This commit is contained in:
Oscar
2025-07-25 22:49:56 +03:00
parent 03af6d458c
commit 860be9ac4c
470 changed files with 308020 additions and 436 deletions

View File

@@ -2,149 +2,138 @@
#include <cstdint>
#include "../../../templeware/utils/math/vector/vector.h"
#pragma pack(push, 1)
// --- Протобуферные структуры для сабтиков (CS2) ---
struct CCmdQAnglePB {
QAngle_t angValue;
};
struct CCmdVectorPB {
Vector4D_t vecValue;
};
struct CBasePB_CS2 {
void* vtable;
uint32_t nHasBits;
uint64_t nCachedBits;
};
struct CInButtonStatePB_CS2 : CBasePB_CS2 {
uint64_t nValue;
uint64_t nValueChanged;
uint64_t nValueScroll;
};
struct CSubtickMoveStepPB_CS2 : CBasePB_CS2 {
uint64_t nButton;
bool bPressed;
float flWhen;
float flAnalogForwardDelta;
float flAnalogLeftDelta;
};
struct CCSGOInterpolationInfoPB_CS2 : CBasePB_CS2 {
float flFraction;
int nSrcTick;
int nDstTick;
};
struct CMsgQAnglePB_CS2 { QAngle_t angValue; };
struct CMsgVectorPB_CS2 { Vector4D_t vecValue; };
struct CCSGOInputHistoryEntryPB_CS2 {
CMsgQAnglePB_CS2* pViewAngles;
CMsgVectorPB_CS2* pShootPosition;
CMsgVectorPB_CS2* pTargetHeadPositionCheck;
CMsgVectorPB_CS2* pTargetAbsPositionCheck;
CMsgQAnglePB_CS2* pTargetAngPositionCheck;
CCSGOInterpolationInfoPB_CS2* cl_interp;
CCSGOInterpolationInfoPB_CS2* sv_interp0;
CCSGOInterpolationInfoPB_CS2* sv_interp1;
CCSGOInterpolationInfoPB_CS2* player_interp;
int nRenderTickCount;
float flRenderTickFraction;
int nPlayerTickCount;
float flPlayerTickFraction;
int nFrameNumber;
int nTargetEntIndex;
};
#define MEM_PAD(size) char _pad##__LINE__[size]
template <typename T>
struct RepeatedPtrFieldPB_CS2 {
struct RepeatedPtrField_t {
struct Rep_t {
int nAllocatedSize;
T* tElements[128];
T* tElements[(std::numeric_limits<int>::max() - 2 * sizeof(int)) / sizeof(void*)];
};
void* pArena; // 0x0 (8 байт)
int nCurrentSize; // 0x8 (4 байта)
int nTotalSize; // 0xC (4 байта)
Rep_t* pRep; // 0x10 (8 байт)
// 0x18
void* pArena;
int nCurrentSize;
int nTotalSize;
Rep_t* pRep;
};
static_assert(sizeof(RepeatedPtrFieldPB_CS2<int>) == 0x18, "RepeatedPtrFieldPB_CS2 size mismatch!");
struct CBaseUserCmdPB_CS2 {
RepeatedPtrFieldPB_CS2<int> subtickMovesField; // 0x0 (0x18)
void* strMoveCrc; // 0x18
void* pInButtonState; // 0x20
CMsgQAnglePB_CS2* pViewAngles; // 0x28
int32_t nLegacyCommandNumber; // 0x30
int32_t nClientTick; // 0x34
float flForwardMove; // 0x38
float flSideMove; // 0x3C
float flUpMove; // 0x40
int32_t nImpulse; // 0x44
int32_t nWeaponSelect; // 0x48
int32_t nRandomSeed; // 0x4C
int32_t nMousedX; // 0x50
int32_t nMousedY; // 0x54
uint32_t nConsumedServerAngleChanges; // 0x58
int32_t nCmdFlags; // 0x5C
uint32_t nPawnEntityHandle; // 0x60
char pad[0x80 - 0x64]; // паддинг до 0x80
class CBasePB {
public:
MEM_PAD(0x8); // 0x0 VTABLE
std::uint32_t nHasBits; // 0x8
std::uint64_t nCachedBits; // 0xC
void SetBits(std::uint64_t nBits) { nCachedBits |= nBits; }
};
static_assert(sizeof(CBaseUserCmdPB_CS2) == 0x80, "CBaseUserCmdPB_CS2 size mismatch!");
static_assert(sizeof(CBasePB) == 0x18);
struct CCSGOUserCmdPB_CS2 {
uint32_t nHasBits; // 0x0
uint64_t nCachedSize; // 0x8
RepeatedPtrFieldPB_CS2<CCSGOInputHistoryEntryPB_CS2> inputHistoryField; // 0x10 (0x18)
CBaseUserCmdPB_CS2* pBaseCmd; // 0x28
