2025-07-25 21:45:33 +03:00

755 lines
28 KiB
C++

#include "legit.h"
#include "../../core/config.h"
#include "../../core/variables.h"
#include "../../sdk/datatypes/usercmd.h"
#include "../../core/sdk.h"
#include "../../sdk/entity.h"
#include "../../sdk/interfaces/iengineclient.h"
#include "../../sdk/interfaces/iglobalvars.h"
#include "../../sdk/interfaces/cgameentitysystem.h"
#include "../../sdk/datatypes/qangle.h"
#include "../../sdk/datatypes/vector.h"
#include "../cstrike/sdk/interfaces/ccsgoinput.h"
#include "../cstrike/sdk/interfaces/ienginecvar.h"
#include "../lagcomp/lagcomp.h"
#include "../cstrike/sdk/interfaces/events.h"
#include "../penetration/penetration.h"
#include "../cstrike/sdk/interfaces/itrace.h"
#include "../cstrike/core/spoofcall/syscall.h"
#include <iostream>
#include <memoryapi.h>
#include <mutex>
#include <array>
#include "../../core/spoofcall/virtualization/VirtualizerSDK64.h"
#include "../../utilities/inputsystem.h"
float lasttargettime = 0.f;
static std::vector <std::uint32_t> e_hitboxes;
static ImDrawList* g_pBackgroundDrawList = nullptr;
float kill_delay = 0.f;
struct LegitTarget {
C_CSPlayerPawn* player;
Vector_t finalPoint;
int hitgroup;
LegitTarget(C_CSPlayerPawn* player, const QAngle_t& finalAngle, const int hitroup)
: player(player), finalPoint(finalPoint), hitgroup(hitroup) {}
};
std::vector<LegitTarget> sortedTargets;
std::vector<C_CSPlayerPawn*> validTargets;
float get_next_primary_attack(C_CSPlayerPawn* local) noexcept {
if (!I::GlobalVars)
return std::numeric_limits<float>::max();
const auto tick = local->ActiveWeapon()->m_nNextPrimaryAttackTick();
const auto ratio = local->ActiveWeapon()->m_nNextPrimaryAttackTick();
return (tick + ratio) * I::GlobalVars->flIntervalPerTick;
}
void F::LEGIT::impl::SetupTarget(C_CSPlayerPawn* pLocal)
{
if (!D::pDrawListActive)
return;
if (!I::Engine->IsInGame()) return;
CCSPlayerController* pLocalController = CCSPlayerController::GetLocalPlayerController();
if (!pLocalController)
return;
pLocal = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalController->GetPawnHandle());
if (!pLocal)
return;
VIRTUALIZER_DOLPHIN_BLACK_START
const std::lock_guard<std::mutex> guard{ g_cachedEntitiesMutex };
// reset valid targets before increamenting it
legit->Reset(reset::entity);
for (const auto& it : g_cachedEntities) {
C_BaseEntity* pEntity = I::GameResourceService->pGameEntitySystem->Get(it.m_handle);
if (pEntity == nullptr)
continue;
CBaseHandle hEntity = pEntity->GetRefEHandle();
if (hEntity != it.m_handle) continue;
switch (it.m_type) {
case CachedEntity_t::PLAYER_CONTROLLER:
CCSPlayerController* CPlayer = I::GameResourceService->pGameEntitySystem->Get<CCSPlayerController>(hEntity);
if (CPlayer == nullptr)
break;
C_CSPlayerPawn* player = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(CPlayer->GetPawnHandle());
if (!player)
continue;
if (player->GetHealth() <= 0 || !pLocal->IsOtherEnemy(player) || player->GetGameSceneNode()->IsDormant() || player->m_bGunGameImmunity())
continue;
validTargets.push_back(player);
continue;
}
}
VIRTUALIZER_DOLPHIN_BLACK_END
}
bool F::LEGIT::impl::valid(C_CSPlayerPawn* player, C_CSPlayerPawn* pLocal, bool check) {
if (!player)
return false;
bool a1 = check ? true : player->Visible(pLocal, TRACE_TYPE::AIMBOT, legit_data.legit_visibility_check);
