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);
|
||||
|
||||
Reference in New Issue
Block a user