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authorboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
committerboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
commit3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch)
tree26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/internal_rewrite/ragebot.hpp
parente4729e4393d90271a3814c7a79950a660c48325a (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/ragebot.hpp')
-rw-r--r--cheat/internal_rewrite/ragebot.hpp349
1 files changed, 349 insertions, 0 deletions
diff --git a/cheat/internal_rewrite/ragebot.hpp b/cheat/internal_rewrite/ragebot.hpp
new file mode 100644
index 0000000..7bc6c24
--- /dev/null
+++ b/cheat/internal_rewrite/ragebot.hpp
@@ -0,0 +1,349 @@
+#pragma once
+#include <deque>
+#include <memory>
+
+#include "sdk.hpp"
+#include "console.hpp"
+
+struct CCSGOPlayerAnimState;
+
+enum RecordType_t {
+ RECORD_NONE,
+ RECORD_LBY,
+ RECORD_NORMAL,
+};
+
+enum HitscanTypes_t {
+ HITSCAN_OFF,
+ HITSCAN_HEAD_BODY,
+ HITSCAN_HEAD_BODY_ARMS,
+ HITSCAN_LIMBS,
+};
+
+enum BreakerState_t {
+ BS_OFF,
+ BS_MOVING,
+ BS_WAS_MOVING,
+ BS_BREAKING,
+};
+
+struct lby_update_t {
+ int m_tickbase;
+ BreakerState_t m_state;
+};
+
+namespace features
+{
+ class c_ragebot {
+ public:
+ c_ragebot( );
+
+ class c_lagcomp;
+ struct lag_record_t;
+ struct render_record_t;
+ class c_antiaim;
+ class c_lby_breaker;
+ class c_resolver;
+
+ std::shared_ptr< c_resolver > m_resolver;
+ std::shared_ptr< c_lagcomp > m_lagcomp;
+ std::shared_ptr< c_antiaim > m_antiaim;
+ private:
+ struct aim_target_t {
+ int m_ent_index;
+ int m_tick_count;
+ int m_hitbox;
+ vec3_t m_position;
+ vec3_t m_min;
+ vec3_t m_max;
+ float m_radius;
+ bool m_backtracked;
+ };
+ user_cmd_t* m_cmd;
+ int m_target;
+ bool m_send_next;
+ matrix3x4 m_shot_matrix[ 128 ];
+ int m_shot_target;
+ bool m_can_fakeping;
+
+ void run( );
+
+ std::array< int, 65 > get_sorted_targets( );
+ aim_target_t find_best_target( );
+ bool can_hit_target( int, aim_target_t* target, bool zeus, bool hitchance = true );
+ int hitscan( c_base_player* ent, bool baim, vec3_t& out_pos, float& out_dmg );
+ void set_angles( const vec3_t& viewangles );
+ bool should_baim_entity( c_base_player* ent, bool backtracked = false );
+ void aim_at_target( const aim_target_t& target );
+ bool can_hit_without_ping( int entity );
+ vec3_t multipoint( c_base_player* ent, int hitbox, float* out_dmg );
+ int knifebot( );
+
+ void update_settings( );
+ public:
+ int get_min_dmg( c_base_player* ent );
+ bool can_fakeping( ) const { return m_can_fakeping; }
+ auto get_shot_target( ) const { return m_shot_target; }
+ auto get_shot_matrix( ) const { return m_shot_matrix; }
+ int get_target( ) const { return m_target; }
+ void operator()( user_cmd_t* cmd );
+ };
+
+ class c_ragebot::c_lby_breaker {
+ friend class c_antiaim;
+ private:
+ std::array< lby_update_t, 64 > m_lby_updates;
+ void update_animstate( );
+
+ float m_next_update{ };
