit_target_selection;
bool legit_fov_visualize;
bool remove_weapon_accuracy_spread;
int legit_smooth;
int legit_rcs_shots;
bool legit_rcs;
bool PunchRandomization;
bool legit_rcs_shots_enable;
float legit_rcs_smoothx;
float legit_rcs_smoothy;
bool legit_enable;
bool legit_visibility_check;
bool hitbox_head;
bool hitbox_neck;
bool hitbox_uppeer_chest;
bool hitbox_chest;
bool hitbox_stomach;
bool hitbox_leg_l;
bool hitbox_leg_r;
float punch_y;
float punch_x;
bool trigger_enable;
int trigger_hc;
}legit_data;
struct target_info {
float target_fov;
Vector_t best_target_pos;
C_CSPlayerPawn* m_target;
};
/* void inits */
bool valid( C_CSPlayerPawn* pawn, C_CSPlayerPawn* pLocal, bool check = false);
void Scan();
void Triggerbot(CUserCmd* cmd, C_BaseEntity* localent, C_BaseEntity* playerent, C_CSPlayerPawn* local, C_CSPlayerPawn* player, CCSWeaponBaseVData* vdata);
void SetupTarget(C_CSPlayerPawn* pawn);
void SetupAdaptiveWeapon(C_CSPlayerPawn* pawn);
void ScanTarget(C_CSPlayerPawn* pLocal, QAngle_t viewangles);
bool Hitchance(C_CSPlayerPawn* pLocal, C_CSPlayerPawn* ent, C_CSWeaponBase* weapon, QAngle_t vAimpoint, int iChance);
void Reset(reset type);
void Run(CUserCmd* cmd);
bool Ready(C_CSPlayerPawn* pLocal);
void Events(IGameEvent* event_listener, events type);
/* init class */
aim_info aimbot_info;
target_info target_info;
C_CSPlayerPawn* pLocal;
};
const auto legit = std::make_unique<impl>();
}

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#include "misc.h"
// used: movement callback
#include "misc/movement.h"
#include "legit/legit.h"
#include "../utilities/log.h"
#include "lagcomp/lagcomp.h"
#include "../cstrike/sdk/datatypes/qangle.h"
#include "../cstrike/sdk/entity.h"
#include "../cstrike/sdk/datatypes/usercmd.h"
#include "enginepred/pred.h"
#include "../sdk/interfaces/events.h"
#include "rage/rage.h"

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#pragma once
class CUserCmd;
class CCSPlayerController;
class C_CSPlayerPawn;
class QAngle_t;
class CCSGOInput;
namespace F::MISC
{
}