bool bLeftHandDesired; // 0x30
char pad1[3]; // 0x31-0x33
int32_t nAttack3StartHistoryIndex; // 0x34
int32_t nAttack1StartHistoryIndex; // 0x38
int32_t nAttack2StartHistoryIndex; // 0x3C
char pad2[4]; // 0x40-0x43 (чтобы размер стал 0x40)
class CMsgQAngle : public CBasePB {
public:
QAngle_t angValue; // 0x18
};
static_assert(sizeof(CCSGOUserCmdPB_CS2) == 0x40, "CCSGOUserCmdPB_CS2 size mismatch!");
static_assert(sizeof(CMsgQAngle) == 0x28);
struct CInButtonState_CS2 {
void* vtable; // 0x0
uint64_t nValue; // 0x8
uint64_t nValueChanged; // 0x10
uint64_t nValueScroll; // 0x18
class CMsgVector : public CBasePB {
public:
Vector_t vecValue; // 0x18
};
static_assert(sizeof(CInButtonState_CS2) == 0x20, "CInButtonState_CS2 size mismatch!");
static_assert(sizeof(CMsgVector) == 0x28);
class CCSGOInterpolationInfoPB : public CBasePB {
public:
float flFraction; // 0x18
int nSrcTick; // 0x1C
int nDstTick; // 0x20
};
static_assert(sizeof(CCSGOInterpolationInfoPB) == 0x28);
class CCSGOInputHistoryEntryPB : public CBasePB {
public:
CMsgQAngle* pViewAngles; // 0x18
CMsgVector* pShootPosition; // 0x20
CMsgVector* pTargetHeadPositionCheck; // 0x28
CMsgVector* pTargetAbsPositionCheck; // 0x30
CMsgQAngle* pTargetAngPositionCheck; // 0x38
CCSGOInterpolationInfoPB* cl_interp; // 0x40
CCSGOInterpolationInfoPB* sv_interp0; // 0x48
CCSGOInterpolationInfoPB* sv_interp1; // 0x50
CCSGOInterpolationInfoPB* player_interp; // 0x58
int nRenderTickCount; // 0x60
float flRenderTickFraction; // 0x64
int nPlayerTickCount; // 0x68
float flPlayerTickFraction; // 0x6C
int nFrameNumber; // 0x70
int nTargetEntIndex; // 0x74
};
static_assert(sizeof(CCSGOInputHistoryEntryPB) == 0x78);
struct CInButtonState {
MEM_PAD(0x8); // 0x0 VTABLE
std::uint64_t nValue; // 0x8
std::uint64_t nValueChanged; // 0x10
std::uint64_t nValueScroll; // 0x18
};
static_assert(sizeof(CInButtonState) == 0x20);
class CBaseUserCmdPB : public CBasePB {
public:
RepeatedPtrField_t<void*> subtickMovesField;
std::string* strMoveCrc;
CInButtonState* pInButtonState; // 0x20
CMsgQAngle* pViewAngles; // 0x28
std::int32_t nLegacyCommandNumber;
std::int32_t nClientTick;
float flForwardMove;
float flSideMove;
float flUpMove;
std::int32_t nImpulse;
std::int32_t nWeaponSelect;
std::int32_t nRandomSeed;
std::int32_t nMousedX;
std::int32_t nMousedY;
std::uint32_t nConsumedServerAngleChanges;
std::int32_t nCmdFlags;
std::uint32_t nPawnEntityHandle;
};
static_assert(sizeof(CBaseUserCmdPB) == 0x80);
class CCSGOUserCmdPB {
public:
std::uint32_t nHasBits;
std::uint64_t nCachedSize;
RepeatedPtrField_t<CCSGOInputHistoryEntryPB> inputHistoryField;
CBaseUserCmdPB* pBaseCmd;
bool bLeftHandDesired;
std::int32_t nAttack3StartHistoryIndex;
std::int32_t nAttack1StartHistoryIndex;
std::int32_t nAttack2StartHistoryIndex;
void CheckAndSetBits(std::uint32_t nBits) {
if (!(nHasBits & nBits))
nHasBits |= nBits;
}
};
static_assert(sizeof(CCSGOUserCmdPB) == 0x40);
class CUserCmd {
public:
char pad_0x00[0x8]; // 0x0
char pad_0x08[0x10]; // 0x8
CCSGOUserCmdPB_CS2 csgoUserCmd; // 0x18
CInButtonState_CS2 nButtons; // 0x58
char pad_0x78[0x20]; // 0x78
MEM_PAD(0x8); // 0x0 VTABLE
MEM_PAD(0x10); // 0x8
CCSGOUserCmdPB csgoUserCmd; // 0x18
CInButtonState nButtons; // 0x58
