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Diffstat (limited to 'cheat/internal_rewrite/visual_local.cpp')
-rw-r--r--cheat/internal_rewrite/visual_local.cpp661
1 files changed, 661 insertions, 0 deletions
diff --git a/cheat/internal_rewrite/visual_local.cpp b/cheat/internal_rewrite/visual_local.cpp
new file mode 100644
index 0000000..119c352
--- /dev/null
+++ b/cheat/internal_rewrite/visual_local.cpp
@@ -0,0 +1,661 @@
+#include <algorithm>
+
+#include "visual.hpp"
+#include "context.hpp"
+#include "base_cheat.hpp"
+#include "renderer.hpp"
+#include "input_system.hpp"
+#include "math.hpp"
+
+namespace features
+{
+ void c_visuals::draw_local( ) {
+ int screen_w, screen_h;
+ g_csgo.m_engine( )->GetScreenSize( screen_w, screen_h );
+
+ int cur_pos{ };
+
+ draw_shots( );
+ grenade_prediction( );
+ draw_spread( );
+ spectator_list( );
+
+ const int offset = 21;
+
+
+ if( g_ctx.m_local->is_valid( ) ) {
+ //isvalveds
+
+ if( g_settings.misc.team_dmg( ) && *( bool* )( c_base_player::get_game_rules( ) + 0x75 ) ) {
+ const float kick = 300.f;
+ float percentage = m_teamdmg / kick;
+
+ clr_t col = clr_t::blend( esp_green( ), esp_red( ), std::clamp( percentage, 0.f, 1.f ) );
+
+ draw_really_big_string( 10, cur_pos += offset, col, xors( "DMG: %d" ), m_teamdmg );
+ }
+
+ static float incoming_latency;
+ if( g_settings.misc.net_fakelag ) {
+ float desired_latency = incoming_latency + 0.15f;
+ if( g_settings.misc.net_fakelag == 4 )
+ desired_latency = 1.0f;
+
+ auto nci = g_csgo.m_engine( )->GetNetChannelInfo( );
+ if( nci ) {
+ float cur_latency = nci->GetLatency( 1 );
+ float percentage = cur_latency / desired_latency;
+ percentage = std::clamp( percentage + 0.1f, 0.f, 1.f );
+
+ clr_t col = clr_t::blend( esp_red( ), esp_green( ), percentage );
+
+ //bool visible = g_settings.misc.net_fakeping_active;
+ //if( g_settings.misc.net_fakelag == 4 )
+ //visible = true;
+
+ if( percentage > 0.35f ) {
+ draw_really_big_string( 9, ( cur_pos += offset ), clr_t( 110, 110, 110, 255 ), xors( "PING" ) );
+ draw_really_big_string( 11, cur_pos + 2, clr_t( 0, 0, 0, 255 ), xors( "PING" ) );
+ draw_really_big_string( 10, cur_pos, col, xors( "PING" ) );
+ }
+ }
+ }
+ else {
+ auto nci = g_csgo.m_engine( )->GetNetChannelInfo( );
+ if( nci ) {
+ incoming_latency = nci->GetLatency( 1 );
+ }
+ }
+
+ if( g_settings.rage.anti_aim( ) ) {
+ static float last_lby = 0.f;
+ static float last_update = 0.f;
+ float lby = g_ctx.m_local->m_flLowerBodyYawTarget( );
+ if( lby != last_lby ) {
+ last_update = g_csgo.m_globals->m_curtime;
+ last_lby = lby;
+ }
+
+ float lby_delta = std::abs( std::remainderf( lby - g_ctx.m_thirdperson_angle.y, 360.f ) );