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#include "movement.h"
// used: sdk
#include <iostream>
// used: sdk entity
#include "../../sdk/entity.h"
// used: cusercmd
#include "../../sdk/datatypes/usercmd.h"
#include "../../sdk/interfaces/ccsgoinput.h"
#include "../../sdk/datatypes/qangle.h"
// used: convars
#include "../../core/convars.h"
#include "../../sdk/interfaces/ienginecvar.h"
#include "../cstrike/features/enginepred/pred.h"
// used: cheat variables
#include "../../core/variables.h"
#include <array>
#include "../../core/sdk.h"
#include "../../sdk/interfaces/itrace.h"
#include "../cstrike/sdk/interfaces/cgameentitysystem.h"
#include "../antiaim/antiaim.hpp"
struct MovementData {
QAngle_t angCorrectionView{};
} _move_data;
enum DIR : int {
FORWARDS = 0,
BACKWARDS = 180,
LEFT = 90,
RIGHT = -90
};
enum MODE : int {
legit = 0,
rage = 1
};
void AngleQangles(const QAngle_t& angles, QAngle_t* forward, QAngle_t* right, QAngle_t* up)
{
float angle;
float sr, sp, sy, cr, cp, cy;
// Convert angles from degrees to radians
angle = angles.y * (MATH::_PI / 180.0);
sy = sin(angle);
cy = cos(angle);
angle = angles.x * (MATH::_PI / 180.0);
sp = sin(angle);
cp = cos(angle);
angle = angles.z * (MATH::_PI / 180.0);
sr = sin(angle);
cr = cos(angle);
if (forward)
{
forward->x = cp * cy;
forward->y = cp * sy;
forward->z = -sp;
}
if (right)
{
right->x = (-1 * sr * sp * cy + -1 * cr * -sy);
right->y = (-1 * sr * sp * sy + -1 * cr * cy);
right->z = -1 * sr * cp;
}
if (up)
{
up->x = (cr * sp * cy + -sr * -sy);
up->y = (cr * sp * sy + -sr * cy);
up->z = cr * cp;
}
}
void F::MISC::MOVEMENT::movment_fix(CUserCmd* pCmd, QAngle_t angle)
{
QAngle_t wish_angle;
wish_angle = pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue;
int revers = wish_angle.x > 89.f ? -1 : 1;
wish_angle.Clamp();
QAngle_t view_fwd, view_right, view_up, cmd_fwd, cmd_right, cmd_up;
auto viewangles = angle;
AngleQangles(wish_angle, &view_fwd, &view_right, &view_up);
AngleQangles(viewangles, &cmd_fwd, &cmd_right, &cmd_up);
const float v8 = sqrtf((view_fwd.x * view_fwd.x) + (view_fwd.y * view_fwd.y));
const float v10 = sqrtf((view_right.x * view_right.x) + (view_right.y * view_right.y));
const float v12 = sqrtf(view_up.z * view_up.z);
const Vector_t norm_view_fwd((1.f / v8) * view_fwd.x, (1.f / v8) * view_fwd.y, 0.f);
const Vector_t norm_view_right((1.f / v10) * view_right.x, (1.f / v10) * view_right.y, 0.f);
const Vector_t norm_view_up(0.f, 0.f, (1.f / v12) * view_up.z);
const float v14 = sqrtf((cmd_fwd.x * cmd_fwd.x) + (cmd_fwd.y * cmd_fwd.y));
const float v16 = sqrtf((cmd_right.x * cmd_right.x) + (cmd_right.y * cmd_right.y));
const float v18 = sqrtf(cmd_up.z * cmd_up.z);
const Vector_t norm_cmd_fwd((1.f / v14) * cmd_fwd.x, (1.f / v14) * cmd_fwd.y, 0.f);
const Vector_t norm_cmd_right((1.f / v16) * cmd_right.x, (1.f / v16) * cmd_right.y, 0.f);
const Vector_t norm_cmd_up(0.f, 0.f, (1.f / v18) * cmd_up.z);
const float v22 = norm_view_fwd.x * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove;
const float v26 = norm_view_fwd.y * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove;
const float v28 = norm_view_fwd.z * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove;
const float v24 = norm_view_right.x * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove;
const float v23 = norm_view_right.y * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove;
const float v25 = norm_view_right.z * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove;
const float v30 = norm_view_up.x * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove;
const float v27 = norm_view_up.z * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove;
const float v29 = norm_view_up.y * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove;
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove = ((((norm_cmd_fwd.x * v24) + (norm_cmd_fwd.y * v23)) + (norm_cmd_fwd.z * v25))
+ (((norm_cmd_fwd.x * v22) + (norm_cmd_fwd.y * v26)) + (norm_cmd_fwd.z * v28)))
+ (((norm_cmd_fwd.y * v30) + (norm_cmd_fwd.x * v29)) + (norm_cmd_fwd.z * v27));
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove = ((((norm_cmd_right.x * v24) + (norm_cmd_right.y * v23)) + (norm_cmd_right.z * v25))
+ (((norm_cmd_right.x * v22) + (norm_cmd_right.y * v26)) + (norm_cmd_right.z * v28)))
+ (((norm_cmd_right.x * v29) + (norm_cmd_right.y * v30)) + (norm_cmd_right.z * v27));
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove = ((((norm_cmd_up.x * v23) + (norm_cmd_up.y * v24)) + (norm_cmd_up.z * v25))
+ (((norm_cmd_up.x * v26) + (norm_cmd_up.y * v22)) + (norm_cmd_up.z * v28)))
+ (((norm_cmd_up.x * v30) + (norm_cmd_up.y * v29)) + (norm_cmd_up.z * v27));
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove = revers * ((((norm_cmd_fwd.x * v24) + (norm_cmd_fwd.y * v23)) + (norm_cmd_fwd.z * v25)) + (((norm_cmd_fwd.x * v22) + (norm_cmd_fwd.y * v26)) + (norm_cmd_fwd.z * v28)));
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove = ((((norm_cmd_right.x * v24) + (norm_cmd_right.y * v23)) + (norm_cmd_right.z * v25)) + (((norm_cmd_right.x * v22) + (norm_cmd_right.y * v26)) + (norm_cmd_right.z * v28)));
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove = std::clamp(pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove, -1.f, 1.f);
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove = std::clamp(pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove, -1.f, 1.f);
}
void F::MISC::MOVEMENT::ProcessMovement(CUserCmd* pCmd, CCSPlayerController* pLocalController, C_CSPlayerPawn* pLocalPawn)
{
if (!pLocalController)
return;
if (!pLocalPawn)
return;
if (pLocalPawn->GetHealth() <= 0)
return;
if (pCmd == nullptr)
return;
CBaseUserCmdPB* base = pCmd->m_csgoUserCmd.m_pBaseCmd;
if (base == nullptr)
return;
// check if player is in noclip or on ladder or in water
if (const int32_t nMoveType = pLocalPawn->GetMoveType(); nMoveType == MOVETYPE_NOCLIP || nMoveType == MOVETYPE_LADDER || pLocalPawn->GetWaterLevel() >= WL_WAIST)
return;
EdgeBug(pLocalController, pLocalPawn, pCmd);
if (pLocalPawn->IsValidMoveType()) {
AutoStrafe(pCmd, base, pLocalPawn, C_GET(int, Vars.bAutostrafeMode));
BunnyHop(pCmd, base, pLocalPawn);
movment_fix(pCmd, F::ANTIAIM::angStoredViewBackup);
}
for (int i = 0; i < pCmd->m_csgoUserCmd.m_inputHistoryField.m_pRep->m_nAllocatedSize; i++)
{
CCSGOInputHistoryEntryPB* pInputEntry = pCmd->GetInputHistoryEntry(i);
if (pInputEntry == nullptr)
continue;
if (pInputEntry->m_pViewCmd == nullptr)
continue;
_move_data.angCorrectionView = pInputEntry->m_pViewCmd->m_angValue;
ValidateUserCommand(pCmd, base, pInputEntry);
}
}
void rotate_movement(float yaw, const QAngle_t& angles, float& fmove, float& smove) {
float rotation = M_DEG2RAD(angles.y - yaw);
float cos_rot = std::cos(rotation);
float sin_rot = std::sin(rotation);
float new_forwardmove = (cos_rot * fmove) - (sin_rot * smove);
float new_sidemove = (sin_rot * fmove) + (cos_rot * smove);
fmove = new_forwardmove;
smove = new_sidemove;
}
void F::MISC::MOVEMENT::EdgeBug(CCSPlayerController* controler, C_CSPlayerPawn* localPlayer, CUserCmd* cmd) {
if (!C_GET(bool, Vars.edge_bug))
return;
if (!controler || !localPlayer || localPlayer->GetHealth() <= 0)
return;
C_CSPlayerPawn* pred = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(controler->m_hPredictedPawn());
if (!pred)
return;
static bool bhopWasEnabled = true;
bool JumpDone;
bool unduck = true;
float max_radius = MATH::_PI * 2;
float step = max_radius / 128;
float xThick = 23;
bool valid = GetAsyncKeyState(C_GET(KeyBind_t, Vars.edge_bug_key).uKey);
if (!valid) {
return;
}
if (valid) {
I::Cvar->Find(FNV1A::Hash(CS_XOR("sv_min_jump_landing_sound")))->value.fl = 63464578.f;
}
else {
I::Cvar->Find(FNV1A::Hash(CS_XOR("sv_min_jump_landing_sound")))->value.fl = 260;
}
static bool edgebugging = false;
static int edgebugging_tick = 0;
if (!edgebugging) {
int flags = localPlayer->GetFlags();
float z_velocity = floor(localPlayer->m_vecVelocity().z);
for (int i = 0; i < 64; i++) {
if (z_velocity < -7 && floor(localPlayer->m_vecVelocity().z) == -7 && !(flags & FL_ONGROUND) && localPlayer->GetMoveType() != MOVETYPE_NOCLIP) {
edgebugging_tick = cmd->m_csgoUserCmd.m_pBaseCmd->m_nTickCount + i;
edgebugging = true;
break;
}
else {
z_velocity = floor(localPlayer->m_vecVelocity().z);
flags = localPlayer->GetFlags();
}
}
}
else {
cmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_nMousedX = 0.f;
cmd->m_nButtons.m_nValue |= IN_DUCK;
if ((localPlayer->GetFlags() & 0x1)) {
cmd->m_nButtons.m_nValue &= ~IN_JUMP;
}
Vector_t pos = localPlayer->GetSceneOrigin();
for (float a = 0.f; a < max_radius; a += step) {
Vector_t pt;
pt.x = (xThick * cos(a)) + pos.x;
pt.y = (xThick * sin(a)) + pos.y;
pt.z = pos.z;
Vector_t pt2 = pt;
pt2.z -= 8192;
trace_filter_t filter = {};
I::Trace->Init(filter, localPlayer, 0x1400B, 3, 7);
game_trace_t trace = {};
ray_t ray = {};
I::Trace->TraceShape(ray, &pt, &pt2, filter, trace);
if (trace.Fraction != 1.0f && trace.Fraction != 0.0f) {
JumpDone = true;
cmd->m_nButtons.m_nValue |= IN_DUCK;
}
}
if (cmd->m_csgoUserCmd.m_pBaseCmd->m_nTickCount > edgebugging_tick) {
edgebugging = false;
edgebugging_tick = 0;
}
}
trace_filter_t filter = {};
I::Trace->Init(filter, localPlayer, 0x1400B, 3, 7);
Vector_t pos = localPlayer->GetSceneOrigin();
if (pred->m_bInLanding()) {
for (float a = 0.f; a < max_radius; a += step) {
Vector_t pt;
pt.x = (xThick * cos(a)) + pos.x;
pt.y = (xThick * sin(a)) + pos.y;
pt.z = pos.z;
Vector_t pt2 = pt;
pt2.z -= 8192;
game_trace_t trace = {};
ray_t ray = {};
I::Trace->TraceShape(ray, &pt, &pt2, filter, trace);
if (trace.Fraction != 1.0f && trace.Fraction != 0.0f) {
JumpDone = true;
cmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_nMousedX = 0.f;
cmd->m_nButtons.m_nValue |= IN_DUCK;
if ((localPlayer->GetFlags() & 0x1)) {
cmd->m_nButtons.m_nValue &= ~IN_JUMP;
}
}
}
}
if (cmd->m_csgoUserCmd.m_pBaseCmd->m_nTickCount > edgebugging_tick) {
edgebugging = false;
edgebugging_tick = 0;
}
}
void F::MISC::MOVEMENT::AutoStrafe(CUserCmd* pCmd, CBaseUserCmdPB* pUserCmd, C_CSPlayerPawn* pLocalPawn, int type)
{
static uint64_t last_pressed = 0;
static uint64_t last_buttons = 0;
if (!C_GET(bool, Vars.bAutostrafe))
return;
auto& cmd = I::Input->arrCommands[I::Input->nSequenceNumber % 150];
bool strafe_assist = C_GET(bool, Vars.bAutostrafeAssistance);
const auto current_buttons = cmd.m_nButtons.m_nValue;
auto yaw = MATH::normalize_yaw(pUserCmd->m_pViewangles->m_angValue.y);
const auto check_button = [&](const uint64_t button)
{
if (current_buttons & button && (!(last_buttons & button) || button & IN_MOVELEFT && !(last_pressed & IN_MOVERIGHT) || button &
IN_MOVERIGHT && !(last_pressed & IN_MOVELEFT) || button & IN_FORWARD && !(last_pressed & IN_BACK) ||
button & IN_BACK && !(last_pressed & IN_FORWARD)))
{
if (strafe_assist)
{
if (button & IN_MOVELEFT)
last_pressed &= ~IN_MOVERIGHT;
else if (button & IN_MOVERIGHT)
last_pressed &= ~IN_MOVELEFT;
else if (button & IN_FORWARD)
last_pressed &= ~IN_BACK;
else if (button & IN_BACK)
last_pressed &= ~IN_FORWARD;
}
last_pressed |= button;
}
else if (!(current_buttons & button))
last_pressed &= ~button;
};
check_button(IN_MOVELEFT);
check_button(IN_MOVERIGHT);
check_button(IN_FORWARD);
check_button(IN_BACK);
last_buttons = current_buttons;
const auto velocity = pLocalPawn->GetAbsVelocity();
bool wasdstrafe = C_GET(unsigned int, Vars.bAutostrafeMode) == 0;
bool viewanglestrafe = C_GET(unsigned int, Vars.bAutostrafeMode) == 1;
float smoothing = C_GET(float, Vars.autostrafe_smooth);
/*const auto weapon = pLocalPawn->get_weapon_services_ptr()->get_h_active_weapon().get();
const auto js = weapon && (cfg.weapon_config.is_scout && cfg.weapon_config.cur.scout_jumpshot && pLocalPawn->get_vec_abs_velocity().length_2d() < 50.f);
const auto throwing_nade = weapon && weapon->is_grenade() && ticks_to_time(local_player->get_tickbase()) >= weapon->get_throw_time() && weapon->get_throw_time() != 0.f;
if (js)
return;*/
if (pLocalPawn->GetFlags() & FL_ONGROUND)
return;
auto rotate_movement = [](CUserCmd& cmd, float target_yaw)
{ auto pUserCmd = cmd.m_csgoUserCmd.m_pBaseCmd;
const float rot = M_DEG2RAD(pUserCmd->m_pViewangles->m_angValue.y - target_yaw);
const float new_forward = std::cos(rot) * pUserCmd->m_flForwardMove - std::sin(rot) * pUserCmd->m_flSideMove;
const float new_side = std::sin(rot) * pUserCmd->m_flForwardMove + std::cos(rot) * pUserCmd->m_flSideMove;
cmd.m_nButtons.m_nValue &= ~(IN_BACK | IN_FORWARD | IN_MOVELEFT | IN_MOVERIGHT);
pUserCmd->m_flForwardMove = std::clamp(new_forward, -1.f, 1.f);
pUserCmd->m_flSideMove = std::clamp(new_side * -1.f, -1.f, 1.f);
if (pUserCmd->m_flForwardMove > 0.f)
cmd.m_nButtons.m_nValue |= IN_FORWARD;
else if (pUserCmd->m_flForwardMove < 0.f)
cmd.m_nButtons.m_nValue |= IN_BACK;
if (pUserCmd->m_flSideMove > 0.f)
cmd.m_nButtons.m_nValue |= IN_MOVELEFT;
else if (pUserCmd->m_flSideMove < 0.f)
cmd.m_nButtons.m_nValue |= IN_MOVERIGHT;
};
if (wasdstrafe)
{
auto offset = 0.f;
if (last_pressed & IN_MOVELEFT)
offset += 90.f;
if (last_pressed & IN_MOVERIGHT)
offset -= 90.f;
if (last_pressed & IN_FORWARD)
offset *= 0.5f;
else if (last_pressed & IN_BACK)
offset = -offset * 0.5f + 180.f;
yaw += offset;
pUserCmd->m_flForwardMove = 0.f;
pUserCmd->m_flSideMove = 0.f;
rotate_movement(cmd, MATH::normalize_yaw(yaw));
if (!viewanglestrafe && offset == 0.f)
return;
}
if (pUserCmd->m_flSideMove != 0.0f || pUserCmd->m_flForwardMove != 0.0f)
return;
auto velocity_angle = M_RAD2DEG(std::atan2f(velocity.y, velocity.x));
if (velocity_angle < 0.0f)
velocity_angle += 360.0f;
if (velocity_angle < 0.0f)
velocity_angle += 360.0f;
velocity_angle -= floorf(velocity_angle / 360.0f + 0.5f) * 360.0f;
const auto speed = velocity.Length2D();
const auto ideal = std::clamp(M_RAD2DEG(std::atan2(15.f, speed)), 0.f, 45.f);
const auto correct = (100.f - smoothing) * 0.02f * (ideal + ideal);
pUserCmd->m_flForwardMove = 0.f;
const auto velocity_delta = MATH::normalize_yaw(yaw - velocity_angle);
/*if (throwing_nade && fabsf(velocity_delta) <=20.f)
{
auto &wish_angle = antiaim::wish_angles[globals::current_cmd->command_number % 150];
wish_angle.y = math::normalize_yaw(yaw);
globals::current_cmd->forwardmove = 450.f;
antiaim::fix_movement(globals::current_cmd);
return;
}*/
if (fabsf(velocity_delta) > 170.f && speed > 80.f || velocity_delta > correct && speed > 80.f)
{
yaw = correct + velocity_angle;
pUserCmd->m_flSideMove = -1.f;
rotate_movement(cmd, MATH::normalize_yaw(yaw));
return;
}
const bool side_switch = I::Input->nSequenceNumber % 2 == 0;
if (-correct <= velocity_delta || speed <= 80.f)
{
if (side_switch)
{
yaw = yaw - ideal;
pUserCmd->m_flSideMove = -1.f;
}
else
{
yaw = ideal + yaw;
pUserCmd->m_flSideMove = 1.f;
}
rotate_movement(cmd, MATH::normalize_yaw(yaw));
}
else
{
yaw = velocity_angle - correct;
pUserCmd->m_flSideMove = 1.f;
rotate_movement(cmd, MATH::normalize_yaw(yaw));
}
}
std::array<bool, 150> onground_tick = {};
std::array<bool, 150> remove_tick = {};
bool pressed_jump = false;
void F::MISC::MOVEMENT::BunnyHop(CUserCmd* pCmd, CBaseUserCmdPB* pUserCmd, C_CSPlayerPawn* pLocalPawn)
{
bool bWasLastTimeOnGround{};
pressed_jump = pCmd->m_nButtons.m_nValue & IN_JUMP;
if (!C_GET(bool, Vars.bAutoBHop) || CONVAR::sv_autobunnyhopping->value.i1)
return;
if (pLocalPawn->GetFlags() & FL_ONGROUND)
pCmd->m_nButtons.m_nValue &= ~IN_JUMP;
bWasLastTimeOnGround = pLocalPawn->GetFlags() & FL_ONGROUND;
const float velocity = pLocalPawn->m_vecVelocity().Length2D();
bool bShouldJump = true;
if (velocity > 300.f && Vars.nAutoBHopChance < 0.8) bShouldJump = false;
if (!pLocalPawn->GetFlags() & FL_ONGROUND && !bWasLastTimeOnGround)
pCmd->m_nButtons.m_nValue &= ~IN_JUMP;
bWasLastTimeOnGround = pLocalPawn->GetFlags() & FL_ONGROUND;
/*CSubtickMoveStep* subtick_pressed = pUserCmd->AddSubTickMove();
subtick_pressed->m_nCachedBits = 7;
subtick_pressed->nButton = IN_JUMP;
subtick_pressed->bPressed = true;
subtick_pressed->flWhen = 0.999f;
CSubtickMoveStep* subtick_release = pUserCmd->AddSubTickMove();
subtick_release->m_nCachedBits = 7;
subtick_release->nButton = IN_JUMP;
subtick_release->bPressed = false;
subtick_release->flWhen = 0.999f;*/
}
void F::MISC::MOVEMENT::ValidateUserCommand(CUserCmd* pCmd, CBaseUserCmdPB* pUserCmd, CCSGOInputHistoryEntryPB* pInputEntry)
{
if (pUserCmd == nullptr)
return;
// clamp angle to avoid untrusted angle
if (C_GET(bool, Vars.bAntiUntrusted))
{
if (pInputEntry->m_pViewCmd->m_angValue.IsValid())
{
pInputEntry->m_pViewCmd->m_angValue.Clamp();
pInputEntry->m_pViewCmd->m_angValue.z = 0.f;
}
else
{
pInputEntry->m_pViewCmd->m_angValue = {};
}
}
//MovementCorrection(pUserCmd, pInputEntry, _move_data.angCorrectionView);
// correct movement buttons while player move have different to buttons values
// clear all of the move buttons states
pCmd->m_nButtons.m_nValue &= (~IN_FORWARD | ~IN_BACK | ~IN_LEFT | ~IN_RIGHT);
// re-store buttons by active forward/side moves
if (pUserCmd->m_flForwardMove > 0.0f)
pCmd->m_nButtons.m_nValue |= IN_FORWARD;
else if (pUserCmd->m_flForwardMove < 0.0f)
pCmd->m_nButtons.m_nValue |= IN_BACK;
if (pUserCmd->m_flSideMove > 0.0f)
pCmd->m_nButtons.m_nValue |= IN_RIGHT;
else if (pUserCmd->m_flSideMove < 0.0f)
pCmd->m_nButtons.m_nValue |= IN_LEFT;
if (!pInputEntry->m_pViewCmd->m_angValue.IsZero())
{
float flDeltaX = std::remainderf(pInputEntry->m_pViewCmd->m_angValue.x - _move_data.angCorrectionView.x, 360.f);
float flDeltaY = std::remainderf(pInputEntry->m_pViewCmd->m_angValue.y - _move_data.angCorrectionView.y, 360.f);
float flPitch = CONVAR::m_pitch->value.fl;
float flYaw = CONVAR::m_yaw->value.fl;
float flSensitivity = CONVAR::sensitivity->value.fl;
if (flSensitivity == 0.0f)
flSensitivity = 1.0f;
pUserCmd->m_nMousedX = static_cast<short>(flDeltaX / (flSensitivity * flPitch));
pUserCmd->m_nMousedY = static_cast<short>(-flDeltaY / (flSensitivity * flYaw));
}
}
void F::MISC::MOVEMENT::MovementCorrection(CBaseUserCmdPB* pUserCmd, CCSGOInputHistoryEntryPB* pInputEntry, const QAngle_t& angDesiredViewPoint)
{
if (pUserCmd == nullptr)
return;
Vector_t vecForward = {}, vecRight = {}, vecUp = {};
angDesiredViewPoint.ToDirections(&vecForward, &vecRight, &vecUp);
// we don't attempt on forward/right roll, and on up pitch/yaw
vecForward.z = vecRight.z = vecUp.x = vecUp.y = 0.0f;
vecForward.NormalizeInPlace();
vecRight.NormalizeInPlace();
vecUp.NormalizeInPlace();
Vector_t vecOldForward = {}, vecOldRight = {}, vecOldUp = {};
pInputEntry->m_pViewCmd->m_angValue.ToDirections(&vecOldForward, &vecOldRight, &vecOldUp);
// we don't attempt on forward/right roll, and on up pitch/yaw
vecOldForward.z = vecOldRight.z = vecOldUp.x = vecOldUp.y = 0.0f;
vecOldForward.NormalizeInPlace();
vecOldRight.NormalizeInPlace();
vecOldUp.NormalizeInPlace();
const float flPitchForward = vecForward.x * pUserCmd->m_flForwardMove;
const float flYawForward = vecForward.y * pUserCmd->m_flForwardMove;
const float flPitchSide = vecRight.x * pUserCmd->m_flSideMove;
const float flYawSide = vecRight.y * pUserCmd->m_flSideMove;
const float flRollUp = vecUp.z * pUserCmd->m_flUpMove;
// solve corrected movement speed
pUserCmd->m_flForwardMove = vecOldForward.x * flPitchSide + vecOldForward.y * flYawSide + vecOldForward.x * flPitchForward + vecOldForward.y * flYawForward + vecOldForward.z * flRollUp;
pUserCmd->m_flSideMove = vecOldRight.x * flPitchSide + vecOldRight.y * flYawSide + vecOldRight.x * flPitchForward + vecOldRight.y * flYawForward + vecOldRight.z * flRollUp;
pUserCmd->m_flUpMove = vecOldUp.x * flYawSide + vecOldUp.y * flPitchSide + vecOldUp.x * flYawForward + vecOldUp.y * flPitchForward + vecOldUp.z * flRollUp;
}

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#pragma once
class CUserCmd;
class CBaseUserCmdPB;
class CCSGOInputHistoryEntryPB;
class CBasePlayerController;
class CCSPlayerController;
class C_CSPlayerPawn;
class CSubtickMoveStep;
class QAngle_t;
namespace F::MISC::MOVEMENT
{
void EdgeBug(CCSPlayerController* controler, C_CSPlayerPawn* localPlayer, CUserCmd* cmd);
void movment_fix(CUserCmd* pCmd, QAngle_t angle);
void ProcessMovement(CUserCmd* pCmd, CCSPlayerController* pLocalController, C_CSPlayerPawn* pLocalPawn);
void BunnyHop(CUserCmd* pCmd, CBaseUserCmdPB* pUserCmd, C_CSPlayerPawn* pLocalPawn);
void AutoStrafe(CUserCmd* pCmd, CBaseUserCmdPB* pUserCmd, C_CSPlayerPawn* pLocalPawn, int type);
void MovementCorrection(CBaseUserCmdPB* pUserCmd, CCSGOInputHistoryEntryPB* pInputHistory, const QAngle_t& angDesiredViewPoint);
// will call MovementCorrection && validate user's angView to avoid untrusted ban
void ValidateUserCommand(CUserCmd* pCmd, CBaseUserCmdPB* pUserCmd, CCSGOInputHistoryEntryPB* pInputHistory);
}