bool Invalid = player->GetLifeState() == ELifeState::LIFE_DISCARDBODY || player->GetLifeState() == ELifeState::LIFE_DEAD || player->GetLifeState() == ELifeState::LIFE_DYING;
if (Invalid || player->GetHealth() <= 0 || !a1 || !pLocal->IsOtherEnemy(player) || player->GetGameSceneNode()->IsDormant() || player->m_bGunGameImmunity())
return false;
return true;
}
// math calculations after Quarention update and shit
// qangle conversions are a mess here tho
QAngle_t NormalizeAngle(QAngle_t& angle) noexcept {
angle.Clamp();
return angle;
}
QAngle_t ToAngle(const Vector_t& vec) noexcept {
return QAngle_t{
M_RAD2DEG(std::atan2(-vec.z, std::hypot(vec.x, vec.y))),
M_RAD2DEG(std::atan2(vec.y, vec.x)),
0.00f
}.Clamp();
}
static Vector_t get_target_angle(C_CSPlayerPawn* localplayer, Vector_t position)
{
Vector_t eye_position = localplayer->GetEyePosition();
Vector_t angle = position;
angle.x = position.x - eye_position.x;
angle.y = position.y - eye_position.y;
angle.z = position.z - eye_position.z;
angle.Normalizes();
MATH::vec_angles(angle, &angle);
angle.clamp();
return angle;
}
QAngle_t CalculateRelativeAngle(const Vector_t& source, const Vector_t& dest, const QAngle_t& view_angles) noexcept {
QAngle_t delta = ToAngle(dest - source);
delta -= view_angles;
delta = NormalizeAngle(delta);
return delta;
}
float DistanceToCrosshair(C_CSPlayerPawn* target, const Vector_t& hitboxPos)
{
auto center = ImGui::GetIO().DisplaySize * 0.5f;
ImVec2 out;
auto screenPos = D::WorldToScreen(hitboxPos, out);
if (screenPos) {
ImVec2 crosshairPos = center;
ImVec2 hitboxScreenPos = out;
float deltaX = crosshairPos.x - hitboxScreenPos.x;
float deltaY = crosshairPos.y - hitboxScreenPos.y;
return std::sqrt(deltaX * deltaX + deltaY * deltaY);
}
return FLT_MAX;
}
Vector_t CalculateHitboxAngle(Vector_t source, Vector_t destination, QAngle_t viewAngles) {
Vector_t delta = source - destination;
Vector_t angles;
angles.x = M_RAD2DEG(atanf(delta.z / std::hypotf(delta.x, delta.y))) - viewAngles.x;
angles.y = M_RAD2DEG(atanf(delta.y / delta.x)) - viewAngles.y;
angles.z = 0.0f;
return angles;
}
void F::LEGIT::impl::ScanTarget(C_CSPlayerPawn* pLocal, QAngle_t viewangles)
{
if (!pLocal)
return;
if (!I::Engine->IsConnected() || !I::Engine->IsInGame()) return;
// Clear sortedTarget before any interaction
sortedTargets.clear();
QAngle_t final_ang;
// Check if there are valid targets
if (!validTargets.empty()) {
if (legit_data.legit_target_selection == 0) {
std::sort(validTargets.begin(), validTargets.end(), [this, pLocal](C_CSPlayerPawn* a, C_CSPlayerPawn* b) {
// Calculate distances
float distA_crosshair = DistanceToCrosshair(pLocal, a->GetEyePosition());
float distB_crosshair = DistanceToCrosshair(pLocal, b->GetEyePosition());
return (distA_crosshair < distB_crosshair);
});
}
else {
std::sort(validTargets.begin(), validTargets.end(), [this, pLocal](C_CSPlayerPawn* a, C_CSPlayerPawn* b) {
float distA_player = pLocal->GetEyePosition().DistTo(a->GetEyePosition());
float distB_player = pLocal->GetEyePosition().DistTo(b->GetEyePosition());
return (distA_player < distB_player);
});
}
// Add the closest visible target to sortedTarget
for (C_CSPlayerPawn* target : validTargets) {
if (valid(target, pLocal)) {
sortedTargets.emplace_back(target, final_ang, 0);
break;
}
else {
sortedTargets.clear();
continue;
}
continue;
}
// Scan hitboxes, etc.
