#include "aim.h" // used: sdk entity #include "../../sdk/entity.h" #include "../../sdk/interfaces/cgameentitysystem.h" #include "../../sdk/interfaces/iengineclient.h" // used: cusercmd #include "../../sdk/datatypes/usercmd.h" // used: activation button #include "../../utilities/inputsystem.h" // used: cheat variables #include "../../core/variables.h" #include "../../sdk/interfaces/ccsgoinput.h" #include "../../sdk/interfaces/cgametracemanager.h" #include "../../utilities/draw.h" #include "../../core/sdk.h" #include "../../sdk/interfaces/iswapchaindx11.h" void F::LEGITBOT::AIM::OnMove(CUserCmd* pCmd, CBaseUserCmdPB* pBaseCmd, CCSPlayerController* pLocalController, C_CSPlayerPawn* pLocalPawn) { // Check if the legitbot is enabled if (!C_GET(bool, Vars.bLegitbot)) return; if (!pLocalController->IsPawnAlive()) return; AimAssist(pBaseCmd, pLocalPawn, pLocalController); } QAngle_t GetAngularDifference(CBaseUserCmdPB* pCmd, Vector_t vecTarget, C_CSPlayerPawn* pLocal) { // The current position Vector_t vecCurrent = pLocal->GetEyePosition(); // The new angle QAngle_t vNewAngle = (vecTarget - vecCurrent).ToAngles(); vNewAngle.Normalize(); // Normalise it so we don't jitter about // Store our current angles QAngle_t vCurAngle = pCmd->pViewAngles->angValue; // Find the difference between the two angles (later useful when adding smoothing) vNewAngle -= vCurAngle; return vNewAngle; } float GetAngularDistance(CBaseUserCmdPB* pCmd, Vector_t vecTarget, C_CSPlayerPawn* pLocal) { return GetAngularDifference(pCmd, vecTarget, pLocal).Length2D(); } void F::LEGITBOT::AIM::AimAssist(CBaseUserCmdPB* pUserCmd, C_CSPlayerPawn* pLocalPawn, CCSPlayerController* pLocalController) { // Check if the activation key is down if (!IPT::IsKeyDown(C_GET(unsigned int, Vars.nLegitbotActivationKey)) && !C_GET(bool, Vars.bLegitbotAlwaysOn)) return; // The current best distance float flDistance = INFINITY; // The target we have chosen CCSPlayerController* pTarget = nullptr; // Cache'd position Vector_t vecBestPosition = Vector_t(); // Entity loop const int iHighestIndex = I::GameResourceService->pGameEntitySystem->GetHighestEntityIndex(); for (int nIndex = 1; nIndex <= iHighestIndex; nIndex++) { // Get the entity C_BaseEntity* pEntity = I::GameResourceService->pGameEntitySystem->Get(nIndex); if (pEntity == nullptr) continue; // Get the class info SchemaClassInfoData_t* pClassInfo = nullptr; pEntity->GetSchemaClassInfo(&pClassInfo); if (pClassInfo == nullptr) continue; // Get the hashed name const FNV1A_t uHashedName = FNV1A::Hash(pClassInfo->szName); // Make sure they're a player controller if (uHashedName != FNV1A::HashConst("CCSPlayerController")) continue; // Cast to player controller CCSPlayerController* pPlayer = reinterpret_cast(pEntity); if (pPlayer == nullptr) continue; // Check the entity is not us if (pPlayer == pLocalController) continue; // Get the player pawn C_CSPlayerPawn* pPawn = I::GameResourceService->pGameEntitySystem->Get(pPlayer->GetPawnHandle()); if (pPawn == nullptr) continue; // Make sure they're alive if (!pPlayer->IsPawnAlive()) continue; // Check if they're an enemy if (!pLocalPawn->IsOtherEnemy(pPawn)) continue; // Check if they're dormant CGameSceneNode* pCGameSceneNode = pPawn->GetGameSceneNode(); if (pCGameSceneNode == nullptr || pCGameSceneNode->IsDormant()) continue; // Get the position // Firstly, get the skeleton CSkeletonInstance* pSkeleton = pCGameSceneNode->GetSkeletonInstance(); if (pSkeleton == nullptr) continue; // Now the bones Matrix2x4_t* pBoneCache = pSkeleton->pBoneCache; if (pBoneCache == nullptr) continue; const int iBone = 6; // You may wish to change this dynamically but for now let's target the head. // Get the bone's position Vector_t vecPos = pBoneCache->GetOrigin(iBone); // @note: this is a simple example of how to check if the player is visible // initialize trace, construct filterr and initialize ray GameTrace_t trace = GameTrace_t(); TraceFilter_t filter = TraceFilter_t(0x1C3003, pLocalPawn, nullptr, 4); Ray_t ray = Ray_t(); // cast a ray from local player eye positon -> player head bone // @note: would recommend checking for nullptrs I::GameTraceManager->TraceShape(&ray, pLocalPawn->GetEyePosition(), pPawn->GetGameSceneNode()->GetSkeletonInstance()->pBoneCache->GetOrigin(6), &filter, &trace); // check if the hit entity is the one we wanted to check and if the trace end point is visible if (trace.m_pHitEntity != pPawn || !trace.IsVisible()) continue; // Get the distance/weight of the move //float flCurrentDistance = GetAngularDistance(pUserCmd, vecPos, pLocalPawn); //if (flCurrentDistance > C_GET(float , Vars.aim_range) || flCurrentDistance > flDistance) //{ // continue; //} auto calculateDistance = [](double x1, double y1, double x2, double y2) { return std::sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); }; ImVec2 vec{}; if (!D::WorldToScreen(vecPos, &vec)) { continue; } DXGI_SWAP_CHAIN_DESC sd{}; I::SwapChain->pDXGISwapChain->GetDesc(&sd); float flCurrentDistance = calculateDistance(sd.BufferDesc.Width / 2, sd.BufferDesc.Height / 2, vec.x, vec.y); if (flCurrentDistance > C_GET(float, Vars.aim_range) || flCurrentDistance > flDistance) { continue; } // Better move found, override. pTarget = pPlayer; flDistance = flCurrentDistance; vecBestPosition = vecPos; } // Check if a target was found if (pTarget == nullptr) return; // Point at them QAngle_t* pViewAngles = &(pUserCmd->pViewAngles->angValue); // Just for readability sake! // Find the change in angles QAngle_t vNewAngles = GetAngularDifference(pUserCmd, vecBestPosition, pLocalPawn); // Get the smoothing //const float flSmoothing = C_GET(float, Vars.flSmoothing); // Apply smoothing and set angles //pViewAngles->x += vNewAngles.x / flSmoothing; //pViewAngles->y += vNewAngles.y / flSmoothing; //pViewAngles->x += vNewAngles.x; //pViewAngles->y += vNewAngles.y; //pViewAngles->Normalize(); auto aim_punch = pLocalPawn->GetAimPuchAngle(); I::Input->GetUserCmd()->SetSubTickAngle({ pViewAngles->x + vNewAngles.x - aim_punch.x * 2.f , pViewAngles->y + vNewAngles.y - aim_punch.y * 2.f}); }