#include #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 static vec3_t get_closest_delta(vec3_t viewangles) { vec3_t view_height; i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height); vec3_t local_eyes = vec_add(localplayer->origin, view_height); /* TODO: Compensate aim punch */ /* 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)); 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); */ }