if (!sortedTargets.empty()) {
auto target = sortedTargets.front().player;
if (!target) {
sortedTargets.front().finalPoint.Invalidate();
sortedTargets.clear();
return;
}
// sanity
if (!valid(target, pLocal)) {
sortedTargets.front().finalPoint.Invalidate();
sortedTargets.clear();
return;
}
int bestIndex = -1;
float closest_dist = FLT_MAX;
auto best_fov = legit_data.legit_fov;
auto eyepos = pLocal->GetEyePosition();
auto endeyepos = target->GetEyePosition();
float dist = pLocal->GetEyePosition().DistTo(target->GetEyePosition());
float hitbox_scale = {};
Vector_t hitbox_pos = {};
Vector4D_t hitbox_rot = {};
Vector_t best_point = {};
// prefer hitbox closest to crosshair ( since we legit hacking )
for (std::uint32_t i : e_hitboxes) {
target->CalculateHitboxData(i, hitbox_pos, hitbox_rot, hitbox_scale);
float cross_dist = DistanceToCrosshair(target, hitbox_pos);
if (cross_dist < closest_dist) {
closest_dist = cross_dist;
bestIndex = i;
continue;
}
continue;
}
if (bestIndex != -1) { // store best aimpoint info
sortedTargets.front().hitgroup = target->GetHitGroup(bestIndex);
target->CalculateHitboxData(bestIndex, sortedTargets.front().finalPoint, hitbox_rot, hitbox_scale);
}
}
else
return;
}
}
// setup config hitboxes
void F::LEGIT::impl::Scan() {
/* emplace menu hitboxes which will be used for hitscan*/
if (legit_data.hitbox_head) {
e_hitboxes.emplace_back(HEAD);
}
if (legit_data.hitbox_chest) {
e_hitboxes.emplace_back(CHEST);
e_hitboxes.emplace_back(RIGHT_CHEST);
e_hitboxes.emplace_back(LEFT_CHEST);
}
if (legit_data.hitbox_stomach) {
e_hitboxes.emplace_back(STOMACH);
e_hitboxes.emplace_back(CENTER);
e_hitboxes.emplace_back(PELVIS);
}
if (legit_data.hitbox_leg_l) {
e_hitboxes.emplace_back(L_LEG);
}
if (legit_data.hitbox_leg_r) {
e_hitboxes.emplace_back(R_LEG);
}
return;
}
void F::LEGIT::impl::Reset(reset type) {
switch (type) {
case reset::entity:
sortedTargets.clear();
validTargets.clear();
break;
case reset::aimbot:
e_hitboxes.clear();
break;
}
return;
}
float CalculateFactor(float distance, float maxDistance, float minFactor, float maxFactor)
{
// Ensure distance is within valid range
if (distance > maxDistance)
distance = maxDistance;
// Calculate the factor based on the distance
float factor = minFactor + (maxFactor - minFactor) * (1 - distance / maxDistance);
return factor;
}
QAngle_t PerformSmooth(QAngle_t currentAngles, const QAngle_t& targetAngles, float smoothFactor, C_CSPlayerPawn* pLocal, Vector_t hitboxPos)
{
QAngle_t smoothedAngles;
float effectiveSmoothFactor = 0.f;
if (smoothFactor == 0)
effectiveSmoothFactor = 1 * 10.0f;
else
effectiveSmoothFactor = smoothFactor * 10.0f;
// Calculate the difference between target and current angles
QAngle_t angleDiff = targetAngles - currentAngles;
// Calculate the distance between the crosshair and the final point
float distance = DistanceToCrosshair(pLocal, hitboxPos);
// Calculate intelligent acceleration and deceleration factors based on distance
