24 Commits

Author SHA1 Message Date
8dcc
865a02a8cd README - Add tracers feature 2023-07-31 15:57:23 +02:00
8dcc
d09fdf66b5 Add bullet tracers 2023-07-31 15:55:01 +02:00
8dcc
87e6b34eee Add cv_tracers cvar 2023-07-31 15:54:47 +02:00
8dcc
cd3fde56a3 Hook HUD_PostRunCmd and store NextAttacks 2023-07-31 15:36:41 +02:00
8dcc
3d3ebd7c5a Add can_shoot and draw_tracer to util.c 2023-07-31 15:36:09 +02:00
8dcc
7cf0b30495 Add g_flNextAttack and g_flNextPrimaryAttack 2023-07-31 15:35:44 +02:00
8dcc
70a69c1fc8 Add is_visible check to aimbot 2023-07-30 23:53:39 +02:00
8dcc
e26d5639c2 Add aim punch compensation to aimbot 2023-07-30 20:05:33 +02:00
8dcc
0625638e31 Hook CalcRefdef, store punchAngles 2023-07-30 20:05:22 +02:00
8dcc
56fa55a751 Add g_punchAngles 2023-07-30 20:05:12 +02:00
8dcc
bb6c9efc50 Modify vec_copy so it supports float[] 2023-07-30 20:04:28 +02:00
8dcc
04720aa4a3 README - Add aimbot cvar to features, fix typo 2023-07-30 15:09:49 +02:00
8dcc
d5cfc33837 Change remainder func in vec_norm
remainderf -> remainder
2023-07-30 15:07:40 +02:00
8dcc
77e8b04214 Fix aimbot
cv_aimbot now indicates the aimbot fov
2023-07-30 15:07:10 +02:00
8dcc
772f4a1d7a Remove unnecessary check
Already checked in get_player()
2023-07-29 18:58:43 +02:00
8dcc
e43eeb2d3b Add the worst aimbot ever known to man 2023-07-29 17:35:45 +02:00
8dcc
762368d75f Optimize some vector functions, replace vec_copy with macro 2023-07-29 17:34:18 +02:00
8dcc
67f4c5ed88 Change REGISTER_CVAR macro
Remove manual initialization, remove string arguments to macro (convert
to str inside it with #name)
2023-07-29 16:27:01 +02:00
8dcc
e83dad0409 Add aimbot cvar 2023-07-29 16:24:59 +02:00
8dcc
e9f3031ca1 Add vec_sub, vec_norm, vec_to_ang and RAD2DEG to util 2023-07-29 16:23:26 +02:00
8dcc
9f64f544de Add event_api_s include to sdk.h 2023-07-29 16:23:11 +02:00
8dcc
3a514789a7 Add matrix_3x4 and bone_matrix to sdk.h 2023-07-28 23:12:20 +02:00
8dcc
8d735ece89 Add vec_copy and matrix_3x4_origin to util.c 2023-07-28 23:10:54 +02:00
8dcc
2a57c69444 Replace vector indexing with members
Use .x instead of [0]
Also add vec_add() to util.c
2023-07-28 22:15:25 +02:00
16 changed files with 305 additions and 34 deletions

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@@ -5,7 +5,7 @@ INCLUDES=-Isrc/include/sdk/common -Isrc/include/sdk/public -Isrc/include/sdk/pm_
CFLAGS=-Wall -Wextra -Wno-write-strings -m32 -fPIC $(INCLUDES) CFLAGS=-Wall -Wextra -Wno-write-strings -m32 -fPIC $(INCLUDES)
LDFLAGS=-lm LDFLAGS=-lm
OBJS=obj/main.c.o obj/globals.c.o obj/cvars.c.o obj/hooks.c.o obj/detour.c.o obj/util.c.o obj/features/movement.c.o obj/features/esp.c.o obj/features/chams.c.o obj/features/misc.c.o OBJS=obj/main.c.o obj/globals.c.o obj/cvars.c.o obj/hooks.c.o obj/detour.c.o obj/util.c.o obj/features/movement.c.o obj/features/esp.c.o obj/features/chams.c.o obj/features/aim.c.o obj/features/misc.c.o
BIN=libhlcheat.so BIN=libhlcheat.so
.PHONY: clean all inject .PHONY: clean all inject