+ float time_delta = g_csgo.m_globals->m_curtime - last_update;
+
+ bool breaking = lby_delta > 35.f && time_delta > 0.2f;
+
+ if( g_cheat.m_ragebot.m_antiaim->is_edging( ) ) {
+ draw_really_big_string( 9, ( cur_pos += offset ), clr_t( 110, 110, 110, 255 ), xors( "EDGE" ) );
+ draw_really_big_string( 11, cur_pos + 2, clr_t( 0, 0, 0, 255 ), xors( "EDGE" ) );
+ draw_really_big_string( 10, cur_pos, esp_green( ), xors( "EDGE" ) );
+ }
+
+ if( g_settings.rage.break_lby( ) ) {
+ draw_really_big_string( 9, ( cur_pos += offset ), clr_t( 110, 110, 110, 255 ), xors( "LBY" ) );
+ draw_really_big_string( 11, cur_pos + 2, clr_t( 0, 0, 0, 255 ), xors( "LBY" ) );
+ draw_really_big_string( 10, cur_pos, breaking ? esp_green( ) : esp_red( ), xors( "LBY" ) );
+
+ auto animstate = g_ctx.m_local->get_animstate( );
+ if( animstate && animstate->m_velocity < 0.1f && animstate->m_bOnGround ) {
+ draw_filled_rect( 11, ( cur_pos += 4 ) + 18, 36, 3, clr_t( 0, 0, 0, 170 ) );
+
+ float progress = ( float )g_cheat.m_ragebot.m_antiaim->get_next_update( ) / TIME_TO_TICKS( 1.1f );
+
+ if( progress <= 1.f )
+ draw_filled_rect( 11, cur_pos + 19, 34 * progress, 1, esp_green( ) );
+ }
+ }
+
+ if( g_settings.rage.preserve_fps && g_settings.rage.enabled && util::is_low_fps( ) ) {
+ draw_really_big_string( 9, ( cur_pos += offset ), clr_t( 110, 110, 110, 255 ), xors( "FPS" ) );
+ draw_really_big_string( 11, cur_pos + 2, clr_t( 0, 0, 0, 255 ), xors( "FPS" ) );
+ draw_really_big_string( 10, cur_pos, esp_red( ), xors( "FPS" ) );
+ }
+ }
+
+ bool onground = g_ctx.m_local->m_fFlags( ) & FL_ONGROUND;
+ bool air_lag = g_settings.rage.fakelag.in_air;
+ bool move_lag = g_settings.rage.fakelag.in_move;
+
+ bool should_lag = ( air_lag && !onground ) || ( move_lag && onground );
+
+ if( g_settings.rage.fakelag.mode( ) &&
+ g_settings.rage.fakelag.ticks( ) &&
+ should_lag ) {
+ int min_dist = 64;
+ int max_ticks = g_settings.rage.fakelag.ticks;
+ max_ticks += g_settings.rage.fakelag.fluctuate * max_ticks * 0.01f;
+ max_ticks = std::min( max_ticks, 16 );
+
+ float speed = g_ctx.m_local->m_vecVelocity( ).length2d( );
+ bool breaking = g_cheat.m_lagmgr.is_breaking_lc( );
+ if( speed * g_csgo.m_globals->m_interval_per_tick * max_ticks > 55 && speed >= 245.f || breaking ) {
+ draw_really_big_string( 9, ( cur_pos += offset ), clr_t( 110, 110, 110, 255 ), xors( "LC" ) );
+ draw_really_big_string( 11, cur_pos + 2, clr_t( 0, 0, 0, 255 ), xors( "LC" ) );
+ draw_really_big_string( 10, cur_pos, breaking ? esp_green( ) : esp_red( ), xors( "LC" ) );
+ }
+ }
+ }
+
+ if( g_settings.misc.no_scope( ) &&
+ g_ctx.m_local->m_bIsScoped( ) ) {
+ int w, h;
+ g_csgo.m_engine( )->GetScreenSize( w, h );
+
+ auto wep = g_ctx.m_local->get_weapon( );