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#include "penetration.h"
#include "../../core/variables.h"
#include "../../sdk/datatypes/usercmd.h"
#include "../../core/sdk.h"
#include "../../sdk/entity.h"
#include "../../sdk/interfaces/iengineclient.h"
#include "../../sdk/interfaces/iglobalvars.h"
#include "../../sdk/interfaces/cgameentitysystem.h"
#include "../../sdk/datatypes/qangle.h"
#include "../../sdk/datatypes/vector.h"
#include "../../sdk/entity_handle.h"
#include "../cstrike/sdk/interfaces/ienginecvar.h"
#include <mutex>
#include <array>
#include "../cstrike/sdk/interfaces/itrace.h"
static constexpr std::uint32_t PENMASK = 0x1C300Bu; // mask_shot_hull | contents_hitbox?
namespace F::AUTOWALL {
void F::AUTOWALL::c_auto_wall::pen(data_t& data, const Vector_t local_pos, const Vector_t target_pos, C_BaseEntity* target, C_BaseEntity* local, C_CSPlayerPawn* localpawn, C_CSPlayerPawn* targetpawn,
CCSWeaponBaseVData* wpn_data, float &dmg, bool &valid) {
data.m_local = local;
data.m_target = target;
data.m_local_pawn = localpawn;
data.m_target_pawn = targetpawn;
data.m_wpn_data = wpn_data;
data.m_pos.at(F::AUTOWALL::c_auto_wall::data_t::e_pos::e_local) = local_pos;
data.m_pos.at(F::AUTOWALL::c_auto_wall::data_t::e_pos::e_target) = target_pos;
FireBullet(data, data.m_dmg, data.m_can_hit);
}
void F::AUTOWALL::c_auto_wall::ScaleDamage(data_t& data, const int hitgroup, C_CSPlayerPawn* player)
{
if (!player)
return;
auto WeaponServices = player->GetItemServices();
if (!WeaponServices)
return;
// ida: server.dll; 80 78 42 00 74 08 F3 0F 59 35 ?? ?? ?? ?? 80 BE 04 0D 00 00 00
static CConVar* mp_damage_scale_ct_head = I::Cvar->Find(
FNV1A::HashConst("mp_damage_scale_ct_head")),
* mp_damage_scale_t_head = I::Cvar->Find(
FNV1A::HashConst("mp_damage_scale_t_head")),
* mp_damage_scale_ct_body = I::Cvar->Find(
FNV1A::HashConst("mp_damage_scale_ct_body")),
* mp_damage_scale_t_body = I::Cvar->Find(
FNV1A::HashConst("mp_damage_scale_t_body"));
const auto damage_scale_ct_head = mp_damage_scale_ct_head->value.fl,
damage_scale_t_head = mp_damage_scale_t_head->value.fl,
damage_scale_ct_body = mp_damage_scale_ct_body->value.fl,
damage_scale_t_body = mp_damage_scale_t_body->value.fl;
const bool is_ct = player->GetTeam() == 3, is_t = player->GetTeam() == 2;
float head_damage_scale = is_ct ? damage_scale_ct_head : is_t ? damage_scale_t_head : 1.0f;
const float body_damage_scale = is_ct ? damage_scale_ct_body : is_t ? damage_scale_t_body : 1.0f;
// william: magic values u can see here: ida: server.dll; F3 0F 10 35 ?? ?? ?? ?? 0F 29 7C 24 30 44 0F 29 44 24
// xref: mp_heavybot_damage_reduction_scale
if (WeaponServices->m_bHasHeavyArmor()) {
head_damage_scale *= 0.5f;
}
// todo: mb missed some hitgroups, anyway this is a calculation of all important hitgroups
switch (hitgroup) {
case HitGroup_t::HITGROUP_HEAD:
data.m_dmg *= data.m_wpn_data->m_flHeadshotMultiplier() * head_damage_scale;
break;
case HitGroup_t::HITGROUP_CHEST:
case HitGroup_t::HITGROUP_LEFTARM:
case HitGroup_t::HITGROUP_RIGHTARM:
case HitGroup_t::HITGROUP_NECK:
data.m_dmg *= body_damage_scale;
break;
case HitGroup_t::HITGROUP_STOMACH:
data.m_dmg *= 1.25f * body_damage_scale;
break;
case HitGroup_t::HITGROUP_LEFTLEG:
case HitGroup_t::HITGROUP_RIGHTLEG:
data.m_dmg *= 0.75f * body_damage_scale;
break;
default:
break;
}
if (!player->hasArmour(hitgroup))
return;
float heavy_armor_bonus = 1.0f, armor_bonus = 0.5f, armor_ratio = data.m_wpn_data->m_flArmorRatio() * 0.5f;
if (WeaponServices->m_bHasHeavyArmor()) {
heavy_armor_bonus = 0.25f;
armor_bonus = 0.33f;
armor_ratio *= 0.20f;
}
float damage_to_health = data.m_dmg * armor_ratio;
const float damage_to_armor = (data.m_dmg - damage_to_health) * (heavy_armor_bonus * armor_bonus);
if (damage_to_armor > static_cast<float>(player->GetArmorValue())) {
damage_to_health = data.m_dmg - static_cast<float>(player->GetArmorValue()) / armor_bonus;
}
data.m_dmg = damage_to_health;
}
bool F::AUTOWALL::c_auto_wall::FireBullet(data_t& data, float &dmg, bool &valid)
{
// L_PRINT(LOG_INFO) << "0";
CS_ASSERT(data.m_local != nullptr || data.m_target != nullptr || data.m_wpn_data != nullptr || data.m_local_pawn != nullptr || data.m_target_pawn != nullptr);
if (!data.m_local || !data.m_target || !data.m_wpn_data)
return false;
// L_PRINT(LOG_INFO) << "1";
trace_data_t trace_data = { };
trace_data.m_arr_pointer = &trace_data.m_arr;
void* data_pointer = &trace_data;
//L_PRINT(LOG_INFO) << "created trace_data | trace_data_pointer:" << L::AddFlags(LOG_MODE_INT_SHOWBASE | LOG_MODE_INT_FORMAT_HEX) << reinterpret_cast<uintptr_t>(data_pointer);
//L_PRINT(LOG_INFO) << "created trace_data | pointer:" << L::AddFlags(LOG_MODE_INT_SHOWBASE | LOG_MODE_INT_FORMAT_HEX) << reinterpret_cast<uintptr_t>(trace_data.m_arr_pointer);
const Vector_t direction =
data.m_pos.at(data_t::e_pos::e_target) - data.m_pos.at(data_t::e_pos::e_local),
end_pos = direction * data.m_wpn_data->m_flRange();
trace_filter_t filter = {};
I::Trace->Init(filter, data.m_local_pawn,PENMASK, 3, 7);
void* filter_pointer = &filter;
/* L_PRINT(LOG_INFO) << "created filter_data | filter_pointer:" << L::AddFlags(LOG_MODE_INT_SHOWBASE | LOG_MODE_INT_FORMAT_HEX) << reinterpret_cast<uintptr_t>(filter_pointer);
L_PRINT(LOG_INFO) << "creating trace | filter > layer:" << filter.layer << "mask:" << filter.trace_mask;
L_PRINT(LOG_INFO) << "creating trace | endpos:" << end_pos;
*/
I::Trace->CreateTrace(&trace_data, data.m_pos.at(data_t::e_pos::e_local), end_pos, filter, 4);
struct handle_bullet_data_t {
handle_bullet_data_t(const float dmg_mod, const float pen, const float range_mod, const float range,
const int pen_count, const bool failed) :
m_dmg(dmg_mod),
m_pen(pen),
m_range_mod(range_mod),
m_range(range),
m_pen_count(pen_count),
m_failed(failed) {}
float m_dmg{ }, m_pen{ }, m_range_mod{ }, m_range{ };
int m_pen_count{ };
bool m_failed{ };
}
handle_bullet_data(static_cast<float>(data.m_wpn_data->m_nDamage()), data.m_wpn_data->m_flPenetration(), data.m_wpn_data->m_flRange(),
data.m_wpn_data->m_flRangeModifier(), 4, false);
// L_PRINT(LOG_INFO) << "Initialized handlebulletpen data";
float corrected_dmg = static_cast<float>(data.m_wpn_data->m_nDamage());
float flTraceLength = 0.f;
auto flMaxRange = data.m_wpn_data->m_flRange();
if (trace_data.m_num_update > 0) {
for (int i{ }; i < trace_data.m_num_update; i++) {
auto* value = reinterpret_cast<UpdateValueT* const>(
reinterpret_cast<std::uintptr_t>(trace_data.m_pointer_update_value)
+ i * sizeof(UpdateValueT));
game_trace_t game_trace = { };
I::Trace->InitializeTraceInfo(&game_trace);
I::Trace->get_trace_info(
&trace_data, &game_trace, 0.0f,
reinterpret_cast<void*>(
reinterpret_cast<std::uintptr_t>(trace_data.m_arr.data())
+ sizeof(trace_arr_element_t) * (value->handleIdx & 0x7fffu)));
/*
L_PRINT(LOG_INFO) << "game_trace: entryindex:" << game_trace.HitEntity->GetRefEHandle().GetEntryIndex();
L_PRINT(LOG_INFO) << "game_trace: m_target_pawn entryindex:" << data.m_target_pawn->GetRefEHandle().GetEntryIndex();
L_PRINT(LOG_INFO) << "game_trace: m_target entryindex:" << data.m_target->GetRefEHandle().GetEntryIndex();
*/
flMaxRange -= flTraceLength;
// we didn't hit anything, stop tracing shoot
if (game_trace.Fraction == 1.0f)
{
break;
}
// calculate the damage based on the distance the bullet traveled
flTraceLength += game_trace.Fraction * flMaxRange;
corrected_dmg *= std::powf(data.m_wpn_data->m_flRangeModifier(), flTraceLength / 500.f);
// check is actually can shoot through
if (flTraceLength > 3000.f)
break;
if (game_trace.HitEntity && game_trace.HitEntity->GetRefEHandle().GetEntryIndex() == data.m_target_pawn->GetRefEHandle().GetEntryIndex()) {
ScaleDamage2(game_trace.HitboxData->m_hitgroup, data.m_target_pawn, data.m_wpn_data->m_flArmorRatio(), data.m_wpn_data->m_flHeadshotMultiplier(), &corrected_dmg);
dmg = corrected_dmg;//data.m_dmg > 0.f ? data.m_dmg : handle_bullet_data.m_dmg;
valid = true;
return true;
}
else
valid = false;
if (I::Trace->handle_bullet_penetration(&trace_data, &handle_bullet_data, value, false))
return false;
corrected_dmg = handle_bullet_data.m_dmg;
}
}
return false;
}
void F::AUTOWALL::c_auto_wall::ScaleDamage2(const int iHitGroup, C_CSPlayerPawn* pCSPlayer, const float flWeaponArmorRatio, const float flWeaponHeadShotMultiplier, float* pflDamageToScale)
{
// @ida CCSPlayer::TraceAttack(): server.dll -> "55 8B EC 83 E4 F8 81 EC ? ? ? ? 56 8B 75 08 57 8B F9 C6"
auto WeaponServices = pCSPlayer->GetItemServices();
if (!WeaponServices)
return;
const bool bHeavyArmor = WeaponServices->m_bHasHeavyArmor();
// ida: server.dll; 80 78 42 00 74 08 F3 0F 59 35 ?? ?? ?? ?? 80 BE 04 0D 00 00 00
static CConVar* mp_damage_scale_ct_head = I::Cvar->Find(
FNV1A::HashConst("mp_damage_scale_ct_head")),
* mp_damage_scale_t_head = I::Cvar->Find(
FNV1A::HashConst("mp_damage_scale_t_head")),
* mp_damage_scale_ct_body = I::Cvar->Find(
FNV1A::HashConst("mp_damage_scale_ct_body")),
* mp_damage_scale_t_body = I::Cvar->Find(
FNV1A::HashConst("mp_damage_scale_t_body"));
const auto damage_scale_ct_head = mp_damage_scale_ct_head->value.fl,
damage_scale_t_head = mp_damage_scale_t_head->value.fl,
damage_scale_ct_body = mp_damage_scale_ct_body->value.fl,
damage_scale_t_body = mp_damage_scale_t_body->value.fl;
float flHeadDamageScale = (pCSPlayer->GetTeam() == TEAM_CT ? damage_scale_ct_head : damage_scale_t_head);
const float flBodyDamageScale = (pCSPlayer->GetTeam() == TEAM_CT ? damage_scale_ct_body : damage_scale_t_body);
if (bHeavyArmor) flHeadDamageScale *= 0.5f;
switch (iHitGroup)
{
case HITGROUP_HEAD:
*pflDamageToScale *= flWeaponHeadShotMultiplier * flHeadDamageScale;
break;
case HITGROUP_CHEST:
case HITGROUP_LEFTARM:
case HITGROUP_RIGHTARM:
case HITGROUP_NECK:
*pflDamageToScale *= flBodyDamageScale;
break;
case HITGROUP_STOMACH:
*pflDamageToScale *= 1.25f * flBodyDamageScale;
break;
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
*pflDamageToScale *= 0.75f * flBodyDamageScale;
break;
default:
break;
}
if (pCSPlayer->hasArmour(iHitGroup))
{
// @ida CCSPlayer::OnTakeDamage(): server.dll -> "80 BF ? ? ? ? ? F3 0F 10 5C 24 ? F3 0F 10 35"
const int iArmor = pCSPlayer->GetArmorValue();
float flHeavyArmorBonus = 1.0f, flArmorBonus = 0.5f, flArmorRatio = flWeaponArmorRatio * 0.5f;
if (bHeavyArmor)
{
flHeavyArmorBonus = 0.25f;
flArmorBonus = 0.33f;
flArmorRatio *= 0.20f;
}
float flDamageToHealth = *pflDamageToScale * flArmorRatio;
if (const float flDamageToArmor = (*pflDamageToScale - flDamageToHealth) * (flHeavyArmorBonus * flArmorBonus); flDamageToArmor > static_cast<float>(iArmor))
flDamageToHealth = *pflDamageToScale - static_cast<float>(iArmor) / flArmorBonus;
*pflDamageToScale = flDamageToHealth;
}
}
/* bool F::AUTOWALL::c_auto_wall::FireBullet(data_t& data, float& dmg, bool& valid)
{
CS_ASSERT(data.m_local != nullptr || data.m_target != nullptr || data.m_wpn_data != nullptr || data.m_local_pawn != nullptr || data.m_target_pawn != nullptr);
if (!data.m_local || !data.m_target || !data.m_wpn_data)
return false;
trace_data_t trace_data = { };
trace_data.m_arr_pointer = &trace_data.m_arr;
Vector_t direction =
data.m_pos.at(data_t::e_pos::e_target) - data.m_pos.at(data_t::e_pos::e_local),
end_pos = direction * data.m_wpn_data->m_flRange();
int pen_count = 4;
float flTraceLength = 0.f;
float flMaxRange = data.m_wpn_data->m_flRange();
// set our current damage to what our gun's initial damage reports it will do
data.m_dmg = static_cast<float>(data.m_wpn_data->m_nDamage());
trace_filter_t filter = {};
I::Trace->Init(filter, data.m_local_pawn, MASK_SHOT_HULL | CONTENTS_HITBOX, 3, 7);
I::Trace->CreateTrace(&trace_data, data.m_pos.at(data_t::e_pos::e_local), end_pos, filter, 4);
struct handle_bullet_data_t {
handle_bullet_data_t(const float dmg_mod, const float pen, const float range_mod, const float range,
const int pen_count, const bool failed) :
m_dmg(dmg_mod),
m_pen(pen),
m_range_mod(range_mod),
m_range(range),
m_pen_count(pen_count),
m_failed(failed) {}
float m_dmg{ }, m_pen{ }, m_range_mod{ }, m_range{ };
int m_pen_count{ };
bool m_failed{ };
}
handle_bullet_data(static_cast<float>(data.m_wpn_data->m_nDamage()), data.m_wpn_data->m_flPenetration(), data.m_wpn_data->m_flRange(),
data.m_wpn_data->m_flRangeModifier(), 4, false);
if (trace_data.m_num_update > 0) {
for (int i{ }; i < trace_data.m_num_update; i++) {
auto* value = reinterpret_cast<UpdateValueT* const>(
reinterpret_cast<std::uintptr_t>(trace_data.m_pointer_update_value)
+ i * sizeof(UpdateValueT));
game_trace_t game_trace = { };
I::Trace->InitializeTraceInfo(&game_trace);
I::Trace->get_trace_info(
&trace_data, &game_trace, 0.0f,
reinterpret_cast<void*>(
reinterpret_cast<std::uintptr_t>(trace_data.m_arr.data())
+ sizeof(trace_arr_element_t) * (value->handleIdx & 0x7fffu)));
flMaxRange -= flTraceLength;
game_trace_t trace = {};
ray_t ray = {};
I::Trace->TraceShape(ray, &data.m_pos.at(data_t::e_pos::e_local), &end_pos, filter, trace);
I::Trace->ClipTraceToPlayers(data.m_pos.at(data_t::e_pos::e_local), end_pos, &filter, &trace, 0.F, 60.F, (1.F / (data.m_pos.at(data_t::e_pos::e_local) - end_pos).Length()) * (trace.m_end_pos - data.m_pos.at(data_t::e_pos::e_local)).Length());
if (trace.Fraction == 1.f)
break;
// calculate the damage based on the distance the bullet traveled
flTraceLength += trace.Fraction * flMaxRange;
data.m_dmg *= std::powf(data.m_wpn_data->m_flRangeModifier(), flTraceLength / 500.f);
// check is actually can shoot through
if (flTraceLength > 3000.f)
break;
L_PRINT(LOG_INFO) << "idx:" << trace.HitEntity->GetRefEHandle().GetEntryIndex() << " dmg:" << data.m_dmg;
if (trace.HitEntity->GetRefEHandle().GetEntryIndex() == data.m_target_pawn->GetRefEHandle().GetEntryIndex())
{
ScaleDamage2(game_trace.HitboxData->m_hitgroup, data.m_target_pawn, data.m_wpn_data->m_flArmorRatio(), data.m_wpn_data->m_flHeadshotMultiplier(), &data.m_dmg);
L_PRINT(LOG_INFO) << "dmg:" << data.m_dmg;
return true;
}
// check if the bullet can no longer continue penetrating materials
if (I::Trace->handle_bullet_penetration(&trace_data, &handle_bullet_data, value, false))
return false;
pen_count = handle_bullet_data.m_pen_count;
data.m_dmg = handle_bullet_data.m_dmg;
}
}
return false;
}*/
std::unique_ptr<c_auto_wall> g_auto_wall{};
}

