good
This commit is contained in:
29
TempleWare-CS2/source/templeware/features/aim/CUserCmd.h
Normal file
29
TempleWare-CS2/source/templeware/features/aim/CUserCmd.h
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@@ -0,0 +1,29 @@
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#pragma once
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#include <cstdint>
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#include <array>
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#include "../../../templeware/utils/math/vector/vector.h"
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struct CCmdQAngle {
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QAngle_t angValue;
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};
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class CBaseUserCmdPB {
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public:
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char pad_0x00[0x40];
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CCmdQAngle* pViewangles; // 0x40
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// ... другие поля не нужны для silent aim
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};
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class CCSGOUserCmdPB {
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public:
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char pad_0x00[0x18];
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CBaseUserCmdPB* pBase; // 0x18
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// ... другие поля не нужны для silent aim
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};
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class CUserCmd {
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public:
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char pad_0x00[0x18];
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CCSGOUserCmdPB pBase; // 0x18
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// ... другие поля не нужны для silent aim
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};
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@@ -4,13 +4,33 @@
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#include "../../../templeware/hooks/hooks.h"
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#include "../../../templeware/config/config.h"
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#include "../../utils/memory/patternscan/patternscan.h"
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#include "../visuals/visuals.h"
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#include "CUserCmd.h"
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#include "../../../templeware/utils/schema/schema.h"
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#include <chrono>
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#include <Windows.h>
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#include "../../menu/hud.h"
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#include "../../menu/menu.h"
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#include <array>
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#include <cmath>
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#include <Psapi.h>
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#include "../../menu/hud.h"
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#include "../../menu/menu.h"
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// Адреса из дампа (актуально для 2024-07-18)
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#define DW_SENSITIVITY 0x1A6A9D8
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#define DW_SENSITIVITY_SENS 0x40
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float GetGameSensitivity() {
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static float fallback = 2.0f;
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HMODULE hClient = GetModuleHandleA("client.dll");
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if (!hClient) return fallback;
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uintptr_t sensBase = reinterpret_cast<uintptr_t>(hClient) + DW_SENSITIVITY;
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uintptr_t sensPtr = *reinterpret_cast<uintptr_t*>(sensBase);
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if (!sensPtr) return fallback;
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float sens = *reinterpret_cast<float*>(sensPtr + DW_SENSITIVITY_SENS);
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if (sens < 0.01f || sens > 20.0f) return fallback;
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return sens;
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}
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// Индексы костей (актуально для CS2)
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constexpr int BONE_INDEX_HEAD = 6; // Head
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@@ -107,25 +127,30 @@ Vector_t GetEntityEyePos(const C_CSPlayerPawn* Entity) {
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return Result;
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}
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// Удаляем все вспомогательные функции инкапсуляции
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void Aimbot() {
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static C_CSPlayerPawn* lockedTarget = nullptr;
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static bool prevAimbotState = false;
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static bool targetWasLost = false;
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static QAngle_t last_punch_angle = {0,0,0};
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static int shotCount = 0;
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float sensitivity = GetGameSensitivity();