float accelFactor = CalculateFactor(distance, effectiveSmoothFactor, 0.1f, 1.0f);
float decelFactor = CalculateFactor(distance, effectiveSmoothFactor, 0.1f, 1.0f);
// Apply acceleration and deceleration
smoothedAngles.x = currentAngles.x + (angleDiff.x / effectiveSmoothFactor) * (accelFactor + (1));
smoothedAngles.y = currentAngles.y + (angleDiff.y / effectiveSmoothFactor) * (accelFactor + (1));
// Ensure angles are within valid range
smoothedAngles.Clamp();
return smoothedAngles;
}
bool F::LEGIT::impl::Ready(C_CSPlayerPawn* pLocal) {
if (!pLocal)
return false;
auto ActiveWeapon = pLocal->ActiveWeapon();
if (!ActiveWeapon)
return false;
auto data = ActiveWeapon->datawep();
if (!data)
return false;
if (ActiveWeapon->clip1() <= 0)
return false;
return true;
}
void F::LEGIT::impl::Events(IGameEvent* ev, events type) {
if (!C_GET(bool, Vars.legit_enable))
return;
if (!I::Engine->IsConnected() || !I::Engine->IsInGame())
return;
if (!SDK::LocalController)
return;
switch (type) {
case player_death: {
auto controller = SDK::LocalController;
if (!controller)
break;
const auto event_controller = ev->get_player_controller(CS_XOR("attacker"));
if (!event_controller)
return;
if (event_controller->GetIdentity()->GetIndex() == controller->GetIdentity()->GetIndex()) {
const std::int64_t value{ ev->get_int(CS_XOR("dmg_health")) };
auto delay = C_GET(int, Vars.legit_delay_aim_ms) * 50.f;
kill_delay = I::GlobalVars->nTickCount + delay;
// reset targets
sortedTargets.clear();
}
}
break;
case round_start: {
kill_delay = 0;
legit->Reset(reset::entity);
}
break;
}
}
void F::LEGIT::impl::Triggerbot(CUserCmd* cmd, C_BaseEntity* localent, C_BaseEntity* playerent, C_CSPlayerPawn* local, C_CSPlayerPawn* player, CCSWeaponBaseVData* vdata)
{
VIRTUALIZER_MUTATE_ONLY_START;
if (!legit_data.trigger_enable)
return;
if (!SDK::LocalController)
return;
auto weapon = local->ActiveWeapon();
if (!weapon)
return;
auto data = weapon->datawep();
if (!data)
return;
if (!cmd)
return;
auto base = cmd->m_csgoUserCmd.m_pBaseCmd;
if (!base)
return;
if (C_GET(bool, Vars.trigger_on_key) && !LI_FN(GetAsyncKeyState).safe()(legit_data.legit_key))
return;
bool should_trigger = player->InsideCrosshair(local, base->m_pViewangles->m_angValue, data->m_flRange());
if (should_trigger) {
if (cheat->canShot)
cmd->m_nButtons.m_nValue |= IN_ATTACK;
}
//F::AUTOWALL::c_auto_wall::data_t pendata;
//F::AUTOWALL::g_auto_wall->pen(pendata, vecStart, vecEnd, playerent, localent, local, player, vdata, pen_dmg, valid);
// check do we can shoot
VIRTUALIZER_MUTATE_ONLY_END;
}
void adjust_recoil(C_CSPlayerPawn* player, CUserCmd* pCmd) noexcept {
if (!player || !pCmd) return;
auto cache = player->m_aimPunchCache();
static QAngle_t prev = QAngle_t(0.f, 0.f, 0.f);
auto pred_punch = cache.m_Size < 0x81 ? cache.m_Data[cache.m_Size - 1] * 2.f : player->m_aimPunchAngle() * 2.f;
auto delta = cache.m_Size > 0 && cache.m_Size < 0x81 ? prev - pred_punch : QAngle_t(0, 0, 0);