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@@ -0,0 +1,64 @@
#pragma once
#include "../../common.h"
#include <memory>
// used: draw system
#include "../../utilities/draw.h"
#include "../../sdk/datatypes/vector.h"
#include "../../sdk/datatypes/transform.h"
#include "../../sdk/datatypes/qangle.h"
#include "../cstrike/core/config.h"
#include <array>
class C_BaseEntity;
class CCSWeaponBaseVData;
class Vector_t;
class C_CSPlayerPawn;
class CCSPlayerController;
class CBaseHandle;
class CEntityInstance;
class CUserCmd;
class CBaseUserCmdPB;
class QAngle_t;
class IGameEvent;
namespace F::AUTOWALL {
class c_auto_wall {
public:
struct data_t {
enum e_pos { e_local, e_target };
data_t() = default;
CS_INLINE data_t(const Vector_t local_pos, const Vector_t target_pos,
C_BaseEntity* target,
C_BaseEntity* local,
C_CSPlayerPawn* localpawn, C_CSPlayerPawn* targetpawn,
CCSWeaponBaseVData* wpn_data, const bool fire_bullet) noexcept :
m_pos{ local_pos, target_pos },
m_target(target),
m_local(local),
m_local_pawn(localpawn),
m_target_pawn(targetpawn),
m_wpn_data(wpn_data),
m_can_hit(fire_bullet){}
std::array< Vector_t, static_cast<int>(sizeof(e_pos)) > m_pos{ };
C_BaseEntity* m_target{ }, * m_local{ };
C_CSPlayerPawn* m_local_pawn{};
C_CSPlayerPawn* m_target_pawn{};
CCSWeaponBaseVData* m_wpn_data{ };
bool m_can_hit{ };
float m_dmg{ };
} m_data;
void pen(data_t& data, const Vector_t local_pos, const Vector_t target_pos, C_BaseEntity* target, C_BaseEntity* local, C_CSPlayerPawn* localpawn, C_CSPlayerPawn* targetpawn,
CCSWeaponBaseVData* wpn_data, float &dmg, bool &valid);
void ScaleDamage(data_t& data, const int hitgroup, C_CSPlayerPawn* entity);
bool FireBullet(data_t& data, float &dmg, bool &valid);
void ScaleDamage2(const int iHitGroup, C_CSPlayerPawn* pCSPlayer, const float flWeaponArmorRatio, const float flWeaponHeadShotMultiplier, float* pflDamageToScale);
public:
[[nodiscard]] CS_INLINE auto get_data(data_t& data) const noexcept { return data; }
};
extern std::unique_ptr<c_auto_wall> g_auto_wall;
}

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#include "post_processing.hpp"
// WIP
#define SAFE_RELEASE(p) \
{ \
if (p) { \
(p)->Release(); \
(p) = nullptr; \
} \
}
static inline ID3D11Device* pDevice; // DO NOT RELEASE!
static inline ID3D11DeviceContext* pDeviceContext;
static inline ID3D11RenderTargetView* pRenderTarget; // DO NOT RELEASE!
static inline IDXGISwapChain* pSwapChain;
[[nodiscard]] static ID3D11Texture2D* createTexture(int width,
int height) noexcept {
D3D11_TEXTURE2D_DESC desc = {};
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
ID3D11Texture2D* texture = nullptr;
pDevice->CreateTexture2D(&desc, nullptr, &texture);
return texture;
}
static void copyBackbufferToTexture(ID3D11Texture2D* texture) noexcept {
pSwapChain->GetBuffer(0, __uuidof(texture),
reinterpret_cast<void**>(&texture));
}
static void setRenderTarget(ID3D11Texture2D* rtTexture) noexcept {
ID3D11RenderTargetView* rtv = nullptr;
pDevice->CreateRenderTargetView(rtTexture, nullptr, &rtv);
pDeviceContext->OMSetRenderTargets(1, &rtv, nullptr);
rtv->Release();
}
class ShaderProgram {
public:
~ShaderProgram() {
if (pixelShader) pixelShader->Release();
}
void use(float uniform, int location) const noexcept {
pDeviceContext->PSSetShader(pixelShader, nullptr, 0);
pDeviceContext->PSSetConstantBuffers(location, 1, &constBuffer);
}
void init(const BYTE* pixelShaderSrc, size_t size) noexcept {
if (initialized) return;
initialized = true;
pDevice->CreatePixelShader(pixelShaderSrc, size, nullptr, &pixelShader);
}
private:
ID3D11PixelShader* pixelShader = nullptr;
ID3D11Buffer* constBuffer = nullptr;
bool initialized = false;
};
class BlurEffect {
public:
static void draw(ImDrawList* drawList, float alpha) noexcept {
instance()._draw(drawList, alpha);
}
static void draws(ImDrawList* drawList, const ImVec2& p_min,
const ImVec2& p_max, float alpha) noexcept {
instance()._draws(drawList, p_min, p_max, alpha);
}
static void clearTextures() noexcept {
SAFE_RELEASE(instance().pBlurTexture1);
SAFE_RELEASE(instance().pBlurTexture2);
}
private:
ID3D11RenderTargetView* pRTBackup = nullptr;
ID3D11Texture2D* pBlurTexture1 = nullptr;
ID3D11Texture2D* pBlurTexture2 = nullptr;
ID3D11RasterizerState* pRasterStateWithScissorDisabled = nullptr;
ID3D11RasterizerState* pOriginalRasterState = nullptr;
ID3D11RenderTargetView* pBlurTexture1RTV = nullptr;
ID3D11RenderTargetView* pBlurTexture2RTV = nullptr;
ID3D11Buffer* pVSConstantBuffer = nullptr;
ID3D11ShaderResourceView* pBlurTexture1SRV = nullptr;
ID3D11ShaderResourceView* pBlurTexture2SRV = nullptr;
ShaderProgram blurShaderX;
ShaderProgram blurShaderY;
int backbufferWidth = 0;
int backbufferHeight = 0;
static constexpr auto blurDownsample = 2;
BlurEffect() = default;
BlurEffect(const BlurEffect&) = delete;
~BlurEffect() {
SAFE_RELEASE(pRTBackup);
SAFE_RELEASE(pRasterStateWithScissorDisabled);
SAFE_RELEASE(pOriginalRasterState);
SAFE_RELEASE(pBlurTexture1);
SAFE_RELEASE(pBlurTexture2);
SAFE_RELEASE(pBlurTexture1RTV);
SAFE_RELEASE(pBlurTexture2RTV);
SAFE_RELEASE(pBlurTexture1SRV);
SAFE_RELEASE(pBlurTexture2SRV);
SAFE_RELEASE(pVSConstantBuffer);
}
static BlurEffect& instance() noexcept {
static BlurEffect blurEffect;
return blurEffect;
}
static void begin(const ImDrawList*, const ImDrawCmd*) noexcept {
instance()._begin();
}
static void firstPass(const ImDrawList*, const ImDrawCmd*) noexcept {
instance()._firstPass();
}
static void secondPass(const ImDrawList*, const ImDrawCmd*) noexcept {
instance()._secondPass();
}
static void end(const ImDrawList*, const ImDrawCmd*) noexcept {
instance()._end();
}
void createTextures() noexcept {
if (const auto [width, height] = ImGui::GetIO().DisplaySize;
backbufferWidth != static_cast<int>(width) ||
backbufferHeight != static_cast<int>(height)) {
clearTextures();
backbufferWidth = static_cast<int>(width);
backbufferHeight = static_cast<int>(height);
}
if (!pBlurTexture1)
pBlurTexture1 = createTexture(backbufferWidth / blurDownsample,
backbufferHeight / blurDownsample);
if (!pBlurTexture2)
pBlurTexture2 = createTexture(backbufferWidth / blurDownsample,
backbufferHeight / blurDownsample);
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format =
DXGI_FORMAT_R8G8B8A8_UNORM; // Match this with your texture format.
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = 0;
pDevice->CreateRenderTargetView(pBlurTexture1, &rtvDesc, &pBlurTexture1RTV);
pDevice->CreateRenderTargetView(pBlurTexture2, &rtvDesc, &pBlurTexture2RTV);
}
void createShaders() noexcept {
blurShaderX.init(reinterpret_cast<const BYTE*>(gaussian_blur_x),
sizeof(gaussian_blur_x));
blurShaderY.init(reinterpret_cast<const BYTE*>(gaussian_blur_y),
sizeof(gaussian_blur_y));
}
void _begin() noexcept {
pDeviceContext->OMGetRenderTargets(1, &pRTBackup, nullptr);
copyBackbufferToTexture(pBlurTexture1);
D3D11_SAMPLER_DESC sampDesc = {};
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
ID3D11SamplerState* samplerState;
pDevice->CreateSamplerState(&sampDesc, &samplerState);
pDeviceContext->PSSetSamplers(0, 1, &samplerState);
pDeviceContext->RSGetState(&pOriginalRasterState);
D3D11_RASTERIZER_DESC rasterDesc = {};
rasterDesc.FillMode = D3D11_FILL_SOLID; // Solid fill mode
rasterDesc.CullMode = D3D11_CULL_BACK; // Cull back-facing triangles
rasterDesc.ScissorEnable = FALSE; // Disable scissor test
rasterDesc.DepthClipEnable = TRUE; // Enable depth clipping
HRESULT hr = pDevice->CreateRasterizerState(
&rasterDesc, &pRasterStateWithScissorDisabled);
if (FAILED(hr)) {
printf("Failed CreateRasterizerState\n");
}
pDeviceContext->RSSetState(pRasterStateWithScissorDisabled);
D3D11_BUFFER_DESC cbDesc = {};
cbDesc.Usage = D3D11_USAGE_DEFAULT;
cbDesc.ByteWidth = sizeof(VSConstants);
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
pDevice->CreateBuffer(&cbDesc, nullptr, &pVSConstantBuffer);
float aspectRatio = static_cast<float>(backbufferWidth) /
static_cast<float>(backbufferHeight);
DirectX::XMMATRIX projection = DirectX::XMMatrixOrthographicOffCenterLH(
-1.0f / aspectRatio, 1.0f / aspectRatio, -1.0f, 1.0f, 0.0f, 1.0f);
VSConstants vsConsts = {};
vsConsts.projection = XMMatrixTranspose(
projection); // HLSL expects matrices to be transposed
pDeviceContext->UpdateSubresource(pVSConstantBuffer, 0, nullptr, &vsConsts,
0, 0);
pDeviceContext->VSSetConstantBuffers(0, 1, &pVSConstantBuffer);
}
void _firstPass() noexcept {
blurShaderX.use(2.0f / (backbufferWidth / blurDownsample), 0);
pDeviceContext->OMSetRenderTargets(1, &pBlurTexture2RTV, nullptr);
}
void _secondPass() noexcept {
blurShaderY.use(2.0f / (backbufferHeight / blurDownsample), 0);
pDeviceContext->OMSetRenderTargets(1, &pBlurTexture1RTV, nullptr);
pDevice->CreateShaderResourceView(pBlurTexture2, nullptr,
&pBlurTexture2SRV);
}
void _end() noexcept {
pDeviceContext->OMSetRenderTargets(1, &pRTBackup, nullptr);
pRTBackup->Release();
pDeviceContext->PSSetShader(nullptr, nullptr, 0);
pDeviceContext->RSSetState(pOriginalRasterState);
if (pRasterStateWithScissorDisabled)
pRasterStateWithScissorDisabled->Release();
}
void _draw(ImDrawList* drawList, float alpha) noexcept {
createTextures();
createShaders();
if (!pBlurTexture1RTV || !pBlurTexture2RTV) return;
drawList->AddCallback(&begin, nullptr);
for (int i = 0; i < 8; ++i) {
drawList->AddCallback(&firstPass, nullptr);
pDevice->CreateShaderResourceView(pBlurTexture1, nullptr,
&pBlurTexture1SRV);
drawList->AddImage(
(ImTextureID)pBlurTexture1SRV, ImVec2(-1.0f, -1.0f),
ImVec2(1.0f, 1.0f)); // Assuming blurTexture1SRV is the Shader
// Resource View for blurTexture1
drawList->AddCallback(&secondPass, nullptr);
drawList->AddImage((ImTextureID)pBlurTexture2SRV, ImVec2(-1.0f, -1.0f),
ImVec2(1.0f, 1.0f)); // And similarly for blurTexture2
}
drawList->AddCallback(&end, nullptr);
drawList->AddCallback(ImDrawCallback_ResetRenderState, nullptr);
drawList->AddImage(
reinterpret_cast<ImTextureID>(pBlurTexture1SRV), {0.0f, 0.0f},
{backbufferWidth * 1.0f, backbufferHeight * 1.0f}, {0.0f, 0.0f},
{1.0f, 1.0f}, IM_COL32(255, 255, 255, 255 * alpha));
if (pOriginalRasterState) pOriginalRasterState->Release();
}
void _draws(ImDrawList* drawList, const ImVec2& p_min, const ImVec2& p_max,
float alpha) noexcept {
createTextures();
createShaders();
if (!pBlurTexture1RTV || !pBlurTexture2RTV) return;
drawList->AddCallback(&begin, nullptr);
for (int i = 0; i < 8; ++i) {
drawList->AddCallback(&firstPass, nullptr);
pDevice->CreateShaderResourceView(pBlurTexture1, nullptr,
&pBlurTexture1SRV);
drawList->AddImage(reinterpret_cast<ImTextureID>(pBlurTexture1SRV), p_min,
p_max, {1.0f, 1.0f});
drawList->AddCallback(&secondPass, nullptr);
pDevice->CreateShaderResourceView(pBlurTexture2, nullptr,
&pBlurTexture2SRV);
drawList->AddImage(reinterpret_cast<ImTextureID>(pBlurTexture2SRV), p_min,
p_max, {1.0f, 1.0f});
}
drawList->AddCallback(&end, nullptr);
drawList->AddCallback(ImDrawCallback_ResetRenderState, nullptr);
drawList->AddImage(
reinterpret_cast<ImTextureID>(pBlurTexture2SRV), p_min, p_max,
ImVec2((float)backbufferWidth * 1, (float)backbufferHeight * 1),
ImVec2((float)backbufferWidth * 1, (float)backbufferHeight * 1),
IM_COL32(255, 255, 255, 255 * alpha));
}
};
void PostProcessing::setDevice(ID3D11Device* device,
ID3D11DeviceContext* deviceContext,
ID3D11RenderTargetView* renderTarget,
IDXGISwapChain* swapChain) noexcept {
pDevice = device;
pDeviceContext = deviceContext;
pRenderTarget = renderTarget;
pSwapChain = swapChain;
}
void PostProcessing::clearBlurTextures() noexcept {
BlurEffect::clearTextures();
}
void PostProcessing::onDeviceReset() noexcept { BlurEffect::clearTextures(); }
void PostProcessing::performFullscreenBlur(ImDrawList* drawList,
float alpha) noexcept {
BlurEffect::draw(drawList, alpha);
}
void PostProcessing::performBlur(ImDrawList* drawList, const ImVec2& p_min,
const ImVec2& p_max, float alpha) noexcept {
BlurEffect::draws(drawList, p_min, p_max, alpha);
}