+ if( wep ) {
+ float inacc = g_ctx.m_weapon_inaccuracy;
+
+ int pixels = inacc * 75;
+
+ if( pixels < 2 ) {
+ draw_line( 0, h / 2, w, h / 2, clr_t( 0, 0, 0 ) );
+ draw_line( w / 2, 0, w / 2, h, clr_t( 0, 0, 0 ) );
+ }
+ else {
+ for( int i = -pixels; i < pixels; ++i ) {
+ float a = 1.f - ( float )( std::abs( i ) ) / ( float )( pixels );
+
+ float inacc_alpha = 1.f - ( inacc * 3.f );
+ inacc_alpha = std::clamp( inacc_alpha, 0.4f, 1.f );
+
+ draw_line( 0, h / 2 + i, w, h / 2 + i, clr_t( 0, 0, 0, 255 * a * inacc_alpha ) );
+ draw_line( w / 2 + i, 0, w / 2 + i, h, clr_t( 0, 0, 0, 255 * a * inacc_alpha ) );
+ }
+ }
+ }
+ }
+
+ draw_autowall( );
+ }
+
+ void c_visuals::spectator_list( ) {
+ if( !g_settings.visuals.spec_list )
+ return;
+
+ std::vector< std::string > spec_list;
+
+ for( size_t i{ }; i < 65; ++i ) {
+ auto ent = g_csgo.m_entlist( )->GetClientEntity< >( i );
+ if( ent && ent->is_player( ) && !ent->ce( )->IsDormant( ) ) {
+ auto spec_handle = ent->m_hObserverTarget( );
+ auto spec_ent = g_csgo.m_entlist( )->GetClientEntityFromHandle< >( spec_handle );
+
+ if( spec_ent == g_ctx.m_local ) {
+ char player_name[ 32 ];
+ ent->get_name_safe( player_name );
+ spec_list.push_back( player_name );
+ }
+ }
+ }
+
+ int screen_w, screen_h;
+ g_csgo.m_engine( )->GetScreenSize( screen_w, screen_h );
+
+ int cur_pos{ };
+
+ if( g_settings.misc.watermark ) {
+ cur_pos = 20;
+ }
+
+ for( auto& it : spec_list ) {
+ draw_string( screen_w - 3, cur_pos, ALIGN_RIGHT, true, clr_t( 255, 255, 255 ), it.c_str( ) );
+ cur_pos += 10;
+ }
+ }
+
+ void c_visuals::grenade_prediction( ) {
+ static auto molotov_detonate_time = g_csgo.m_cvar( )->FindVar( xors( "molotov_throw_detonate_time" ) );
+ static auto molotov_detonate_slope = g_csgo.m_cvar( )->FindVar( xors( "weapon_molotov_maxdetonateslope" ) );
+ static auto sv_gravity = g_csgo.m_cvar( )->FindVar( xors( "sv_gravity" ) );
+
+ if( !g_settings.visuals.grenade_prediction )
+ return;
+
+ auto is_grenade = [ ]( int defindex ) {
+ switch( defindex ) {
+ case WEAPON_FLASHBANG:
+ case WEAPON_HEGRENADE:
+ case WEAPON_SMOKEGRENADE:
+ case WEAPON_MOLOTOV:
+ case WEAPON_INCGRENADE:
+ case WEAPON_DECOY:
+ return true;
+ default: return false;
+ }
+ };
+
+ auto get_detonate_time = [ ]( int defindex ) {
+ switch( defindex ) {
+ case WEAPON_FLASHBANG:
+ case WEAPON_HEGRENADE:
+ return 1.5f;
+ case WEAPON_INCGRENADE:
+ case WEAPON_MOLOTOV:
+ return molotov_detonate_time->get_float( );
+ case WEAPON_DECOY:
+ return 5.f;
+ default: return 3.f;
+ }
+ };
+
+ auto draw_3d_line = [ this ]( const vec3_t& start, const vec3_t& end, clr_t col, bool circle = false ) {
+ vec2_t start_w2s = util::screen_transform( start );
