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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/util.cpp
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/util.cpp')
-rw-r--r--cheat/internal_rewrite/util.cpp575
1 files changed, 575 insertions, 0 deletions
diff --git a/cheat/internal_rewrite/util.cpp b/cheat/internal_rewrite/util.cpp
new file mode 100644
index 0000000..1d19f9a
--- /dev/null
+++ b/cheat/internal_rewrite/util.cpp
@@ -0,0 +1,575 @@
+#include "util.hpp"
+
+#include "interface.hpp"
+#include "c_base_player.hpp"
+#include "pattern.hpp"
+#include "context.hpp"
+#include "settings.hpp"
+#include "math.hpp"
+#include "base_cheat.hpp"
+
+float TICK_INTERVAL( ) {
+ return g_csgo.m_globals->m_interval_per_tick;
+}
+
+int TIME_TO_TICKS( float dt ) {
+ return static_cast< int >( 0.5f + dt / TICK_INTERVAL( ) );
+}
+
+float TICKS_TO_TIME( int tick ) {
+ return tick * TICK_INTERVAL( );
+}
+
+bool util::is_low_fps( ) {
+ return g_csgo.m_globals->m_frametime > g_csgo.m_globals->m_interval_per_tick;
+}
+
+int util::get_closest_player( bool dist ) {
+ float cur_fov = FLT_MAX;
+ int ret{ -1 };
+ vec3_t viewangles{ };
+ vec3_t local_pos{ };
+
+ bool friendlies = g_settings.rage.active ?
+ g_settings.rage.friendlies : g_settings.legit.friendlies;
+
+ local_pos = g_ctx.m_local->get_eye_pos( );
+ g_csgo.m_engine( )->GetViewAngles( viewangles );
+
+ for( int i{ 1 }; i < g_csgo.m_globals->m_maxclients; ++i ) {
+ auto ent = g_csgo.m_entlist( )->GetClientEntity< >( i );
+
+ if( !ent ) continue;
+ if( ent == g_ctx.m_local ) continue;
+ if( !ent->is_valid( ) ) continue;
+ int team = ent->m_iTeamNum( );
+ if( team == g_ctx.m_local->m_iTeamNum( ) && !friendlies ) {
+ continue;
+ }
+
+ float distance = 0.f;
+ if( dist ) {
+ distance = g_ctx.m_local->m_vecOrigin( ).dist_to( ent->m_vecOrigin( ) );
+ }
+ else {
+ auto ang = math::vector_angles( local_pos, ent->get_hitbox_pos( 0 ) );
+ ang.clamp( );
+ distance = ( viewangles - ang ).clamp( ).length2d( );
+ }
+
+ if( distance < cur_fov ) {
+ ret = i;
+ cur_fov = distance;
+ }
+ }
+
+ return ret;
+}
+
+void util::clip_trace_to_player( IClientEntity* player, const vec3_t& src, const vec3_t& end,
+ unsigned mask, CTraceFilter* filter, CGameTrace* tr ) {
+ CGameTrace player_trace;
+ Ray_t ray;
+ float smallest_fraction = tr->fraction;
+
+ ray.Init( src, end );
+
+ if ( !filter->ShouldHitEntity( player, mask ) ) {
+ return;
+ }
+
+ g_csgo.m_trace( )->ClipRayToEntity( ray, mask | CONTENTS_HITBOX, player, &player_trace );
+
+ if ( player_trace.fraction < smallest_fraction ) {
+ *tr = player_trace;
+ smallest_fraction = player_trace.fraction;
+ }
+}
+
+std::string util::hitgroup_to_string( int hitgroup ) {
+ switch( hitgroup ) {
+ case HITGROUP_CHEST:
+ return xors( "chest" );
+ case HITGROUP_HEAD:
+ return xors( "head" );
+ case HITGROUP_LEFTARM:
+ return xors( "left arm" );
+ case HITGROUP_LEFTLEG:
+ return xors( "left leg" );
