2025-07-22 22:06:34 +03:00

207 lines
6.2 KiB
C++

#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<CCSPlayerController*>(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<C_CSPlayerPawn>(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});
}