+ public:
+ int get_next_update( ) const;
+ void on_lby_proxy( );
+ void override_angles( float* angle, float original, float offset, bool freestanding = false );
+ };
+
+ class c_ragebot::c_antiaim {
+ private:
+ c_lby_breaker m_breaker;
+ user_cmd_t* m_cmd;
+ bool m_is_edging{ };
+ bool m_is_fakewalking{ };
+ bool m_direction{ };
+
+ void run( );
+
+ float get_yaw( bool fake, float original, bool no_jitter = false );
+ float get_pitch( );
+
+ bool run_freestanding( int player = -1 );
+ bool run_edge_dtc( );
+
+
+ public:
+ bool is_fakewalking( ) const { return m_is_fakewalking; }
+ void run_fakewalk( );
+
+ bool is_edging( ) const { return m_is_edging; }
+ float get_yaw( bool no_jitter = false );
+
+ void on_runcommand( ) {
+ m_breaker.update_animstate( );
+ }
+ void on_lby_proxy( ) {
+ m_breaker.on_lby_proxy( );
+ }
+ auto get_next_update( ) {
+ return m_breaker.get_next_update( );
+ }
+
+
+ void fix_movement( );
+ void run( user_cmd_t* cmd ) {
+ m_cmd = cmd;
+ run( );
+ }
+ };
+
+ struct c_ragebot::lag_record_t {
+ c_base_player* m_ent{ };
+
+ int m_tickcount{ };
+ float m_flSimulationTime{ };
+ float m_flOldSimulationTime{ };
+ bool m_balanceadjust{ };
+ bool m_shot{ };
+ int m_choked{ };
+
+ float m_flCycle{ };
+ float m_flLowerBodyYawTarget{ };
+ float m_flDuckAmount{ };
+ float m_flDuckSpeed{ };
+ float m_animDuck{ };
+ int m_fFlags{ };
+ int m_animFlags{ };
+ float m_lastAnimTime;
+
+ vec3_t m_animVelocity{ };
+ vec3_t m_prevVelocity{ };
+
+ bool m_sim_record{ };
+ int m_shots{ };
+
+ C_AnimationLayer m_AnimLayers[ 13 ]{ };
+ float m_PoseParameters[ 24 ]{ };
+
+ vec3_t m_vecOrigin{ }, m_vecAngles{ };
+ vec3_t m_vecRenderOrigin{ }, m_vecRenderAngles{ };
+
+ vec3_t m_vecMins{ }, m_vecMaxs{ };
+ vec3_t m_vecHeadPos{ };
+ vec3_t m_vecPelvisPos{ };
+
+ CCSGOPlayerAnimState m_state{ };
+ matrix3x4 m_matrix[ 128 ]{ };
+
+ bool is_valid( );
+
+ lag_record_t( ) : m_tickcount( -1 ), m_valid( false ) { }
+ lag_record_t( c_base_player* ent );
+
+ bool restore( bool recalculate = false, bool reanimate = false );
+
+ bool m_valid{ };
+ };
+
+ struct c_ragebot::render_record_t {
+ matrix3x4 m_matrix[ 128 ]{ };
+ vec3_t m_origin{ };
+ float m_simtime{ };
+ float m_globaltime{ };
+ float m_validtime{ };
+ };
+
+ class c_ragebot::c_lagcomp {
+ public:
+ using lag_deque_t = std::deque< lag_record_t >;
+ using anim_array_t = C_AnimationLayer[ 13 ];
+ using render_deque_t = std::deque< render_record_t >;
+
+
+ lag_record_t* find_best_record( int ent_index );
+ vec3_t get_backtracked_position( int ent_index );
+ lag_deque_t* get_records( int ent_index, RecordType_t type ) {
+ switch( type ) {
+ case RECORD_LBY:
+ return &m_data_lby[ ent_index ];
+ case RECORD_NORMAL:
+ return &m_data_normal[ ent_index ];
+ }
+
+ return nullptr;
+ }
+
+ void store_record( int ent_index, RecordType_t type, const lag_record_t& record ) {
+ auto records = get_records( ent_index, type );
+ if( records ) {
+ records->push_front( record );
+ }
+ }