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bool aimbotActive = Config::always_on_aimbot ? true : Config::aimbot;
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// --- shooterAfterAim + triggerbot_key ---
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if (Config::shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
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aimbotActive = true;
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}
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C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
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if (cached_players.empty() || !lp || !lp->handle().valid() || lp->getHealth() <= 0)
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return;
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Vector_t lep = GetEntityEyePos(lp);
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QAngle_t* viewangles = (QAngle_t*)(modules.getModule("client") + 0x1A78650);
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bool isShooting = (GetAsyncKeyState(Config::triggerbot_key) & 0x8000) || (GetAsyncKeyState(VK_LBUTTON) & 0x8000);
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int shotsFired = lp ? lp->getShotsFired() : 0;
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shotCount = shotsFired;
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g_DebugString = "debug: " + std::to_string(shotsFired);
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//g_DebugString = "debug: " + std::to_string(shotsFired) + "Sens: " + std::to_string(sensitivity);
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if (Config::aimbot_on_lmb && !Config::always_on_aimbot) {
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aimbotActive = isShooting;
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@@ -141,77 +166,54 @@ void Aimbot() {
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// --- Новый режим: always_on_aimbot ---
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if (Config::always_on_aimbot) {
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int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
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float bestFov = Config::aimbot_fov;
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C_CSPlayerPawn* bestTarget = nullptr;
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PlayerCache* bestTarget = nullptr;
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QAngle_t bestAngle = { 0, 0, 0 };
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for (int i = 1; i <= nMaxHighestEntity; i++) {
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auto Entity = I::GameEntity->Instance->Get(i);
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if (!Entity)
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for (auto& Player : cached_players) {
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if (!Player.handle.valid() || Player.health <= 0 || Player.handle.index() == INVALID_EHANDLE_INDEX)
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continue;
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if (!Entity->handle().valid())
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if (Config::teamCheck && (Player.team_num == cached_local.team))
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continue;
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SchemaClassInfoData_t* _class = nullptr;
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Entity->dump_class_info(&_class);
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if (!_class)
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continue;
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const uint32_t hash = HASH(_class->szName);
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if (hash == HASH("C_CSPlayerPawn")) {
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C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
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if (pawn->get_entity_by_handle() == lp->get_entity_by_handle())
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continue;
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if (pawn->getHealth() <= 0)
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continue;
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if (Config::team_check && pawn->getTeam() == lp->getTeam())
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continue;
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Vector_t target_pos = GetEntityEyePos(pawn);//GetAimbotTargetPos(pawn, lep);
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QAngle_t angle = CalcAngles(target_pos, lep);
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angle.x *= -1.f;
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angle.y += 180.f;
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const float fov = GetFov(*viewangles, angle);
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if (!std::isfinite(fov) || fov > bestFov)
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continue;
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bestFov = fov;
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bestTarget = pawn;
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bestAngle = angle;
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}
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}
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if (bestTarget) {
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Vector_t target_pos = GetAimbotTargetPos(bestTarget, lep, *viewangles);
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//Vector_t target_pos = GetEntityEyePos(bestTarget);
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Vector_t target_pos = Player.position + Player.viewOffset;
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QAngle_t angle = CalcAngles(target_pos, lep);
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angle.x *= -1.f;