+ case HITGROUP_RIGHTARM:
+ return xors( "right arm" );
+ case HITGROUP_RIGHTLEG:
+ return xors( "right leg" );
+ case HITGROUP_STOMACH:
+ return xors( "stomach" );
+ default:
+ return xors( "generic" );
+ }
+}
+
+bool util::trace_ray( const vec3_t& start, const vec3_t& end, IClientEntity* a, IClientEntity* b ) {
+ CGameTrace tr;
+ Ray_t ray;
+ CTraceFilter filter;
+
+ filter.pSkip = a;
+
+ ray.Init( start, end );
+
+ g_csgo.m_trace( )->TraceRay( ray, 0x46004003 | CONTENTS_HITBOX, &filter, &tr );
+ clip_trace_to_player( b, start, end, ( unsigned )0x46004003, &filter, &tr );
+
+ return tr.m_pEnt == b || tr.fraction > 0.98f;
+}
+
+void util::set_random_seed( int seed ) {
+ using fn = int( __cdecl* )( int );
+ fn fn_ptr = ( fn )( GetProcAddress(
+ GetModuleHandleA( xors( "vstdlib.dll" ) ),
+ xors( "RandomSeed" ) ) );
+
+ fn_ptr( seed );
+}
+
+float util::get_random_float( float min, float max ) {
+ using fn = float( *)( float, float );
+ fn fn_ptr = ( fn )( GetProcAddress(
+ GetModuleHandleA( xors( "vstdlib.dll" ) ),
+ xors( "RandomFloat" ) ) );
+
+ return fn_ptr( min, max );
+}
+
+std::array< util::hitchance_data_t, 256 > hitchance_data;
+void util::calculate_spread_runtime( ) {
+ constexpr float pi_2 = 2.0f * ( float ) M_PI;
+
+ for ( size_t n { }; n < 256; ++n ) {
+ set_random_seed( n );
+
+ const float rand_a = get_random_float( 0.0f, 1.0f );
+ const float rand_pi_a = get_random_float( 0.0f, pi_2 );
+ const float rand_b = get_random_float( 0.0f, 1.0f );
+ const float rand_pi_b = get_random_float( 0.0f, pi_2 );
+
+ hitchance_data [ n ] = {
+ { rand_a, rand_b },
+ { std::cos( rand_pi_a ), std::sin( rand_pi_a ) },
+ { std::cos( rand_pi_b ), std::sin( rand_pi_b ) }
+ };
+ }
+}
+
+// This is gay, I didn't want to fuck up the project.
+vec3_t util::get_spread_dir( void *weapon, float inaccuracy, float spread, vec3_t angles, int seed ) {
+ const int rnsd = ( seed & 0xFF );
+ const auto *data = &hitchance_data [ rnsd ];
+ auto *wpn = ( c_base_weapon * ) weapon;
+
+ if ( !wpn )
+ return vec3_t{ };
+
+ float rand_a = data->m_random[ 0 ];
+ float rand_b = data->m_random[ 1 ];
+
+ const uint16_t item_def = wpn->m_iItemDefinitionIndex( );
+
+ // Because fuck you.
+ if ( item_def == WEAPON_NEGEV ) {
+ const int recoil_seed = wpn->get_wpn_info( )->recoil_seed;
+
+ if ( recoil_seed < 3 ) {
+ // Shoutouts to toast for the epic simplified math :^)
+ rand_a = 1.0f - std::powf( rand_a, ( 3 - recoil_seed ) + 1 );
+ rand_b = 1.0f - std::powf( rand_b, ( 3 - recoil_seed ) + 1 );
+ }
+ }
+
+ // Calculate spread.
+ const float rand_inacc = rand_a * g_ctx.m_weapon_inaccuracy;
+ const float rand_spread = rand_b * g_ctx.m_weapon_spread;
+
+ const float spread_x = data->m_inaccuracy [ 0 ] * rand_inacc + data->m_spread [ 0 ] * rand_spread;
+ const float spread_y = data->m_inaccuracy [ 1 ] * rand_inacc + data->m_spread [ 1 ] * rand_spread;
+
+ // Transform angle to direction.