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@@ -20,10 +20,17 @@ Also make sure to check out [[https://github.com/deboogerxyz/ahc][deboogerxyz/ah
| Feature | Command | Values (0..n) | | Feature | Command | Values (0..n) |
|------------+---------------+------------------------| |------------+---------------+------------------------|
| Bhop | =cv_bhop= | off/on | | Bhop | =cv_bhop= | off/on |
| Autostrafe | =cv_autostrafe= | off/rage/legit |
| Aimbot | =cv_aimbot= | off/fov* |
| ESP | =cv_esp= | off/3d-box/name/all | | ESP | =cv_esp= | off/3d-box/name/all |
| Autostrafe | =sv_autostrafe= | off/rage/legit |
| Chams | =cv_chams= | off/players/hands/all* | | Chams | =cv_chams= | off/players/hands/all* |
| Crosshair | =cv_crosshair= | off/length | | Crosshair | =cv_crosshair= | off/length |
| Tracers | =cv_tracers= | off/on* |
#+begin_quote
*Note:* Aimbot FOV goes from 0 (off) to 180 (all enemies)
#+end_quote
#+begin_quote #+begin_quote
*Note:* Chams color can be changed from the =h_glColor4f()= function inside *Note:* Chams color can be changed from the =h_glColor4f()= function inside
@@ -31,6 +38,11 @@ Also make sure to check out [[https://github.com/deboogerxyz/ahc][deboogerxyz/ah
console variables than more customization at runtime. console variables than more customization at runtime.
#+end_quote #+end_quote
#+begin_quote
*Note:* Bullet tracer color, width and time can be changed at the bottom of the
=bullet_tracers()= function inside [[https://github.com/8dcc/hl-cheat/blob/main/src/features/misc.c][src/features/misc.c]]. See previous chams note.
#+end_quote
* Building * Building
#+begin_src console #+begin_src console
$ git clone --recurse-submodules https://github.com/8dcc/hl-cheat $ git clone --recurse-submodules https://github.com/8dcc/hl-cheat

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@@ -5,18 +5,22 @@
DECL_CVAR(bhop); DECL_CVAR(bhop);
DECL_CVAR(autostrafe); DECL_CVAR(autostrafe);
DECL_CVAR(aimbot);
DECL_CVAR(esp); DECL_CVAR(esp);
DECL_CVAR(chams); DECL_CVAR(chams);
DECL_CVAR(crosshair); DECL_CVAR(crosshair);
DECL_CVAR(tracers);
DECL_CVAR(clmove); DECL_CVAR(clmove);
bool cvars_init(void) { bool cvars_init(void) {
cv_bhop = REGISTER_CVAR("bhop", "1"); REGISTER_CVAR(bhop, 1);
cv_autostrafe = REGISTER_CVAR("autostrafe", "0"); REGISTER_CVAR(autostrafe, 0);
cv_esp = REGISTER_CVAR("esp", "3"); REGISTER_CVAR(aimbot, 0);
cv_chams = REGISTER_CVAR("chams", "1"); REGISTER_CVAR(esp, 3);
cv_crosshair = REGISTER_CVAR("crosshair", "0"); REGISTER_CVAR(chams, 1);
cv_clmove = REGISTER_CVAR("clmove", "0"); REGISTER_CVAR(crosshair, 0);
REGISTER_CVAR(tracers, 0);
REGISTER_CVAR(clmove, 0);
return true; return true;
} }

