70 lines
2.0 KiB
C
70 lines
2.0 KiB
C
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#include <math.h>
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#include "features.h"
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#include "../include/sdk.h"
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#include "../include/cvars.h"
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#include "../include/util.h"
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enum aimbot_settings {
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OFF = 0,
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CLOSEST = 1,
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LOWEST_HEALTH = 2, /* TODO */
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};
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static vec3_t get_closest_delta(vec3_t viewangles) {
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vec3_t view_height;
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i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
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vec3_t local_eyes = vec_add(localplayer->origin, view_height);
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/* TODO: Compensate aim punch */
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/* These 2 vars are used to store the best target across iterations.
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* NOTE: The default value of best_fov is the aimbot fov */
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float best_fov = 5.0f;
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vec3_t best_delta = { 0, 0, 0 };
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for (int i = 1; i <= i_engine->GetMaxClients(); i++) {
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cl_entity_t* ent = get_player(i);
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if (!valid_player(ent) || !is_alive(ent) || is_friend(ent))
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continue;
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/* TODO: Get bones origin */
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const vec3_t head_pos = vec_add(ent->origin, vec3(0, 0, 0.6f));
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const vec3_t enemy_angle = vec_to_ang(vec_sub(head_pos, local_eyes));
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const vec3_t delta = vec_sub(enemy_angle, viewangles);
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vec_norm(delta);
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const float fov = hypotf(delta.x, delta.y);
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if (fov < best_fov) {
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best_fov = fov;
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vec_copy(best_delta, delta);
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}
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}
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return best_delta;
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}
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void aimbot(usercmd_t* cmd) {
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const int setting = cv_aimbot->value;
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if (setting == OFF || !(cmd->buttons & IN_ATTACK))
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return;
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/* Calculate delta with the engine viewangles, not with the cmd ones */
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vec3_t engine_viewangles;
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i_engine->GetViewAngles(engine_viewangles);
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vec3_t best_delta = get_closest_delta(engine_viewangles);
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if (!vec_is_zero(best_delta)) {
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/* NOTE: We can divide the best delta here to add smoothing */
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engine_viewangles.x += best_delta.x;
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engine_viewangles.y += best_delta.y;
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engine_viewangles.z += best_delta.z;
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}
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vec_copy(cmd->viewangles, engine_viewangles);
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}
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