diff options
| author | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
|---|---|---|
| committer | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
| commit | 3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch) | |
| tree | 26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/internal_rewrite/autowall.cpp | |
| parent | e4729e4393d90271a3814c7a79950a660c48325a (diff) | |
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever.
i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'cheat/internal_rewrite/autowall.cpp')
| -rw-r--r-- | cheat/internal_rewrite/autowall.cpp | 337 |
1 files changed, 337 insertions, 0 deletions
diff --git a/cheat/internal_rewrite/autowall.cpp b/cheat/internal_rewrite/autowall.cpp new file mode 100644 index 0000000..603f94e --- /dev/null +++ b/cheat/internal_rewrite/autowall.cpp @@ -0,0 +1,337 @@ +#include <algorithm>
+
+#include "autowall.hpp"
+#include "settings.hpp"
+#include "context.hpp"
+#include "math.hpp"
+
+
+
+namespace features {
+ bool c_autowall::is_armored( c_base_player* ent, int armor_value, int hitgroup ) {
+ if ( armor_value <= 0 ) return false;
+
+ switch ( hitgroup ) {
+ case HITGROUP_GENERIC:
+ case HITGROUP_CHEST:
+ case HITGROUP_STOMACH:
+ case HITGROUP_LEFTARM:
+ case HITGROUP_RIGHTARM:
+ return true;
+ case HITGROUP_HEAD:
+ return ent->m_bHasHelmet( );
+ }
+
+ return false;
+ }
+
+ void c_autowall::trace_line( const vec3_t& start, const vec3_t& end, unsigned mask, void* ignore, CGameTrace* tr ) {
+ CTraceFilter filter;
+ Ray_t ray;
+
+ filter.pSkip = ignore;
+ ray.Init( start, end );
+
+ g_csgo.m_trace( )->TraceRay( ray, mask, &filter, tr );
+ }
+
+ void c_autowall::scale_damage( c_base_player* ent, int hitgroup, float weapon_armor_ratio, float& damage ) {
+ float multiplier;
+ float armor_ratio;
+ float new_damage;
+ int armor;
+
+ auto get_hitgroup_mul = []( int hitgroup ) {
+ switch ( hitgroup ) {
+ case HITGROUP_HEAD:
+ return 4.f;
+ case HITGROUP_STOMACH:
+ return 1.25f;
+ case HITGROUP_LEFTLEG:
+ case HITGROUP_RIGHTLEG:
+ return 0.75f;
+ }
+
+ return 1.0f;
+ };
+
+ multiplier = get_hitgroup_mul( hitgroup );
+ damage *= multiplier;
+ armor = ent->m_ArmorValue( );
+
+ if ( is_armored( ent, armor, hitgroup ) ) {
+ armor_ratio = weapon_armor_ratio * 0.5f;
+ new_damage = damage * armor_ratio;
+ if ( hitgroup != HITGROUP_HEAD && damage - damage * armor_ratio * 0.5f > armor ) {
+ new_damage = damage - armor * 2.0f;
+ }
+
+ damage = new_damage;
+ }
+ }
+
+ bool c_autowall::is_breakable( IClientEntity* ent ) {
+ #ifdef is_breakable_ptr
+ static auto is_breakable_ptr = g_header.patterns.is_breakable;
+ #else
+ static auto is_breakable_ptr = pattern::first_code_match( g_csgo.m_chl.dll( ), xors( "55 8B EC 51 56 8B F1 85 F6 74 68 83 BE" ) );
+ #endif
+
+ if ( !ent || ent->GetIndex( ) == 0 )
+ return false;
+
+ auto is_breakable_fn = reinterpret_cast< bool( __thiscall* )( void* ) >( is_breakable_ptr );
+
+ bool breakable = is_breakable_fn( ent );
+
+ if ( !breakable ) {
+ auto ent_class = ent->GetClientClass( );
+
+ if ( !ent_class )
+ return false;
+
+ // s/o 2 poiak
+ auto nazwa = ent_class->m_name;
+
+ // s/o 2 estrosterik
+ if ( *reinterpret_cast< uint32_t* >( nazwa ) == 0x65724243 && *reinterpret_cast< uint32_t* >( nazwa + 0x7 ) == 0x53656C62 )
+ return true;
+ }
+
+ return breakable;
+ }
+
+ bool c_autowall::trace_to_exit( vec3_t start, vec3_t& dir, vec3_t& out_end, CGameTrace& tr, CGameTrace* exit_trace ) {
+ float dist = 0.f;
+ int old_contents = 0;