+ vec3_t forward, right, up;
+ math::angle_vectors( angles, &forward, &right, &up );
+
+ return forward + right * spread_x + up * spread_y;
+}
+
+bool __vectorcall util::intersects_hitbox( vec3_t eye_pos, vec3_t end_pos, vec3_t min, vec3_t max, float radius ) {
+ auto dist = math::dist_segment_to_segment( eye_pos, end_pos, min, max );
+
+ return ( dist < radius );
+}
+
+// Note: abuse this as much as you can to achieve the full potential it offers.
+bool util::hitchance( int target, const vec3_t& angles, int percentage, int hitbox ) {
+ if( g_settings.rage.compensate_spread )
+ return true;
+
+ auto ent = g_csgo.m_entlist( )->GetClientEntity< >( target );
+
+ if ( !ent ) return false;
+ if ( percentage <= 1 ) return true;
+
+ int hits_needed = percentage * 256 / 100;
+ int hits = 0;
+
+ auto wep = g_ctx.m_local->get_weapon( );
+ if ( !wep ) return false;
+
+ vec3_t eye_pos = g_ctx.m_local->get_eye_pos( );
+ auto wpn_info = wep->get_wpn_info( );
+ if( !wpn_info ) return false;
+
+ float length = wpn_info->range;
+
+ float inaccuracy = g_ctx.m_weapon_inaccuracy;
+ float spread = g_ctx.m_weapon_spread;
+
+ if( g_settings.rage.active->m_spread_limit( ) ) {
+ bool crouched = g_ctx.m_local->m_vecViewOffset( ).z < 50.f;
+ bool alt_inaccuracy = wep->is_sniper( ) || wep->m_iItemDefinitionIndex( ) == WEAPON_R8REVOLVER;
+ float min_accuracy = crouched ? ( alt_inaccuracy ? wpn_info->inaccuracy_crouch_alt : wpn_info->inaccuracy_crouch )
+ : ( alt_inaccuracy ? wpn_info->inaccuracy_stand_alt : wpn_info->inaccuracy_stand );
+
+ float max_accuracy = alt_inaccuracy ? wpn_info->inaccuracy_move_alt : wpn_info->inaccuracy_move;
+ min_accuracy += 0.0005f;
+
+ float spread_accuracy_fraction = -( g_settings.rage.active->m_spread_limit_min( ) * 0.01f - 1.0f );
+ float spread_accuracy_tolerance = max_accuracy * spread_accuracy_fraction;
+ min_accuracy += spread_accuracy_tolerance;
+
+ if( wep->m_iItemDefinitionIndex( ) == WEAPON_SSG08 && !( g_ctx.m_local->m_fFlags( ) & FL_ONGROUND ) ) {
+ min_accuracy = 0.008750f;
+ }
+
+ if( min_accuracy >= inaccuracy )
+ return true;
+ }
+
+ struct hitbox_data_t {
+ hitbox_data_t( const vec3_t& min, const vec3_t& max, float radius ) {
+ m_min = min;
+ m_max = max;
+ m_radius = radius;
+ }
+
+ vec3_t m_min{ };
+ vec3_t m_max{ };
+ float m_radius{ };
+ };
+
+ std::vector< hitbox_data_t > m_hitbox_data;
+
+ auto model = ent->ce( )->GetModel( );
+ if( !model ) return false;
+
+ auto hdr = g_csgo.m_model_info( )->GetStudiomodel( model );
+ if( !hdr ) return false;
+
+ matrix3x4 bone_matrix[ 128 ];
+ memcpy( bone_matrix,
+ ent->m_CachedBoneData( ).GetElements( ),