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#pragma once
// WIP
#define IMGUI_DEFINE_MATH_OPERATORS
#include <DirectXMath.h>
#include <d3d11.h>
#include <dxgi1_2.h>
#include <imgui.h>
#include <algorithm>
#include <exception>
#include <memory>
#include "../../sdk/shaders/build/gaussian_blur.hpp"
struct VSConstants {
DirectX::XMMATRIX projection;
};
namespace PostProcessing {
void setDevice(ID3D11Device* device, ID3D11DeviceContext* deviceContext,
ID3D11RenderTargetView* renderTarget,
IDXGISwapChain* swapChain) noexcept;
void clearBlurTextures() noexcept;
void onDeviceReset() noexcept;
void performFullscreenBlur(ImDrawList* drawList, float alpha) noexcept;
void performBlur(ImDrawList* drawList, const ImVec2& p_min, const ImVec2& p_max,
float alpha) noexcept;
} // namespace PostProcessing

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#pragma once
#include "../../common.h"
#include <memory>
// used: draw system
#include "../../utilities/draw.h"
#include "../../sdk/datatypes/vector.h"
#include "../../sdk/datatypes/transform.h"
#include "../../sdk/datatypes/qangle.h"
#include "../cstrike/core/config.h"
class CCSPlayerController;
class C_BaseEntity;
class C_CSPlayerPawn;
class CBaseHandle;
class CEntityInstance;
class CUserCmd;
class CBaseUserCmdPB;
class QAngle_t;
class CCSGOInput;
class IGameEvent;
class C_CSWeaponBase;
class CCSWeaponBaseVData;
class scan_data;
class scan_point;
class scanned_target;
#define MAX_STUDIO_BONES 1024
#include <array>
namespace F::RAGE
{
enum events {
round_start = 1,
player_death = 2,
};
class impl {
public:
enum reset {
entity,
aimbot
};
enum scan_mode {
single, /* only 1 hitbox */
adaptive /* multiple bones pushed in the same time */
};
enum hitboxes {
scan_head,
scan_neck,
scan_chest,
scan_pelvis
};
enum stop_mode {
slow = 0,
early = 1
};
enum silent_info {
skipping = 0,
on_tick = 1,
};
struct aim_info {
int minimum_damage;
int rage_hitchance;
int rage_target_select;
int rage_enable;
bool auto_stop;
bool penetration;
bool remove_weapon_accuracy_spread;
bool hitbox_head;
bool hitbox_neck;
bool hitbox_uppeer_chest;
bool hitbox_chest;
bool hitbox_stomach;
bool hitbox_legs;
bool hitbox_feets;
bool rapid_fire;
bool failed_hitchance = false;
bool do_rapid_fire;
bool accurate;
}rage_data;
enum command_msg {
none = 0,
rapid_fire = 1,
teleport = 2,
silent = 3,
};
enum response_msg {
empty = 0,
validated_view_angles = 1,
};
struct SubTickData {
QAngle_t best_point = QAngle_t(0, 0, 0);
Vector_t best_point_vec = Vector_t(0, 0, 0);
command_msg command = command_msg::none;
response_msg response = response_msg::empty;
void reset() {
best_point.Reset();
best_point_vec = Vector_t(0, 0, 0);
command = command_msg::none;
response = response_msg::empty;
}
}sub_tick_data;
float GetSpread(C_CSWeaponBase* weapon);
float GetInaccuracy(C_CSPlayerPawn* pLocal, C_CSWeaponBase* weapon);
float HitchanceFast(C_CSPlayerPawn* pLocal, C_CSWeaponBase* weapon);
void Hitchance(C_CSPlayerPawn* pLocal, C_CSPlayerPawn* record, C_CSWeaponBase* weapon, QAngle_t vAimpoint);
void AutomaticStop(C_CSPlayerPawn* pLocal, C_CSWeaponBase* weapon, CUserCmd* cmd, stop_mode mode = slow);
void SortTarget();
/* void inits */
bool valid(C_CSPlayerPawn* pawn, C_CSPlayerPawn* pLocal, bool check = false);
void ScanPoint(C_CSPlayerPawn* pLocal, CUserCmd* cmd, C_CSPlayerPawn* record, scan_data& data, const Vector_t& shoot_pos, bool optimized);
std::vector <scan_point> get_points(C_CSPlayerPawn* pLocal, C_CSPlayerPawn* record, uint32_t hitbox, bool from_aim);
void Scan();
void Triggerbot(CUserCmd* cmd, C_BaseEntity* localent, C_BaseEntity* playerent, C_CSPlayerPawn* local, C_CSPlayerPawn* player, CCSWeaponBaseVData* vdata);
void BuildSeed();
void SetupTarget(C_CSPlayerPawn* pawn);
void SetupAdaptiveWeapon(C_CSPlayerPawn* pawn);
void ScanTarget(C_CSPlayerPawn* pLocal, CUserCmd* cmd, QAngle_t viewangles);
Vector_t eye_pos;
float ScaleDamage(C_CSPlayerPawn* target, C_CSPlayerPawn* pLocal, C_CSWeaponBase* weapon, Vector_t aim_point, float& dmg, bool& canHit);
bool CanHit(Vector_t start, Vector_t end, C_CSPlayerPawn* pLocal, C_CSPlayerPawn* record, int box);
void Reset(reset type);
void Run(C_CSPlayerPawn* pLocal, CCSGOInput* pInput, CUserCmd* cmd);
bool Ready(C_CSPlayerPawn* pLocal);
void Events(IGameEvent* event_listener, events type);
bool IsAccurate(scan_data& data, CUserCmd* cmd, C_CSPlayerPawn* local);
bool Attack(CUserCmd* cmd, C_CSPlayerPawn* pLocal, scan_data& data);
void AjustRecoil(C_CSPlayerPawn* player, CUserCmd* pCmd);
/* init class */
aim_info aimbot_info;
silent_info silent_info;
inline static std::vector<std::pair<float, float>> m_computed_seeds;
};
const auto rage = std::make_unique<impl>();
}
namespace F::LAGCOMP
{
class impl {
public:
/* void inits */
void Initialize();
void Start(CUserCmd* cmd) noexcept;
void Render() noexcept;
};
const auto lagcomp = std::make_unique<impl>();
}

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#include "ccsinventorymanager.hpp"
#include "../cstrike/utilities/memory.h"
#include "../cstrike/core/interfaces.h"
#include "../cstrike/core/hooks.h"
CCSInventoryManager* CCSInventoryManager::GetInstance() {
if (!H::fnGetInventoryManager) return nullptr;
return H::fnGetInventoryManager();
}

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#pragma once
#include "../cstrike/utilities/memory.h"
class CCSPlayerInventory;
class CCSInventoryManager {
public:
static CCSInventoryManager* GetInstance();
auto EquipItemInLoadout(int iTeam, int iSlot, uint64_t iItemID) {
return MEM::CallVFunc<bool, 54u>( this, iTeam, iSlot, iItemID);
}
auto GetLocalInventory() {
return MEM::CallVFunc<CCSPlayerInventory*, 57u>(this);
}
};

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#include "ccsplayerinventory.hpp"
#include "../cstrike/sdk/entity.h"
#include "../cstrike/utilities/memory.h"
#include "../cstrike/core/hooks.h"
static CGCClientSharedObjectTypeCache* CreateBaseTypeCache(
CCSPlayerInventory* pInventory) {
if (H::fnGetClientSystem() == nullptr) {
L_PRINT(LOG_ERROR) << "failed to get client sys";
return nullptr;
}
CGCClientSystem* pGCClientSystem = H::fnGetClientSystem();
L_PRINT(LOG_ERROR) << "1";
if (!pGCClientSystem) return nullptr;
CGCClient* pGCClient = pGCClientSystem->GetCGCClient();
if (!pGCClient) return nullptr;
L_PRINT(LOG_ERROR) << "2";
CGCClientSharedObjectCache* pSOCache =
pGCClient->FindSOCache(pInventory->GetOwner());
if (!pSOCache) return nullptr;
L_PRINT(LOG_ERROR) << "3";
return pSOCache->CreateBaseTypeCache(k_EEconTypeItem);
}
CCSPlayerInventory* CCSPlayerInventory::GetInstance() {
CCSInventoryManager* pInventoryManager = CCSInventoryManager::GetInstance();
if (!pInventoryManager) return nullptr;
return pInventoryManager->GetLocalInventory();
}
bool CCSPlayerInventory::AddEconItem(CEconItem* pItem) {
// Helper function to aid in adding items.
if (!pItem) return false;
CGCClientSharedObjectTypeCache* pSOTypeCache = ::CreateBaseTypeCache(this);
if (!pSOTypeCache || !pSOTypeCache->AddObject((CSharedObject*)pItem))
return false;
SOCreated(GetOwner(), (CSharedObject*)pItem, eSOCacheEvent_Incremental);
return true;
}
void CCSPlayerInventory::RemoveEconItem(CEconItem* pItem) {
// Helper function to aid in removing items.
if (!pItem) return;
CGCClientSharedObjectTypeCache* pSOTypeCache = ::CreateBaseTypeCache(this);
if (!pSOTypeCache) return;
const CUtlVector<CEconItem*>& pSharedObjects =
pSOTypeCache->GetVecObjects<CEconItem*>();
if (!pSharedObjects.Find(pItem)) return;
SODestroyed(GetOwner(), (CSharedObject*)pItem, eSOCacheEvent_Incremental);
pSOTypeCache->RemoveObject((CSharedObject*)pItem);
pItem->Destruct();
}
std::pair<uint64_t, uint32_t> CCSPlayerInventory::GetHighestIDs() {
uint64_t maxItemID = 0;
uint32_t maxInventoryID = 0;
CGCClientSharedObjectTypeCache* pSOTypeCache = ::CreateBaseTypeCache(this);
if (pSOTypeCache) {
const CUtlVector<CEconItem*>& vecItems =
pSOTypeCache->GetVecObjects<CEconItem*>();
for (CEconItem* it : vecItems) {
if (!it) continue;
// Checks if item is default.
if ((it->m_ulID & 0xF000000000000000) != 0) continue;
maxItemID = std::max(maxItemID, it->m_ulID);
maxInventoryID = std::max(maxInventoryID, it->m_unInventory);
}
}
return std::make_pair(maxItemID, maxInventoryID);
}
C_EconItemView* CCSPlayerInventory::GetItemViewForItem(uint64_t itemID) {
C_EconItemView* pEconItemView = nullptr;
const CUtlVector<C_EconItemView*>& pItems = GetItemVector();
for (C_EconItemView* it : pItems) {
if (it && it->m_iItemID() == itemID) {
pEconItemView = it;
break;
}
}
return pEconItemView;
}
CEconItem* CCSPlayerInventory::GetSOCDataForItem(uint64_t itemID) {
CEconItem* pSOCData = nullptr;
L_PRINT(LOG_INFO) << "ID WE WANT: " << (int)itemID;
CGCClientSharedObjectTypeCache* pSOTypeCache = ::CreateBaseTypeCache(this);
if (pSOTypeCache) {
L_PRINT(LOG_INFO) << "got pSOTypeCache";
const CUtlVector<CEconItem*>& vecItems =
pSOTypeCache->GetVecObjects<CEconItem*>();
for (CEconItem* it : vecItems) {
if (it && (int)it->m_ulID == (int)itemID) {
L_PRINT(LOG_INFO) << "got m_unDefIndex: " << it->m_unDefIndex;
L_PRINT(LOG_INFO) << "got m_ulID: " << (int)it->m_ulID;
L_PRINT(LOG_INFO) << "got m_ulOriginalID: " << (int)it->m_ulOriginalID;
pSOCData = it;
return pSOCData;
break;
}
}
}
return pSOCData;
}

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#pragma once
#include <utility>
#include "../cstrike/sdk/entity.h"
#include "../cstrike/sdk/datatypes/utlvector.h"
#include "ccsinventorymanager.hpp"
#include <cstdint>
class CCSPlayerInventory {
public:
static CCSPlayerInventory* GetInstance();
auto SOCreated(SOID_t owner, CSharedObject* pObject, ESOCacheEvent eEvent) {
return MEM::CallVFunc<void, 0u>(this, owner, pObject, eEvent);
}
auto SOUpdated(SOID_t owner, CSharedObject* pObject, ESOCacheEvent eEvent) {
return MEM::CallVFunc<void, 1u>(this, owner, pObject, eEvent);
}
auto SODestroyed(SOID_t owner, CSharedObject* pObject, ESOCacheEvent eEvent) {
return MEM::CallVFunc<void, 2u>(this, owner, pObject, eEvent);
}
auto GetItemInLoadout(int iClass, int iSlot) {
return MEM::CallVFunc<C_EconItemView*,8u>(this, iClass, iSlot);
}
bool AddEconItem(CEconItem* pItem);
void RemoveEconItem(CEconItem* pItem);
std::pair<uint64_t, uint32_t> GetHighestIDs();
C_EconItemView* GetItemViewForItem(uint64_t itemID);
CEconItem* GetSOCDataForItem(uint64_t itemID);
auto GetOwner() {
return *reinterpret_cast<SOID_t*>((uintptr_t)(this) + 0x10);
}
auto& GetItemVector() {
return *reinterpret_cast<CUtlVector<C_EconItemView*>*>(
(uintptr_t)(this) + 0x20);
}
};

