Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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5717c7999c | ||
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860be9ac4c | ||
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03af6d458c |
@@ -81,4 +81,5 @@ namespace Config {
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bool always_on_silent_aim = false;
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float silent_aim_smooth_slider = 0.0f; // Новый параметр для ползунка смуза
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bool silent_shooterAfterAim = false; // Аналог shooterAfterAim для сайлент аимбота
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bool silent_rage = false; // По умолчанию выключен
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}
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@@ -88,4 +88,5 @@ namespace Config {
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extern bool always_on_silent_aim;
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extern float silent_aim_smooth_slider; // Новый параметр для ползунка смуза
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extern bool silent_shooterAfterAim; // Аналог shooterAfterAim для сайлент аимбота
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extern bool silent_rage; // Включает постоянный поиск цели (rage-режим)
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}
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@@ -136,6 +136,7 @@ namespace internal_config
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j["triggerbot_key"] = Config::triggerbot_key;
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j["triggerbot_alt_key"] = Config::triggerbot_alt_key;
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j["triggerbot_delay"] = Config::triggerbot_delay;
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j["silent_rage"] = Config::silent_rage;
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j["enemyChamsInvisible"] = Config::enemyChamsInvisible;
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j["enemyChams"] = Config::enemyChams;
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@@ -252,6 +253,7 @@ namespace internal_config
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Config::triggerbot_key = j.value("triggerbot_key", 0x05);
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Config::triggerbot_alt_key = j.value("triggerbot_alt_key", 0x06);
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Config::triggerbot_delay = j.value("triggerbot_delay", 0.0f);
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Config::silent_rage = j.value("silent_rage", false);
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Config::antiflash = j.value("antiflash", false);
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@@ -1,29 +1,139 @@
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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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#define MEM_PAD(size) char _pad##__LINE__[size]
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template <typename T>
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struct RepeatedPtrField_t {
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struct Rep_t {
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int nAllocatedSize;
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T* tElements[(std::numeric_limits<int>::max() - 2 * sizeof(int)) / sizeof(void*)];
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};
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void* pArena;
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int nCurrentSize;
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int nTotalSize;
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Rep_t* pRep;
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};
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class CBaseUserCmdPB {
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class CBasePB {
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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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MEM_PAD(0x8); // 0x0 VTABLE
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std::uint32_t nHasBits; // 0x8
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std::uint64_t nCachedBits; // 0xC
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void SetBits(std::uint64_t nBits) { nCachedBits |= nBits; }
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};
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static_assert(sizeof(CBasePB) == 0x18);
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class CMsgQAngle : public CBasePB {
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public:
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QAngle_t angValue; // 0x18
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};
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static_assert(sizeof(CMsgQAngle) == 0x28);
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class CMsgVector : public CBasePB {
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public:
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Vector_t vecValue; // 0x18
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};
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static_assert(sizeof(CMsgVector) == 0x28);
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class CCSGOInterpolationInfoPB : public CBasePB {
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public:
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float flFraction; // 0x18
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int nSrcTick; // 0x1C
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int nDstTick; // 0x20
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};
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static_assert(sizeof(CCSGOInterpolationInfoPB) == 0x28);
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class CCSGOInputHistoryEntryPB : public CBasePB {
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public:
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CMsgQAngle* pViewAngles; // 0x18
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CMsgVector* pShootPosition; // 0x20
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CMsgVector* pTargetHeadPositionCheck; // 0x28
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CMsgVector* pTargetAbsPositionCheck; // 0x30
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CMsgQAngle* pTargetAngPositionCheck; // 0x38
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CCSGOInterpolationInfoPB* cl_interp; // 0x40
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CCSGOInterpolationInfoPB* sv_interp0; // 0x48
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CCSGOInterpolationInfoPB* sv_interp1; // 0x50
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CCSGOInterpolationInfoPB* player_interp; // 0x58
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int nRenderTickCount; // 0x60
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float flRenderTickFraction; // 0x64
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int nPlayerTickCount; // 0x68
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float flPlayerTickFraction; // 0x6C
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int nFrameNumber; // 0x70
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int nTargetEntIndex; // 0x74
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};
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static_assert(sizeof(CCSGOInputHistoryEntryPB) == 0x78);
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struct CInButtonState {
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MEM_PAD(0x8); // 0x0 VTABLE
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std::uint64_t nValue; // 0x8
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std::uint64_t nValueChanged; // 0x10
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std::uint64_t nValueScroll; // 0x18
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};
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static_assert(sizeof(CInButtonState) == 0x20);
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class CBaseUserCmdPB : public CBasePB {
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public:
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RepeatedPtrField_t<void*> subtickMovesField;
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std::string* strMoveCrc;
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CInButtonState* pInButtonState; // 0x20
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CMsgQAngle* pViewAngles; // 0x28
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std::int32_t nLegacyCommandNumber;
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std::int32_t nClientTick;