+
+ Ray_t ray;
+
+ while ( dist <= 90.f ) {
+ dist += 4.0f;
+
+ out_end = start + ( dir * dist );
+
+ if ( !old_contents )
+ old_contents = g_csgo.m_trace( )->GetPointContents( out_end, MASK_SHOT_HULL | CONTENTS_HITBOX );
+
+ int contents = g_csgo.m_trace( )->GetPointContents( out_end, MASK_SHOT_HULL | CONTENTS_HITBOX );
+ if ( contents & MASK_SHOT_HULL && ( !( contents & CONTENTS_HITBOX ) || old_contents == contents ) )
+ continue;
+
+ vec3_t end = out_end - ( dir * 4.0f );
+
+ ray.Init( out_end, end );
+
+ g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT_HULL | CONTENTS_HITBOX, nullptr, exit_trace );
+
+ if ( exit_trace->startsolid && exit_trace->surface.flags & SURF_HITBOX ) {
+ CTraceFilter filter;
+ filter.pSkip = exit_trace->m_pEnt;
+
+ ray.Init( out_end, start );
+
+ g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT_HULL, &filter, exit_trace );
+
+ if ( exit_trace->DidHit( ) && !exit_trace->startsolid ) {
+ out_end = exit_trace->endpos;
+ return true;
+ }
+
+ continue;
+ }
+
+ // maps/cs_office/glass/urban_glass
+ const char* surface_name = tr.surface.name;
+
+ if ( surface_name
+ && *( uint32_t* )( &surface_name[ 0 ] ) == 0x7370616d
+ && *( uint32_t* )( &surface_name[ 4 ] ) == 0x5f73632f
+ && *( uint32_t* )( &surface_name[ 8 ] ) == 0x6966666f
+ && *( uint32_t* )( &surface_name[ 12 ] ) == 0x672f6563
+ && *( uint32_t* )( &surface_name[ 16 ] ) == 0x7373616c
+ && *( uint32_t* )( &surface_name[ 20 ] ) == 0x6272752f
+ && *( uint32_t* )( &surface_name[ 24 ] ) == 0x675f6e61
+ && *( uint32_t* )( &surface_name[ 28 ] ) == 0x7373616c
+ ) {
+ *exit_trace = tr;
+ exit_trace->endpos = out_end + dir;
+ return true;
+ }
+
+ if ( exit_trace->DidHit( ) && !exit_trace->startsolid ) {
+ if ( is_breakable( tr.m_pEnt ) && is_breakable( tr.m_pEnt ) )
+ return true;
+
+ if ( tr.surface.flags & SURF_NODRAW || !( exit_trace->surface.flags & SURF_NODRAW ) && ( exit_trace->plane.normal.dot( dir ) <= 1.f ) ) {
+ out_end -= dir * ( exit_trace->fraction * 4.f );
+ return true;
+ }
+
+ continue;
+ }
+
+ if ( !exit_trace->DidHit( ) || exit_trace->startsolid ) {
+ if ( tr.m_pEnt && tr.m_pEnt != g_csgo.m_entlist( )->GetClientEntity< void >( 0 ) && is_breakable( exit_trace->m_pEnt ) ) {
+ *exit_trace = tr;
+ exit_trace->endpos = out_end + dir;
+ return true;
+ }
+ }
+ }
+
+ return false;
+ }
+
+ bool c_autowall::handle_bullet_penetration( weapon_info_t* wpn_data, fire_bullet_data_t& data ) {
+
+ vec3_t pen_end;
+ CGameTrace exit_trace;
+
+
+
+ if ( !trace_to_exit( data.enter_trace.endpos, data.direction, pen_end, data.enter_trace, &exit_trace ) ) {
+ // if( !( g_csgo.m_trace( )->GetPointContents( pen_end, MASK_SHOT_HULL ) & MASK_SHOT_HULL ) )
+ return false;
+ }
+
+ bool is_light_surf = ( data.enter_trace.contents >> 7 ) & 1;
+ bool is_solid_surf = ( data.enter_trace.contents >> 3 ) & 1;
+
+ auto exit_surface = g_csgo.m_phys_props( )->GetSurfaceData( exit_trace.surface.surfaceProps );
+ auto enter_surface = g_csgo.m_phys_props( )->GetSurfaceData( data.enter_trace.surface.surfaceProps );
+
+ if ( !exit_surface || !enter_surface )
+ return false;
+
+ int exit_material = exit_surface->game.material, enter_material = enter_surface->game.material;
+
+ auto damage_mod = 0.16f;
+ auto pen_mod = ( enter_surface->game.penetrationmodifier + exit_surface->game.penetrationmodifier ) * 0.5f;
+
+ constexpr uint32_t grate = 71, wood = 85, plastic = 76, glass = 89, cardboard = 87;
+