+ ent->m_CachedBoneData( ).GetSize( ) * sizeof( matrix3x4 ) );
+
+ auto set = hdr->pHitboxSet( ent->m_nHitboxSet( ) );
+ if( !set ) return false;
+
+ if( hitbox == -1 ) {
+ for( int hitbox{ }; hitbox < set->numhitboxes; ++hitbox ) {
+ auto box = set->pHitbox( hitbox );
+ if( !box ) continue;
+
+ auto min = math::vector_transform( box->bbmin, bone_matrix[ box->bone ] );
+ auto max = math::vector_transform( box->bbmax, bone_matrix[ box->bone ] );
+ auto radius = box->m_flRadius;
+
+ if( radius == -1.f ) {
+ radius = min.dist_to( max );
+ }
+
+ m_hitbox_data.push_back( hitbox_data_t( min, max, radius ) );
+ }
+ }
+ else {
+ auto box = set->pHitbox( hitbox );
+ if( !box ) return false;
+
+ auto min = math::vector_transform( box->bbmin, bone_matrix[ box->bone ] );
+ auto max = math::vector_transform( box->bbmax, bone_matrix[ box->bone ] );
+ auto radius = box->m_flRadius;
+
+ if( radius == -1.f ) {
+ radius = min.dist_to( max );
+ }
+
+ m_hitbox_data.push_back( hitbox_data_t( min, max, radius ) );
+ }
+
+ if( m_hitbox_data.empty( ) )
+ return false;
+
+ for ( int i{ }; i < 256; i ++ ) {
+ vec3_t spread_dir = get_spread_dir( wep, inaccuracy, spread, angles, i );
+
+ //Ray_t ray;
+ //vec3_t end_pos = eye_pos + spread_dir * length;
+ //ray.Init( eye_pos, end_pos );
+ //
+ //
+ //CGameTrace tr;
+ //g_csgo.m_trace( )->ClipRayToEntity( ray, 0x46004003, ent->ce( ), &tr );
+
+ vec3_t end_pos = eye_pos + ( spread_dir * length );
+
+ for( const auto& hitbox : m_hitbox_data ) {
+ if( intersects_hitbox( eye_pos, end_pos, hitbox.m_min, hitbox.m_max, hitbox.m_radius ) ) {
+ hits++;
+ break; // cannot hit more than one hitbox
+ }
+ }
+
+ if ( hits >= hits_needed )
+ return true;
+ }
+
+ return false;
+}
+
+
+float util::get_total_latency( ) {
+ auto nci = g_csgo.m_engine( )->GetNetChannelInfo( );
+
+ if ( nci ) {
+ float latency = nci->GetLatency( 0 ) + nci->GetLatency( 1 );
+ return latency;
+ }
+
+ return 0.f;
+}
+
+float util::get_lerptime( ) {
+ static cvar_t* cl_interpolate = g_csgo.m_cvar( )->FindVar( xors( "cl_interpolate" ) );
+ static cvar_t* cl_interp = g_csgo.m_cvar( )->FindVar( xors( "cl_interp" ) );
+ static cvar_t* cl_updaterate = g_csgo.m_cvar( )->FindVar( xors( "cl_updaterate" ) );
+ static cvar_t* cl_interp_ratio = g_csgo.m_cvar( )->FindVar( xors( "cl_interp_ratio" ) );
+
+ if( cl_interp && cl_interpolate && cl_updaterate && cl_interp_ratio ) {
+ bool interpolate = cl_interpolate->get_int( );
+ if( interpolate ) {
+ float interp = cl_interp->get_float( );
+ float interp_ratio = cl_interp_ratio->get_float( );
+ float updaterate = cl_updaterate->get_float( );