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angle.y += 180.f;
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QAngle_t ang_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle")));
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if (isShooting) {
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last_punch_angle = ang_punch_angle;
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const float fov = GetFov(*viewangles, angle);
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if (!std::isfinite(fov) || fov > bestFov)
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continue;
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bestFov = fov;
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bestTarget = &Player;
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bestAngle = angle;
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}
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if (bestTarget) {
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Vector_t target_pos = bestTarget->position + bestTarget->viewOffset;
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QAngle_t angle = CalcAngles(target_pos, lep);
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angle.x *= -1.f;
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angle.y += 180.f;
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QAngle_t cur_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle")));
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// --- RCS ---
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bool rcsActive = false;
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if (Config::shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
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rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
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} else {
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rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
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}
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if (rcsActive && shotsFired > 1) {
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// Для прямого изменения viewangles: делить НЕ нужно
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//QAngle_t punchDelta = cur_punch_angle - last_punch_angle;
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//g_DebugString = "debug: " + std::to_string(punchDelta.x);
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angle -= cur_punch_angle * 2.f;
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last_punch_angle = cur_punch_angle;
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} else {
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last_punch_angle = {0,0,0};
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}
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// --- RCS ---
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bool rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > 1);
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if (rcsActive)
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angle -= last_punch_angle * 2.f;
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angle.z = 0.f;
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angle = angle.Normalize();
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// --- RCS ---
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QAngle_t delta = (angle - *viewangles).Normalize();
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if (rcsActive) {
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float smooth_rcs = Config::aimbot_smooth;
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if (Config::aimbot_dynamic_smooth) {
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float fov = sqrtf(delta.x * delta.x + delta.y * delta.y);
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float maxFov = Config::aimbot_fov;
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float factor = (maxFov > 0.01f) ? (fov / maxFov) : 0.f;
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smooth_rcs = Config::aimbot_smooth + (Config::aimbot_smooth * factor * Config::aimbot_dynamic_smooth_factor);
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}
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smooth_rcs = std::fmax(smooth_rcs / 10.f, 1.0f);
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angle -= last_punch_angle * 2.f * smooth_rcs;
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}
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// --- Smooth ---
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QAngle_t delta = (angle - *viewangles).Normalize();
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if (Config::aimbot_smooth > 0.f) {
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QAngle_t cur = *viewangles;
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QAngle_t delta = (angle - cur).Normalize();
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float smooth = Config::aimbot_smooth;
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if (Config::aimbot_dynamic_smooth) {
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float fov = sqrtf(delta.x * delta.x + delta.y * delta.y);
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@@ -251,12 +253,10 @@ void Aimbot() {
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const uint32_t hash = HASH(_class->szName);
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if (hash == HASH("C_CSPlayerPawn")) {
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C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
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if (pawn->get_entity_by_handle() == lp->get_entity_by_handle())
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continue;
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if (pawn->getHealth() <= 0)