if (cache.m_Size > 0 && cache.m_Size < 0x81) {
if (delta != QAngle_t(0, 0, 0)) {
pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue += delta;
pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.Clamp();
}
prev = pred_punch;
}
}
void F::LEGIT::impl::Run(CUserCmd* cmd) {
if (!C_GET(bool, Vars.legit_enable))
return;
if (!I::Engine->IsConnected() || !I::Engine->IsInGame())
return;
if (!SDK::LocalController || !SDK::LocalPawn)
return;
if (!cmd)
return;
auto pCmd = cmd->m_csgoUserCmd.m_pBaseCmd;
if (!pCmd)
return;
/* store vars */
pLocal = SDK::LocalPawn;
if (!pLocal || !pCmd)
return;
if (pLocal->GetHealth() <= 0)
return;
auto viewangles = pCmd->m_pViewangles->m_angValue;
// reset hitboxes
legit->Reset(reset::aimbot);
legit->SetupAdaptiveWeapon(pLocal);
// hitbox menu selection
legit->Scan();
// run target selection
legit->SetupTarget(pLocal);
// stop aimbot for now, no targets/hitboxes found
if (validTargets.empty() || e_hitboxes.empty())
return;
legit->ScanTarget(pLocal, viewangles);
if (sortedTargets.empty() || !sortedTargets.front().finalPoint.IsValid())
return;
// no ammo or not valid weapon
if (!legit->Ready(pLocal))
return;
auto weapon_data = pLocal->ActiveWeapon();
if (!weapon_data)
return;
auto vdata = weapon_data->datawep();
if (!vdata)
return;
// check if grabbed ent valid & pass this to the penetration sys
auto entity = I::GameResourceService->pGameEntitySystem->Get(sortedTargets.front().player->GetRefEHandle());
if (!entity)
return;
auto localent = I::GameResourceService->pGameEntitySystem->Get(pLocal->GetRefEHandle());
if (!localent)
return;
// start angle calculation
auto vec = get_target_angle(pLocal, sortedTargets.front().finalPoint);
vec.clamp();
QAngle_t angle; angle.ToVec3(vec);
// legit conditions
if (C_GET(unsigned int, Vars.legit_conditions) & LEGIT_DELAY_SHOT && kill_delay >= I::GlobalVars->nTickCount)
return;
if (C_GET(unsigned int, Vars.legit_conditions) & LEGIT_IN_AIR && (!pLocal->IsValidMoveType() || !(pLocal->GetFlags() & FL_ONGROUND)))
return;
if (C_GET(unsigned int, Vars.legit_conditions) & LEGIT_FLASHED && pLocal->GetFlashDuration() > 0.f) // flashed
return;
//TODO:
//fix autowall damge when visible
//
// store aimbot data
auto rcs_shots = legit_data.legit_rcs_shots_enable ? legit_data.legit_rcs_shots : 0;
int smooth = legit_data.legit_smooth;
auto fov = std::hypotf(viewangles.x - vec.x, viewangles.y - vec.y); //std::hypotf(viewangles->angValue.x - finalAngle.x, viewangles->angValue.y - finalAngle.y); //GetFov(a1, a2);
const float best_fov = (float)legit_data.legit_fov;
float server_time = (float)SDK::LocalController->m_nTickBase() * 0.015;
bool can_shoot = (pLocal->ActiveWeapon()->m_flNextPrimaryAttackTickRatio() <= server_time);
float pen_dmg = 0.f;
bool can_hit = false;
// run penetration system:
// F::AUTOWALL::c_auto_wall::data_t data;
// F::AUTOWALL::g_auto_wall->pen(data, vecStart, vecEnd, entity, localent, pLocal, sortedTargets.front().player, vdata, pen_dmg, can_hit);