MEM_PAD(0x20); // 0x78
CCSGOInputHistoryEntryPB_CS2* GetInputHistoryEntry(int nIndex) {
if (!csgoUserCmd.inputHistoryField.pRep) return nullptr;
if (nIndex < 0 || nIndex >= csgoUserCmd.inputHistoryField.nCurrentSize) return nullptr;
CCSGOInputHistoryEntryPB* GetInputHistoryEntry(int nIndex) {
if (nIndex >= csgoUserCmd.inputHistoryField.pRep->nAllocatedSize || nIndex >= csgoUserCmd.inputHistoryField.nCurrentSize)
return nullptr;
return csgoUserCmd.inputHistoryField.pRep->tElements[nIndex];
}
void SetSubTickAngle(const QAngle_t& angView) {
if (!csgoUserCmd.inputHistoryField.pRep) return;
for (int i = 0; i < csgoUserCmd.inputHistoryField.nCurrentSize; ++i) {
CCSGOInputHistoryEntryPB_CS2* pInputEntry = GetInputHistoryEntry(i);
if (!pInputEntry || !pInputEntry->pViewAngles) continue;
for (int i = 0; i < this->csgoUserCmd.inputHistoryField.pRep->nAllocatedSize; i++) {
CCSGOInputHistoryEntryPB* pInputEntry = this->GetInputHistoryEntry(i);
if (!pInputEntry || !pInputEntry->pViewAngles)
continue;
pInputEntry->pViewAngles->angValue = angView;
pInputEntry->SetBits(0x1U); // INPUT_HISTORY_BITS_VIEWANGLES
}
}
};
static_assert(sizeof(CUserCmd) == 0x98, "CUserCmd size mismatch! Проверь паддинг и порядок полей.");
// static_assert(sizeof(CUserCmd) == 0x98, "CUserCmd size mismatch! Проверь паддинг и порядок полей.");
// Для overlay/hud:
// extern size_t g_szCBaseUserCmdPB_CS2;
// extern size_t g_szRepeatedPtrFieldPB_CS2;
static_assert(sizeof(CUserCmd) == 0x98);

View File

@@ -398,328 +398,210 @@ void Aimbot() {
}
void Ver2Aimbot(CUserCmd* pCmd) {
// --- Silent Aim: чистая и безопасная реализация ---
if (!Config::silent_aim || !pCmd) return;
static C_CSPlayerPawn* lockedTarget = nullptr;
static bool prevSilentState = false;
static QAngle_t last_punch_angle = { 0,0,0 };
static int shotCount = 0;
static bool targetWasLost = false;
static bool targetWasLockedThisPress = false;
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0) return;
Vector_t lep = GetEntityEyePos(lp);
// Получаем viewangles только из CUserCmd!
QAngle_t* cur = nullptr;
if (pCmd->csgoUserCmd.pBaseCmd && pCmd->csgoUserCmd.pBaseCmd->pViewAngles) {
cur = &pCmd->csgoUserCmd.pBaseCmd->pViewAngles->angValue;
}
if (!cur) return;
// --- Кнопка активации ---
bool silentActive = Config::always_on_silent_aim ? true : (GetAsyncKeyState(Config::silent_aim_key) & 0x8000);
if (Config::silent_shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
silentActive = true;
}
int shotsFired = lp ? lp->getShotsFired() : 0;
shotCount = shotsFired;
// --- Сброс флагов при новом нажатии ---
if (silentActive && !prevSilentState) {
targetWasLost = false;
targetWasLockedThisPress = false;
}
// --- Поиск цели ---
if (silentActive && !lockedTarget) {
if (Config::silent_rage || (!targetWasLost && !targetWasLockedThisPress)) {
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
float bestFov = Config::silent_aim_fov;
C_CSPlayerPawn* bestTarget = nullptr;
QAngle_t bestAngle = { 0, 0, 0 };
for (int i = 1; i <= nMaxHighestEntity; i++) {
auto Entity = I::GameEntity->Instance->Get(i);
if (!Entity) continue;
if (!Entity->handle().valid()) continue;
SchemaClassInfoData_t* _class = nullptr;
Entity->dump_class_info(&_class);
if (!_class) continue;