+ vec2_t end_w2s = util::screen_transform( end );
+
+ draw_line( start_w2s, end_w2s, col );
+ if( circle )
+ draw_rect( end_w2s.x - 1, end_w2s.y - 1, 2, 2, clr_t( 230, 230, 230 ) );
+ };
+
+ auto clip_velocity = [ ]( const vec3_t& in, const vec3_t& normal, vec3_t& out, float overbounce ) {
+ int blocked = 0;
+ float angle = normal[ 2 ];
+
+ if( angle > 0.f )
+ blocked |= 1;
+
+ if( !angle )
+ blocked |= 2;
+
+ float backoff = in.dot( normal ) * overbounce;
+
+ for( int i{ }; i < 3; ++i ) {
+ out[ i ] = in[ i ] - ( normal[ i ] * backoff );
+
+ if( out[ i ] > -0.1f && out[ i ] < 0.1f ) {
+ out[ i ] = 0.f;
+ }
+ }
+
+ return blocked;
+ };
+
+ auto weapon = g_ctx.m_local->get_weapon( );
+ if( !weapon ) return;
+
+ int def_index = weapon->m_iItemDefinitionIndex( );
+ if( !is_grenade( def_index ) || !weapon->m_bPinPulled( ) )
+ return;
+
+ auto wpn_info = weapon->get_wpn_info( );
+
+ vec3_t throw_ang, forward;
+ g_csgo.m_engine( )->GetViewAngles( throw_ang );
+ throw_ang.x -= ( 90.f - abs( throw_ang.x ) ) * 0.11111111f;
+ throw_ang.x = std::remainderf( throw_ang.x, 360.f );
+
+ forward = math::angle_vectors( throw_ang );
+
+ float throw_strength = weapon->m_flThrowStrength( );
+ float throw_velocity = std::min( std::max( wpn_info->throw_velocity * 0.9f, 15.f ), 750.f );
+
+ float throw_height = ( throw_strength * 12.f ) - 12.f;
+ float v68 = throw_velocity * ( ( 0.7f * throw_strength ) + 0.3f );
+
+ vec3_t start_pos = g_ctx.m_local->get_eye_pos( ) + vec3_t( 0, 0, throw_height );
+ vec3_t end_pos = start_pos + ( forward * 22.f );
+
+ CTraceFilter filter;
+ filter.pSkip = g_ctx.m_local;
+
+ CGameTrace trace;
+ Ray_t ray;
+ ray.Init( start_pos, end_pos, vec3_t( -2.f, -2.f, -2.f ), vec3_t( 2.f, 2.f, 2.f ) );
+
+ g_csgo.m_trace( )->TraceRay( ray, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_MOVEABLE | CONTENTS_CURRENT_90, &filter, &trace );
+ end_pos = trace.endpos - forward * 6.f;
+ vec3_t throw_pos = g_ctx.m_local->m_vecVelocity( ) * 1.25f + forward * v68;
+
+ //draw_3d_line( start_pos, end_pos, clr_t( 255, 255, 255 ) );
+ float gravity = sv_gravity->get_float( ) * 0.4f;
+
+ player_info_t info{ };
+
+ for( int ticks = TIME_TO_TICKS( get_detonate_time( def_index ) ); ticks >= 0; --ticks ) {
+ auto throw_dir = vec3_t( throw_pos.x, throw_pos.y, ( throw_pos.z + ( throw_pos.z - ( gravity * TICK_INTERVAL( ) ) ) ) * 0.5f );
+ auto temp = throw_dir * TICK_INTERVAL( );
+ throw_pos.z -= gravity * TICK_INTERVAL( );
+
+ vec3_t src = end_pos, end = end_pos + temp;
+ Ray_t ray;
+ ray.Init( src, end, vec3_t( -2.f, -2.f, -2.f ), vec3_t( 2.f, 2.f, 2.f ) );
+
+ g_csgo.m_trace( )->TraceRay( ray, CONTENTS_SOLID | CONTENTS_MOVEABLE | CONTENTS_MONSTER | CONTENTS_CURRENT_90, &filter, &trace );