101
src/features/aim.c Normal file
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@@ -0,0 +1,101 @@
#include <math.h>
#include "features.h"
#include "../include/sdk.h"
#include "../include/cvars.h"
#include "../include/util.h"
/* Game units to add to the entity origin to get the head */
#define HEAD_OFFSET 0.8f
/* Scale factor for aim punch */
#define AIM_PUNCH_MULT 2
static bool is_visible(vec3_t start, vec3_t end) {
/* Syntax: PM_TraceLine(start, end, flags, usehulll, ignore_pe); */
pmtrace_t* tr =
i_engine->PM_TraceLine(start, end, PM_TRACELINE_PHYSENTSONLY, 2, -1);
/* We didn't hit a valid entity */
if (tr->ent <= 0)
return false;
/* Get entity index from physents, check if we can't get a valid player */
const int ent_idx = i_pmove->physents[tr->ent].info;
if (!get_player(ent_idx))
return false;
/* We hit a valid player */
return true;
}
static vec3_t get_closest_delta(vec3_t viewangles) {
/* Compensate aim punch. We get g_punchAngles from CalcRefdef hook */
viewangles.x += g_punchAngles.x * AIM_PUNCH_MULT;
viewangles.y += g_punchAngles.y * AIM_PUNCH_MULT;
viewangles.z += g_punchAngles.z * AIM_PUNCH_MULT;
vec3_t view_height;
i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
vec3_t local_eyes = vec_add(localplayer->origin, view_height);
/* These 2 vars are used to store the best target across iterations.
* NOTE: The default value of best_fov will be the aimbot fov */
float best_fov = cv_aimbot->value;
vec3_t best_delta = { 0, 0, 0 };
for (int i = 1; i <= i_engine->GetMaxClients(); i++) {
cl_entity_t* ent = get_player(i);
if (!is_alive(ent) || is_friend(ent))
continue;
/* TODO: Get bones origin instead of calculating from ent origin */
const vec3_t head_pos = vec_add(ent->origin, vec3(0, 0, HEAD_OFFSET));
if (!is_visible(local_eyes, head_pos)) /* We can't see player */
continue;
const vec3_t enemy_angle = vec_to_ang(vec_sub(head_pos, local_eyes));
const vec3_t delta = vec_sub(enemy_angle, viewangles);
vec_norm(delta);
float fov = hypotf(delta.x, delta.y);
if (fov > 360.0f) {
fov = remainderf(fov, 360.0f);
if (fov > 180.0f)
fov = 360.0f - fov;
}
if (fov < best_fov) {
best_fov = fov;
vec_copy(best_delta, delta);
}
}
return best_delta;
}
void aimbot(usercmd_t* cmd) {
if (!CVAR_ON(aimbot) || !(cmd->buttons & IN_ATTACK))
return;
/* Calculate delta with the engine viewangles, not with the cmd ones */
vec3_t engine_viewangles;
i_engine->GetViewAngles(engine_viewangles);
/* TODO: Add setting for lowest health */
vec3_t best_delta = get_closest_delta(engine_viewangles);
if (!vec_is_zero(best_delta)) {
/* NOTE: We can divide the best delta here to add smoothing */
engine_viewangles.x += best_delta.x;
engine_viewangles.y += best_delta.y;
engine_viewangles.z += best_delta.z;
}
vec_copy(cmd->viewangles, engine_viewangles);
/* NOTE: Uncomment to disable silent aim */
/* i_engine->SetViewAngles(engine_viewangles); */
}

