2025-07-25 22:49:56 +03:00

638 lines
20 KiB
C++

#include "movement.h"
// used: sdk
#include <iostream>
// used: sdk entity
#include "../../sdk/entity.h"
// used: cusercmd
#include "../../sdk/datatypes/usercmd.h"
#include "../../sdk/interfaces/ccsgoinput.h"
#include "../../sdk/datatypes/qangle.h"
// used: convars
#include "../../core/convars.h"
#include "../../sdk/interfaces/ienginecvar.h"
#include "../cstrike/features/enginepred/pred.h"
// used: cheat variables
#include "../../core/variables.h"
#include <array>
#include "../../core/sdk.h"
#include "../../sdk/interfaces/itrace.h"
#include "../cstrike/sdk/interfaces/cgameentitysystem.h"
#include "../antiaim/antiaim.hpp"
struct MovementData {
QAngle_t angCorrectionView{};
} _move_data;
enum DIR : int {
FORWARDS = 0,
BACKWARDS = 180,
LEFT = 90,
RIGHT = -90
};
enum MODE : int {
legit = 0,
rage = 1
};
void AngleQangles(const QAngle_t& angles, QAngle_t* forward, QAngle_t* right, QAngle_t* up)
{
float angle;
float sr, sp, sy, cr, cp, cy;
// Convert angles from degrees to radians
angle = angles.y * (MATH::_PI / 180.0);
sy = sin(angle);
cy = cos(angle);
angle = angles.x * (MATH::_PI / 180.0);
sp = sin(angle);
cp = cos(angle);
angle = angles.z * (MATH::_PI / 180.0);
sr = sin(angle);
cr = cos(angle);
if (forward)
{
forward->x = cp * cy;
forward->y = cp * sy;
forward->z = -sp;
}
if (right)
{
right->x = (-1 * sr * sp * cy + -1 * cr * -sy);
right->y = (-1 * sr * sp * sy + -1 * cr * cy);
right->z = -1 * sr * cp;
}
if (up)
{
up->x = (cr * sp * cy + -sr * -sy);
up->y = (cr * sp * sy + -sr * cy);
up->z = cr * cp;
}
}
void F::MISC::MOVEMENT::movment_fix(CUserCmd* pCmd, QAngle_t angle)
{
QAngle_t wish_angle;
wish_angle = pCmd->m_csgoUserCmd.m_pBaseCmd->m_pViewangles->m_angValue;
int revers = wish_angle.x > 89.f ? -1 : 1;
wish_angle.Clamp();
QAngle_t view_fwd, view_right, view_up, cmd_fwd, cmd_right, cmd_up;
auto viewangles = angle;
AngleQangles(wish_angle, &view_fwd, &view_right, &view_up);
AngleQangles(viewangles, &cmd_fwd, &cmd_right, &cmd_up);
const float v8 = sqrtf((view_fwd.x * view_fwd.x) + (view_fwd.y * view_fwd.y));
const float v10 = sqrtf((view_right.x * view_right.x) + (view_right.y * view_right.y));
const float v12 = sqrtf(view_up.z * view_up.z);
const Vector_t norm_view_fwd((1.f / v8) * view_fwd.x, (1.f / v8) * view_fwd.y, 0.f);
const Vector_t norm_view_right((1.f / v10) * view_right.x, (1.f / v10) * view_right.y, 0.f);
const Vector_t norm_view_up(0.f, 0.f, (1.f / v12) * view_up.z);
const float v14 = sqrtf((cmd_fwd.x * cmd_fwd.x) + (cmd_fwd.y * cmd_fwd.y));
const float v16 = sqrtf((cmd_right.x * cmd_right.x) + (cmd_right.y * cmd_right.y));
const float v18 = sqrtf(cmd_up.z * cmd_up.z);
const Vector_t norm_cmd_fwd((1.f / v14) * cmd_fwd.x, (1.f / v14) * cmd_fwd.y, 0.f);
const Vector_t norm_cmd_right((1.f / v16) * cmd_right.x, (1.f / v16) * cmd_right.y, 0.f);
const Vector_t norm_cmd_up(0.f, 0.f, (1.f / v18) * cmd_up.z);
const float v22 = norm_view_fwd.x * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove;
const float v26 = norm_view_fwd.y * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove;
const float v28 = norm_view_fwd.z * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove;
const float v24 = norm_view_right.x * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove;
