If this cvar is enabled (1), and the aimbot is enabled (fov>0), it will stop attacking if there is no visible target.
		
			
				
	
	
		
			107 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			107 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| 
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| #include <math.h>
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| 
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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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| 
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| /* Game units to add to the entity origin to get the head */
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| #define HEAD_OFFSET 25.f
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| 
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| /* Scale factor for aim punch */
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| #define AIM_PUNCH_MULT 2
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| 
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| static bool is_visible(vec3_t start, vec3_t end) {
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|     /* Syntax: PM_TraceLine(start, end, flags, usehulll, ignore_pe); */
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|     pmtrace_t* tr =
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|       i_engine->PM_TraceLine(start, end, PM_TRACELINE_PHYSENTSONLY, 2, -1);
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| 
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|     /* We didn't hit a valid entity */
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|     if (tr->ent <= 0)
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|         return false;
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| 
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|     /* Get entity index from physents, check if we can't get a valid player */
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|     const int ent_idx = i_pmove->physents[tr->ent].info;
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|     if (!get_player(ent_idx))
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|         return false;
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| 
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|     /* We hit a valid player */
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|     return true;
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| }
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| 
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| static vec3_t get_closest_delta(vec3_t viewangles) {
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|     /* Compensate aim punch. We get g_punchAngles from CalcRefdef hook */
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|     viewangles.x += g_punchAngles.x * AIM_PUNCH_MULT;
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|     viewangles.y += g_punchAngles.y * AIM_PUNCH_MULT;
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|     viewangles.z += g_punchAngles.z * AIM_PUNCH_MULT;
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| 
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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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| 
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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 will be the aimbot fov */
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|     float best_fov    = cv_aimbot->value;
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|     vec3_t best_delta = { 0, 0, 0 };
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| 
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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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| 
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|         if (!is_alive(ent) || is_friend(ent))
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|             continue;
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| 
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|         /* TODO: Get bones origin instead of calculating from ent origin */
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|         vec3_t head_pos = ent->origin;
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|         if (ent->curstate.usehull != 1) /* Get head if not crouched */
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|             head_pos.z += HEAD_OFFSET;
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| 
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|         if (!is_visible(local_eyes, head_pos)) /* We can't see player */
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|             continue;
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| 
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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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| 
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|         float fov = hypotf(delta.x, delta.y);
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|         if (fov > 360.0f)
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|             fov = remainderf(fov, 360.0f);
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|         if (fov > 180.0f)
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|             fov = 360.0f - fov;
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| 
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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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| 
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|     return best_delta;
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| }
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| 
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| void aimbot(usercmd_t* cmd) {
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|     if (!CVAR_ON(aimbot) || !(cmd->buttons & IN_ATTACK))
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|         return;
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| 
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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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| 
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|     /* TODO: Add setting for lowest health */
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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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| 
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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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|     } else if (CVAR_ON(autoshoot)) {
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|         /* No valid target and we have autoshoot, don't shoot */
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|         cmd->buttons &= ~IN_ATTACK;
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|     }
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| 
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|     vec_copy(cmd->viewangles, engine_viewangles);
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| 
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|     /* NOTE: Uncomment to disable silent aim */
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|     /* i_engine->SetViewAngles(engine_viewangles); */
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| }
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