71 lines
1.9 KiB
C++
71 lines
1.9 KiB
C++
#include "antiaim.hpp"
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#include <ctime>
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#include <cmath>
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#include "../../core/variables.h"
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void F::ANTIAIM::RunAA(CUserCmd* pCmd)
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{
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if (!C_GET(bool, Vars.bAntiAim))
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return;
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if (!I::Engine->IsConnected() || !I::Engine->IsInGame()) // Checking if you are connected and in game
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return;
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if (!SDK::LocalController || !SDK::LocalController->IsPawnAlive()) // Checking if your spectating and alive
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return;
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if (pCmd->m_nButtons.m_nValue & ECommandButtons::IN_USE || pCmd->m_nButtons.m_nValue & ECommandButtons::IN_ATTACK) // Checking if you are not pressing e or attacking
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return;
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if (int32_t nMoveType = SDK::LocalController->GetMoveType(); nMoveType == MOVETYPE_NOCLIP || nMoveType == MOVETYPE_LADDER)
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return;
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C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(SDK::LocalController->GetPawnHandle());
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if (pLocalPawn == nullptr)
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return;
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if (SDK::LocalController->IsThrowingGrenade(SDK::LocalController->GetPlayerWeapon(SDK::LocalPawn)))
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return;
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float flPitch = 0;
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float flYaw = 0;
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switch (C_GET(int, Vars.iBaseYawType))
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{
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case 0:
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break;
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case 1:
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flYaw += -180.f; // Backwards
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break;
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case 2:
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flYaw += 180.f; // Forwards
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break;
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default:
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break;
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}
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switch (C_GET(int, Vars.iPitchType))
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{
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case 0:
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break;
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case 1: // Down
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flPitch = 120.f;
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break;
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case 2: // Up
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flPitch = -120.f;
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break;
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case 3: // Zero
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flPitch = 0.f;
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break;
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default:
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break;
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}
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pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.x = flPitch;
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pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.y += flYaw;
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pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.y = MATH::AngleNormalize(pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.y);
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pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.x = MATH::AngleNormalize(pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.x);
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pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue.z = 0.f;
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} |