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continue;
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if (Config::team_check && pawn->getTeam() == lp->getTeam())
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continue;
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if (!pawn) continue;
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if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) continue;
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if (pawn->getHealth() <= 0) continue;
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if (Config::team_check && pawn->getTeam() == lp->getTeam()) continue;
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Vector_t target_pos = GetEntityEyePos(pawn);//GetAimbotTargetPos(pawn, lep);
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QAngle_t angle = CalcAngles(target_pos, lep);
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angle.x *= -1.f;
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@@ -287,10 +287,19 @@ void Aimbot() {
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// Если есть захваченная цель и кнопка удерживается
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if (aimbotActive && lockedTarget) {
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// Проверяем, что цель всё ещё валидна
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if (!lockedTarget->handle().valid() || lockedTarget->getHealth() <= 0) {
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if (!lp || !lp->handle().valid() || lp->getHealth() <= 0) {
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lockedTarget = nullptr;
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targetWasLost = false;
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last_punch_angle = {0,0,0};
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return;
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}
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if (
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lockedTarget->get_entity_by_handle() == lp->get_entity_by_handle() ||
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lockedTarget->getHealth() <= 0 ||
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!lockedTarget->handle().valid()
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) {
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lockedTarget = nullptr;
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targetWasLost = true;
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// Не ищем новую цель до повторного нажатия!
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last_punch_angle = {0,0,0}; // сброс rcs
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}
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else {
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@@ -298,31 +307,25 @@ void Aimbot() {
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QAngle_t angle = CalcAngles(target_pos, lep);
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angle.x *= -1.f;
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angle.y += 180.f;
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QAngle_t ang_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle")));
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if (isShooting) {
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last_punch_angle = ang_punch_angle;
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QAngle_t cur_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle")));
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// --- RCS ---
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bool rcsActive = false;
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if (Config::shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
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rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
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} else {
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rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > Config::rcsActivationShots);
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}
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if (rcsActive && shotCount > 1) {
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// Для прямого изменения viewangles: делить НЕ нужно
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//QAngle_t punchDelta = cur_punch_angle - last_punch_angle;
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//g_DebugString = "debug: " + std::to_string(punchDelta.x);
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angle -= cur_punch_angle * 2.f;
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last_punch_angle = cur_punch_angle;
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} else {
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last_punch_angle = {0,0,0};
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}
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// --- RCS ---
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bool rcsActive = (Config::rcs || Config::shooterAfterAim) && (shotCount > 1);
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if (rcsActive)
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angle -= last_punch_angle * 2.f;
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angle.z = 0.f;
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angle = angle.Normalize();
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// --- RCS ---
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QAngle_t delta = (angle - *viewangles).Normalize();
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if (rcsActive) {
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float smooth_rcs = Config::aimbot_smooth;
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if (Config::aimbot_dynamic_smooth) {