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float flForwardMove;
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float flSideMove;
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float flUpMove;
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std::int32_t nImpulse;
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std::int32_t nWeaponSelect;
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std::int32_t nRandomSeed;
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std::int32_t nMousedX;
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std::int32_t nMousedY;
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std::uint32_t nConsumedServerAngleChanges;
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std::int32_t nCmdFlags;
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std::uint32_t nPawnEntityHandle;
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};
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static_assert(sizeof(CBaseUserCmdPB) == 0x80);
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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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std::uint32_t nHasBits;
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std::uint64_t nCachedSize;
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RepeatedPtrField_t<CCSGOInputHistoryEntryPB> inputHistoryField;
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CBaseUserCmdPB* pBaseCmd;
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bool bLeftHandDesired;
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std::int32_t nAttack3StartHistoryIndex;
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std::int32_t nAttack1StartHistoryIndex;
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std::int32_t nAttack2StartHistoryIndex;
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void CheckAndSetBits(std::uint32_t nBits) {
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if (!(nHasBits & nBits))
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nHasBits |= nBits;
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}
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};
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static_assert(sizeof(CCSGOUserCmdPB) == 0x40);
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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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MEM_PAD(0x8); // 0x0 VTABLE
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MEM_PAD(0x10); // 0x8
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CCSGOUserCmdPB csgoUserCmd; // 0x18
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CInButtonState nButtons; // 0x58
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MEM_PAD(0x20); // 0x78
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CCSGOInputHistoryEntryPB* GetInputHistoryEntry(int nIndex) {
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if (nIndex >= csgoUserCmd.inputHistoryField.pRep->nAllocatedSize || nIndex >= csgoUserCmd.inputHistoryField.nCurrentSize)
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return nullptr;
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return csgoUserCmd.inputHistoryField.pRep->tElements[nIndex];
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}
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void SetSubTickAngle(const QAngle_t& angView) {
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for (int i = 0; i < this->csgoUserCmd.inputHistoryField.pRep->nAllocatedSize; i++) {
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CCSGOInputHistoryEntryPB* pInputEntry = this->GetInputHistoryEntry(i);
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if (!pInputEntry || !pInputEntry->pViewAngles)
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continue;
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pInputEntry->pViewAngles->angValue = angView;
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pInputEntry->SetBits(0x1U); // INPUT_HISTORY_BITS_VIEWANGLES
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}
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}
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};
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static_assert(sizeof(CUserCmd) == 0x98);
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@@ -15,6 +15,7 @@
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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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#include <iostream>
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// Адреса из дампа (актуально для 2024-07-18)
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#define DW_SENSITIVITY 0x1A6A9D8
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@@ -195,7 +196,8 @@ void Aimbot() {
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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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}
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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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@@ -204,7 +206,8 @@ void Aimbot() {
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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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}
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else {
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last_punch_angle = { 0,0,0 };
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}
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angle.z = 0.f;
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@@ -224,7 +227,8 @@ void Aimbot() {
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angle = cur + delta * (1.f / smooth);
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angle = angle.Normalize();
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*viewangles = angle;
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} else {
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}
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else {
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*viewangles = angle;
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}
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}
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@@ -312,7 +316,8 @@ void Aimbot() {
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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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}
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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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@@ -321,7 +326,8 @@ void Aimbot() {
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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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}
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else {
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last_punch_angle = { 0,0,0 };
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}
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angle.z = 0.f;
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@@ -340,7 +346,8 @@ void Aimbot() {
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angle = cur + delta * (1.f / smooth);
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angle = angle.Normalize();
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*viewangles = angle;
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} else {
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}
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else {
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*viewangles = angle;
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}
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}
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@@ -390,64 +397,41 @@ void Aimbot() {
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prevAimbotState = aimbotActive;
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}
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//void SilentAimbot(CUserCmd* pCmd) {
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void Ver2Aimbot(CUserCmd* pCmd) {
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//// --- Silent Aim: чистая и безопасная реализация ---
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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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//static bool targetWasLost = false;
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//static bool targetWasLockedThisPress = false;
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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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//// Получаем viewangles только из CUserCmd!