const float v23 = norm_view_right.y * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove;
const float v25 = norm_view_right.z * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove;
const float v30 = norm_view_up.x * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove;
const float v27 = norm_view_up.z * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove;
const float v29 = norm_view_up.y * pCmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove;
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove = ((((norm_cmd_fwd.x * v24) + (norm_cmd_fwd.y * v23)) + (norm_cmd_fwd.z * v25))
+ (((norm_cmd_fwd.x * v22) + (norm_cmd_fwd.y * v26)) + (norm_cmd_fwd.z * v28)))
+ (((norm_cmd_fwd.y * v30) + (norm_cmd_fwd.x * v29)) + (norm_cmd_fwd.z * v27));
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove = ((((norm_cmd_right.x * v24) + (norm_cmd_right.y * v23)) + (norm_cmd_right.z * v25))
+ (((norm_cmd_right.x * v22) + (norm_cmd_right.y * v26)) + (norm_cmd_right.z * v28)))
+ (((norm_cmd_right.x * v29) + (norm_cmd_right.y * v30)) + (norm_cmd_right.z * v27));
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove = ((((norm_cmd_up.x * v23) + (norm_cmd_up.y * v24)) + (norm_cmd_up.z * v25))
+ (((norm_cmd_up.x * v26) + (norm_cmd_up.y * v22)) + (norm_cmd_up.z * v28)))
+ (((norm_cmd_up.x * v30) + (norm_cmd_up.y * v29)) + (norm_cmd_up.z * v27));
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove = revers * ((((norm_cmd_fwd.x * v24) + (norm_cmd_fwd.y * v23)) + (norm_cmd_fwd.z * v25)) + (((norm_cmd_fwd.x * v22) + (norm_cmd_fwd.y * v26)) + (norm_cmd_fwd.z * v28)));
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove = ((((norm_cmd_right.x * v24) + (norm_cmd_right.y * v23)) + (norm_cmd_right.z * v25)) + (((norm_cmd_right.x * v22) + (norm_cmd_right.y * v26)) + (norm_cmd_right.z * v28)));
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove = std::clamp(pCmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove, -1.f, 1.f);
pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove = std::clamp(pCmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove, -1.f, 1.f);
}
void F::MISC::MOVEMENT::ProcessMovement(CUserCmd* pCmd, CCSPlayerController* pLocalController, C_CSPlayerPawn* pLocalPawn)
{
if (!pLocalController)
return;
if (!pLocalPawn)
return;
if (pLocalPawn->GetHealth() <= 0)
return;
if (pCmd == nullptr)
return;
CBaseUserCmdPB* base = pCmd->m_csgoUserCmd.m_pBaseCmd;
if (base == nullptr)
return;
// check if player is in noclip or on ladder or in water
if (const int32_t nMoveType = pLocalPawn->GetMoveType(); nMoveType == MOVETYPE_NOCLIP || nMoveType == MOVETYPE_LADDER || pLocalPawn->GetWaterLevel() >= WL_WAIST)
return;
EdgeBug(pLocalController, pLocalPawn, pCmd);
if (pLocalPawn->IsValidMoveType()) {
AutoStrafe(pCmd, base, pLocalPawn, C_GET(int, Vars.bAutostrafeMode));
BunnyHop(pCmd, base, pLocalPawn);
movment_fix(pCmd, F::ANTIAIM::angStoredViewBackup);
}
for (int i = 0; i < pCmd->m_csgoUserCmd.m_inputHistoryField.m_pRep->m_nAllocatedSize; i++)
{
CCSGOInputHistoryEntryPB* pInputEntry = pCmd->GetInputHistoryEntry(i);
if (pInputEntry == nullptr)
continue;
if (pInputEntry->m_pViewCmd == nullptr)
continue;
_move_data.angCorrectionView = pInputEntry->m_pViewCmd->m_angValue;
ValidateUserCommand(pCmd, base, pInputEntry);