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float fov = sqrtf(delta.x * delta.x + delta.y * delta.y);
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float maxFov = Config::aimbot_fov;
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float factor = (maxFov > 0.01f) ? (fov / maxFov) : 0.f;
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smooth_rcs = Config::aimbot_smooth + (Config::aimbot_smooth * factor * Config::aimbot_dynamic_smooth_factor);
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}
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smooth_rcs = std::fmax(smooth_rcs / 10.f, 1.0f);
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angle -= last_punch_angle * 2.f * smooth_rcs;
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}
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// --- Smooth ---
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if (Config::aimbot_smooth > 0.f) {
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QAngle_t cur = *viewangles;
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@@ -363,12 +366,10 @@ void Aimbot() {
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const uint32_t hash = HASH(_class->szName);
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if (hash == HASH("C_CSPlayerPawn")) {
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C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
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if (pawn->get_entity_by_handle() == lp->get_entity_by_handle())
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continue;
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if (pawn->getHealth() <= 0)
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continue;
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if (Config::team_check && pawn->getTeam() == lp->getTeam())
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continue;
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if (!pawn) continue;
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if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) continue;
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if (pawn->getHealth() <= 0) continue;
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if (Config::team_check && pawn->getTeam() == lp->getTeam()) continue;
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Vector_t target_pos = GetEntityEyePos(pawn);//GetAimbotTargetPos(pawn, lep);
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QAngle_t angle = CalcAngles(target_pos, lep);
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angle.x *= -1.f;
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@@ -387,26 +388,139 @@ void Aimbot() {
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}
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prevAimbotState = aimbotActive;
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//if (Config::shooterAfterAim) {
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// if (g_ShowMenu) return;
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// C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
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// bool onEnemy = false;
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// if (lp) {
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// int crosshairIdx = *(int*)((uintptr_t)lp + 0x1458); // m_iIDEntIndex
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// if (crosshairIdx > 0) {
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// auto target = I::GameEntity->Instance->Get<C_CSPlayerPawn>(crosshairIdx);
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// if (target && target->getHealth() > 0 && (!Config::team_check || target->getTeam() != lp->getTeam()))
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// onEnemy = true;
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// }
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// }
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// // Если врага нет под прицелом — всегда блокируем ЛКМ
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// if (!onEnemy && (GetAsyncKeyState(VK_LBUTTON) & 0x8000)) {
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// INPUT input = { 0 };
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// input.type = INPUT_MOUSE;
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// input.mi.dwFlags = MOUSEEVENTF_LEFTUP;
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// SendInput(1, &input, sizeof(INPUT));
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// }
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// // return; // Не делаем return, чтобы аимбот работал всегда
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//}
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}
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void SilentAimbot(CUserCmd* pCmd) {
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if (!Config::silent_aim || !pCmd) return;
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static C_CSPlayerPawn* lockedTarget = nullptr;
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static bool prevSilentState = false;
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static QAngle_t last_punch_angle = {0,0,0};
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static int shotCount = 0;
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C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
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if (!lp || !lp->handle().valid() || lp->getHealth() <= 0) return;
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Vector_t lep = GetEntityEyePos(lp);
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QAngle_t* cur = (QAngle_t*)(modules.getModule("client") + 0x1A78650);
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if (!cur) return;
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bool silentActive = Config::always_on_silent_aim ? true : (GetAsyncKeyState(Config::silent_aim_key) & 0x8000);