+ if( trace.allsolid )
+ throw_pos = vec3_t( );
+
+ end_pos = trace.endpos;
+ draw_3d_line( src, end_pos, g_settings.visuals.grenade_pred_clr );
+
+ if( trace.fraction != 1.f ) {
+ float surf_elasticity = 1.f;
+ vec3_t throw_pos2{ };
+ clip_velocity( throw_pos, trace.plane.normal, throw_pos2, 2.f );
+
+ if( trace.m_pEnt && g_csgo.m_engine( )->GetPlayerInfo( trace.m_pEnt->GetIndex( ), &info ) ) {
+ surf_elasticity = 0.3f;
+ }
+
+ throw_pos2 *= std::clamp( surf_elasticity * 0.45f, 0.f, 0.9f );
+ end = end_pos + throw_pos2 * ( ( 1.f - trace.fraction ) * TICK_INTERVAL( ) );
+
+ if( def_index == WEAPON_MOLOTOV || def_index == WEAPON_INCGRENADE ) {
+ if( trace.plane.normal.z >= cos( DEG2RAD( molotov_detonate_slope->get_float( ) ) ) ) {
+ return;
+ }
+ }
+
+ ray.Init( end_pos, end, vec3_t( -2.f, -2.f, -2.f ), vec3_t( 2.f, 2.f, 2.f ) );
+ g_csgo.m_trace( )->TraceRay( ray, CONTENTS_SOLID | CONTENTS_MOVEABLE | CONTENTS_MONSTER | CONTENTS_CURRENT_90, &filter, &trace );
+
+ draw_3d_line( end_pos, end, g_settings.visuals.grenade_pred_clr, true );
+ end_pos = trace.endpos;
+ throw_pos = throw_pos2;
+ }
+ }
+ }
+
+ void c_visuals::store_shot( vec3_t pos, bool hit ) {
+ if( !g_settings.visuals.target )
+ return;
+
+ m_shots.push_back( { g_csgo.m_globals->m_curtime, pos, hit } );
+ }
+
+ void c_visuals::draw_shots( ) {
+ if( !g_settings.visuals.target )
+ return;
+
+ for( size_t i{ }; i < m_shots.size( ) && !m_shots.empty( ); ++i ) {
+ if( m_shots[ i ].time + g_settings.visuals.target_time < g_csgo.m_globals->m_curtime ) {
+ m_shots.erase( m_shots.begin( ) + i );
+ }
+ }
+
+ for( auto& it : m_shots ) {
+ vec3_t min = it.pos - vec3_t( 3.5f, 3.5f, 3.5f );
+ vec3_t max = it.pos + vec3_t( 3.5f, 3.5f, 3.5f );
+
+ std::array< vec3_t, 8 > points = {
+ vec3_t{ min.x, min.y, min.z },
+ vec3_t{ min.x, max.y, min.z },
+ vec3_t{ max.x, max.y, min.z },
+ vec3_t{ max.x, min.y, min.z },
+ vec3_t{ max.x, max.y, max.z },
+ vec3_t{ min.x, max.y, max.z },
+ vec3_t{ min.x, min.y, max.z },
+ vec3_t{ max.x, min.y, max.z }
+ };
+
+ vec2_t
+ flb = util::screen_transform( points[ 3 ] ),
+ blb = util::screen_transform( points[ 0 ] ),
+ frb = util::screen_transform( points[ 2 ] ),
+ blt = util::screen_transform( points[ 6 ] ),
+ brt = util::screen_transform( points[ 5 ] ),
+ frt = util::screen_transform( points[ 4 ] ),
+ brb = util::screen_transform( points[ 1 ] ),
+ flt = util::screen_transform( points[ 7 ] );
+
+ vec2_t lines[ 12 ][ 2 ];
+
+ lines[ 0 ][ 0 ] = { flb.x, flb.y };
+ lines[ 0 ][ 1 ] = { frb.x, frb.y };
+ lines[ 1 ][ 0 ] = { frb.x, frb.y };
+ lines[ 1 ][ 1 ] = { brb.x, brb.y };
+ lines[ 2 ][ 0 ] = { brb.x, brb.y };
+ lines[ 2 ][ 1 ] = { blb.x, blb.y };