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@@ -36,14 +36,14 @@ bool gl_draw3dbox(vec3_t o, int bh, int bw, int lw) {
* |/ O|/ z(-) * |/ O|/ z(-)
* 7---8 * 7---8
*/ */
vec3_t p1 = vec3(o[0] - bw / 2, o[1] + bw / 2, o[2] + bh / 2); vec3_t p1 = vec3(o.x - bw / 2, o.y + bw / 2, o.z + bh / 2);
vec3_t p2 = vec3(o[0] + bw / 2, o[1] + bw / 2, o[2] + bh / 2); vec3_t p2 = vec3(o.x + bw / 2, o.y + bw / 2, o.z + bh / 2);
vec3_t p3 = vec3(o[0] - bw / 2, o[1] - bw / 2, o[2] + bh / 2); vec3_t p3 = vec3(o.x - bw / 2, o.y - bw / 2, o.z + bh / 2);
vec3_t p4 = vec3(o[0] + bw / 2, o[1] - bw / 2, o[2] + bh / 2); vec3_t p4 = vec3(o.x + bw / 2, o.y - bw / 2, o.z + bh / 2);
vec3_t p5 = vec3(o[0] - bw / 2, o[1] + bw / 2, o[2] - bh / 2); vec3_t p5 = vec3(o.x - bw / 2, o.y + bw / 2, o.z - bh / 2);
vec3_t p6 = vec3(o[0] + bw / 2, o[1] + bw / 2, o[2] - bh / 2); vec3_t p6 = vec3(o.x + bw / 2, o.y + bw / 2, o.z - bh / 2);
vec3_t p7 = vec3(o[0] - bw / 2, o[1] - bw / 2, o[2] - bh / 2); vec3_t p7 = vec3(o.x - bw / 2, o.y - bw / 2, o.z - bh / 2);
vec3_t p8 = vec3(o[0] + bw / 2, o[1] - bw / 2, o[2] - bh / 2); vec3_t p8 = vec3(o.x + bw / 2, o.y - bw / 2, o.z - bh / 2);
vec2_t s1, s2, s3, s4, s5, s6, s7, s8; vec2_t s1, s2, s3, s4, s5, s6, s7, s8;
if (!world_to_screen(p1, s1) || !world_to_screen(p2, s2) || if (!world_to_screen(p1, s1) || !world_to_screen(p2, s2) ||
@@ -78,8 +78,8 @@ static bool gl_draw2dbox(vec3_t o, int bh) {
const rgb_t out_col = { 0, 0, 0 }; /* Outline */ const rgb_t out_col = { 0, 0, 0 }; /* Outline */
/* Get top and bottom of player from origin with box height */ /* Get top and bottom of player from origin with box height */
const vec3_t bot = vec3(o[0], o[1], o[2] - bh / 2); const vec3_t bot = vec3(o.x, o.y, o.z - bh / 2);
const vec3_t top = vec3(o[0], o[1], o[2] + bh / 2); const vec3_t top = vec3(o.x, o.y, o.z + bh / 2);
vec2_t s_bot, s_top; vec2_t s_bot, s_top;
if (!world_to_screen(bot, s_bot) || !world_to_screen(top, s_top)) if (!world_to_screen(bot, s_bot) || !world_to_screen(top, s_top))
@@ -121,7 +121,7 @@ void esp(void) {
continue; continue;
/* Draw name on top of the player. */ /* Draw name on top of the player. */
vec3_t top = vec3(ent->origin[0], ent->origin[1], ent->origin[2] + bh); vec3_t top = vec3(ent->origin.x, ent->origin.y, ent->origin.z + bh);
vec2_t s_top; vec2_t s_top;
if (!world_to_screen(top, s_top)) if (!world_to_screen(top, s_top))

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@@ -26,7 +26,11 @@ void correct_movement(usercmd_t* cmd, vec3_t old_angles);
extern visible_flags visible_mode; extern visible_flags visible_mode;
bool chams(void* this_ptr); bool chams(void* this_ptr);
/* src/features/aim.c */
void aimbot(usercmd_t* cmd);
/* src/features/misc.c */ /* src/features/misc.c */
void custom_crosshair(void); void custom_crosshair(void);
void bullet_tracers(usercmd_t* cmd);
#endif /* FEATURES_H_ */ #endif /* FEATURES_H_ */

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@@ -29,3 +29,29 @@ void custom_crosshair(void) {
gl_drawline(mx - gap, my + gap, mx - gap - len, my + gap + len, w, col); gl_drawline(mx - gap, my + gap, mx - gap - len, my + gap + len, w, col);
gl_drawline(mx + gap, my + gap, mx + gap + len, my + gap + len, w, col); gl_drawline(mx + gap, my + gap, mx + gap + len, my + gap + len, w, col);
} }
void bullet_tracers(usercmd_t* cmd) {
/* Only draw if we are holding attack and we can shoot */
if (!CVAR_ON(tracers) || !(cmd->buttons & IN_ATTACK) || !can_shoot())
return;
/* Get player eye pos, start of tracer */
vec3_t view_height;
i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
vec3_t local_eyes = vec_add(localplayer->origin, view_height);
/* Get forward vector from viewangles */
vec3_t fwd;
i_engine->pfnAngleVectors(cmd->viewangles, fwd, NULL, NULL);
const int tracer_len = 3000;
vec3_t end;
end.x = local_eyes.x + fwd.x * tracer_len;
end.y = local_eyes.y + fwd.y * tracer_len;
end.z = local_eyes.z + fwd.z * tracer_len;
/* NOTE: Change tracer settings here */
const float w = 0.8;
const float time = 2;
draw_tracer(local_eyes, end, (rgb_t){ 66, 165, 245 }, 1, w, time);
}