+
+ void fsn_net_update_start( );
+ void fsn_render_start( );
+ void restore_animations( );
+ void store_visuals( );
+ void invalidate_bone_caches( );
+
+ lag_record_t* get_newest_record( int ent_index );
+ lag_record_t* get_newest_valid_record( int ent_index );
+
+ bool get_render_record( int ent_index, matrix3x4* out );
+
+ void operator()( user_cmd_t* cmd );
+
+ int backtrack_entity( int ent_index, RecordType_t type, lag_record_t** out_record = nullptr );
+ RecordType_t can_backtrack_entity( int ent_index );
+ float get_flick_time( int ent_index ) {
+ return m_flick_time[ ent_index ];
+ }
+
+ float& get_last_updated_simtime( int ent_index ) {
+ return m_last_simtime[ ent_index ];
+ }
+
+ private:
+ float m_last_simtime[ 65 ]{ };
+ float m_flick_time[ 65 ]{ };
+ bool m_first_update[ 65 ]{ };
+ lag_deque_t m_data_lby[ 65 ];
+ lag_deque_t m_data_normal[ 65 ];
+ render_deque_t m_data_render[ 65 ];
+ user_cmd_t* m_cmd;
+ };
+
+ enum ResolverState_t {
+ R_NONE,
+ R_NORMAL,
+ R_FREESTANDING,
+ R_LAST,
+ };
+
+ enum OverrideDir_t {
+ OVERRIDE_NONE,
+ OVERRIDE_CENTER,
+ OVERRIDE_LEFT,
+ OVERRIDE_RIGHT,
+ OVERRIDE_LAST
+ };
+
+ class c_ragebot::c_resolver {
+ public:
+ void aimbot( int ent_index, int hitbox, vec3_t angle, vec3_t position, vec3_t min, vec3_t max, float radius );
+ void listener( int ent_index, int shots );
+ void frame_stage_notify( );
+ std::vector< float > get_shot_vec( int ent );
+ float get_shot_yaw( int shots, int ent );
+
+ void force_yaw( c_base_player*, float );
+
+ void brute_force( c_base_player* );
+ int manual_override( c_base_player* );
+ void force_lby( c_base_player* );
+ void on_missed_spread( int ent_index, int shots );
+
+ int try_freestanding( c_base_player* );
+ void update_player( int i );
+
+ void increment_shots( int ent_index );
+
+ __forceinline int get_shots( int ent_index ) {
+ auto& data = m_data[ ent_index ];
+
+ return data.m_missed_shots;
+ }
+
+ __forceinline bool& yaw_change( int ent_index ) {
+ return m_data[ ent_index ].m_angle_change;
+ }
+
+ __forceinline int get_state( int ent_index ) {
+ return m_data[ ent_index ].m_state;
+ }
+
+ __forceinline int& get_resolver_shots( int ent_index ) {
+ auto& data = m_data[ ent_index ];
+
+ return data.m_shots[ data.m_state ];
+ }
+
+ protected:
+
+ struct resolve_log_t {
+ //todo: deque to log hits etc
+ void update( int ent_index );
+ void reset( );
+
+ bool m_logged[ R_LAST ]{ };
+ float m_logged_lby{ };
+ int m_state{ };
+ float m_last_lby{ };
+ float m_last_moving_lby{ };
+ float m_last_update{ };
+ int m_shots[ R_LAST ]{ };
+ bool m_was_invalid{ };
+ bool m_has_valid_lby{ };
+ int m_last_freestanding{ };
+ int m_overriding{ };
+ int m_missed_shots{ };
+ int m_logged_shots[ R_LAST ]{ };
+ bool m_angle_change{ };
+ vec3_t m_last_pos{ };
+ };
+
+ struct resolve_data_t : public resolve_log_t {
+ std::array< resolve_log_t, 150 > m_snapshot;
+ };
+
+ std::array< resolve_data_t, 65 > m_data;
+ };
+
+} \ No newline at end of file