+ lines[ 3 ][ 0 ] = { blb.x, blb.y };
+ lines[ 3 ][ 1 ] = { flb.x, flb.y };
+
+ // top
+ lines[ 4 ][ 0 ] = { flt.x, flt.y };
+ lines[ 4 ][ 1 ] = { frt.x, frt.y };
+ lines[ 5 ][ 0 ] = { frt.x, frt.y };
+ lines[ 5 ][ 1 ] = { brt.x, brt.y };
+ lines[ 6 ][ 0 ] = { brt.x, brt.y };
+ lines[ 6 ][ 1 ] = { blt.x, blt.y };
+ lines[ 7 ][ 0 ] = { blt.x, blt.y };
+ lines[ 7 ][ 1 ] = { flt.x, flt.y };
+
+ //bottom to top
+ lines[ 8 ][ 0 ] = { flb.x, flb.y };
+ lines[ 8 ][ 1 ] = { flt.x, flt.y };
+ lines[ 9 ][ 0 ] = { frb.x, frb.y };
+ lines[ 9 ][ 1 ] = { frt.x, frt.y };
+ lines[ 10 ][ 0 ] = { brb.x, brb.y };
+ lines[ 10 ][ 1 ] = { brt.x, brt.y };
+ lines[ 11 ][ 0 ] = { blb.x, blb.y };
+ lines[ 11 ][ 1 ] = { blt.x, blt.y };
+
+ for( size_t i{ }; i < 12; ++i ) {
+ draw_line( lines[ i ][ 0 ], lines[ i ][ 1 ], it.hit ? esp_blue( 160 ) : esp_red( 160 ) );
+ }
+ }
+ }
+
+ void c_visuals::draw_autowall( ) {
+ if( !g_settings.visuals.autowall_crosshair )
+ return;
+
+ auto weapon = g_ctx.m_local->get_weapon( );
+ if( !weapon || weapon->is_knife( ) || weapon->is_grenade( ) )
+ return;
+
+ int screen_w, screen_h;
+ g_csgo.m_engine( )->GetScreenSize( screen_w, screen_h );
+
+ auto wpn_data = weapon->get_wpn_info( );
+
+ vec3_t angles{ };
+ g_csgo.m_engine( )->GetViewAngles( angles );
+
+ fire_bullet_data_t data{ };
+ data.src = g_ctx.m_local->get_eye_pos( );
+ vec3_t end = data.src;
+ end += math::angle_vectors( angles ) * wpn_data->range;
+
+ data.filter.pSkip = g_ctx.m_local;
+ data.current_damage = wpn_data->damage;
+ data.penetrate_count = 1;
+ data.travel_range = ( end - data.src ).length( );
+ data.traveled = 0.f;
+ data.to_travel = data.travel_range;
+
+ data.direction = math::angle_vectors( angles );
+
+ data.direction.normalize_vector( );
+
+ CTraceFilter filter;
+ Ray_t ray;
+
+ filter.pSkip = g_ctx.m_local;
+ ray.Init( data.src, end );
+ g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT | CONTENTS_GRATE, &filter, &data.enter_trace );
+
+ bool can_penetrate = g_cheat.m_autowall.handle_bullet_penetration( wpn_data, data );
+
+ draw_line( screen_w / 2 - 1, screen_h / 2, screen_w / 2 + 2, screen_h / 2,
+ can_penetrate ? clr_t( 0, 220, 0 ) : clr_t( 220, 0, 0 ) );
+
+ draw_line( screen_w / 2, screen_h / 2 - 1, screen_w / 2, screen_h / 2 + 2,
+ can_penetrate ? clr_t( 0, 220, 0 ) : clr_t( 220, 0, 0 ) );
+
+#ifdef _DEBUG
+ static con_var< bool > dbg_awall{ &data::holder_, fnv( "dbg_awall" ) };
+
+ if( dbg_awall( ) ) {
+ draw_string( screen_w / 2 + 5, screen_h / 2 + 5, ALIGN_LEFT, true,
+ can_penetrate ? clr_t( 0, 220, 0 ) : clr_t( 220, 0, 0 ), "%d", ( int )data.current_damage );
+ }
+#endif
+ }
+
+ void c_visuals::draw_spread( ) {
+ if( !g_settings.visuals.draw_spread )