}
}
void rotate_movement(float yaw, const QAngle_t& angles, float& fmove, float& smove) {
float rotation = M_DEG2RAD(angles.y - yaw);
float cos_rot = std::cos(rotation);
float sin_rot = std::sin(rotation);
float new_forwardmove = (cos_rot * fmove) - (sin_rot * smove);
float new_sidemove = (sin_rot * fmove) + (cos_rot * smove);
fmove = new_forwardmove;
smove = new_sidemove;
}
void F::MISC::MOVEMENT::EdgeBug(CCSPlayerController* controler, C_CSPlayerPawn* localPlayer, CUserCmd* cmd) {
if (!C_GET(bool, Vars.edge_bug))
return;
if (!controler || !localPlayer || localPlayer->GetHealth() <= 0)
return;
C_CSPlayerPawn* pred = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(controler->m_hPredictedPawn());
if (!pred)
return;
static bool bhopWasEnabled = true;
bool JumpDone;
bool unduck = true;
float max_radius = MATH::_PI * 2;
float step = max_radius / 128;
float xThick = 23;
bool valid = GetAsyncKeyState(C_GET(KeyBind_t, Vars.edge_bug_key).uKey);
if (!valid) {
return;
}
if (valid) {
I::Cvar->Find(FNV1A::Hash(CS_XOR("sv_min_jump_landing_sound")))->value.fl = 63464578.f;
}
else {
I::Cvar->Find(FNV1A::Hash(CS_XOR("sv_min_jump_landing_sound")))->value.fl = 260;
}
static bool edgebugging = false;
static int edgebugging_tick = 0;
if (!edgebugging) {
int flags = localPlayer->GetFlags();
float z_velocity = floor(localPlayer->m_vecVelocity().z);
for (int i = 0; i < 64; i++) {
if (z_velocity < -7 && floor(localPlayer->m_vecVelocity().z) == -7 && !(flags & FL_ONGROUND) && localPlayer->GetMoveType() != MOVETYPE_NOCLIP) {
edgebugging_tick = cmd->m_csgoUserCmd.m_pBaseCmd->m_nTickCount + i;
edgebugging = true;
break;
}
else {
z_velocity = floor(localPlayer->m_vecVelocity().z);
flags = localPlayer->GetFlags();
}
}
}
else {
cmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_nMousedX = 0.f;
cmd->m_nButtons.m_nValue |= IN_DUCK;
if ((localPlayer->GetFlags() & 0x1)) {
cmd->m_nButtons.m_nValue &= ~IN_JUMP;
}
Vector_t pos = localPlayer->GetSceneOrigin();
for (float a = 0.f; a < max_radius; a += step) {
Vector_t pt;
pt.x = (xThick * cos(a)) + pos.x;
pt.y = (xThick * sin(a)) + pos.y;
pt.z = pos.z;
Vector_t pt2 = pt;
pt2.z -= 8192;
trace_filter_t filter = {};
I::Trace->Init(filter, localPlayer, 0x1400B, 3, 7);
game_trace_t trace = {};
ray_t ray = {};
I::Trace->TraceShape(ray, &pt, &pt2, filter, trace);
if (trace.Fraction != 1.0f && trace.Fraction != 0.0f) {
JumpDone = true;
cmd->m_nButtons.m_nValue |= IN_DUCK;
}
}
if (cmd->m_csgoUserCmd.m_pBaseCmd->m_nTickCount > edgebugging_tick) {
edgebugging = false;
edgebugging_tick = 0;
}
}
trace_filter_t filter = {};
I::Trace->Init(filter, localPlayer, 0x1400B, 3, 7);
Vector_t pos = localPlayer->GetSceneOrigin();
if (pred->m_bInLanding()) {
for (float a = 0.f; a < max_radius; a += step) {
Vector_t pt;
pt.x = (xThick * cos(a)) + pos.x;
pt.y = (xThick * sin(a)) + pos.y;
pt.z = pos.z;
Vector_t pt2 = pt;
pt2.z -= 8192;
game_trace_t trace = {};
ray_t ray = {};
I::Trace->TraceShape(ray, &pt, &pt2, filter, trace);
if (trace.Fraction != 1.0f && trace.Fraction != 0.0f) {
JumpDone = true;
cmd->m_csgoUserCmd.m_pBaseCmd->m_flSideMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_flForwardMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_flUpMove = 0.f;
cmd->m_csgoUserCmd.m_pBaseCmd->m_nMousedX = 0.f;