const uint32_t hash = HASH(_class->szName);
if (hash == HASH("C_CSPlayerPawn")) {
C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
if (!pawn) continue;
if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) continue;
if (pawn->getHealth() <= 0) continue;
if (Config::team_check && pawn->getTeam() == lp->getTeam()) continue;
// --- Выбор кости для silent aim ---
Vector_t target_pos;
switch (Config::silent_aim_bone) {
case Config::BONE_HEAD:
target_pos = GetBonePosition(pawn, BONE_INDEX_HEAD); break;
case Config::BONE_NECK:
target_pos = GetBonePosition(pawn, BONE_INDEX_NECK); break;
case Config::BONE_BODY:
target_pos = GetBonePosition(pawn, BONE_INDEX_BODY); break;
case Config::BONE_NEAREST:
default:
target_pos = GetAimbotTargetPos(pawn, lep, *cur); break;
}
QAngle_t angle = CalcAngles(target_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
float fov = GetFov(*cur, angle);
if (!std::isfinite(fov) || fov > bestFov) continue;
bestFov = fov;
bestTarget = pawn;
bestAngle = angle;
}
}
lockedTarget = bestTarget;
last_punch_angle = { 0,0,0 };
if (!Config::silent_rage && lockedTarget) targetWasLockedThisPress = true;
if (!Config::silent_rage && !lockedTarget) targetWasLost = true;
}
}
// --- Сброс при отпускании кнопки ---
if (!silentActive) {
lockedTarget = nullptr;
last_punch_angle = { 0,0,0 };
targetWasLost = false;
targetWasLockedThisPress = false;
}
// --- Наведение на цель ---
if (silentActive && lockedTarget) {
// Проверка валидности цели
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0 ||
lockedTarget->get_entity_by_handle() == lp->get_entity_by_handle() ||
lockedTarget->getHealth() <= 0 ||
!lockedTarget->handle().valid() ||
(Config::team_check && lockedTarget->getTeam() == lp->getTeam())) {
lockedTarget = nullptr;
last_punch_angle = { 0,0,0 };
targetWasLost = true;
prevSilentState = silentActive;
return;
}
// --- Выбор кости для silent aim ---
Vector_t target_pos;
switch (Config::silent_aim_bone) {
case Config::BONE_HEAD:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_HEAD); break;
case Config::BONE_NECK:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_NECK); break;
case Config::BONE_BODY:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_BODY); break;
case Config::BONE_NEAREST:
default:
target_pos = GetAimbotTargetPos(lockedTarget, lep, *cur); break;
}
QAngle_t angle = CalcAngles(target_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
// --- Smooth ---
if (Config::silent_aim_smooth > 0.f) {
QAngle_t delta = (angle - *cur).Normalize();
float smooth = Config::silent_aim_smooth;
angle = *cur + delta * (1.f / smooth);
angle = angle.Normalize();
}
*cur = angle;
}
prevSilentState = silentActive;
//// --- Silent Aim: чистая и безопасная реализация ---
//if (!Config::silent_aim || !pCmd) return;
//static C_CSPlayerPawn* lockedTarget = nullptr;
//static bool prevSilentState = false;
//static QAngle_t last_punch_angle = { 0,0,0 };
//static int shotCount = 0;
//static bool targetWasLost = false;
//static bool targetWasLockedThisPress = false;
//C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
//if (!lp || !lp->handle().valid() || lp->getHealth() <= 0) return;
//Vector_t lep = GetEntityEyePos(lp);
//// Получаем viewangles только из CUserCmd!