legit->Triggerbot(cmd, localent, entity, pLocal, sortedTargets.front().player, vdata);
if (fov > best_fov)
return;
// calculate aimpunch & compensate it
static auto prev = QAngle_t(0.f, 0.f, 0.f);
auto cache = pLocal->m_aimPunchCache();
auto pred_punch = cache.m_Data[cache.m_Size - 1];
auto delta = prev - pred_punch * 2.f;
if (cache.m_Size > 0 && cache.m_Size <= 0xFFFF) {
pred_punch = cache.m_Data[cache.m_Size - 1];
prev = pred_punch;
}
// maybe peform some delta randomizations
if (legit_data.PunchRandomization) {
delta.x *= MATH::fnRandomFloat(0.3f, 0.7f);
delta.y *= MATH::fnRandomFloat(0.3f, 0.7f);
}
// store best_point with compensated aimpunch
auto best_point = angle + delta * 2.f;
if (LI_FN(GetAsyncKeyState).safe()(legit_data.legit_key)) {
// psilent
if (C_GET(bool, Vars.legit_silent_aim) || (C_GET(bool, Vars.legit_no_scope) && vdata->m_WeaponType() == WEAPONTYPE_SNIPER_RIFLE && !pLocal->IsScoped())) {
}
else {
QAngle_t smoothedAnglesRCS = PerformSmooth(viewangles, best_point, static_cast<float>(smooth), pLocal, vec);
if (smooth == 0) {
viewangles = best_point;
viewangles.Clamp();
}
else {
viewangles = smoothedAnglesRCS;
viewangles.Clamp();
}
}
}
}
void F::LEGIT::impl::SetupAdaptiveWeapon(C_CSPlayerPawn* pLocal) {
if (!pLocal)
return;
if (!C_GET(bool, Vars.legit_enable))
return;
auto ActiveWeapon = pLocal->ActiveWeapon();
if (!ActiveWeapon)
return;
auto data = ActiveWeapon->datawep();
if (!data)
return;
switch (data->m_WeaponType()) {
case WEAPONTYPE_PISTOL:
legit_data.trigger_enable = C_GET(bool, Vars.trigger_enable_p);
legit_data.trigger_hc = C_GET(int, Vars.trigger_hitchance_p);
legit_data.legit_fov = C_GET(int, Vars.legit_fov_pistol);
legit_data.legit_key = C_GET(KeyBind_t, Vars.legit_key_pistol).uKey;
legit_data.legit_key_style = 0; // You may need to set the appropriate value
legit_data.legit_target_selection = C_GET(int, Vars.legit_target_selection);
legit_data.legit_fov_visualize = C_GET(bool, Vars.legit_fov_visualize);
legit_data.remove_weapon_accuracy_spread = C_GET(bool, Vars.remove_weapon_accuracy_spread);
legit_data.legit_smooth = C_GET(int, Vars.legit_smooth_pistol);
legit_data.legit_rcs_shots = C_GET(int, Vars.legit_rcs_shots_pistol);
legit_data.legit_rcs = C_GET(bool, Vars.legit_rcs_pistol);
legit_data.PunchRandomization = C_GET(bool, Vars.PunchRandomization_pistol);
legit_data.legit_rcs_shots_enable = C_GET(bool, Vars.legit_rcs_shots_enable_pistol);
legit_data.legit_rcs_smoothx = C_GET(float, Vars.legit_rcs_smoothx_pistol);
legit_data.legit_rcs_smoothy = C_GET(float, Vars.legit_rcs_smoothy_pistol);
legit_data.legit_visibility_check = C_GET(bool, Vars.legit_visibility_check_pistol);
legit_data.hitbox_head = C_GET(bool, Vars.hitbox_head_pistol);
legit_data.hitbox_neck = C_GET(bool, Vars.hitbox_neck_pistol);
legit_data.hitbox_uppeer_chest = C_GET(bool, Vars.hitbox_uppeer_chest_pistol);
legit_data.hitbox_chest = C_GET(bool, Vars.hitbox_chest_pistol);