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@@ -53,8 +53,8 @@ static void autostrafe_rage(usercmd_t* cmd) {
i_engine->GetViewAngles(viewangles); i_engine->GetViewAngles(viewangles);
/* Get our desired angles and delta */ /* Get our desired angles and delta */
float yaw = DEG2RAD(viewangles[1]); float yaw = DEG2RAD(viewangles.y);
float vel_dir = atan2f(i_pmove->velocity[1], i_pmove->velocity[0]) - yaw; float vel_dir = atan2f(i_pmove->velocity.y, i_pmove->velocity.x) - yaw;
float target_ang = atan2f(-cmd->sidemove, cmd->forwardmove); float target_ang = atan2f(-cmd->sidemove, cmd->forwardmove);
float delta = angle_delta_rad(vel_dir, target_ang); float delta = angle_delta_rad(vel_dir, target_ang);
@@ -101,8 +101,8 @@ void bhop(usercmd_t* cmd) {
* https://github.com/deboogerxyz/ahc/blob/0492646e28dd7234a8cd431d37b152dc18a21b04/ahc.c#L377 * https://github.com/deboogerxyz/ahc/blob/0492646e28dd7234a8cd431d37b152dc18a21b04/ahc.c#L377
*/ */
void correct_movement(usercmd_t* cmd, vec3_t old_angles) { void correct_movement(usercmd_t* cmd, vec3_t old_angles) {
float old_y = old_angles[1] + (old_angles[1] < 0 ? 360 : 0); float old_y = old_angles.y + (old_angles.y < 0 ? 360 : 0);
float new_y = cmd->viewangles[1] + (cmd->viewangles[1] < 0 ? 360 : 0); float new_y = cmd->viewangles.y + (cmd->viewangles.y < 0 ? 360 : 0);
float delta = (new_y < old_y) ? fabsf(new_y - old_y) float delta = (new_y < old_y) ? fabsf(new_y - old_y)
: 360 - fabsf(new_y - old_y); : 360 - fabsf(new_y - old_y);

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@@ -8,7 +8,9 @@
#include "include/sdk.h" #include "include/sdk.h"
#include "include/util.h" #include "include/util.h"
enum game_id this_game_id = HL; game_id this_game_id = HL;
vec3_t g_punchAngles = { 0, 0, 0 };
float g_flNextAttack = 0.f, g_flNextPrimaryAttack = 0.f;
void* hw; void* hw;
void** h_client; void** h_client;

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@@ -11,6 +11,8 @@
DECL_HOOK(CL_CreateMove); DECL_HOOK(CL_CreateMove);
DECL_HOOK(HUD_Redraw); DECL_HOOK(HUD_Redraw);
DECL_HOOK(StudioRenderModel); DECL_HOOK(StudioRenderModel);
DECL_HOOK(CalcRefdef);
DECL_HOOK(HUD_PostRunCmd);
/* OpenGL hooks */ /* OpenGL hooks */
DECL_HOOK(glColor4f); DECL_HOOK(glColor4f);
@@ -27,6 +29,8 @@ bool hooks_init(void) {
HOOK(i_client, CL_CreateMove); HOOK(i_client, CL_CreateMove);
HOOK(i_client, HUD_Redraw); HOOK(i_client, HUD_Redraw);
HOOK(i_studiomodelrenderer, StudioRenderModel); HOOK(i_studiomodelrenderer, StudioRenderModel);
HOOK(i_client, CalcRefdef);
HOOK(i_client, HUD_PostRunCmd);
/* OpenGL hooks */ /* OpenGL hooks */
GL_HOOK(glColor4f); GL_HOOK(glColor4f);
@@ -58,6 +62,8 @@ void h_CL_CreateMove(float frametime, usercmd_t* cmd, int active) {
localplayer = i_engine->GetLocalPlayer(); localplayer = i_engine->GetLocalPlayer();
bhop(cmd); bhop(cmd);
aimbot(cmd);
bullet_tracers(cmd);
correct_movement(cmd, old_angles); correct_movement(cmd, old_angles);
vec_clamp(cmd->viewangles); vec_clamp(cmd->viewangles);
@@ -86,6 +92,30 @@ void h_StudioRenderModel(void* this_ptr) {
/*----------------------------------------------------------------------------*/ /*----------------------------------------------------------------------------*/
void h_CalcRefdef(ref_params_t* params) {
/* Store punch angles for CreateMove */
vec_copy(g_punchAngles, params->punchangle);
ORIGINAL(CalcRefdef, params);
}
/*----------------------------------------------------------------------------*/
void h_HUD_PostRunCmd(struct local_state_s* from, struct local_state_s* to,
struct usercmd_s* cmd, int runfuncs, double time,
unsigned int random_seed) {
ORIGINAL(HUD_PostRunCmd, from, to, cmd, runfuncs, time, random_seed);
/* Store attack information to check if we can shoot */
if (runfuncs) {
g_flNextAttack = to->client.m_flNextAttack;
g_flNextPrimaryAttack =
to->weapondata[to->client.m_iId].m_flNextPrimaryAttack;
}
}
/*----------------------------------------------------------------------------*/
void h_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { void h_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
/* This visible_mode variable is changed inside the chams() function, which /* This visible_mode variable is changed inside the chams() function, which
* is called from the StudioRenderModel hook. * is called from the StudioRenderModel hook.