+
+ return std::max< float >( interp, interp_ratio / updaterate );
+ }
+ }
+
+ return 0.f;
+}
+
+bool util::is_tick_valid( int tickcount ) {
+
+ float latency = get_total_latency( );
+ float correct = std::clamp( latency + get_lerptime( ), 0.f, *( bool* )( c_base_player::get_game_rules( ) + 0x75 ) ? 0.2f : 1.0f );
+ float delta = correct - ( g_ctx.pred_time( ) - TICKS_TO_TIME( tickcount ) );
+
+ if( g_settings.rage.enabled ) {
+ return delta > -0.2f + TICK_INTERVAL( ) * 2.f && delta < 0.2f;
+ }
+
+ return std::abs( delta ) < 0.2f;
+}
+
+void util::disable_pvs( ) {
+ for( int i{ 1 }; i < 65; ++i ) {
+ auto ent = g_csgo.m_entlist( )->GetClientEntity< >( i );
+
+ if( !ent || !ent->is_valid( ) )
+ continue;
+
+ if( ent == g_ctx.m_local )
+ continue;
+
+ *( int* )( uintptr_t( ent ) + 0xa30 ) = g_csgo.m_globals->m_framecount;
+ *( int* )( uintptr_t( ent ) + 0xa28 ) = 0;
+ }
+}
+
+vec2_t util::screen_transform( vec3_t world ) {
+ vec2_t screen;
+ auto w2s = [ &world, &screen ]( ) -> bool {
+ static uintptr_t view_matrix = 0;
+ if( !view_matrix ) {
+ view_matrix = pattern::first_code_match( g_csgo.m_chl.dll( ),
+ xors( "0F 10 05 ? ? ? ? 8D 85 ? ? ? ? B9" ) );
+
+ view_matrix = *reinterpret_cast< uintptr_t* >( view_matrix + 0x3 ) + 176;
+ }
+
+ const matrix3x4& matrix = *( matrix3x4* )view_matrix;
+ screen.x = matrix[ 0 ][ 0 ] * world[ 0 ] + matrix[ 0 ][ 1 ] * world[ 1 ] + matrix[ 0 ][ 2 ] * world[ 2 ] + matrix[ 0 ][ 3 ];
+ screen.y = matrix[ 1 ][ 0 ] * world[ 0 ] + matrix[ 1 ][ 1 ] * world[ 1 ] + matrix[ 1 ][ 2 ] * world[ 2 ] + matrix[ 1 ][ 3 ];
+
+ float w = matrix[ 3 ][ 0 ] * world[ 0 ] + matrix[ 3 ][ 1 ] * world[ 1 ] + matrix[ 3 ][ 2 ] * world[ 2 ] + matrix[ 3 ][ 3 ];
+
+ if( w < 0.001f ) {
+ //screen.x *= 100000.f;
+ //screen.y *= 100000.f;
+ return true;
+ }
+
+ float invw = 1.0f / w;
+ screen.x *= invw;
+ screen.y *= invw;
+
+ return false;
+ };
+
+ w2s( );
+ //if ( !w2s( ) ) {
+ int w, h;
+ g_csgo.m_engine( )->GetScreenSize( w, h );
+
+ screen.x = ( w * .5f ) + ( screen.x * w ) * .5f;
+ screen.y = ( h * .5f ) - ( screen.y * h ) * .5f;
+
+ return screen;
+ //}
+
+ return vec2_t{ };
+}
+
+int util::hitbox_to_hitgroup( int hitbox ) {
+ switch( hitbox ) {
+ case HITBOX_HEAD:
+ case HITBOX_NECK:
+ return HITGROUP_HEAD;
+ case HITBOX_BODY:
+ case HITBOX_CHEST:
+ case HITBOX_THORAX:
+ case HITBOX_PELVIS:
+ return HITGROUP_STOMACH;
+ case HITBOX_LEFT_CALF:
+ case HITBOX_LEFT_THIGH:
+ case HITBOX_LEFT_FOOT:
+ return HITGROUP_RIGHTLEG;
+ case HITBOX_RIGHT_CALF:
+ case HITBOX_RIGHT_THIGH:
+ case HITBOX_RIGHT_FOOT:
+ return HITGROUP_LEFTLEG;