legit_data.hitbox_stomach = C_GET(bool, Vars.hitbox_stomach_pistol);
legit_data.hitbox_leg_l = C_GET(bool, Vars.hitbox_leg_l_pistol);
legit_data.hitbox_leg_r = C_GET(bool, Vars.hitbox_leg_r_pistol);
legit_data.punch_x = C_GET(bool, Vars.punch_x_pistol);
legit_data.punch_y = C_GET(bool, Vars.punch_y_pistol);
break;
case WEAPONTYPE_MACHINEGUN:
legit_data.trigger_enable = C_GET(bool, Vars.trigger_enable_m);
legit_data.trigger_hc = C_GET(int, Vars.trigger_hitchance_m);
legit_data.legit_fov = C_GET(int, Vars.legit_fov_machinegun);
legit_data.legit_key = C_GET(KeyBind_t, Vars.legit_key_machinegun).uKey;
legit_data.legit_key_style = 0; // Set the appropriate value
legit_data.legit_target_selection = C_GET(int, Vars.legit_target_selection_machinegun);
legit_data.legit_fov_visualize = C_GET(bool, Vars.legit_fov_visualize);
legit_data.remove_weapon_accuracy_spread = C_GET(bool, Vars.remove_weapon_accuracy_spread);
legit_data.legit_smooth = C_GET(int, Vars.legit_smooth_machinegun);
legit_data.legit_rcs_shots = C_GET(int, Vars.legit_rcs_shots_machinegun);
legit_data.legit_rcs = C_GET(bool, Vars.legit_rcs_machinegun);
legit_data.PunchRandomization = C_GET(bool, Vars.PunchRandomization_machinegun);
legit_data.legit_rcs_shots_enable = C_GET(bool, Vars.legit_rcs_shots_enable_machinegun);
legit_data.legit_rcs_smoothx = C_GET(float, Vars.legit_rcs_smoothx_machinegun);
legit_data.legit_rcs_smoothy = C_GET(float, Vars.legit_rcs_smoothy_machinegun);
legit_data.legit_visibility_check = C_GET(bool, Vars.legit_visibility_check_machinegun);
legit_data.hitbox_head = C_GET(bool, Vars.hitbox_head_machinegun);
legit_data.hitbox_neck = C_GET(bool, Vars.hitbox_neck_machinegun);
legit_data.hitbox_uppeer_chest = C_GET(bool, Vars.hitbox_uppeer_chest_machinegun);
legit_data.hitbox_chest = C_GET(bool, Vars.hitbox_chest_machinegun);
legit_data.hitbox_stomach = C_GET(bool, Vars.hitbox_stomach_machinegun);
legit_data.hitbox_leg_l = C_GET(bool, Vars.hitbox_leg_l_machinegun);
legit_data.hitbox_leg_r = C_GET(bool, Vars.hitbox_leg_r_machinegun);
legit_data.punch_x = C_GET(bool, Vars.punch_x_machinegun);
legit_data.punch_y = C_GET(bool, Vars.punch_y_machinegun);
break;
case WEAPONTYPE_RIFLE:
legit_data.trigger_enable = C_GET(bool, Vars.trigger_enable_a);
legit_data.trigger_hc = C_GET(int, Vars.trigger_hitchance_a);
legit_data.legit_fov = C_GET(int, Vars.legit_fov_assultrifles);
legit_data.legit_key = C_GET(KeyBind_t, Vars.legit_key_assultrifles).uKey;
legit_data.legit_key_style = 0; // Set the appropriate value
legit_data.legit_target_selection = C_GET(int, Vars.legit_target_selection_assultrifles);
legit_data.legit_fov_visualize = C_GET(bool, Vars.legit_fov_visualize);
legit_data.remove_weapon_accuracy_spread = C_GET(bool, Vars.remove_weapon_accuracy_spread);
legit_data.legit_smooth = C_GET(int, Vars.legit_smooth_assultrifles);
legit_data.legit_rcs_shots = C_GET(int, Vars.legit_rcs_shots_assultrifles);