//QAngle_t* cur = nullptr;
//if (pCmd->csgoUserCmd.pBaseCmd && pCmd->csgoUserCmd.pBaseCmd->pViewAngles) {
// cur = &pCmd->csgoUserCmd.pBaseCmd->pViewAngles->angValue;
//}
//if (!cur) return;
//// --- Кнопка активации ---
//bool silentActive = Config::always_on_silent_aim ? true : (GetAsyncKeyState(Config::silent_aim_key) & 0x8000);
//if (Config::silent_shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
// silentActive = true;
//}
//int shotsFired = lp ? lp->getShotsFired() : 0;
//shotCount = shotsFired;
//// --- Сброс флагов при новом нажатии ---
//if (silentActive && !prevSilentState) {
// targetWasLost = false;
// targetWasLockedThisPress = false;
//}
//// --- Поиск цели ---
//if (silentActive && !lockedTarget) {
// if (Config::silent_rage || (!targetWasLost && !targetWasLockedThisPress)) {
// int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
// float bestFov = Config::silent_aim_fov;
// C_CSPlayerPawn* bestTarget = nullptr;
// QAngle_t bestAngle = { 0, 0, 0 };
// for (int i = 1; i <= nMaxHighestEntity; i++) {
// auto Entity = I::GameEntity->Instance->Get(i);
// if (!Entity) continue;
// if (!Entity->handle().valid()) continue;
// SchemaClassInfoData_t* _class = nullptr;
// Entity->dump_class_info(&_class);
// if (!_class) continue;
// const uint32_t hash = HASH(_class->szName);
// if (hash == HASH("C_CSPlayerPawn")) {
// C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
// if (!pawn) continue;
// if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) continue;
// if (pawn->getHealth() <= 0) continue;
// if (Config::team_check && pawn->getTeam() == lp->getTeam()) continue;
// // --- Выбор кости для silent aim ---
// Vector_t target_pos;
// switch (Config::silent_aim_bone) {
// case Config::BONE_HEAD:
// target_pos = GetBonePosition(pawn, BONE_INDEX_HEAD); break;
// case Config::BONE_NECK:
// target_pos = GetBonePosition(pawn, BONE_INDEX_NECK); break;
// case Config::BONE_BODY:
// target_pos = GetBonePosition(pawn, BONE_INDEX_BODY); break;
// case Config::BONE_NEAREST:
// default:
// target_pos = GetAimbotTargetPos(pawn, lep, *cur); break;
// }
// QAngle_t angle = CalcAngles(target_pos, lep);
// angle.x *= -1.f;
// angle.y += 180.f;
// float fov = GetFov(*cur, angle);
// if (!std::isfinite(fov) || fov > bestFov) continue;
// bestFov = fov;
// bestTarget = pawn;
// bestAngle = angle;
// }
// }
// lockedTarget = bestTarget;
// last_punch_angle = { 0,0,0 };
// if (!Config::silent_rage && lockedTarget) targetWasLockedThisPress = true;
// if (!Config::silent_rage && !lockedTarget) targetWasLost = true;
// }
//}
//// --- Сброс при отпускании кнопки ---
//if (!silentActive) {
// lockedTarget = nullptr;
// last_punch_angle = { 0,0,0 };
// targetWasLost = false;
// targetWasLockedThisPress = false;
//}
//// --- Наведение на цель ---
//if (silentActive && lockedTarget) {
// // Проверка валидности цели
// if (!lp || !lp->handle().valid() || lp->getHealth() <= 0 ||
// lockedTarget->get_entity_by_handle() == lp->get_entity_by_handle() ||
// lockedTarget->getHealth() <= 0 ||
// !lockedTarget->handle().valid() ||
// (Config::team_check && lockedTarget->getTeam() == lp->getTeam())) {
// lockedTarget = nullptr;
// last_punch_angle = { 0,0,0 };
// targetWasLost = true;
// prevSilentState = silentActive;
// return;
// }
// // --- Выбор кости для silent aim ---
// Vector_t target_pos;
// switch (Config::silent_aim_bone) {
// case Config::BONE_HEAD:
// target_pos = GetBonePosition(lockedTarget, BONE_INDEX_HEAD); break;
// case Config::BONE_NECK:
// target_pos = GetBonePosition(lockedTarget, BONE_INDEX_NECK); break;
// case Config::BONE_BODY:
// target_pos = GetBonePosition(lockedTarget, BONE_INDEX_BODY); break;
// case Config::BONE_NEAREST:
// default:
// target_pos = GetAimbotTargetPos(lockedTarget, lep, *cur); break;