+ return;
+
+ auto weapon = g_ctx.m_local->get_weapon( );
+ if( weapon ) {
+ int screen_w, screen_h;
+ g_csgo.m_engine( )->GetScreenSize( screen_w, screen_h );
+ int cross_x = screen_w / 2, cross_y = screen_h / 2;
+
+ float recoil_step = screen_h / g_ctx.m_fov;
+
+ cross_x -= ( int )( g_ctx.m_local->m_aimPunchAngle( ).y * recoil_step );
+ cross_y += ( int )( g_ctx.m_local->m_aimPunchAngle( ).x * recoil_step );
+
+ weapon->update_accuracy_penalty( );
+ float inaccuracy = weapon->get_inaccuracy( );
+ float spread = weapon->get_spread( );
+
+ float cone = inaccuracy * spread;
+ cone *= screen_h * 0.7f;
+ cone *= 90.f / g_ctx.m_fov;
+
+ for( int seed{ }; seed < 256; ++seed ) {
+ util::set_random_seed( math::random_number( 0, 255 ) + 1 );
+ float rand_a = util::get_random_float( 0.f, 1.0f );
+ float pi_rand_a = util::get_random_float( 0.f, 2.0f * M_PI );
+ float rand_b = util::get_random_float( 0.0f, 1.0f );
+ float pi_rand_b = util::get_random_float( 0.f, 2.f * M_PI );
+
+ float spread_x = cos( pi_rand_a ) * ( rand_a * inaccuracy ) + cos( pi_rand_b ) * ( rand_b * spread );
+ float spread_y = sin( pi_rand_a ) * ( rand_a * inaccuracy ) + sin( pi_rand_b ) * ( rand_b * spread );
+
+ float max_x = cos( pi_rand_a ) * cone + cos( pi_rand_b ) * cone;
+ float max_y = sin( pi_rand_a ) * cone + sin( pi_rand_b ) * cone;
+
+ float step = screen_h / g_ctx.m_fov * 90.f;
+ int screen_spread_x = ( int )( spread_x * step * 0.7f );
+ int screen_spread_y = ( int )( spread_y * step * 0.7f );
+
+ float percentage = ( rand_a * inaccuracy + rand_b * spread ) / ( inaccuracy + spread );
+
+ draw_filled_rect( cross_x + screen_spread_x, cross_y + screen_spread_y, 1, 1,
+ clr_t( 255, 255, 255, 255 * ( 0.4f + percentage * 0.6f ) ) * ( 0.1f + percentage * 0.9f ) );
+ }
+ }
+ }
+
+
+ void c_visuals::store_tracer( int index, vec3_t pos ) {
+ static float last_time[ 65 ]{ };
+ tracer_t new_tracer;
+
+ auto ent = g_csgo.m_entlist( )->GetClientEntity< >( index );
+ if( ent && ent->is_valid( ) ) {
+ bool valid = ent == g_ctx.m_local;
+ float time = g_csgo.m_globals->m_curtime;
+ auto ent_pos = ent->get_hitbox_pos( 0 );
+
+ if( ent != g_ctx.m_local && g_ctx.m_local->is_valid( ) &&
+ ( ent->m_iTeamNum( ) != g_ctx.m_local->m_iTeamNum( ) || g_settings.visuals.friendlies( ) ) ) {
+ vec3_t ang = math::vector_angles( ent_pos, pos );
+ vec3_t local_pos = g_ctx.m_local->get_hitbox_pos( 0 );
+ float dist = local_pos.dist_to( ent_pos );
+
+ vec3_t local_ang = math::vector_angles( ent_pos, local_pos );
+
+ constexpr float max_delta_sqr = 30.f * 30.f;
+
+ float pitch_delta = sin( DEG2RAD( std::abs( ( ang - local_ang ).clamp( ).x ) ) ) * dist;
+ float yaw_delta = sin( DEG2RAD( std::abs( ( ang - local_ang ).clamp( ).y ) ) ) * dist;