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@@ -23,7 +23,8 @@
#define DECL_CVAR_EXTERN(name) extern cvar_t* cv_##name; #define DECL_CVAR_EXTERN(name) extern cvar_t* cv_##name;
#define REGISTER_CVAR(name, value) \ #define REGISTER_CVAR(name, value) \
i_engine->pfnRegisterVariable(CVAR_PREFIX name, value, CVAR_HACK_ID); cv_##name = \
i_engine->pfnRegisterVariable(CVAR_PREFIX #name, #value, CVAR_HACK_ID);
#define CVAR_ON(name) (cv_##name->value != 0.0f) #define CVAR_ON(name) (cv_##name->value != 0.0f)
@@ -31,9 +32,11 @@
DECL_CVAR_EXTERN(bhop); DECL_CVAR_EXTERN(bhop);
DECL_CVAR_EXTERN(autostrafe); DECL_CVAR_EXTERN(autostrafe);
DECL_CVAR_EXTERN(aimbot);
DECL_CVAR_EXTERN(esp); DECL_CVAR_EXTERN(esp);
DECL_CVAR_EXTERN(chams); DECL_CVAR_EXTERN(chams);
DECL_CVAR_EXTERN(crosshair); DECL_CVAR_EXTERN(crosshair);
DECL_CVAR_EXTERN(tracers);
DECL_CVAR_EXTERN(clmove); DECL_CVAR_EXTERN(clmove);
/*----------------------------------------------------------------------------*/ /*----------------------------------------------------------------------------*/

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@@ -34,6 +34,8 @@ enum game_id {
/*----------------------------------------------------------------------------*/ /*----------------------------------------------------------------------------*/
extern game_id this_game_id; extern game_id this_game_id;
extern vec3_t g_punchAngles;
extern float g_flNextAttack, g_flNextPrimaryAttack;
extern void* hw; extern void* hw;
extern void** h_client; /* hClientDLL hander */ extern void** h_client; /* hClientDLL hander */

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@@ -95,6 +95,10 @@ void hooks_restore(void);
DECL_HOOK_EXTERN(void, CL_CreateMove, float, usercmd_t*, int); DECL_HOOK_EXTERN(void, CL_CreateMove, float, usercmd_t*, int);
DECL_HOOK_EXTERN(int, HUD_Redraw, float, int); DECL_HOOK_EXTERN(int, HUD_Redraw, float, int);
DECL_HOOK_EXTERN(void, StudioRenderModel, void*); DECL_HOOK_EXTERN(void, StudioRenderModel, void*);
DECL_HOOK_EXTERN(void, CalcRefdef, ref_params_t*);
DECL_HOOK_EXTERN(void, HUD_PostRunCmd, struct local_state_s*,
struct local_state_s*, struct usercmd_s*, int, double,
unsigned int);
/* OpenGL hooks */ /* OpenGL hooks */
DECL_HOOK_EXTERN(void, glColor4f, GLfloat, GLfloat, GLfloat, GLfloat); DECL_HOOK_EXTERN(void, glColor4f, GLfloat, GLfloat, GLfloat, GLfloat);