+ if ( enter_material == grate /* metal vents */ || enter_material == glass /* windows */ ) {
+ pen_mod = 3.0f;
+ damage_mod = 0.05f;
+ } else if ( is_light_surf || is_solid_surf ) {
+ pen_mod = 1.0f;
+ damage_mod = 0.16f;
+ }
+
+ if ( enter_material == exit_material ) {
+ if ( exit_material == cardboard || exit_material == wood )
+ pen_mod = 3.0f;
+ else if ( exit_material == plastic )
+ pen_mod = 2.0f;
+ }
+
+ float thickness = exit_trace.endpos.dist_to_sqr( data.enter_trace.endpos );
+
+ auto modifier = math::max( 0.f, 1.0f / pen_mod );
+
+ auto lost_dmg = std::fmaxf(
+ ( ( modifier * thickness ) / 24.f )
+ + ( ( data.current_damage * damage_mod )
+ + ( std::fmaxf( 3.75f / wpn_data->penetration, 0.f ) * 3.f * modifier ) ), 0.f );
+
+
+ if ( lost_dmg > 0.f )
+ data.current_damage -= lost_dmg;
+
+ if ( data.current_damage < 1.f )
+ return false;
+
+ data.src = exit_trace.endpos;
+ data.penetrate_count--;
+
+ return true;
+ }
+
+ bool c_autowall::fire_bullet( c_base_player* shooter, c_base_player* target, weapon_info_t* wep_data, fire_bullet_data_t& data, bool ent_check, bool scale ) {
+ data.penetrate_count = 4;
+
+ if ( !wep_data )
+ return false;
+
+ data.current_damage = ( float )( wep_data->damage );
+
+ while ( data.penetrate_count > 0 && data.current_damage >= 1.0f ) {
+ // this little nigga all along.
+ // never trust the feds.
+ // or even fluffy people.
+ data.to_travel = data.travel_range - data.traveled;
+ vec3_t end = data.src + data.direction * data.to_travel;
+
+ trace_line( data.src, end, MASK_SHOT | CONTENTS_GRATE, shooter, &data.enter_trace );
+ util::clip_trace_to_player( target->ce( ), data.src, end + data.direction * 40.f, MASK_SHOT | CONTENTS_GRATE, &data.filter, &data.enter_trace );
+
+ data.traveled += data.to_travel * data.enter_trace.fraction;
+ data.current_damage *= std::pow( wep_data->range_modifier, data.traveled * 0.002f );
+
+ if ( data.enter_trace.fraction == 1.0f ) {
+ if ( !ent_check ) {
+ if ( scale )
+ scale_damage( target, HITGROUP_HEAD, wep_data->armor_ratio, data.current_damage );
+
+ return true;
+ }
+ break;
+ }
+
+
+ if ( data.enter_trace.hitgroup <= HITGROUP_RIGHTLEG && data.enter_trace.hitgroup >= HITGROUP_HEAD
+ && data.enter_trace.m_pEnt == target->ce( ) ) {
+ auto enemy = ( c_base_player* )( data.enter_trace.m_pEnt );
+
+ if ( scale )
+ scale_damage( enemy, data.enter_trace.hitgroup, wep_data->armor_ratio, data.current_damage );
+
+ return true;
+ }
+
+ auto enter_surface = g_csgo.m_phys_props( )->GetSurfaceData( data.enter_trace.surface.surfaceProps );
+ if ( data.traveled > 3000.f || enter_surface->game.penetrationmodifier < 0.1f )
+ break;
+
+ if ( !handle_bullet_penetration( wep_data, data ) )
+ break;
+ }
+
+ return false;
+ }
+
+ float c_autowall::run( c_base_player* shooter, c_base_player* target, const vec3_t& end, bool ent_check ) {
+ if ( !shooter || !target ) {
+ return 0.f;
+ }
+
+ auto wep = shooter->get_weapon( );
+ if ( !wep ) {
+ return 0.f;
+ }
+
+ fire_bullet_data_t data;
+ data.filter.pSkip = shooter;
+
+ if ( shooter == g_ctx.m_local ) {
+ data.src = shooter->get_eye_pos( );
+ } else {
+ data.src = shooter->m_vecOrigin( );
+ data.src.z += 72.f;
+ }
+
+ data.direction = end - data.src;
+ data.travel_range = data.direction.length( );
+ data.direction.normalize_vector( );
+ data.traveled = 0.f;
+ data.to_travel = data.travel_range;
+
+
+ if ( fire_bullet( shooter, target, wep->get_wpn_info( ), data, ent_check ) ) {
+ return std::max( data.current_damage, 0.f );
+ }
+
+ return 0.f;
+ }
+}
|