cmd->m_nButtons.m_nValue |= IN_DUCK;
if ((localPlayer->GetFlags() & 0x1)) {
cmd->m_nButtons.m_nValue &= ~IN_JUMP;
}
}
}
}
if (cmd->m_csgoUserCmd.m_pBaseCmd->m_nTickCount > edgebugging_tick) {
edgebugging = false;
edgebugging_tick = 0;
}
}
void F::MISC::MOVEMENT::AutoStrafe(CUserCmd* pCmd, CBaseUserCmdPB* pUserCmd, C_CSPlayerPawn* pLocalPawn, int type)
{
static uint64_t last_pressed = 0;
static uint64_t last_buttons = 0;
if (!C_GET(bool, Vars.bAutostrafe))
return;
auto& cmd = I::Input->arrCommands[I::Input->nSequenceNumber % 150];
bool strafe_assist = C_GET(bool, Vars.bAutostrafeAssistance);
const auto current_buttons = cmd.m_nButtons.m_nValue;
auto yaw = MATH::normalize_yaw(pUserCmd->m_pViewangles->m_angValue.y);
const auto check_button = [&](const uint64_t button)
{
if (current_buttons & button && (!(last_buttons & button) || button & IN_MOVELEFT && !(last_pressed & IN_MOVERIGHT) || button &
IN_MOVERIGHT && !(last_pressed & IN_MOVELEFT) || button & IN_FORWARD && !(last_pressed & IN_BACK) ||
button & IN_BACK && !(last_pressed & IN_FORWARD)))
{
if (strafe_assist)
{
if (button & IN_MOVELEFT)
last_pressed &= ~IN_MOVERIGHT;
else if (button & IN_MOVERIGHT)
last_pressed &= ~IN_MOVELEFT;
else if (button & IN_FORWARD)
last_pressed &= ~IN_BACK;
else if (button & IN_BACK)
last_pressed &= ~IN_FORWARD;
}
last_pressed |= button;
}
else if (!(current_buttons & button))
last_pressed &= ~button;
};
check_button(IN_MOVELEFT);
check_button(IN_MOVERIGHT);
check_button(IN_FORWARD);
check_button(IN_BACK);
last_buttons = current_buttons;
const auto velocity = pLocalPawn->GetAbsVelocity();
bool wasdstrafe = C_GET(unsigned int, Vars.bAutostrafeMode) == 0;
bool viewanglestrafe = C_GET(unsigned int, Vars.bAutostrafeMode) == 1;
float smoothing = C_GET(float, Vars.autostrafe_smooth);
/*const auto weapon = pLocalPawn->get_weapon_services_ptr()->get_h_active_weapon().get();
const auto js = weapon && (cfg.weapon_config.is_scout && cfg.weapon_config.cur.scout_jumpshot && pLocalPawn->get_vec_abs_velocity().length_2d() < 50.f);
const auto throwing_nade = weapon && weapon->is_grenade() && ticks_to_time(local_player->get_tickbase()) >= weapon->get_throw_time() && weapon->get_throw_time() != 0.f;
if (js)
return;*/
if (pLocalPawn->GetFlags() & FL_ONGROUND)
return;
auto rotate_movement = [](CUserCmd& cmd, float target_yaw)
{ auto pUserCmd = cmd.m_csgoUserCmd.m_pBaseCmd;
const float rot = M_DEG2RAD(pUserCmd->m_pViewangles->m_angValue.y - target_yaw);
const float new_forward = std::cos(rot) * pUserCmd->m_flForwardMove - std::sin(rot) * pUserCmd->m_flSideMove;
const float new_side = std::sin(rot) * pUserCmd->m_flForwardMove + std::cos(rot) * pUserCmd->m_flSideMove;
cmd.m_nButtons.m_nValue &= ~(IN_BACK | IN_FORWARD | IN_MOVELEFT | IN_MOVERIGHT);
pUserCmd->m_flForwardMove = std::clamp(new_forward, -1.f, 1.f);
pUserCmd->m_flSideMove = std::clamp(new_side * -1.f, -1.f, 1.f);
if (pUserCmd->m_flForwardMove > 0.f)
cmd.m_nButtons.m_nValue |= IN_FORWARD;
else if (pUserCmd->m_flForwardMove < 0.f)
cmd.m_nButtons.m_nValue |= IN_BACK;
if (pUserCmd->m_flSideMove > 0.f)
cmd.m_nButtons.m_nValue |= IN_MOVELEFT;
else if (pUserCmd->m_flSideMove < 0.f)
cmd.m_nButtons.m_nValue |= IN_MOVERIGHT;
};
if (wasdstrafe)
{
auto offset = 0.f;
if (last_pressed & IN_MOVELEFT)
offset += 90.f;