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//QAngle_t* cur = nullptr;
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//if (pCmd->csgoUserCmd.pBaseCmd && pCmd->csgoUserCmd.pBaseCmd->pViewAngles) {
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// cur = &pCmd->csgoUserCmd.pBaseCmd->pViewAngles->angValue;
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//}
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//if (!cur) return;
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//// --- Кнопка активации ---
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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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//
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// // Если кнопка только что нажата — ищем новую цель
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//// --- Сброс флагов при новом нажатии ---
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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;
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// if (!Entity->handle().valid()) continue;
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// SchemaClassInfoData_t* _class = nullptr;
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// Entity->dump_class_info(&_class);
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// if (!_class) 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) 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 = GetAimbotTargetPos(pawn, lep, *cur);
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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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// float fov = GetFov(*cur, angle);
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// if (!std::isfinite(fov) || fov > bestFov) continue;
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// bestFov = fov;
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// bestTarget = pawn;
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// bestAngle = angle;
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// targetWasLost = false;
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// targetWasLockedThisPress = false;
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//}
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// }
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// lockedTarget = bestTarget;
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// last_punch_angle = {0,0,0};
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// }
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//
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// // Если кнопка зажата, цели нет — постоянный поиск цели
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//// --- Поиск цели ---
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//if (silentActive && !lockedTarget) {
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// if (Config::silent_rage || (!targetWasLost && !targetWasLockedThisPress)) {
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// int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
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// float bestFov = Config::aimbot_fov;
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// float bestFov = Config::silent_aim_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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@@ -464,7 +448,19 @@ void Aimbot() {
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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 = GetAimbotTargetPos(pawn, lep, *cur);
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// // --- Выбор кости для silent aim ---
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// Vector_t target_pos;
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// switch (Config::silent_aim_bone) {
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// case Config::BONE_HEAD:
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// target_pos = GetBonePosition(pawn, BONE_INDEX_HEAD); break;
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// case Config::BONE_NECK:
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// target_pos = GetBonePosition(pawn, BONE_INDEX_NECK); break;
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// case Config::BONE_BODY:
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// target_pos = GetBonePosition(pawn, BONE_INDEX_BODY); break;
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// case Config::BONE_NEAREST:
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// default:
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// target_pos = GetAimbotTargetPos(pawn, lep, *cur); break;
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// }
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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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@@ -477,17 +473,20 @@ void Aimbot() {
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// }
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// lockedTarget = bestTarget;
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// last_punch_angle = { 0,0,0 };
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// if (!Config::silent_rage && lockedTarget) targetWasLockedThisPress = true;
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// if (!Config::silent_rage && !lockedTarget) targetWasLost = true;
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// }
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//
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// // Если кнопка отпущена — сбрасываем захват
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//}
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//// --- Сброс при отпускании кнопки ---
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//if (!silentActive) {
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// lockedTarget = nullptr;
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// last_punch_angle = { 0,0,0 };
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// targetWasLost = false;
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// targetWasLockedThisPress = false;
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//}
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//
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// // Если есть захваченная цель и кнопка удерживается
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//// --- Наведение на цель ---
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//if (silentActive && lockedTarget) {
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// // Проверяем, что цель всё ещё валидна