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@@ -11,6 +11,9 @@
#include "sdk/cl_dll/wrect.h" #include "sdk/cl_dll/wrect.h"
#include "sdk/cl_dll/cl_dll.h" #include "sdk/cl_dll/cl_dll.h"
/* event_api_s */
#include "sdk/common/event_api.h"
/* usercmd_t */ /* usercmd_t */
#include "sdk/common/usercmd.h" #include "sdk/common/usercmd.h"
@@ -32,6 +35,9 @@
/* engine_studio_api_t */ /* engine_studio_api_t */
#include "sdk/common/r_studioint.h" #include "sdk/common/r_studioint.h"
typedef float matrix_3x4[3][4];
typedef matrix_3x4 bone_matrix[128];
/* /*
* Credits: * Credits:
* https://github.com/UnkwUsr/hlhax/blob/26491984996c8389efec977ed940c5a67a0ecca4/src/sdk.h#L45 * https://github.com/UnkwUsr/hlhax/blob/26491984996c8389efec977ed940c5a67a0ecca4/src/sdk.h#L45
@@ -56,7 +62,7 @@ typedef struct cl_clientfuncs_s {
void (*CL_CameraOffset)(float* ofs); void (*CL_CameraOffset)(float* ofs);
struct kbutton_s* (*KB_Find)(const char* name); struct kbutton_s* (*KB_Find)(const char* name);
void (*CAM_Think)(void); void (*CAM_Think)(void);
void (*V_CalcRefdef)(struct ref_params_s* pparams); void (*CalcRefdef)(struct ref_params_s* pparams);
int (*HUD_AddEntity)(int type, struct cl_entity_s* ent, int (*HUD_AddEntity)(int type, struct cl_entity_s* ent,
const char* modelname); const char* modelname);

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@@ -14,28 +14,42 @@ typedef struct {
uint8_t r, g, b; uint8_t r, g, b;
} rgb_t; } rgb_t;
#define DEG2RAD(n) ((n)*M_PI / 180.0) #define DEG2RAD(n) ((n)*M_PI / 180.0f)
#define RAD2DEG(n) ((n)*180.0f / M_PI)
#define CLAMP(val, min, max) \ #define CLAMP(val, min, max) \
(((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val))) (((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val)))
#define gl_drawline_points(p0, p1, w, col) \ #define gl_drawline_points(p0, p1, w, col) \
gl_drawline(p0[0], p0[1], p1[0], p1[1], w, col); gl_drawline(p0[0], p0[1], p1[0], p1[1], w, col);
/* Use indexes so it works for float[] as well as vec3_t */
#define vec_copy(dst, src) \
dst[0] = src[0]; \
dst[1] = src[1]; \
dst[2] = src[2];
/*----------------------------------------------------------------------------*/ /*----------------------------------------------------------------------------*/
cl_entity_t* get_player(int ent_idx); cl_entity_t* get_player(int ent_idx);
bool is_alive(cl_entity_t* ent); bool is_alive(cl_entity_t* ent);
bool valid_player(cl_entity_t* ent); bool valid_player(cl_entity_t* ent);
bool is_friend(cl_entity_t* ent); bool is_friend(cl_entity_t* ent);
bool can_shoot(void);
char* get_name(int ent_idx); char* get_name(int ent_idx);
game_id get_cur_game(void); game_id get_cur_game(void);
vec3_t vec3(float x, float y, float z); vec3_t vec3(float x, float y, float z);
vec3_t vec_add(vec3_t a, vec3_t b);
vec3_t vec_sub(vec3_t a, vec3_t b);
bool vec_is_zero(vec3_t v); bool vec_is_zero(vec3_t v);
float vec_len2d(vec3_t v); float vec_len2d(vec3_t v);
void vec_clamp(vec3_t v); void vec_clamp(vec3_t v);
void vec_norm(vec3_t v);
float angle_delta_rad(float a, float b); float angle_delta_rad(float a, float b);
vec3_t vec_to_ang(vec3_t v);
vec3_t matrix_3x4_origin(matrix_3x4 m);
bool world_to_screen(vec3_t vec, vec2_t screen); bool world_to_screen(vec3_t vec, vec2_t screen);
void engine_draw_text(int x, int y, char* s, rgb_t c); void engine_draw_text(int x, int y, char* s, rgb_t c);
void draw_tracer(vec3_t start, vec3_t end, rgb_t c, float a, float w, float t);
void gl_drawbox(int x, int y, int w, int h, rgb_t c); void gl_drawbox(int x, int y, int w, int h, rgb_t c);
void gl_drawline(int x0, int y0, int x1, int y1, float w, rgb_t col); void gl_drawline(int x0, int y0, int x1, int y1, float w, rgb_t col);
bool protect_addr(void* ptr, int new_flags); bool protect_addr(void* ptr, int new_flags);