if (last_pressed & IN_MOVERIGHT)
offset -= 90.f;
if (last_pressed & IN_FORWARD)
offset *= 0.5f;
else if (last_pressed & IN_BACK)
offset = -offset * 0.5f + 180.f;
yaw += offset;
pUserCmd->m_flForwardMove = 0.f;
pUserCmd->m_flSideMove = 0.f;
rotate_movement(cmd, MATH::normalize_yaw(yaw));
if (!viewanglestrafe && offset == 0.f)
return;
}
if (pUserCmd->m_flSideMove != 0.0f || pUserCmd->m_flForwardMove != 0.0f)
return;
auto velocity_angle = M_RAD2DEG(std::atan2f(velocity.y, velocity.x));
if (velocity_angle < 0.0f)
velocity_angle += 360.0f;
if (velocity_angle < 0.0f)
velocity_angle += 360.0f;
velocity_angle -= floorf(velocity_angle / 360.0f + 0.5f) * 360.0f;
const auto speed = velocity.Length2D();
const auto ideal = std::clamp(M_RAD2DEG(std::atan2(15.f, speed)), 0.f, 45.f);
const auto correct = (100.f - smoothing) * 0.02f * (ideal + ideal);
pUserCmd->m_flForwardMove = 0.f;
const auto velocity_delta = MATH::normalize_yaw(yaw - velocity_angle);
/*if (throwing_nade && fabsf(velocity_delta) <=20.f)
{
auto &wish_angle = antiaim::wish_angles[globals::current_cmd->command_number % 150];
wish_angle.y = math::normalize_yaw(yaw);
globals::current_cmd->forwardmove = 450.f;
antiaim::fix_movement(globals::current_cmd);
return;
}*/
if (fabsf(velocity_delta) > 170.f && speed > 80.f || velocity_delta > correct && speed > 80.f)
{
yaw = correct + velocity_angle;
pUserCmd->m_flSideMove = -1.f;
rotate_movement(cmd, MATH::normalize_yaw(yaw));
return;
}
const bool side_switch = I::Input->nSequenceNumber % 2 == 0;
if (-correct <= velocity_delta || speed <= 80.f)
{
if (side_switch)
{
yaw = yaw - ideal;
pUserCmd->m_flSideMove = -1.f;
}
else
{
yaw = ideal + yaw;
pUserCmd->m_flSideMove = 1.f;
}
rotate_movement(cmd, MATH::normalize_yaw(yaw));
}
else
{
yaw = velocity_angle - correct;
pUserCmd->m_flSideMove = 1.f;
rotate_movement(cmd, MATH::normalize_yaw(yaw));
}
}
std::array<bool, 150> onground_tick = {};
std::array<bool, 150> remove_tick = {};
bool pressed_jump = false;
void F::MISC::MOVEMENT::BunnyHop(CUserCmd* pCmd, CBaseUserCmdPB* pUserCmd, C_CSPlayerPawn* pLocalPawn)
{
bool bWasLastTimeOnGround{};
pressed_jump = pCmd->m_nButtons.m_nValue & IN_JUMP;
if (!C_GET(bool, Vars.bAutoBHop) || CONVAR::sv_autobunnyhopping->value.i1)
return;
if (pLocalPawn->GetFlags() & FL_ONGROUND)
pCmd->m_nButtons.m_nValue &= ~IN_JUMP;
bWasLastTimeOnGround = pLocalPawn->GetFlags() & FL_ONGROUND;
const float velocity = pLocalPawn->m_vecVelocity().Length2D();
bool bShouldJump = true;
if (velocity > 300.f && Vars.nAutoBHopChance < 0.8) bShouldJump = false;
if (!pLocalPawn->GetFlags() & FL_ONGROUND && !bWasLastTimeOnGround)
pCmd->m_nButtons.m_nValue &= ~IN_JUMP;
bWasLastTimeOnGround = pLocalPawn->GetFlags() & FL_ONGROUND;
/*CSubtickMoveStep* subtick_pressed = pUserCmd->AddSubTickMove();
subtick_pressed->m_nCachedBits = 7;
subtick_pressed->nButton = IN_JUMP;
subtick_pressed->bPressed = true;
subtick_pressed->flWhen = 0.999f;
CSubtickMoveStep* subtick_release = pUserCmd->AddSubTickMove();
subtick_release->m_nCachedBits = 7;
subtick_release->nButton = IN_JUMP;
subtick_release->bPressed = false;
subtick_release->flWhen = 0.999f;*/
}
void F::MISC::MOVEMENT::ValidateUserCommand(CUserCmd* pCmd, CBaseUserCmdPB* pUserCmd, CCSGOInputHistoryEntryPB* pInputEntry)
{
if (pUserCmd == nullptr)
return;