legit_data.legit_rcs = C_GET(bool, Vars.legit_rcs_assultrifles);
legit_data.PunchRandomization = C_GET(bool, Vars.PunchRandomization_assultrifles);
legit_data.legit_rcs_shots_enable = C_GET(bool, Vars.legit_rcs_shots_enable_assultrifles);
legit_data.legit_rcs_smoothx = C_GET(float, Vars.legit_rcs_smoothx_assultrifles);
legit_data.legit_rcs_smoothy = C_GET(float, Vars.legit_rcs_smoothy_assultrifles);
legit_data.legit_visibility_check = C_GET(bool, Vars.legit_visibility_check_assultrifles);
legit_data.hitbox_head = C_GET(bool, Vars.hitbox_head_assultrifles);
legit_data.hitbox_neck = C_GET(bool, Vars.hitbox_neck_assultrifles);
legit_data.hitbox_uppeer_chest = C_GET(bool, Vars.hitbox_uppeer_chest_assultrifles);
legit_data.hitbox_chest = C_GET(bool, Vars.hitbox_chest_assultrifles);
legit_data.hitbox_stomach = C_GET(bool, Vars.hitbox_stomach_assultrifles);
legit_data.hitbox_leg_l = C_GET(bool, Vars.hitbox_leg_l_assultrifles);
legit_data.hitbox_leg_r = C_GET(bool, Vars.hitbox_leg_r_assultrifles);
legit_data.punch_x = C_GET(bool, Vars.punch_x_assultrifles);
legit_data.punch_y = C_GET(bool, Vars.punch_y_assultrifles);
break;
case WEAPONTYPE_SNIPER_RIFLE:
legit_data.trigger_enable = C_GET(bool, Vars.trigger_enable_s);
legit_data.trigger_hc = C_GET(int, Vars.trigger_hitchance_s);
legit_data.legit_fov = C_GET(int, Vars.legit_fov_snipers);
legit_data.legit_key = C_GET(KeyBind_t, Vars.legit_key_snipers).uKey;
legit_data.legit_key_style = 0; // Set the appropriate value
legit_data.legit_target_selection = C_GET(int, Vars.legit_target_selection_snipers);
legit_data.legit_fov_visualize = C_GET(bool, Vars.legit_fov_visualize);
legit_data.remove_weapon_accuracy_spread = C_GET(bool, Vars.remove_weapon_accuracy_spread);
legit_data.legit_smooth = C_GET(int, Vars.legit_smooth_snipers);
legit_data.legit_rcs_shots = C_GET(int, Vars.legit_rcs_shots_snipers);
legit_data.legit_rcs = C_GET(bool, Vars.legit_rcs_snipers);
legit_data.PunchRandomization = C_GET(bool, Vars.PunchRandomization_snipers);
legit_data.legit_rcs_shots_enable = C_GET(bool, Vars.legit_rcs_shots_enable_snipers);
legit_data.legit_rcs_smoothx = C_GET(float, Vars.legit_rcs_smoothx_snipers);
legit_data.legit_rcs_smoothy = C_GET(float, Vars.legit_rcs_smoothy_snipers);
legit_data.legit_visibility_check = C_GET(bool, Vars.legit_visibility_check_snipers);
legit_data.hitbox_head = C_GET(bool, Vars.hitbox_head_snipers);
legit_data.hitbox_neck = C_GET(bool, Vars.hitbox_neck_snipers);
legit_data.hitbox_uppeer_chest = C_GET(bool, Vars.hitbox_uppeer_chest_snipers);
legit_data.hitbox_chest = C_GET(bool, Vars.hitbox_chest_snipers);
legit_data.hitbox_stomach = C_GET(bool, Vars.hitbox_stomach_snipers);
legit_data.hitbox_leg_l = C_GET(bool, Vars.hitbox_leg_l_snipers);
legit_data.hitbox_leg_r = C_GET(bool, Vars.hitbox_leg_r_snipers);
legit_data.punch_x = C_GET(bool, Vars.punch_x_snipers);
legit_data.punch_y = C_GET(bool, Vars.punch_y_snipers);
break;
}
}