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// --- shooterAfterAim + triggerbot_key для сайлент аимбота ---
|
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if (Config::silent_shooterAfterAim && (GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
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silentActive = true;
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}
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int shotsFired = lp ? lp->getShotsFired() : 0;
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shotCount = shotsFired;
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// Если кнопка только что нажата — ищем новую цель
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if (silentActive && !prevSilentState) {
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int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
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float bestFov = Config::aimbot_fov;
|
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C_CSPlayerPawn* bestTarget = nullptr;
|
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QAngle_t bestAngle = { 0, 0, 0 };
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for (int i = 1; i <= nMaxHighestEntity; i++) {
|
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auto Entity = I::GameEntity->Instance->Get(i);
|
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if (!Entity) continue;
|
||||
if (!Entity->handle().valid()) continue;
|
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SchemaClassInfoData_t* _class = nullptr;
|
||||
Entity->dump_class_info(&_class);
|
||||
if (!_class) continue;
|
||||
const uint32_t hash = HASH(_class->szName);
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if (hash == HASH("C_CSPlayerPawn")) {
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C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
|
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if (!pawn) continue;
|
||||
if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) continue;
|
||||
if (pawn->getHealth() <= 0) continue;
|
||||
if (Config::team_check && pawn->getTeam() == lp->getTeam()) continue;
|
||||
Vector_t target_pos = GetAimbotTargetPos(pawn, lep, *cur);
|
||||
QAngle_t angle = CalcAngles(target_pos, lep);
|
||||
angle.x *= -1.f;
|
||||
angle.y += 180.f;
|
||||
float fov = GetFov(*cur, angle);
|
||||
if (!std::isfinite(fov) || fov > bestFov) continue;
|
||||
bestFov = fov;
|
||||
bestTarget = pawn;
|
||||
bestAngle = angle;
|
||||
}
|
||||
}
|
||||
lockedTarget = bestTarget;
|
||||
last_punch_angle = {0,0,0};
|
||||
}
|
||||
|
||||
// Если кнопка зажата, цели нет — постоянный поиск цели
|
||||
if (silentActive && !lockedTarget) {
|
||||
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
|
||||
float bestFov = Config::aimbot_fov;
|
||||
C_CSPlayerPawn* bestTarget = nullptr;
|
||||
QAngle_t bestAngle = { 0, 0, 0 };
|
||||
for (int i = 1; i <= nMaxHighestEntity; i++) {
|
||||
auto Entity = I::GameEntity->Instance->Get(i);
|
||||
if (!Entity) continue;
|
||||
if (!Entity->handle().valid()) continue;
|
||||
SchemaClassInfoData_t* _class = nullptr;
|
||||
Entity->dump_class_info(&_class);
|
||||
if (!_class) continue;
|
||||
const uint32_t hash = HASH(_class->szName);
|
||||
if (hash == HASH("C_CSPlayerPawn")) {
|
||||
C_CSPlayerPawn* pawn = (C_CSPlayerPawn*)Entity;
|
||||
if (!pawn) continue;
|
||||
if (pawn->get_entity_by_handle() == lp->get_entity_by_handle()) continue;
|
||||
if (pawn->getHealth() <= 0) continue;
|
||||
if (Config::team_check && pawn->getTeam() == lp->getTeam()) continue;
|
||||
Vector_t target_pos = GetAimbotTargetPos(pawn, lep, *cur);
|
||||
QAngle_t angle = CalcAngles(target_pos, lep);
|
||||
angle.x *= -1.f;
|
||||
angle.y += 180.f;
|
||||
float fov = GetFov(*cur, angle);
|
||||
if (!std::isfinite(fov) || fov > bestFov) continue;
|
||||
bestFov = fov;
|
||||
bestTarget = pawn;
|
||||
bestAngle = angle;
|
||||
}
|
||||
}
|
||||
lockedTarget = bestTarget;
|
||||
last_punch_angle = {0,0,0};
|
||||
}
|
||||
|
||||
// Если кнопка отпущена — сбрасываем захват
|
||||
if (!silentActive) {
|
||||
lockedTarget = nullptr;
|
||||
last_punch_angle = {0,0,0};
|
||||
}
|
||||
|
||||
// Если есть захваченная цель и кнопка удерживается
|
||||
if (silentActive && lockedTarget) {
|
||||
// Проверяем, что цель всё ещё валидна
|
||||
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};
|
||||
prevSilentState = silentActive;
|
||||
return;
|
||||
}
|
||||
Vector_t target_pos = GetAimbotTargetPos(lockedTarget, lep, *cur);
|
||||
QAngle_t angle = CalcAngles(target_pos, lep);
|
||||
angle.x *= -1.f;
|
||||
angle.y += 180.f;
|
||||
//QAngle_t cur_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle")));
|
||||
//// --- RCS ---
|
||||
//bool rcsActive = (Config::rcs || Config::silent_shooterAfterAim) && (shotCount > Config::rcsActivationShots);
|
||||
//if (rcsActive && shotCount > 1) {
|
||||
// angle -= cur_punch_angle * 2.f;
|
||||
// last_punch_angle = cur_punch_angle;
|
||||
//} else {
|
||||
// last_punch_angle = {0,0,0};
|
||||
//}
|
||||
//angle.z = 0.f;
|
||||
//angle = angle.Normalize();
|
||||
// --- Smooth ---
|
||||
if (Config::silent_aim_smooth > 0.f) {
|
||||
QAngle_t delta = (angle - *cur).Normalize();
|
||||
float smooth = Config::silent_aim_smooth;
|
||||
angle = *cur + delta * (1.f / smooth);
|
||||
angle = angle.Normalize();
|
||||
}
|
||||
*cur = angle;
|
||||
}
|
||||
prevSilentState = silentActive;
|
||||
}
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "CUserCmd.h"
|
||||
|
||||
void Aimbot();
|
||||
void SilentAimbot(CUserCmd* pCmd);
|
||||
|
||||
@@ -0,0 +1,120 @@
|
||||
#include "spectators.h"
|
||||
#include "../../interfaces/interfaces.h"
|
||||
#include "../../hooks/hooks.h"
|
||||
#include "../../../../external/imgui/imgui.h"
|
||||