// clamp angle to avoid untrusted angle
if (C_GET(bool, Vars.bAntiUntrusted))
{
if (pInputEntry->m_pViewCmd->m_angValue.IsValid())
{
pInputEntry->m_pViewCmd->m_angValue.Clamp();
pInputEntry->m_pViewCmd->m_angValue.z = 0.f;
}
else
{
pInputEntry->m_pViewCmd->m_angValue = {};
}
}
//MovementCorrection(pUserCmd, pInputEntry, _move_data.angCorrectionView);
// correct movement buttons while player move have different to buttons values
// clear all of the move buttons states
pCmd->m_nButtons.m_nValue &= (~IN_FORWARD | ~IN_BACK | ~IN_LEFT | ~IN_RIGHT);
// re-store buttons by active forward/side moves
if (pUserCmd->m_flForwardMove > 0.0f)
pCmd->m_nButtons.m_nValue |= IN_FORWARD;
else if (pUserCmd->m_flForwardMove < 0.0f)
pCmd->m_nButtons.m_nValue |= IN_BACK;
if (pUserCmd->m_flSideMove > 0.0f)
pCmd->m_nButtons.m_nValue |= IN_RIGHT;
else if (pUserCmd->m_flSideMove < 0.0f)
pCmd->m_nButtons.m_nValue |= IN_LEFT;
if (!pInputEntry->m_pViewCmd->m_angValue.IsZero())
{
float flDeltaX = std::remainderf(pInputEntry->m_pViewCmd->m_angValue.x - _move_data.angCorrectionView.x, 360.f);
float flDeltaY = std::remainderf(pInputEntry->m_pViewCmd->m_angValue.y - _move_data.angCorrectionView.y, 360.f);
float flPitch = CONVAR::m_pitch->value.fl;
float flYaw = CONVAR::m_yaw->value.fl;
float flSensitivity = CONVAR::sensitivity->value.fl;
if (flSensitivity == 0.0f)
flSensitivity = 1.0f;
pUserCmd->m_nMousedX = static_cast<short>(flDeltaX / (flSensitivity * flPitch));
pUserCmd->m_nMousedY = static_cast<short>(-flDeltaY / (flSensitivity * flYaw));
}
}
void F::MISC::MOVEMENT::MovementCorrection(CBaseUserCmdPB* pUserCmd, CCSGOInputHistoryEntryPB* pInputEntry, const QAngle_t& angDesiredViewPoint)
{
if (pUserCmd == nullptr)
return;
Vector_t vecForward = {}, vecRight = {}, vecUp = {};
angDesiredViewPoint.ToDirections(&vecForward, &vecRight, &vecUp);
// we don't attempt on forward/right roll, and on up pitch/yaw
vecForward.z = vecRight.z = vecUp.x = vecUp.y = 0.0f;
vecForward.NormalizeInPlace();
vecRight.NormalizeInPlace();
vecUp.NormalizeInPlace();
Vector_t vecOldForward = {}, vecOldRight = {}, vecOldUp = {};
pInputEntry->m_pViewCmd->m_angValue.ToDirections(&vecOldForward, &vecOldRight, &vecOldUp);
// we don't attempt on forward/right roll, and on up pitch/yaw
vecOldForward.z = vecOldRight.z = vecOldUp.x = vecOldUp.y = 0.0f;
vecOldForward.NormalizeInPlace();
vecOldRight.NormalizeInPlace();
vecOldUp.NormalizeInPlace();
const float flPitchForward = vecForward.x * pUserCmd->m_flForwardMove;
const float flYawForward = vecForward.y * pUserCmd->m_flForwardMove;
const float flPitchSide = vecRight.x * pUserCmd->m_flSideMove;
const float flYawSide = vecRight.y * pUserCmd->m_flSideMove;
const float flRollUp = vecUp.z * pUserCmd->m_flUpMove;
// solve corrected movement speed
pUserCmd->m_flForwardMove = vecOldForward.x * flPitchSide + vecOldForward.y * flYawSide + vecOldForward.x * flPitchForward + vecOldForward.y * flYawForward + vecOldForward.z * flRollUp;
pUserCmd->m_flSideMove = vecOldRight.x * flPitchSide + vecOldRight.y * flYawSide + vecOldRight.x * flPitchForward + vecOldRight.y * flYawForward + vecOldRight.z * flRollUp;
pUserCmd->m_flUpMove = vecOldUp.x * flYawSide + vecOldUp.y * flPitchSide + vecOldUp.x * flYawForward + vecOldUp.y * flPitchForward + vecOldUp.z * flRollUp;
}