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// // Проверка валидности цели
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// if (!lp || !lp->handle().valid() || lp->getHealth() <= 0 ||
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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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@@ -495,24 +494,26 @@ void Aimbot() {
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// (Config::team_check && lockedTarget->getTeam() == lp->getTeam())) {
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// lockedTarget = nullptr;
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// last_punch_angle = { 0,0,0 };
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// targetWasLost = true;
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// prevSilentState = silentActive;
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// return;
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// }
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// Vector_t target_pos = GetAimbotTargetPos(lockedTarget, lep, *cur);
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// // --- Выбор кости для silent aim ---
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// Vector_t target_pos;
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// switch (Config::silent_aim_bone) {
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// case Config::BONE_HEAD:
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// target_pos = GetBonePosition(lockedTarget, BONE_INDEX_HEAD); break;
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// case Config::BONE_NECK:
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// target_pos = GetBonePosition(lockedTarget, BONE_INDEX_NECK); break;
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||||
// case Config::BONE_BODY:
|
||||
// target_pos = GetBonePosition(lockedTarget, BONE_INDEX_BODY); break;
|
||||
// case Config::BONE_NEAREST:
|
||||
// default:
|
||||
// target_pos = GetAimbotTargetPos(lockedTarget, lep, *cur); break;
|
||||
// }
|
||||
// QAngle_t angle = CalcAngles(target_pos, lep);
|
||||
// angle.x *= -1.f;
|
||||
// angle.y += 180.f;
|
||||
// //QAngle_t cur_punch_angle = *(QAngle_t*)((uintptr_t)lp + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_aimPunchAngle")));
|
||||
// //// --- RCS ---
|
||||
// //bool rcsActive = (Config::rcs || Config::silent_shooterAfterAim) && (shotCount > Config::rcsActivationShots);
|
||||
// //if (rcsActive && shotCount > 1) {
|
||||
// // angle -= cur_punch_angle * 2.f;
|
||||
// // last_punch_angle = cur_punch_angle;
|
||||
// //} else {
|
||||
// // last_punch_angle = {0,0,0};
|
||||
// //}
|
||||
// //angle.z = 0.f;
|
||||
// //angle = angle.Normalize();
|
||||
// // --- Smooth ---
|
||||
// if (Config::silent_aim_smooth > 0.f) {
|
||||
// QAngle_t delta = (angle - *cur).Normalize();
|
||||
@@ -523,131 +524,84 @@ void Aimbot() {
|
||||
// *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, m_csgoUserCmd@%zu, m_nButtons@%zu, nSubticks=%d, pRep=%p, pBaseCmd=%p",
|
||||
sizeof(CUserCmd),
|
||||
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;
|
||||
}
|
||||
|
||||
void SilentAimbot(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;
|
||||
if (!Config::silent_aim || !pCmd)
|
||||
return;
|
||||
|
||||
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 = (QAngle_t*)(modules.getModule("client") + 0x1A78650);
|
||||
if (!cur) return;
|
||||
// --- Кнопка активации ---
|
||||
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;
|
||||
}
|
||||
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 ((!targetWasLost && !targetWasLockedThisPress)) {
|
||||
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
|
||||
if (!silentActive)
|
||||
return;
|
||||
|
||||
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;
|
||||
|
||||
// Поиск цели
|
||||
float bestFov = Config::silent_aim_fov;
|
||||
C_CSPlayerPawn* bestTarget = nullptr;
|
||||
QAngle_t bestAngle = { 0, 0, 0 };
|
||||
for (int i = 1; i <= nMaxHighestEntity; i++) {
|
||||
Vector_t bestTargetPos{};
|
||||
for (int i = 1; i <= I::GameEntity->Instance->GetHighestEntityIndex(); ++i) {
|
||||
auto Entity = I::GameEntity->Instance->Get(i);
|
||||
if (!Entity) continue;
|
||||
if (!Entity->handle().valid()) continue;
|
||||
if (!Entity || !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")) {
|
||||
if (!_class || HASH(_class->szName) != HASH("C_CSPlayerPawn"))
|
||||
continue;
|
||||
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);
|
||||
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(*cur, angle);
|
||||
if (!std::isfinite(fov) || fov > bestFov) continue;
|
||||
float fov = GetFov(*curAngles, angle);
|
||||
if (!std::isfinite(fov) || fov > bestFov)
|
||||
continue;
|
||||
bestFov = fov;
|
||||
bestTarget = pawn;
|
||||
bestAngle = angle;
|
||||
bestTargetPos = targetPos;
|
||||
}
|
||||
}
|
||||
lockedTarget = bestTarget;
|
||||
last_punch_angle = { 0,0,0 };
|
||||
if (lockedTarget) targetWasLockedThisPress = true;
|
||||
if (!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;
|
||||
if (!bestTarget)
|
||||
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;
|
||||
|
||||
QAngle_t aimAngle = CalcAngles(bestTargetPos, localEye);
|
||||
aimAngle.x *= -1.f;
|
||||
aimAngle.y += 180.f;
|
||||
|
||||
// Установить угол для всех сабтиков
|
||||
pCmd->SetSubTickAngle(aimAngle);
|
||||
}
|
||||
@@ -4,3 +4,4 @@
|
||||
|
||||
void Aimbot();
|
||||
void SilentAimbot(CUserCmd* pCmd);
|
||||
void Ver2Aimbot(CUserCmd* pCmd);
|
||||
|
||||
@@ -38,11 +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));
|
||||
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, edx, nSlot, pCmd);
|
||||
}
|
||||
|
||||
void H::Hooks::init() {
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -209,6 +209,7 @@ void Menu::render() {
|
||||
keybind.menuButton(Config::silent_aim_key);
|
||||
ImGui::Checkbox("Always On##SilentAim", &Config::always_on_silent_aim);
|
||||
ImGui::Checkbox("Shooter After Aim##Silent", &Config::silent_shooterAfterAim); // Новый чекбокс
|
||||
ImGui::Checkbox("Rage mode##Silent", &Config::silent_rage); // Новый чекбокс
|
||||
ImGui::SliderFloat("Smooth##SilentAim", &Config::silent_aim_smooth_slider, 0.f, 10.f, "%.2f");
|
||||
Config::silent_aim_smooth = Config::silent_aim_smooth_slider; // Применяем значение ползунка к логике
|
||||
ImGui::SliderFloat("Silent Aim FOV", &Config::silent_aim_fov, 1.f, 180.f, "%1.0f");
|
||||
|
||||
|
Before Width: | Height: | Size: 208 KiB After Width: | Height: | Size: 208 KiB |
|
Before Width: | Height: | Size: 145 KiB After Width: | Height: | Size: 145 KiB |
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user