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@@ -63,6 +63,10 @@ bool is_friend(cl_entity_t* ent) {
} }
} }
bool can_shoot(void) {
return g_flNextAttack <= 0.0f && g_flNextPrimaryAttack <= 0.0f;
}
char* get_name(int ent_idx) { char* get_name(int ent_idx) {
hud_player_info_t info; hud_player_info_t info;
i_engine->pfnGetPlayerInfo(ent_idx, &info); i_engine->pfnGetPlayerInfo(ent_idx, &info);
@@ -93,15 +97,35 @@ game_id get_cur_game(void) {
vec3_t vec3(float x, float y, float z) { vec3_t vec3(float x, float y, float z) {
vec3_t ret; vec3_t ret;
ret[0] = x; ret.x = x;
ret[1] = y; ret.y = y;
ret[2] = z; ret.z = z;
return ret;
}
vec3_t vec_add(vec3_t a, vec3_t b) {
vec3_t ret;
ret.x = a.x + b.x;
ret.y = a.y + b.y;
ret.z = a.z + b.z;
return ret;
}
vec3_t vec_sub(vec3_t a, vec3_t b) {
vec3_t ret;
ret.x = a.x - b.x;
ret.y = a.y - b.y;
ret.z = a.z - b.z;
return ret; return ret;
} }
bool vec_is_zero(vec3_t v) { bool vec_is_zero(vec3_t v) {
return v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f; return v.x == 0.0f && v.y == 0.0f && v.z == 0.0f;
} }
float vec_len2d(vec3_t v) { float vec_len2d(vec3_t v) {
@@ -109,9 +133,15 @@ float vec_len2d(vec3_t v) {
} }
void vec_clamp(vec3_t v) { void vec_clamp(vec3_t v) {
v[0] = CLAMP(v[0], -89.0f, 89.0f); v.x = CLAMP(v.x, -89.0f, 89.0f);
v[1] = CLAMP(remainderf(v[1], 360.0f), -180.0f, 180.0f); /* v.y % 360 */ v.y = CLAMP(remainderf(v.y, 360.0f), -180.0f, 180.0f); /* v.y % 360 */
v[2] = CLAMP(v[2], -50.0f, 50.0f); v.z = CLAMP(v.z, -50.0f, 50.0f);
}
void vec_norm(vec3_t v) {
v.x = isfinite(v.x) ? remainder(v.x, 360) : 0;
v.y = isfinite(v.y) ? remainder(v.y, 360) : 0;
v.z = 0.0f;
} }
float angle_delta_rad(float a, float b) { float angle_delta_rad(float a, float b) {
@@ -125,6 +155,26 @@ float angle_delta_rad(float a, float b) {
return delta; return delta;
} }
vec3_t vec_to_ang(vec3_t v) {
vec3_t ret;
ret.x = RAD2DEG(atan2(-v.z, hypot(v.x, v.y)));
ret.y = RAD2DEG(atan2(v.y, v.x));
ret.z = 0.0f;
return ret;
}
vec3_t matrix_3x4_origin(matrix_3x4 m) {
vec3_t ret;
ret.x = m[0][3];
ret.y = m[1][3];
ret.z = m[2][3];
return ret;
}
bool world_to_screen(vec3_t vec, vec2_t screen) { bool world_to_screen(vec3_t vec, vec2_t screen) {
if (vec_is_zero(vec)) if (vec_is_zero(vec))
return false; return false;
@@ -158,6 +208,19 @@ void engine_draw_text(int x, int y, char* s, rgb_t c) {
i_engine->pfnDrawConsoleString(x, y, s); i_engine->pfnDrawConsoleString(x, y, s);
} }
void draw_tracer(vec3_t start, vec3_t end, rgb_t c, float a, float w,
float time) {
static const char* MDL_STR = "sprites/laserbeam.spr";
static int beam_idx = i_engine->pEventAPI->EV_FindModelIndex(MDL_STR);
float r = c.r / 255.f;
float g = c.g / 255.f;
float b = c.b / 255.f;
i_engine->pEfxAPI->R_BeamPoints(start, end, beam_idx, time, w, 0, a, 0, 0,
0, r, g, b);
}
void gl_drawbox(int x, int y, int w, int h, rgb_t c) { void gl_drawbox(int x, int y, int w, int h, rgb_t c) {
/* Line width */ /* Line width */
const int lw = 1; const int lw = 1;