#include "../../../cs2/entity/CCSPlayerController/CCSPlayerController.h"
|
||||
#include "../visuals/visuals.h"
|
||||
#include "../../menu/hud.h"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include "../../players/players.h"
|
||||
#include "../../../cs2/entity/C_CSPlayerPawn/C_CSPlayerPawn.h"
|
||||
|
||||
namespace Spectators {
|
||||
|
||||
bool IsPlayerSpectatingYou(CCSPlayerController* controller, C_CSPlayerPawn* localPlayer) {
|
||||
if (!controller || !localPlayer) return false;
|
||||
if (controller->IsLocalPlayer()) return false;
|
||||
|
||||
uintptr_t pObserverServices = *reinterpret_cast<uintptr_t*>(
|
||||
reinterpret_cast<uintptr_t>(controller) +
|
||||
SchemaFinder::Get(hash_32_fnv1a_const("CCSPlayerController->m_pObserverServices"))
|
||||
);
|
||||
if (!pObserverServices) return false;
|
||||
|
||||
CBaseHandle hObserverTarget = *reinterpret_cast<CBaseHandle*>(
|
||||
pObserverServices +
|
||||
SchemaFinder::Get(hash_32_fnv1a_const("CPlayer_ObserverServices->m_hObserverTarget"))
|
||||
);
|
||||
if (!hObserverTarget.valid()) return false;
|
||||
|
||||
g_DebugString = "pObserverServices";
|
||||
|
||||
// Получаем указатель на pawn, за которым наблюдают
|
||||
auto* observerPawn = reinterpret_cast<C_CSPlayerPawn*>(
|
||||
I::GameEntity->Instance->Get(hObserverTarget.index())
|
||||
);
|
||||
if (!observerPawn) return false;
|
||||
|
||||
g_DebugString = "pObserverServices";
|
||||
|
||||
g_DebugString = observerPawn->handle().index() + " " + localPlayer->handle().index();
|
||||
// Сравниваем указатели
|
||||
return observerPawn->handle().index() == localPlayer->handle().index();
|
||||
}
|
||||
|
||||
std::vector<SpectatorInfo> GetSpectators() {
|
||||
std::vector<SpectatorInfo> spectators;
|
||||
if (!H::oGetLocalPlayer || !I::GameEntity || !I::GameEntity->Instance) {
|
||||
g_DebugString = "[Spectators] Не инициализированы (GetSpectators): "
|
||||
+ std::string(!H::oGetLocalPlayer ? "oGetLocalPlayer " : "")
|
||||
+ std::string(!I::GameEntity ? "GameEntity " : "")
|
||||
+ std::string((I::GameEntity && !I::GameEntity->Instance) ? "GameEntity->Instance " : "");
|
||||
return spectators;
|
||||
}
|
||||
C_CSPlayerPawn* localPlayer = H::oGetLocalPlayer(0);
|
||||
if (!localPlayer) {
|
||||
g_DebugString = "[Spectators] localPlayer nullptr (GetSpectators)";
|
||||
return spectators;
|
||||
}
|
||||
|
||||
int maxIdx = I::GameEntity->Instance->GetHighestEntityIndex();
|
||||
|
||||
for (int i = 1; i <= maxIdx; ++i) {
|
||||
auto* entity = I::GameEntity->Instance->Get(i);
|
||||
if (!entity) continue;
|
||||
SchemaClassInfoData_t* classInfo = nullptr;
|
||||
entity->dump_class_info(&classInfo);
|
||||
if (!classInfo || strcmp(classInfo->szName, "CCSPlayerController") != 0)
|
||||
continue;
|
||||
auto* controller = reinterpret_cast<CCSPlayerController*>(entity);
|
||||
if (!controller) continue;
|
||||
if (!controller->m_hPawn().valid()) continue;
|
||||
|
||||
if (!IsPlayerSpectatingYou(controller, localPlayer))
|
||||
continue;
|
||||
|
||||
const char* nameStr = controller->m_sSanitizedPlayerName();
|
||||
std::string name = (nameStr && strlen(nameStr) > 0) ? nameStr : "Unknown";
|
||||
|
||||
spectators.emplace_back(name, false, 0, 0);
|
||||
}
|
||||
return spectators;
|
||||
}
|
||||
|
||||
void RenderPlayersDebugList() {
|
||||
ImGui::Begin("Players Debug List", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
|
||||
if (!H::oGetLocalPlayer) {
|
||||
ImGui::TextColored(ImVec4(1, 0, 0, 1), "[Spectators] oGetLocalPlayer не инициализирован");
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
if (!I::GameEntity) {
|
||||
ImGui::TextColored(ImVec4(1, 0, 0, 1), "[Spectators] GameEntity не инициализирован");
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
if (!I::GameEntity->Instance) {
|
||||
ImGui::TextColored(ImVec4(1, 0, 0, 1), "[Spectators] GameEntity->Instance не инициализирован");
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
//if (!g_DebugString.empty()) {
|
||||
// ImGui::TextColored(ImVec4(1, 0, 0, 1), "%s", g_DebugString.c_str());
|
||||
// ImGui::End();
|
||||
// return;
|
||||
//}
|
||||
ImGui::Text("Name | Team | Alive | Spectating You");
|
||||
ImGui::Separator();
|
||||
auto spectators = GetSpectators();
|
||||
for (const auto& spectator : spectators) {
|
||||
ImGui::Text("%-20s | %4d | %5s | %s",
|
||||
spectator.name.c_str(),
|
||||
spectator.team,
|
||||
spectator.isAlive ? "yes" : "no",
|
||||
"yes"); // Все из GetSpectators наблюдают за вами
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
} // namespace Spectators
|
||||
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
#include "../../../../external/imgui/imgui.h"
|
||||
#include "../../../cs2/entity/C_CSPlayerPawn/C_CSPlayerPawn.h"
|
||||
#include "../../../cs2/entity/C_BaseEntity/C_BaseEntity.h"
|
||||
#include "../../config/config.h"
|
||||
#include "../../../cs2/entity/CCSPlayerController/CCSPlayerController.h"
|
||||
|
||||
struct SpectatorInfo {
|
||||
std::string name;
|
||||
bool isLocalPlayer;
|
||||
int team;
|
||||
bool isAlive;
|
||||
|
||||
SpectatorInfo(const std::string& n, bool local, int t, bool alive)
|
||||
: name(n), isLocalPlayer(local), team(t), isAlive(alive) {}
|
||||
};
|
||||
|
||||
namespace Spectators {
|
||||
void RenderSpectatorList();
|
||||
std::vector<SpectatorInfo> GetSpectators();
|
||||
bool IsPlayerSpectatingYou(CCSPlayerController* controller, C_CSPlayerPawn* localPlayer);
|
||||
void RenderPlayersDebugList();
|
||||
}
|
||||
@@ -32,67 +32,137 @@ void SimulateLMBUp() {
|
||||
SendInput(1, &input, sizeof(INPUT));
|
||||
}
|
||||
|
||||
// Управление удержанием ЛКМ
|
||||
void SetLMBHeld(bool held) {
|
||||
static bool lmbHeld = false;
|
||||
if (held && !lmbHeld) {
|
||||
SimulateLMBDown();
|
||||
lmbHeld = true;
|
||||
} else if (!held && lmbHeld) {
|
||||
SimulateLMBUp();
|
||||
lmbHeld = false;
|
||||
}
|
||||
}
|
||||
|
||||
static DWORD lastShotTime = 0;
|
||||
void Triggerbot() {