// }
// QAngle_t angle = CalcAngles(target_pos, lep);
// angle.x *= -1.f;
// angle.y += 180.f;
// // --- Smooth ---
// if (Config::silent_aim_smooth > 0.f) {
// QAngle_t delta = (angle - *cur).Normalize();
// float smooth = Config::silent_aim_smooth;
// angle = *cur + delta * (1.f / smooth);
// angle = angle.Normalize();
// }
// *cur = angle;
//}
//prevSilentState = silentActive;
}
// --- Функция для вывода отладочной информации через ImGui ---
void ShowSilentAimDebugInfo(const CUserCmd* pCmd) {
char debugBuf[256];
_snprintf_s(debugBuf, sizeof(debugBuf),
"CUserCmd: size=%zu, csgoUserCmd@%zu, nButtons@%zu, nSubticks=%d, pRep=%p, pBaseCmd=%p",
"CUserCmd: size=%zu, m_csgoUserCmd@%zu, m_nButtons@%zu, nSubticks=%d, pRep=%p, pBaseCmd=%p",
sizeof(CUserCmd),
offsetof(CUserCmd, csgoUserCmd),
offsetof(CUserCmd, nButtons),
pCmd->csgoUserCmd.inputHistoryField.nCurrentSize,
(void*)pCmd->csgoUserCmd.inputHistoryField.pRep,
(void*)pCmd->csgoUserCmd.pBaseCmd);
offsetof(CUserCmd, m_csgoUserCmd),
offsetof(CUserCmd, m_nButtons),
pCmd->m_csgoUserCmd.m_inputHistoryField.m_pRep ? pCmd->m_csgoUserCmd.m_inputHistoryField.m_pRep->m_nAllocatedSize : 0,
(void*)pCmd->m_csgoUserCmd.m_inputHistoryField.m_pRep,
(void*)pCmd->m_csgoUserCmd.m_pBaseCmd);
g_DebugString = debugBuf;
// ImGui::SetTooltip("%s", debugBuf); // Можно включить при необходимости
}
void SilentAimbot(CUserCmd* pCmd) {
static bool printed = false;
if (!printed) {
std::cout << "RepeatedPtrFieldPB_CS2=" << sizeof(RepeatedPtrFieldPB_CS2<int>)
<< ", CBaseUserCmdPB_CS2=" << sizeof(CBaseUserCmdPB_CS2)
<< ", CCSGOUserCmdPB_CS2=" << sizeof(CCSGOUserCmdPB_CS2)
<< ", CUserCmd=" << sizeof(CUserCmd)
<< ", csgoUserCmd@0x" << std::hex << offsetof(CUserCmd, csgoUserCmd)
<< ", nButtons@0x" << std::hex << offsetof(CUserCmd, nButtons)
<< std::dec << std::endl;
printed = true;
if (!Config::silent_aim || !pCmd)
return;
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0)
return;
// Кнопка активации
bool silentActive = Config::always_on_silent_aim ? true : (GetAsyncKeyState(Config::silent_aim_key) & 0x8000);
if (Config::silent_shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
silentActive = true;
}
char debugBuf[256];
if (!Config::silent_aim || !pCmd) return;
static C_CSPlayerPawn* lockedTarget = nullptr;
static bool prevSilentState = false;
static QAngle_t last_punch_angle = { 0,0,0 };
static int shotCount = 0;
static bool targetWasLost = false;
static bool targetWasLockedThisPress = false;
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0) return;
Vector_t lep = GetEntityEyePos(lp);
// --- Кнопка активации ---
bool silentActive = Config::always_on_silent_aim ? true : (GetAsyncKeyState(Config::silent_aim_key) & 0x8000);
if (Config::silent_shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
silentActive = true;
}
int shotsFired = lp ? lp->getShotsFired() : 0;
shotCount = shotsFired;
if (!silentActive)
return;
if (silentActive && !prevSilentState) {
targetWasLost = false;
targetWasLockedThisPress = false;
}
if (silentActive && !lockedTarget) {
if (Config::silent_rage || (!targetWasLost && !targetWasLockedThisPress)) {
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
float bestFov = Config::silent_aim_fov;
C_CSPlayerPawn* bestTarget = nullptr;
QAngle_t bestAngle{};
for (int i = 1; i <= nMaxHighestEntity; i++) {
auto Entity = I::GameEntity->Instance->Get(i);
if (!Entity) continue;
if (!Entity->handle().valid()) continue;
SchemaClassInfoData_t* _class = nullptr;
Entity->dump_class_info(&_class);
if (!_class) continue;
const uint32_t hash = HASH(_class->szName);
if (hash == HASH("C_CSPlayerPawn")) {
C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
if (!pawn) continue;
if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) continue;