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#include <vector>
#include "skin_changer.hpp"
#include "../cstrike/sdk/interfaces/iengineclient.h"
#include "../../core/config.h"
#include "../../core/variables.h"
#include "../../sdk/datatypes/usercmd.h"
#include "../../core/sdk.h"
#include "../../sdk/entity.h"
#include "../../sdk/interfaces/iglobalvars.h"
#include "../../sdk/interfaces/cgameentitysystem.h"
#include "../cstrike/sdk/interfaces/iengineclient.h"
#include "../../sdk/datatypes/qangle.h"
#include "../../sdk/datatypes/vector.h"
#include "../cstrike/sdk/interfaces/inetworkclientservice.h"
#include "../cstrike/sdk/interfaces/ccsgoinput.h"
#include "../misc/movement.h"
#include "../cstrike/sdk/interfaces/ccsgoinput.h"
#include "../cstrike/sdk/interfaces/ienginecvar.h"
#include "../lagcomp/lagcomp.h"
#include "../cstrike/sdk/interfaces/events.h"
#include "../penetration/penetration.h"
#include "../cstrike/sdk/interfaces/itrace.h"
#include "../cstrike/core/spoofcall/syscall.h"
#include <iostream>
#include <memoryapi.h>
#include <mutex>
#include <array>
#include "../cstrike/sdk/interfaces/iengineclient.h"
#include "../../core/spoofcall/virtualization/VirtualizerSDK64.h"
#include "../../utilities/inputsystem.h"
#include "ccsinventorymanager.hpp"
#include "ccsplayerinventory.hpp"
#include "../cstrike/core/hooks.h"
static std::vector<uint64_t> g_vecAddedItemsIDs;
static int glove_frame = 0;
struct GloveInfo {
int itemId;
uint64_t itemHighId;
uint64_t itemLowId;
int itemDefId;
};
static GloveInfo addedGloves;
// Define a struct to hold glove information
struct material_info
{
skin_changer::material_record* p_mat_records;
uint32_t ui32_count;
};
void invalidate_glove_material(C_BaseViewModel* viewmodel)
{
material_info* p_mat_info = reinterpret_cast<material_info*>(reinterpret_cast<uint8_t*>(viewmodel) + 0xf80);
for (uint32_t i = 0; i < p_mat_info->ui32_count; i++)
{
if (p_mat_info->p_mat_records[i].identifer == skin_changer::material_magic_number__gloves)
{
p_mat_info->p_mat_records[i].ui32_type_index = 0xffffffff;
break;
}
}
}
void skin_changer::OnGlove(CCSPlayerInventory* pInventory, C_CSPlayerPawn* pLocalPawn, C_BaseViewModel* pViewModel, C_EconItemView* GlovesItem, CEconItemDefinition* GlovesDefinition) {
if (!pLocalPawn) return;
if (pLocalPawn->GetHealth() <= 0)
return;
if (!pViewModel)
return;
if (!GlovesItem)
return;
if (!GlovesDefinition) return;
if (addedGloves.itemId == 0)
return;
if (glove_frame)
{
invalidate_glove_material(pViewModel);
GlovesItem->m_bInitialized() = true;
pLocalPawn->m_bNeedToReApplyGloves() = true;
glove_frame--;
}
if (GlovesItem->m_iItemID() != addedGloves.itemId) {
glove_frame = 2;
GlovesItem->m_bDisallowSOC() = false;
GlovesItem->m_iItemID() = addedGloves.itemId;
GlovesItem->m_iItemIDHigh() = addedGloves.itemHighId;
GlovesItem->m_iItemIDLow() = addedGloves.itemLowId;
GlovesItem->m_iAccountID() = uint32_t(pInventory->GetOwner().m_id);
GlovesItem->m_iItemDefinitionIndex() = addedGloves.itemDefId;
GlovesItem->m_bDisallowSOC() = false;
pViewModel->GetGameSceneNode()->SetMeshGroupMask(1);
}
}
void skin_changer::OnFrameStageNotify(int frameStage) {
if (frameStage != 6) return;
CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
if (!pInventory) return;
CGameEntitySystem* pEntitySystem = I::GameResourceService->pGameEntitySystem;
if (!pEntitySystem) return;
const uint64_t steamID = pInventory->GetOwner().m_id;
CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalPlayerController) return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
if (!pLocalPawn) return;
if (pLocalPawn->GetHealth() <= 0)
return;
CCSPlayer_ViewModelServices* pViewModelServices = pLocalPawn->GetViewModelServices();
if (!pViewModelServices) return;
C_CSGOViewModel* pViewModel = I::GameResourceService->pGameEntitySystem->Get<C_CSGOViewModel>(pViewModelServices->m_hViewModel());
if (!pViewModel)
return;
C_EconItemView* pGloves = &pLocalPawn->m_EconGloves();
CEconItemDefinition* pGlovesDefinition = pGloves->GetStaticData();
skin_changer::OnGlove(pInventory, pLocalPawn, pViewModel, pGloves, pGlovesDefinition);
int highestIndex = pEntitySystem->GetHighestEntityIndex();
for (int i = 64 + 1; i <= highestIndex; ++i) {
C_BaseEntity* pEntity = pEntitySystem->Get(i);
if (!pEntity || !pEntity->IsWeapon()) continue;
C_CSWeaponBase* pWeapon = reinterpret_cast<C_CSWeaponBase*>(pEntity);
if (pWeapon->GetOriginalOwnerXuid() != steamID) continue;
CAttributeManager* pAttributeContainer = &pWeapon->m_AttributeManager();
if (!pAttributeContainer) continue;
C_EconItemView* pWeaponItemView = &pAttributeContainer->m_Item();
if (!pWeaponItemView) continue;
CEconItemDefinition* pWeaponDefinition =
pWeaponItemView->GetStaticData();
if (!pWeaponDefinition) continue;
CGameSceneNode* pWeaponSceneNode = pWeapon->GetGameSceneNode();
if (!pWeaponSceneNode) continue;
// No idea how to check this faster with the new loadout system.
C_EconItemView* pWeaponInLoadoutItemView = nullptr;
if (pWeaponDefinition->IsWeapon()) {
for (int i = 0; i <= 56; ++i) {
C_EconItemView* pItemView = pInventory->GetItemInLoadout(
pWeapon->m_iOriginalTeamNumber(), i);
if (!pItemView) continue;
if (pItemView->m_iItemDefinitionIndex() ==
pWeaponDefinition->m_nDefIndex) {
pWeaponInLoadoutItemView = pItemView;
break;
}
}
}
else {
pWeaponInLoadoutItemView = pInventory->GetItemInLoadout(
pWeapon->m_iOriginalTeamNumber(),
pWeaponDefinition->GetLoadoutSlot());
}
if (!pWeaponInLoadoutItemView)
continue;
// Check if skin is added by us.
auto it = std::find(g_vecAddedItemsIDs.cbegin(), g_vecAddedItemsIDs.cend(), pWeaponInLoadoutItemView->m_iItemID());
if (it == g_vecAddedItemsIDs.cend()) continue;
CEconItemDefinition* pWeaponInLoadoutDefinition = pWeaponInLoadoutItemView->GetStaticData();
if (!pWeaponInLoadoutDefinition) continue;
// Example: Will not equip FiveSeven skin on CZ. Not applies for knives.
const bool isKnife = pWeaponInLoadoutDefinition->IsKnife(false, pWeaponInLoadoutDefinition->m_pszItemBaseName);
L_PRINT(LOG_INFO) << "applying skin on:" << pWeaponInLoadoutDefinition->m_pszItemBaseName;
pWeaponItemView->m_bDisallowSOC() = false;
pWeaponInLoadoutItemView->m_bDisallowSOC() = false;
pWeaponItemView->m_iItemID() = pWeaponInLoadoutItemView->m_iItemID();
pWeaponItemView->m_iItemIDHigh() = pWeaponInLoadoutItemView->m_iItemIDHigh();
pWeaponItemView->m_iItemIDLow() = pWeaponInLoadoutItemView->m_iItemIDLow();
pWeaponItemView->m_iAccountID() = uint32_t(pInventory->GetOwner().m_id);
pWeaponItemView->m_iItemDefinitionIndex() = pWeaponInLoadoutDefinition->m_nDefIndex;
// pWeaponItemView->m_bIsStoreItem() = true;
//pWeaponItemView->m_bIsTradeItem() = true;
// Displays nametag and stattrak on the gun.
// Found by: https://www.unknowncheats.me/forum/members/2377851.html
/* if (!pWeapon->m_bUIWeapon()) {
pWeapon->AddStattrakEntity();
pWeapon->AddNametagEntity();
}*/
CBaseHandle hWeapon = pWeapon->GetRefEHandle();
if (isKnife) {
if (pViewModel && (pViewModel->m_hWeapon().GetEntryIndex() == hWeapon.GetEntryIndex() || pViewModel->m_hWeapon() == hWeapon)) {
pWeaponItemView->m_iItemDefinitionIndex() = pWeaponInLoadoutDefinition->m_nDefIndex;
const char* knifeModel = pWeaponInLoadoutDefinition->GetModelName();
CGameSceneNode* pViewModelSceneNode = pViewModel->GetGameSceneNode();
if (pViewModelSceneNode) {
pWeaponSceneNode->SetMeshGroupMask(2);
pViewModelSceneNode->SetMeshGroupMask(2);
}
pWeapon->SetModel(knifeModel);
pViewModel->SetModel(knifeModel);
pViewModel->pAnimationGraphInstance->pAnimGraphNetworkedVariables = nullptr;
}
}
else {
// Use legacy weapon models only for skins that require them.
// Probably need to cache this if you really care that much about
// performance
const char* model = pWeaponInLoadoutDefinition->GetModelName();
pWeapon->SetModel(model);
if (pViewModel && pViewModel->m_hWeapon() == hWeapon)
{
pViewModel->SetModel(model);
}
pWeaponSceneNode->SetMeshGroupMask(2);
if (pViewModel && pViewModel->m_hWeapon().GetEntryIndex() == hWeapon.GetEntryIndex()) {
CGameSceneNode* pViewModelSceneNode = pViewModel->GetGameSceneNode();
pViewModelSceneNode->SetMeshGroupMask(2);
}
}
}
}
#include "../cstrike/sdk/interfaces/ccsgoinput.h"
void skin_changer::OnEquipItemInLoadout(int team, int slot, uint64_t itemID) {
auto it =
std::find(g_vecAddedItemsIDs.begin(), g_vecAddedItemsIDs.end(), itemID);
if (it == g_vecAddedItemsIDs.end()) return;
CCSInventoryManager* pInventoryManager = CCSInventoryManager::GetInstance();
if (!pInventoryManager) return;
CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
if (!pInventory) return;
C_EconItemView* pItemViewToEquip = pInventory->GetItemViewForItem(*it);
if (!pItemViewToEquip) return;
C_EconItemView* pItemInLoadout = pInventory->GetItemInLoadout(team, slot);
if (!pItemInLoadout) return;
CEconItemDefinition* pItemInLoadoutStaticData = pItemInLoadout->GetStaticData();
if (!pItemInLoadoutStaticData)
return;
// Equip default item. If you would have bought Deagle and you previously
// had R8 equipped it will now give you a Deagle.
const uint64_t defaultItemID = (std::uint64_t(0xF) << 60) | pItemViewToEquip->m_iItemDefinitionIndex();
pInventoryManager->EquipItemInLoadout(team, slot, defaultItemID);
CEconItem* pItemInLoadoutSOCData = pItemInLoadout->GetSOCData(nullptr);
if (!pItemInLoadoutSOCData)
return;
CEconItemDefinition* toequipdata = pItemViewToEquip->GetStaticData();
if (!toequipdata)
return;
if (toequipdata->IsWeapon() && !toequipdata->IsKnife(false, pItemInLoadoutStaticData->m_pszItemTypeName) && !toequipdata->IsGlove(false, pItemInLoadoutStaticData->m_pszItemTypeName)) {
pInventory->SOUpdated(pInventory->GetOwner(), (CSharedObject*)pItemInLoadoutSOCData, eSOCacheEvent_Incremental);
return;
}
else if (toequipdata->IsGlove(false, pItemInLoadoutStaticData->m_pszItemTypeName)) {
const uint64_t steamID = pInventory->GetOwner().m_id;
CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalPlayerController) return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
if (!pLocalPawn) return;
if (pLocalPawn->GetHealth() <= 0)
return;
CCSPlayer_ViewModelServices* pViewModelServices = pLocalPawn->GetViewModelServices();
if (!pViewModelServices) return;
C_BaseViewModel* pViewModel = I::GameResourceService->pGameEntitySystem->Get<C_BaseViewModel>(pViewModelServices->m_hViewModel());
if (!pViewModel)
return;
// Create a struct to store glove information
addedGloves.itemId = pItemViewToEquip->m_iItemID();
addedGloves.itemHighId = pItemViewToEquip->m_iItemIDHigh();
addedGloves.itemLowId = pItemViewToEquip->m_iItemIDLow();
addedGloves.itemDefId = pItemViewToEquip->m_iItemDefinitionIndex();
C_EconItemView* pGloves = &pLocalPawn->m_EconGloves();
if (!pGloves)
return;
CEconItemDefinition* pGlovesDefinition = pGloves->GetStaticData();
if (!pGlovesDefinition)
return;
skin_changer::OnGlove(pInventory, pLocalPawn, pViewModel, pGloves, pGlovesDefinition);
pLocalPawn->m_bNeedToReApplyGloves() = true;
pInventory->SOUpdated(pInventory->GetOwner(), (CSharedObject*)pItemInLoadoutSOCData, eSOCacheEvent_Incremental);
return;
}
else if (toequipdata->IsKnife(false, pItemInLoadoutStaticData->m_pszItemTypeName)) {
pInventory->SOUpdated(pInventory->GetOwner(), (CSharedObject*)pItemInLoadoutSOCData, eSOCacheEvent_Incremental);
return;
}
}
void skin_changer::OnSetModel(C_BaseModelEntity* pEntity, const char*& model) {
// When you're lagging you may see the default knife for one second and this
// function fixes that.
if (!I::Engine->IsConnected() || !I::Engine->IsInGame())
return;
CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalPlayerController) return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
if (!pLocalPawn) return;
if (pLocalPawn->GetHealth() <= 0)
return;
if (!pEntity || !pEntity->IsViewModel()) return;
C_BaseViewModel* pViewModel = (C_BaseViewModel*)pEntity;
if (!pViewModel)
return;
CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
if (!pInventory) return;
const uint64_t steamID = pInventory->GetOwner().m_id;
C_CSWeaponBase* pWeapon = I::GameResourceService->pGameEntitySystem->Get<C_CSWeaponBase>(pViewModel->m_hWeapon());
if (!pWeapon) return;
if (!pWeapon || !pWeapon->IsWeapon() ||
pWeapon->GetOriginalOwnerXuid() != steamID)
return;
CAttributeManager* pAttributeContainer = &pWeapon->m_AttributeManager();
if (!pAttributeContainer) return;
C_EconItemView* pWeaponItemView = &pAttributeContainer->m_Item();
if (!pWeaponItemView) return;
CEconItemDefinition* pWeaponDefinition = pWeaponItemView->GetStaticData();
if (!pWeaponDefinition) return;
C_EconItemView* pWeaponInLoadoutItemView = pInventory->GetItemInLoadout(
pWeapon->m_iOriginalTeamNumber(), pWeaponDefinition->GetLoadoutSlot());
if (!pWeaponInLoadoutItemView) return;
// Check if skin is added by us.
auto it = std::find(g_vecAddedItemsIDs.cbegin(), g_vecAddedItemsIDs.cend(),
pWeaponInLoadoutItemView->m_iItemID());
if (it == g_vecAddedItemsIDs.cend()) return;
CEconItemDefinition* pWeaponInLoadoutDefinition =
pWeaponInLoadoutItemView->GetStaticData();
if (!pWeaponInLoadoutDefinition)// ||
return;
model = pWeaponInLoadoutDefinition->GetModelName();
}
void skin_changer::AddEconItemToList(CEconItem* pItem) {
g_vecAddedItemsIDs.emplace_back(pItem->m_ulID);
}
void skin_changer::Shutdown() {
CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
if (!pInventory) return;
for (uint64_t id : g_vecAddedItemsIDs) {
pInventory->RemoveEconItem(pInventory->GetSOCDataForItem(id));
}
}
void skin_changer::OnRoundReset(IGameEvent* pEvent) {
if (!pEvent || g_vecAddedItemsIDs.empty()) return;
const char* eventName = pEvent->GetName();
if (!eventName) return;
CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalPlayerController )
return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
if (!pLocalPawn) return;
}
void skin_changer::OnPreFireEvent(IGameEvent* pEvent) {
if (!pEvent) return;
const char* eventName = pEvent->GetName();
if (!eventName) return;
const auto pControllerWhoKilled = pEvent->get_player_controller("attacker");
if (pControllerWhoKilled == nullptr)
return;
const auto pControllerWhoDied = pEvent->get_player_controller("userid");
if (pControllerWhoDied == nullptr)
return;
if (pControllerWhoKilled->GetIdentity()->GetIndex() == pControllerWhoDied->GetIdentity()->GetIndex())
return;
CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalPlayerController || pControllerWhoKilled->GetIdentity()->GetIndex() != pLocalPlayerController->GetIdentity()->GetIndex())
return;
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
if (!pLocalPawn) return;
CPlayer_WeaponServices* pWeaponServices = pLocalPawn->GetWeaponServices();
if (!pWeaponServices) return;
C_CSWeaponBase* pActiveWeapon = pLocalPawn->ActiveWeapon();
if (!pActiveWeapon) return;
CAttributeManager* pAttributeContainer = &pActiveWeapon->m_AttributeManager();
if (!pAttributeContainer) return;
C_EconItemView* pWeaponItemView = &pAttributeContainer->m_Item();
if (!pWeaponItemView) return;
CEconItemDefinition* pWeaponDefinition = pWeaponItemView->GetStaticData();
if (!pWeaponDefinition || !pWeaponDefinition->IsKnife(true, pWeaponDefinition->m_pszItemTypeName)) return;
const std::string_view token_name = CS_XOR("weapon");
CUtlStringToken token(token_name.data());
pEvent->SetString(token, pWeaponDefinition->GetSimpleWeaponName());
}