+ float delta_sqr = ( yaw_delta * yaw_delta + pitch_delta * pitch_delta );
+
+ if( delta_sqr > max_delta_sqr ) return;
+
+ vec3_t vec = math::angle_vectors( ang );
+ vec *= dist;
+ vec += ent_pos;
+
+ pos = vec;
+
+ valid = true;
+ }
+
+ if( valid ) {
+ float delta = std::abs( g_csgo.m_globals->m_curtime - last_time[ index ] );
+ if( delta > g_csgo.m_globals->m_interval_per_tick ) {
+ new_tracer.m_time = time;
+ new_tracer.m_start = ent_pos;
+ new_tracer.m_end = pos;
+ new_tracer.m_local = ent == g_ctx.m_local;
+ m_tracers.emplace_back( new_tracer );
+
+ last_time[ index ] = g_csgo.m_globals->m_curtime;
+ }
+ }
+ }
+ }
+
+ void c_visuals::draw_tracers( ) {
+ if( !g_settings.visuals.active ) return;
+ float time = g_csgo.m_globals->m_curtime;
+
+ if( m_tracers.empty( ) )
+ return;
+
+ for( size_t i{ }; i < m_tracers.size( ) && !m_tracers.empty( ); ++i ) {
+ auto& tr = m_tracers[ i ];
+
+ float delta = time - tr.m_time;
+ if( delta > 1.0f || std::abs( delta ) > 5.f ) m_tracers.erase( m_tracers.begin( ) + i );
+ }
+
+ if( !m_tracers.empty( ) ) {
+ for( auto& it : m_tracers ) {
+
+ float delta = time - it.m_time;
+ clr_t col = it.m_local ? clr_t::from_hsb( delta, 1.0f, 1.0f ) : clr_t( 255, 15, 46 );
+ col.a( ) = 1.0f - delta * 255;
+ auto w2s_begin = util::screen_transform( it.m_start );
+ auto w2s_end = util::screen_transform( it.m_end );
+
+
+ switch( g_settings.visuals.bullet_tracers( ) ) {
+ case 1:
+ draw_line( w2s_begin, w2s_end, col );
+ break;
+ case 2:
+ if( !g_ctx.precache_model( xors( "materials/sprites/laserbeam.vmt" ) ) ) {
+ g_con->log( "nigga cant get" );
+ break;
+ }
+
+ BeamInfo_t beam_info;
+
+ beam_info.m_nType = beam_normal;
+ beam_info.m_pszModelName = xors( "materials/sprites/laserbeam.vmt" );
+ beam_info.m_nModelIndex = g_csgo.m_model_info( )->GetModelIndex( xors( "materials/sprites/laserbeam.vmt" ) );
+ beam_info.m_flHaloScale = 0.0f;
+ beam_info.m_flLife = 0.09f; //0.09
+ beam_info.m_flWidth = .6f;
+ beam_info.m_flEndWidth = .75f;
+ beam_info.m_flFadeLength = 3.0f;
+ beam_info.m_flAmplitude = 0.f;
+ beam_info.m_flBrightness = ( col.a( ) - 255.f ) * 0.8f;
+ beam_info.m_flSpeed = 1.f;
+ beam_info.m_nStartFrame = 1;
+ beam_info.m_flFrameRate = 60;
+ beam_info.m_flRed = col.r( );
+ beam_info.m_flGreen = col.g( );
+ beam_info.m_flBlue = col.b( );
+ beam_info.m_nSegments = 4;
+ beam_info.m_bRenderable = true;
+ beam_info.m_nFlags = 0;
+
+ beam_info.m_vecStart = it.m_start;
+ beam_info.m_vecEnd = it.m_end;
+
+ Beam_t* beam = g_csgo.m_beams( )->CreateBeamPoints( beam_info );
+
+ if( beam ) {
+ g_csgo.m_beams( )->DrawBeam( beam );
+ }
+
+ break;
+ }
+ }
+ }
+ }
+} \ No newline at end of file