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