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@@ -0,0 +1,41 @@
#pragma once
class IGameEvent;
class CEconItem;
class C_BaseModelEntity;
class CCSPlayerInventory;
class C_CSPlayerPawn;
class CEconItemDefinition;
class C_BaseViewModel;
class C_EconItemView;
namespace skin_changer {
enum material_magic_number : uint32_t
{
material_magic_number__gloves = 0xf143b82a,
material_magic_number__unknown1 = 0x1b52829c,
material_magic_number__unknown2 = 0xa6ebe9b9,
material_magic_number__unknown3 = 0x423b2ed4,
material_magic_number__unknown4 = 0xc8d7255e
};
struct material_record
{
uint32_t ui32_unknwonstatic;
material_magic_number identifer;
uint32_t ui32_handle;
uint32_t ui32_type_index;
};
void OnFrameStageNotify(int frameStage);
void OnGlove(CCSPlayerInventory* pInventory, C_CSPlayerPawn* pLocalPawn, C_BaseViewModel* pViewModel, C_EconItemView* GlovesItem, CEconItemDefinition* GlovesDefinition) ;
void OnPreFireEvent(IGameEvent* pEvent);
void OnRoundReset(IGameEvent* pEvent);
void OnEquipItemInLoadout(int team, int slot, uint64_t itemID);
void OnSetModel(C_BaseModelEntity* pEntity, const char*& model);
void AddEconItemToList(CEconItem* pItem);
void Shutdown();
} // namespace skin_changer

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@@ -0,0 +1,31 @@
#include "visuals.h"
// used: source sdk
#include "../sdk/interfaces/iengineclient.h"
#include "../sdk/entity.h"
// used: overlay
#include "visuals/overlay.h"
#include "visuals/chams.h"
#include "../core/sdk.h"
using namespace F;
bool F::VISUALS::Setup()
{
if (!ams::chams->initialize())
{
L_PRINT(LOG_ERROR) << CS_XOR("failed to initialize DrawObject chams | swapping to K3V");
return true;
}
L_PRINT(LOG_NONE) << L::SetColor(LOG_COLOR_FORE_GREEN | LOG_COLOR_FORE_INTENSITY) << CS_XOR("chams initialization completed");
return true;
}
bool F::VISUALS::OnDrawObject(void* pAnimatableSceneObjectDesc, void* pDx11, material_data_t* arrMeshDraw, int nDataCount, void* pSceneView, void* pSceneLayer, void* pUnk, void* pUnk2)
{
return ams::chams->draw_object(pAnimatableSceneObjectDesc, pDx11, arrMeshDraw, nDataCount, pSceneView, pSceneLayer, pUnk, pUnk2);
}

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#pragma once
class material_data_t;
namespace F::VISUALS
{
bool Setup();
void OnFrame(const int nStage);
bool OnDrawObject(void* pAnimatableSceneObjectDesc, void* pDx11, material_data_t* arrMeshDraw, int nDataCount, void* pSceneView, void* pSceneLayer, void* pUnk, void* pUnk2);
}

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@@ -0,0 +1,500 @@
#include "chams.h"
// used: game's interfaces
#include "../../core/interfaces.h"
#include "../../sdk/interfaces/imaterialsystem.h"
#include "../../sdk/interfaces/igameresourceservice.h"
#include "../../sdk/interfaces/cgameentitysystem.h"
#include "../../core/sdk.h"
#include "../../sdk/entity.h"
#include "../cstrike/sdk/datatypes/resourceutils.h"
#include "../cstrike/sdk/datatypes/buf/utlbuffer.h"
#include <iostream>
// used: original call in hooked function
#include "../../core/hooks.h"
// used: cheat variables
#include"../cstrike/sdk/interfaces/imaterialsystem.h"
#include "../../core/variables.h"
#include <stdexcept>
inline bool(CS_FASTCALL* fnLoadBuffer)(CUtlBuffer*) = nullptr;
// custom material
struct custom_material_data_t {
material2_t* m_material;
material2_t* m_material_z;
};
// material list.
enum material_list_t {
material_white,
material_default,
material_illum,
material_size
};
// array
static custom_material_data_t array_materials[material_size]; // material max
material2_t* create_material_glow2_visible(const char* m_name) {
const char szVmatBuffer[] = R"#(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "solidcolor.vfx"
F_SELF_ILLUM = 1
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
F_IGNOREZ = 0
F_DISABLE_Z_WRITE = 0
F_DISABLE_Z_BUFFERING = 0
g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tRoughness = resource:"materials/default/default_normal_tga_b3f4ec4c.vtex"
g_tMetalness = resource:"materials/default/default_normal_tga_b3f4ec4c.vtex"
g_tSelfIllumMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
TextureAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
g_tAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
g_vColorTint = [ 20.000000, 20.000000, 20.000000, 20.000000 ]
g_flSelfIllumScale = [ 5.000000, 5.000000, 5.000000, 5.000000 ]
g_flSelfIllumBrightness = [ 5.000000, 5.000000, 5.000000, 5.000000 ]
g_vSelfIllumTint = [ 10.000000, 10.000000, 10.000000, 10.000000 ]
} )#";
auto buffer = new unsigned char[0x100 + sizeof(CKeyValues3)];
CRT::MemorySet(buffer, 0, sizeof(buffer));
CKeyValues3* kv3 = (CKeyValues3*)(buffer + 0x100);
KV3IVD_t kv3ID;
kv3ID.szName = m_name;
kv3ID.unk0 = 0x469806E97412167C;
kv3ID.unk1 = 0xE73790B53EE6F2AF;
if (!MEM::load_key_value(kv3, nullptr, szVmatBuffer, &kv3ID, nullptr))
throw;
material2_t** custom_material;
MEM::fnCreateMaterial(nullptr, &custom_material, m_name, kv3, 0, 1);
return *custom_material;
}
material2_t* create_material_glow2_invisible(const char* m_name) {
const char szVmatBuffer[] = R"#(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "solidcolor.vfx"
F_SELF_ILLUM = 1
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
F_IGNOREZ = 1
F_DISABLE_Z_WRITE = 1
F_DISABLE_Z_BUFFERING = 1
g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tRoughness = resource:"materials/default/default_normal_tga_b3f4ec4c.vtex"
g_tMetalness = resource:"materials/default/default_normal_tga_b3f4ec4c.vtex"
g_tSelfIllumMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
TextureAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
g_tAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
g_vColorTint = [ 20.000000, 20.000000, 20.000000, 20.000000 ]
g_flSelfIllumScale = [ 5.000000, 5.000000, 5.000000, 5.000000 ]
g_flSelfIllumBrightness = [ 5.000000, 5.000000, 5.000000, 5.000000 ]
g_vSelfIllumTint = [ 10.000000, 10.000000, 10.000000, 10.000000 ]
} )#";
auto buffer = new unsigned char[0x100 + sizeof(CKeyValues3)];
CRT::MemorySet(buffer, 0, sizeof(buffer));
CKeyValues3* kv3 = (CKeyValues3*)(buffer + 0x100);
KV3IVD_t kv3ID;
kv3ID.szName = m_name;
kv3ID.unk0 = 0x469806E97412167C;
kv3ID.unk1 = 0xE73790B53EE6F2AF;
if (!MEM::load_key_value(kv3, nullptr, szVmatBuffer, &kv3ID, nullptr))
throw;
material2_t** custom_material;
MEM::fnCreateMaterial(nullptr, &custom_material, m_name, kv3, 0, 1);
return *custom_material;
}
material2_t* create_material_default_visible(const char* m_name) {
const char szVmatBuffer[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "csgo_complex.vfx"
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
g_vColorTint = [1, 1, 1, 1]
TextureAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tTintMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
})";
auto buffer = new unsigned char[0x100 + sizeof(CKeyValues3)];
CRT::MemorySet(buffer, 0, sizeof(buffer));
CKeyValues3* kv3 = (CKeyValues3*)(buffer + 0x100);
KV3IVD_t kv3ID;
kv3ID.szName = m_name;
kv3ID.unk0 = 0x469806E97412167C;
kv3ID.unk1 = 0xE73790B53EE6F2AF;
if (!MEM::load_key_value(kv3, nullptr, szVmatBuffer, &kv3ID, nullptr))
throw;
material2_t** custom_material;
MEM::fnCreateMaterial(nullptr, &custom_material, m_name, kv3, 0, 1);
return *custom_material;
}
material2_t* create_material_default_invisible(const char* m_name) {
const char szVmatBuffer[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "csgo_complex.vfx"
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
F_DISABLE_Z_BUFFERING = 1
g_vColorTint = [1, 1, 1, 1]
TextureAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tTintMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
})";
auto buffer = new unsigned char[0x100 + sizeof(CKeyValues3)];
CRT::MemorySet(buffer, 0, sizeof(buffer));
CKeyValues3* kv3 = (CKeyValues3*)(buffer + 0x100);
KV3IVD_t kv3ID;
kv3ID.szName = m_name;
kv3ID.unk0 = 0x469806E97412167C;
kv3ID.unk1 = 0xE73790B53EE6F2AF;
if (!MEM::load_key_value(kv3, nullptr, szVmatBuffer, &kv3ID, nullptr))
throw;
material2_t** custom_material;
MEM::fnCreateMaterial(nullptr, &custom_material, m_name, kv3, 0, 1);
return *custom_material;
}
material2_t* create_material_flat_visible(const char* m_name) {
const char szVmatBuffer[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "csgo_unlitgeneric.vfx"
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
F_BLEND_MODE = 1
g_vColorTint = [1, 1, 1, 1]
TextureAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tTintMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
})";
auto buffer = new unsigned char[0x100 + sizeof(CKeyValues3)];
CRT::MemorySet(buffer, 0, sizeof(buffer));
CKeyValues3* kv3 = (CKeyValues3*)(buffer + 0x100);
KV3IVD_t kv3ID;
kv3ID.szName = m_name;
kv3ID.unk0 = 0x469806E97412167C;
kv3ID.unk1 = 0xE73790B53EE6F2AF;
if (!MEM::load_key_value(kv3, nullptr, szVmatBuffer, &kv3ID, nullptr))
throw;
material2_t** custom_material;
MEM::fnCreateMaterial(nullptr, &custom_material, m_name, kv3, 0, 1);
return *custom_material;
}
material2_t* create_material_flat_invisible(const char* m_name) {
const char szVmatBuffer[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "csgo_unlitgeneric.vfx"
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
F_BLEND_MODE = 1
F_DISABLE_Z_BUFFERING = 1
g_vColorTint = [1, 1, 1, 1]
TextureAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tTintMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
})";
auto buffer = new unsigned char[0x100 + sizeof(CKeyValues3)];
CRT::MemorySet(buffer, 0, sizeof(buffer));
CKeyValues3* kv3 = (CKeyValues3*)(buffer + 0x100);
KV3IVD_t kv3ID;
kv3ID.szName = m_name;
kv3ID.unk0 = 0x469806E97412167C;
kv3ID.unk1 = 0xE73790B53EE6F2AF;
if (!MEM::load_key_value(kv3, nullptr, szVmatBuffer, &kv3ID, nullptr))
throw;
material2_t** custom_material;
MEM::fnCreateMaterial(nullptr, &custom_material, m_name, kv3, 0, 1);
return *custom_material;
}
material2_t* create_material_illum_visible(const char* m_name) {
const char szVmatBuffer[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "csgo_complex.vfx"
g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tSelfIllumMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
TextureAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
g_tAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
g_vColorTint = [ 20.000000, 20.000000, 20.000000, 20.000000 ]
g_flSelfIllumScale = [ 5.000000, 5.000000, 5.000000, 5.000000 ]
g_flSelfIllumBrightness = [ 5.000000, 5.000000, 5.000000, 5.000000 ]
g_vSelfIllumTint = [ 10.000000, 10.000000, 10.000000, 10.000000 ]
F_SELF_ILLUM = 1
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
})";
auto buffer = new unsigned char[0x100 + sizeof(CKeyValues3)];
CRT::MemorySet(buffer, 0, sizeof(buffer));
CKeyValues3* kv3 = (CKeyValues3*)(buffer + 0x100);
KV3IVD_t kv3ID;
kv3ID.szName = m_name;
kv3ID.unk0 = 0x469806E97412167C;
kv3ID.unk1 = 0xE73790B53EE6F2AF;
if (!MEM::load_key_value(kv3, nullptr, szVmatBuffer, &kv3ID, nullptr))
throw;
material2_t** custom_material;
MEM::fnCreateMaterial(nullptr, &custom_material, m_name, kv3, 0, 1);
return *custom_material;
}
material2_t* create_material_illum_invisible(const char* m_name) {
const char szVmatBuffer[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
shader = "csgo_complex.vfx"
g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
g_tSelfIllumMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
TextureAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
g_tAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
g_vColorTint = [ 20.000000, 20.000000, 20.000000, 20.000000 ]
g_flSelfIllumScale = [ 5.000000, 5.000000, 5.000000, 5.000000 ]
g_flSelfIllumBrightness = [ 5.000000, 5.000000, 5.000000, 5.000000 ]
g_vSelfIllumTint = [ 10.000000, 10.000000, 10.000000, 10.000000 ]
F_SELF_ILLUM = 1
F_PAINT_VERTEX_COLORS = 1
F_TRANSLUCENT = 1
F_DISABLE_Z_BUFFERING = 1
})";
auto buffer = new unsigned char[0x100 + sizeof(CKeyValues3)];
CRT::MemorySet(buffer, 0, sizeof(buffer));
CKeyValues3* kv3 = (CKeyValues3*)(buffer + 0x100);
KV3IVD_t kv3ID;
kv3ID.szName = m_name;
kv3ID.unk0 = 0x469806E97412167C;
kv3ID.unk1 = 0xE73790B53EE6F2AF;
if (!MEM::load_key_value(kv3, nullptr, szVmatBuffer, &kv3ID, nullptr))
throw;
material2_t** custom_material;
MEM::fnCreateMaterial(nullptr, &custom_material, m_name, kv3, 0, 1);
return *custom_material;
}
// other functions.
bool ams::chams_t::initialize() {
// first we have to check if this shit is alr initialized
if (this->m_initialized) {
return this->m_initialized;
}
// only initialize this for moment, later we're gonna init more
array_materials[material_list_t::material_white] = custom_material_data_t{
.m_material = CreateMaterial(CS_XOR("primary_white"), CS_XOR("materials/dev/primary_white.vmat"), CS_XOR("csgo_unlitgeneric.vfx"), true, true, false),
.m_material_z = CreateMaterial(CS_XOR("primary_white_invisible"), CS_XOR("materials/dev/primary_white.vmat"), CS_XOR("csgo_unlitgeneric.vfx"), true, true, true)
};
array_materials[material_list_t::material_default] = custom_material_data_t{
.m_material = CreateMaterial(CS_XOR("primary_white"), CS_XOR("materials/dev/primary_white.vmat"), CS_XOR("csgo_unlitgeneric.vfx"), true, true, false),
.m_material_z = CreateMaterial(CS_XOR("primary_white_invisible"), CS_XOR("materials/dev/primary_white.vmat"), CS_XOR("csgo_unlitgeneric.vfx"), true, true, true)
};
array_materials[material_list_t::material_illum] = custom_material_data_t{
.m_material = CreateMaterial(CS_XOR("primary_white"), CS_XOR("materials/dev/primary_white.vmat"), CS_XOR("csgo_unlitgeneric.vfx"), true, true, false),
.m_material_z = CreateMaterial(CS_XOR("primary_white_invisible"), CS_XOR("materials/dev/primary_white.vmat"), CS_XOR("csgo_unlitgeneric.vfx"), true, true, true)
};
// we initialized by now
this->m_initialized = true;
// iterate.
for (auto& [m_visible, m_invisible] : array_materials) {
if (m_visible == nullptr || m_invisible == nullptr)
this->m_initialized = false;
}
// finish and return value
return this->m_initialized;
}
void ams::chams_t::destroy() {
// nothing to destroy boss
}
bool ams::chams_t::draw_object(void* animatable_object, void* dx11, material_data_t* arr_material_data, int data_count,
void* scene_view, void* scene_layer, void* unk1, void* unk2) {
// check if we initialized.
if (!this->m_initialized) {
return false;
}
if (!C_GET(bool, Vars.bVisualChams))
{
return false;
}
if (!SDK::LocalPawn)
return false;
// no chams enable.
// return false
// no data on material
if (arr_material_data == nullptr) {
return false;
}
// no data on scene object.
if (arr_material_data->m_scene_animable == nullptr) {
return false;
}
// owner.
CBaseHandle m_owner = arr_material_data->m_scene_animable->m_owner;
// get entity.
auto m_entity = I::GameResourceService->pGameEntitySystem ->Get< C_BaseEntity >(m_owner);
if (m_entity == nullptr) {
return false;
}
// schema info
SchemaClassInfoData_t* m_class_info;
m_entity->GetSchemaClassInfo(&m_class_info);
if (m_class_info == nullptr) {
return false;
}
// compare string.
if (CRT::StringCompare(m_class_info->szName, CS_XOR("C_CSPlayerPawn")) != 0)
return false;
// get pawn.
auto m_pawn = I::GameResourceService->pGameEntitySystem->Get< C_CSPlayerPawn>(m_owner);
if (m_pawn == nullptr) {
return false;
}
// other entity
if (!m_pawn->IsOtherEnemy(SDK::LocalPawn)) {
return false;
}
// it is alive
if (m_pawn->GetHealth() <= 0) {
return false;
}
// we passed to everythign.
// please render material.
return this->override_material(animatable_object, dx11, arr_material_data, data_count,
scene_view, scene_layer, unk1, unk2);
}
material2_t* ams::chams_t::CreateMaterial(const char* szName, const char* szMaterialVMAT, const char* szShaderType, bool bBlendMode, bool bTranslucent, bool bDisableZBuffering)
{
material_data_t* pData = reinterpret_cast<material_data_t*>(static_cast<std::byte*>(MEM_STACKALLOC(0x200)) + 0x50);
material2_t** pMatPrototype;
I::MaterialSystem2->find_or_create_from_resource(&pMatPrototype, szMaterialVMAT);
if (pMatPrototype == nullptr)
return nullptr;
// @note: SetCreateDataByMaterial failed on release build idk why
#ifdef _DEBUG
I::MaterialSystem2->set_create_data_by_material(pData, &pMatPrototype);
pData->set_shader_type(szShaderType);
pData->set_material_function(CS_XOR("F_DISABLE_Z_BUFFERING"), bDisableZBuffering ? 1 : 0);
pData->set_material_function(CS_XOR("F_BLEND_MODE"), bBlendMode ? 1 : 0);
pData->set_material_function(CS_XOR("F_TRANSLUCENT"), bTranslucent ? 1 : 0);
material2_t** pMaterial;
I::MaterialSystem2->create_material(&pMaterial, szName, pData);
return *pMaterial;
#endif
return *pMatPrototype;
}
bool ams::chams_t::override_material(void* animatable_object, void* dx11, material_data_t* arr_material_data, int data_count,
void* scene_view, void* scene_layer, void* unk1, void* unk2) {
const auto original = H::hkDrawObject.GetOriginal();
const custom_material_data_t customMaterial = array_materials[C_GET(int, Vars.nVisualChamMaterial)];
if (C_GET(bool, Vars.bVisualChamsIgnoreZ))
{
arr_material_data->m_material = customMaterial.m_material_z;
arr_material_data->m_color = C_GET(ColorPickerVar_t, Vars.colVisualChamsIgnoreZ).colValue;
I::MaterialSystem2->set_color(arr_material_data, C_GET(ColorPickerVar_t, Vars.colVisualChamsIgnoreZ).colValue);
original(animatable_object, dx11, arr_material_data, data_count, scene_view, scene_layer, unk1, unk2);
}
arr_material_data->m_material = customMaterial.m_material;
arr_material_data->m_color = C_GET(ColorPickerVar_t, Vars.colVisualChams).colValue;
I::MaterialSystem2->set_color(arr_material_data, C_GET(ColorPickerVar_t, Vars.colVisualChams).colValue);
original(animatable_object, dx11, arr_material_data, data_count, scene_view, scene_layer, unk1, unk2);
return true;
}