if (pawn->getHealth() <= 0) continue;
if (Config::team_check && pawn->getTeam() == lp->getTeam()) continue;
Vector_t target_pos;
switch (Config::silent_aim_bone) {
case Config::BONE_HEAD:
target_pos = GetBonePosition(pawn, BONE_INDEX_HEAD); break;
case Config::BONE_NECK:
target_pos = GetBonePosition(pawn, BONE_INDEX_NECK); break;
case Config::BONE_BODY:
target_pos = GetBonePosition(pawn, BONE_INDEX_BODY); break;
case Config::BONE_NEAREST:
default:
target_pos = GetAimbotTargetPos(pawn, lep, QAngle_t{}); break;
}
QAngle_t angle = CalcAngles(target_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
float fov = sqrtf(angle.x * angle.x + angle.y * angle.y);
if (!std::isfinite(fov) || fov > bestFov) continue;
bestFov = fov;
bestTarget = pawn;
bestAngle = angle;
}
}
lockedTarget = bestTarget;
last_punch_angle = { 0,0,0 };
if (!Config::silent_rage && lockedTarget) targetWasLockedThisPress = true;
if (!Config::silent_rage && !lockedTarget) targetWasLost = true;
}
}
if (!silentActive) {
lockedTarget = nullptr;
last_punch_angle = { 0,0,0 };
targetWasLost = false;
targetWasLockedThisPress = false;
}
if (silentActive && lockedTarget) {
if (!lp || !lp->handle().valid() || lp->getHealth() <= 0 ||
lockedTarget->get_entity_by_handle() == lp->get_entity_by_handle() ||
lockedTarget->getHealth() <= 0 ||
!lockedTarget->handle().valid() ||
(Config::team_check && lockedTarget->getTeam() == lp->getTeam())) {
lockedTarget = nullptr;
last_punch_angle = { 0,0,0 };
targetWasLost = true;
prevSilentState = silentActive;
return;
}
Vector_t target_pos;
switch (Config::silent_aim_bone) {
case Config::BONE_HEAD:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_HEAD); break;
case Config::BONE_NECK:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_NECK); break;
case Config::BONE_BODY:
target_pos = GetBonePosition(lockedTarget, BONE_INDEX_BODY); break;
case Config::BONE_NEAREST:
default:
target_pos = GetAimbotTargetPos(lockedTarget, lep, QAngle_t{}); break;
}
QAngle_t angle = CalcAngles(target_pos, lep);
angle.x *= -1.f;
angle.y += 180.f;
// --- Smooth ---
if (Config::silent_aim_smooth > 0.f) {
QAngle_t cur = angle;
bool found = false;
for (int i = 0; i < 8; ++i) {
CCSGOInputHistoryEntryPB_CS2* entry = pCmd->GetInputHistoryEntry(i);
if (entry && entry->pViewAngles) {
cur = entry->pViewAngles->angValue;
found = true;
break;
}
}
QAngle_t delta = (angle - cur).Normalize();
float smooth = Config::silent_aim_smooth;
angle = cur + delta * (1.f / smooth);
angle = angle.Normalize();
}
// --- Устанавливаем угол для всех сабтиков ---
int nSubticks = pCmd->csgoUserCmd.inputHistoryField.nCurrentSize;
_snprintf_s(debugBuf, sizeof(debugBuf), "nSubticks=%d, pRep=%p", nSubticks, (void*)pCmd->csgoUserCmd.inputHistoryField.pRep);
// g_DebugString = debugBuf; // Удалено
Vector_t localEye = GetEntityEyePos(lp);
// --- Исправленный доступ к углам ---
QAngle_t* curAngles = nullptr;
if (pCmd && pCmd->csgoUserCmd.pBaseCmd && pCmd->csgoUserCmd.pBaseCmd->pViewAngles)
curAngles = &pCmd->csgoUserCmd.pBaseCmd->pViewAngles->angValue;
if (!curAngles)
return;
// --- Расширенный отладочный вывод ---
// char debugBuf[256]; // Удалено
// _snprintf_s(debugBuf, sizeof(debugBuf), // Удалено
// "CUserCmd: size=%zu, csgoUserCmd@%zu, nButtons@%zu, nSubticks=%d, pRep=%p, pBaseCmd=%p", // Удалено
// sizeof(CUserCmd), // Удалено
// offsetof(CUserCmd, csgoUserCmd), // Удалено
// offsetof(CUserCmd, nButtons), // Удалено
// pCmd->csgoUserCmd.inputHistoryField.nCurrentSize, // Удалено
// (void*)pCmd->csgoUserCmd.inputHistoryField.pRep, // Удалено
// (void*)pCmd->csgoUserCmd.pBaseCmd); // Удалено
// g_DebugString = debugBuf; // Удалено
// Поиск цели
float bestFov = Config::silent_aim_fov;
C_CSPlayerPawn* bestTarget = nullptr;
Vector_t bestTargetPos{};