|
||||
static DWORD lastShotTime = 0;
|
||||
static bool lmbHeld = false;
|
||||
static bool firstShot = true;
|
||||
// --- Альтернативная кнопка: триггербот по наведению на врага с задержкой ---
|
||||
if (Config::triggerbot_alt_key && (GetAsyncKeyState(Config::triggerbot_alt_key) & 0x8000)) {
|
||||
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
|
||||
if (!lp || lp->getHealth() <= 0) { SetLMBHeld(false); return; }
|
||||
int crosshairIdx = *(int*)((uintptr_t)lp + 0x1458); // m_iIDEntIndex
|
||||
if (crosshairIdx <= 0) { SetLMBHeld(false); return; }
|
||||
auto target = I::GameEntity->Instance->Get<C_CSPlayerPawn>(crosshairIdx);
|
||||
if (!target) { SetLMBHeld(false); return; }
|
||||
if (target->getHealth() <= 0) { SetLMBHeld(false); return; }
|
||||
if (Config::team_check && target->getTeam() == lp->getTeam()) { SetLMBHeld(false); return; }
|
||||
DWORD64 now = GetTickCount64();
|
||||
static DWORD64 lastAltShotTime = 0;
|
||||
if (now - lastAltShotTime < static_cast<DWORD64>(Config::triggerbot_delay)) {
|
||||
SetLMBHeld(false);
|
||||
return;
|
||||
}
|
||||
SimulateLMBClick();
|
||||
lastAltShotTime = now;
|
||||
return;
|
||||
}
|
||||
if (!Config::triggerbot)
|
||||
return;
|
||||
if (!Config::always_on_triggerbot && Config::triggerbot_key && !(GetAsyncKeyState(Config::triggerbot_key) & 0x8000))
|
||||
if (!Config::always_on_triggerbot && Config::triggerbot_key && !(GetAsyncKeyState(Config::triggerbot_key) & 0x8000)) {
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
if (GetAsyncKeyState(VK_LBUTTON) & 0x8000) {
|
||||
if (lmbHeld) {
|
||||
SimulateLMBUp();
|
||||
lmbHeld = false;
|
||||
}
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
C_CSPlayerPawn* lp = H::oGetLocalPlayer(0);
|
||||
if (!lp || lp->getHealth() <= 0) { firstShot = true; return; }
|
||||
if (!lp || lp->getHealth() <= 0) { firstShot = true; SetLMBHeld(false); return; }
|
||||
int crosshairIdx = *(int*)((uintptr_t)lp + 0x1458); // m_iIDEntIndex
|
||||
//g_DebugString = "debug: " + std::to_string(crosshairIdx);
|
||||
if (crosshairIdx <= 0) {
|
||||
if (lmbHeld) {
|
||||
SimulateLMBUp();
|
||||
lmbHeld = false;
|
||||
int shotsFired = lp ? lp->getShotsFired() : 0;
|
||||
DWORD64 now = GetTickCount64();
|
||||
if (Config::shooterAfterAim) {
|
||||
if (shotsFired > 0) {
|
||||
// После первого выстрела просто удерживаем ЛКМ, игнорируя все условия
|
||||
SetLMBHeld(true);
|
||||
return;
|
||||
} else {
|
||||
// До первого выстрела — обычная логика триггербота
|
||||
if (crosshairIdx <= 0) {
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
auto target = I::GameEntity->Instance->Get<C_CSPlayerPawn>(crosshairIdx);
|
||||
if (!target) {
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
if (target->getHealth() <= 0) {
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
if (Config::team_check && target->getTeam() == lp->getTeam()) {
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
if (!Config::triggerbot_hold_lmb) {
|
||||
if (now - lastShotTime < static_cast<DWORD64>(Config::triggerbot_delay)) {
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (Config::triggerbot_hold_lmb) {
|
||||
if (firstShot) {
|
||||
SimulateLMBClick();
|
||||
firstShot = false;
|
||||
lastShotTime = now;
|
||||
return;
|
||||
} else {
|
||||
SetLMBHeld(true);
|
||||
}
|
||||
lastShotTime = now;
|
||||
return;
|
||||
}
|
||||
SimulateLMBClick();
|
||||
lastShotTime = now;
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
// --- Обычная логика триггербота, если shooterAfterAim выключен ---
|
||||
if (crosshairIdx <= 0) {
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
auto target = I::GameEntity->Instance->Get<C_CSPlayerPawn>(crosshairIdx);
|
||||
if (!target) {
|
||||
if (lmbHeld) {
|
||||
SimulateLMBUp();
|
||||
lmbHeld = false;
|
||||
}
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
if (target->getHealth() <= 0) {
|
||||
if (lmbHeld) {
|
||||
SimulateLMBUp();
|
||||
lmbHeld = false;
|
||||
}
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
if (Config::team_check && target->getTeam() == lp->getTeam()) {
|
||||
if (lmbHeld) {
|
||||
SimulateLMBUp();
|
||||
lmbHeld = false;
|
||||
}
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
DWORD64 now = GetTickCount64();
|
||||
if (!Config::triggerbot_hold_lmb) {
|
||||
if (now - lastShotTime < static_cast<DWORD64>(Config::triggerbot_delay)) {
|
||||
if (lmbHeld) {
|
||||
SimulateLMBUp();
|
||||
lmbHeld = false;
|
||||
}
|
||||
SetLMBHeld(false);
|
||||
firstShot = true;
|
||||
return;
|
||||
}
|
||||
@@ -103,9 +173,8 @@ void Triggerbot() {
|
||||
firstShot = false;
|
||||
lastShotTime = now;
|
||||
return;
|
||||
} else if (!lmbHeld) {
|
||||
SimulateLMBDown();
|
||||
lmbHeld = true;
|
||||
} else {
|
||||
SetLMBHeld(true);
|
||||
}
|
||||
lastShotTime = now;
|
||||
return;
|
||||
|
||||
@@ -40,20 +40,16 @@ void Esp::cache()
|
||||
if (!entityInfo) continue;
|
||||
|
||||
if (strcmp(entityInfo->szName, "C_CSPlayerPawn") == 0) {
|
||||
bool exists = std::any_of(Players::pawns.begin(), Players::pawns.end(),
|
||||
[&](const C_CSPlayerPawn& pawn) { return pawn.getAddress() == entityPointer; });
|
||||
if (!exists) {
|
||||
Players::pawns.emplace_back(entityPointer);
|
||||
if (!Players::pawns.contains(entityPointer)) {
|
||||
Players::pawns.insert(entityPointer);
|
||||
std::cout << "Added pawn " << Players::pawns.size() << "\n";
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (strcmp(entityInfo->szName, "CCSPlayerController") == 0) {
|
||||
bool exists = std::any_of(Players::controllers.begin(), Players::controllers.end(),
|
||||
[&](const CCSPlayerController& controller) { return controller.getAddress() == entityPointer; });
|
||||
if (!exists) {
|
||||
Players::controllers.emplace_back(entityPointer);
|
||||
if (!Players::controllers.contains(entityPointer)) {
|
||||
Players::controllers.insert(entityPointer);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user