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#pragma once
#pragma once
#include "../../common.h"
#include <memory>
#include "../cstrike/sdk/datatypes/stronghandle.hpp"
#pragma once
class material_data_t;
class material2_t;
namespace ams {
class chams_t {
public:
bool initialize();
void destroy();
public:
bool draw_object(void* animatable_object, void* dx11, material_data_t* arr_material_data, int data_count,
void* scene_view, void* scene_layer, void* unk1, void* unk2);
bool override_material(void* animatable_object, void* dx11, material_data_t* arr_material_data, int data_count,
void* scene_view, void* scene_layer, void* unk1, void* unk2);
public:
material2_t* CreateMaterial(const char* szName, const char* szMaterialVMAT, const char* szShaderType, bool bBlendMode, bool bTranslucent, bool bDisableZBuffering);
material2_t* create_material(const char* m_name, const char* material_vmat, const char* shader_type, bool blend_mode,
bool transfluscent, bool disable_buffering);
private:
bool m_initialized = false;
};
const auto chams = std::make_unique<chams_t>();
}

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#pragma once
#include "../../common.h"
// used: draw system
#include "../../utilities/draw.h"
#include "../../sdk/datatypes/vector.h"
#include "../../sdk/datatypes/transform.h"
class CCSPlayerController;
class C_BaseEntity;
class C_CSPlayerPawn;
class CBaseHandle;
class CEntityInstance;
namespace F::VISUALS::OVERLAY
{
enum EAlignSide : std::uint8_t
{
SIDE_LEFT = 0U,
SIDE_TOP,
SIDE_RIGHT,
SIDE_BOTTOM,
SIDE_MAX
};
enum EAlignDirection : std::uint8_t
{
DIR_LEFT = 0U,
DIR_TOP,
DIR_RIGHT,
DIR_BOTTOM,
DIR_MAX = 4U // @todo: rework stuff based on this cuz one component can have only 3 possible directions at same time. vertical side: left & right + top | bottom, horizontal side: top & bottom + left | right
};
class CBaseComponent
{
public:
[[nodiscard]] virtual ImVec2 GetBasePosition(const ImVec4& box) const;
[[nodiscard]] virtual bool IsDirectional() const
{
return false;
}
virtual void Render(ImDrawList* pDrawList, const ImVec2& vecPosition) = 0;
EAlignSide nSide = SIDE_TOP;
ImVec2 vecOffset = {};
ImVec2 vecSize = {};
};
class CBaseDirectionalComponent : public CBaseComponent
{
public:
[[nodiscard]] ImVec2 GetBasePosition(const ImVec4& box) const final;
[[nodiscard]] bool IsDirectional() const final
{
return true;
}
EAlignDirection nDirection = DIR_TOP;
};
class CBarComponent : public CBaseComponent
{
public:
CBarComponent(const bool bIsMenuItem, const EAlignSide nAlignSide, const ImVec4& vecBox, const float max_limit, const float flProgressFactor, const std::size_t uOverlayVarIndex, const float alphaMultiplier = 1.f);
void Render(ImDrawList* pDrawList, const ImVec2& vecPosition) final;
private:
bool bIsMenuItem = false;
float alphaMultiplier = 1.f;
// bar progress
float flProgressFactor = 0.0f;
//maxlimit
float max_limit = 0.0f;
std::string value_sz;
int value;
// hovered state for context menu
bool bIsHovered = false;
// config variables
std::size_t uOverlayVarIndex = 0ULL;
};
class CTextComponent : public CBaseDirectionalComponent
{
public:
CTextComponent(const bool bIsMenuItem, const bool bIcon, const EAlignSide nAlignSide, const EAlignDirection nAlignDirection, const ImFont* pFont, const char* szText, const std::size_t uOverlayVarIndex, const float alphaM = 1.f);
~CTextComponent();
void Render(ImDrawList* pDrawList, const ImVec2& vecPosition) final;
private:
float alphaMultiplier = 1.f;
bool bIsMenuItem = false;
bool bIcon = false;
// font & text for displaying
const ImFont* pFont = nullptr;
char* szText = nullptr;
// hovered state for context menu
bool bIsHovered = false;
// config variables
std::size_t uOverlayVarIndex = 0ULL;
};
/*
* overlay component auto-positioning system
* @note: was designed to support the reordering of components that can be implemented with minimal effort
*
* currently supported next sides and sub-directions:
*
* DIR_TOP
* ^
* |
* DIR_LEFT <-o-> DIR_RIGHT
* DIR_LEFT <-o *---------* o-> DIR_RIGHT
* | | | |
* v | | v
* DIR_BOTTOM | | DIR_BOTTOM
* | |
* DIR_TOP | | DIR_TOP
* ^ | | ^
* | | | |
* o *---------* o
* DIR_LEFT <-o-> DIR_RIGHT
* |
* v
* DIR_BOTTOM
*/
struct Context_t
{
/* @section: special case components */
/// add the box component to overlay
/// @remarks: current implementation expects this to be first component, it's an immediate rendering component
/// @return: if the box component is hovered
bool AddBoxComponent(ImDrawList* pDrawList, const ImVec4& vecBox, const int nType, float flThickness, float flRounding, const Color_t& colPrimary, const Color_t& colOutline , const float alpha = 1.f);
/// add the frame component to overlay
/// @remarks: current implementation expects this to be added after components that should be inside it, it's an immediate rendering component
/// @returns: size constraints of the added frame
ImVec4 AddFrameComponent(ImDrawList* pDrawList, const ImVec2& vecScreen, const EAlignSide nSide, const Color_t& colBackground, const float flRounding, const ImDrawFlags nRoundingCorners);
/* @section: common components */
/// add new component to overlay
/// @param[in] pComponent pointer to the one of supported component types
void AddComponent(CBaseComponent* pComponent);
/* @section: get */
/// @returns: size of the all directional components currently assigned to @a'nSide'
[[nodiscard]] ImVec2 GetTotalDirectionalSize(const EAlignSide nSide) const;
// calculate final position of components and render them
void Render(ImDrawList* pDrawList, const ImVec4& vecBox) const;
private:
// storage of all components
std::vector<CBaseComponent*> vecComponents = {};
// additional spacing between components
float flComponentSpacing = 1.0f;
// summary padding of all align sides
float arrSidePaddings[SIDE_MAX] = {};
// summary padding for all align directions of all align sides
float arrSideDirectionPaddings[SIDE_MAX][DIR_MAX] = {};
};
/* @section: callbacks */
void OnFrameStageNotify(CCSPlayerController* pLocalController);
/* @section: main */
// draw box, bars, text infos, etc at player position
void Render();
void CalculateBoundingBoxes();
void CalculateSkeleton(Context_t ctx, CCSPlayerController* pPlayerController, C_CSPlayerPawn* pPlayer, const ImVec4& out);
void OnPlayer(CCSPlayerController* pEntity, const ImVec4& out);
bool IsValid(CCSPlayerController* pEntity);
}