for (int i = 1; i <= I::GameEntity->Instance->GetHighestEntityIndex(); ++i) {
auto Entity = I::GameEntity->Instance->Get(i);
if (!Entity || !Entity->handle().valid())
continue;
SchemaClassInfoData_t* _class = nullptr;
Entity->dump_class_info(&_class);
if (!_class || HASH(_class->szName) != HASH("C_CSPlayerPawn"))
continue;
C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
if (!pawn || pawn->get_entity_by_handle() == lp->get_entity_by_handle() || pawn->getHealth() <= 0)
continue;
if (Config::team_check && pawn->getTeam() == lp->getTeam())
continue;
Vector_t targetPos = GetBonePosition(pawn, Config::silent_aim_bone == Config::BONE_HEAD ? BONE_INDEX_HEAD :
Config::silent_aim_bone == Config::BONE_NECK ? BONE_INDEX_NECK :
Config::silent_aim_bone == Config::BONE_BODY ? BONE_INDEX_BODY :
BONE_INDEX_HEAD);
QAngle_t angle = CalcAngles(targetPos, localEye);
angle.x *= -1.f;
angle.y += 180.f;
float fov = GetFov(*curAngles, angle);
if (!std::isfinite(fov) || fov > bestFov)
continue;
bestFov = fov;
bestTarget = pawn;
bestTargetPos = targetPos;
}
if (!bestTarget)
return;
ShowSilentAimDebugInfo(pCmd);
QAngle_t aimAngle = CalcAngles(bestTargetPos, localEye);
aimAngle.x *= -1.f;
aimAngle.y += 180.f;
_snprintf_s(debugBuf, sizeof(debugBuf),
"sizeof(CUserCmd)=%zu, csgoUserCmd@0x%zX, nButtons@0x%zX",
sizeof(CUserCmd),
offsetof(CUserCmd, csgoUserCmd),
offsetof(CUserCmd, nButtons));
g_DebugString = debugBuf;
_snprintf_s(debugBuf, sizeof(debugBuf),
"sizeof(CUserCmd)=%zu, csgoUserCmd@0x%zX, nButtons@0x%zX, RepeatedPtrFieldPB_CS2=%zu, CBaseUserCmdPB_CS2=%zu",
sizeof(CUserCmd),
offsetof(CUserCmd, csgoUserCmd),
offsetof(CUserCmd, nButtons),
sizeof(RepeatedPtrFieldPB_CS2<int>),
sizeof(CBaseUserCmdPB_CS2));
g_DebugString = debugBuf;
_snprintf_s(debugBuf, sizeof(debugBuf),
"RepeatedPtrFieldPB_CS2=%zu, CBaseUserCmdPB_CS2=%zu, CCSGOUserCmdPB_CS2=%zu, CUserCmd=%zu, csgoUserCmd@0x%zX, nButtons@0x%zX",
sizeof(RepeatedPtrFieldPB_CS2<int>),
sizeof(CBaseUserCmdPB_CS2),
sizeof(CCSGOUserCmdPB_CS2),
sizeof(CUserCmd),
offsetof(CUserCmd, csgoUserCmd),
offsetof(CUserCmd, nButtons));
g_DebugString = debugBuf;
}
prevSilentState = silentActive;
// Установить угол для всех сабтиков
pCmd->SetSubTickAngle(aimAngle);
}

View File

@@ -38,12 +38,13 @@ void* __fastcall H::hkLevelInit(void* pClientModeShared, const char* szNewMap) {
return LevelInit.GetOriginal()(pClientModeShared, szNewMap);
}
bool __fastcall H::hkCreateMove(void* pInput, int nSlot, void* pCmd) {
//Aimbot();
//SilentAimbot(reinterpret_cast<CUserCmd*>(pCmd));
Ver2Aimbot(reinterpret_cast<CUserCmd*>(pCmd));
bool __fastcall H::hkCreateMove(void* pInput, int nSlot, CUserCmd* pCmd) {
SilentAimbot(pCmd);
//Ver2Aimbot(pCmd);
Triggerbot();
return CreateMove.GetOriginal()(pInput, nSlot, pCmd);
return CreateMove.GetOriginal()(pInput, nSlot, pCmd);
// return CreateMove.GetOriginal()(pInput, edx, nSlot, pCmd);
}
void H::Hooks::init() {

View File

@@ -1,4 +1,5 @@
#pragma once
#include "../features/aim/CUserCmd.h"
#include "includeHooks.h"
#include "../../cs2/entity/C_AggregateSceneObject/C_AggregateSceneObject.h"
#include "../../cs2/entity/C_CSPlayerPawn/C_CSPlayerPawn.h"
@@ -16,7 +17,8 @@ namespace H {
void* __fastcall hkLevelInit(void* pClientModeShared, const char* szNewMap);
void __fastcall hkChamsObject(void* pAnimatableSceneObjectDesc, void* pDx11, CMeshData* arrMeshDraw, int nDataCount, void* pSceneView, void* pSceneLayer, void* pUnk, void* pUnk2);
void __fastcall hkRenderFlashbangOverlay(void* a1, void* a2, void* a3, void* a4, void* a5);
bool __fastcall hkCreateMove(void* pInput, int nSlot, void* pCmd);
// bool __fastcall hkCreateMove(void* pInput, void* edx, int nSlot, CUserCmd* pCmd);
bool __fastcall hkCreateMove(void* pInput, int nSlot, CUserCmd* pCmd);
inline float g_flActiveFov;
float hkGetRenderFov(void* rcx);