+ case HITBOX_LEFT_HAND:
+ case HITBOX_LEFT_FOREARM:
+ case HITBOX_LEFT_UPPER_ARM:
+ return HITGROUP_LEFTARM;
+ case HITBOX_RIGHT_HAND:
+ case HITBOX_RIGHT_FOREARM:
+ case HITBOX_RIGHT_UPPER_ARM:
+ return HITGROUP_RIGHTARM;
+ default:
+ return HITGROUP_GENERIC;
+ }
+}
+
+const char* util::definition_index_to_name( int index ) {
+ index = std::clamp( index, 0, 65 );
+
+ switch( index ) {
+ case 0:
+ return xors( "knife" );
+ case WEAPON_DEAGLE:
+ return xors( "deagle" );
+ case WEAPON_ELITE:
+ return xors( "elite" );
+ case WEAPON_FIVESEVEN:
+ return xors( "five seven" );
+ case WEAPON_GLOCK:
+ return xors( "glock" );
+ case WEAPON_AK47:
+ return xors( "ak47" );
+ case WEAPON_AUG:
+ return xors( "aug" );
+ case WEAPON_AWP:
+ return xors( "awp" );
+ case WEAPON_FAMAS:
+ return xors( "famas" );
+ case WEAPON_G3SG1:
+ return xors( "g3sg1" );
+ case WEAPON_GALILAR:
+ return xors( "galil" );
+ case WEAPON_M249:
+ return xors( "m249" );
+ case WEAPON_M4A1:
+ return xors( "m4a4" );
+ case WEAPON_MAC10:
+ return xors( "mac10" );
+ case WEAPON_P90:
+ return xors( "p90" );
+ case WEAPON_UMP45:
+ return xors( "ump45" );
+ case WEAPON_XM1014:
+ return xors( "xm1014" );
+ case WEAPON_BIZON:
+ return xors( "bizon" );
+ case WEAPON_MAG7:
+ return xors( "mag7" );
+ case WEAPON_NEGEV:
+ return xors( "negev" );
+ case WEAPON_SAWEDOFF:
+ return xors( "sawed-off" );
+ case WEAPON_TEC9:
+ return xors( "tec9" );
+ case WEAPON_TASER:
+ return xors( "zeus" );
+ case WEAPON_HKP2000:
+ return xors( "p2000" );
+ case WEAPON_MP7:
+ return xors( "mp7" );
+ case WEAPON_MP9:
+ return xors( "mp9" );
+ case WEAPON_NOVA:
+ return xors( "nova" );
+ case WEAPON_P250:
+ return xors( "p250" );
+ case WEAPON_SCAR20:
+ return xors( "scar20" );
+ case WEAPON_SG556:
+ return xors( "sg556" );
+ case WEAPON_SSG08:
+ return xors( "ssg08" );
+ case WEAPON_KNIFEGG:
+ return xors( "golden knife" ); // for the gun game hackers
+ case WEAPON_KNIFE:
+ return xors( "knife" );
+ case WEAPON_FLASHBANG:
+ return xors( "flash" );
+ case WEAPON_HEGRENADE:
+ return xors( "nade" );
+ case WEAPON_SMOKEGRENADE:
+ return xors( "smoke" );
+ case WEAPON_MOLOTOV:
+ return xors( "molotov" );
+ case WEAPON_DECOY:
+ return xors( "decoy" );
+ case WEAPON_INCGRENADE:
+ return xors( "incendiary" );
+ case WEAPON_C4:
+ return xors( "c4" );
+ case WEAPON_KNIFE_T:
+ return xors( "knife" );
+ case WEAPON_M4A1_SILENCER:
+ return xors( "M4A1" );
+ case WEAPON_USP_SILENCER:
+ return xors( "usp" );
+ case WEAPON_CZ75A:
+ return xors( "cz75" );
+ case WEAPON_R8REVOLVER:
+ return xors( "revolver" );
+ default:
+ return xors( "none" );
+ }
+}