From 3d412a4b30a9f7c7f51ea6562e694315948bd3da Mon Sep 17 00:00:00 2001 From: boris Date: Wed, 28 Nov 2018 16:00:02 +1300 Subject: 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 --- cheat/gmod/autowall.cpp | 305 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 305 insertions(+) create mode 100644 cheat/gmod/autowall.cpp (limited to 'cheat/gmod/autowall.cpp') diff --git a/cheat/gmod/autowall.cpp b/cheat/gmod/autowall.cpp new file mode 100644 index 0000000..d94afbc --- /dev/null +++ b/cheat/gmod/autowall.cpp @@ -0,0 +1,305 @@ +#include + +#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 ) { + 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" ) ); + + auto& v2 = *reinterpret_cast< uint8_t* >( uintptr_t( ent ) + 0x27c ); + uint8_t backup_value = v2; + + auto clientclass = ent->GetClientClass( ); + if( clientclass->m_class_id != CFuncBrush && clientclass->m_class_id != CBaseDoor ) + v2 = 2; + + auto is_breakable_fn = reinterpret_cast< bool( __thiscall* )( void* ) >( is_breakable_ptr ); + + bool is_breakable = is_breakable_fn( ent ); + v2 = backup_value; + + return is_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; + CTraceFilter filter; + Ray_t ray, ray_2; + + while( dist <= 90.f ) { + dist += 4.f; + + out_end = start + dir * dist; + + int contents = g_csgo.m_trace( )->GetPointContents( out_end, MASK_SHOT_HULL | CONTENTS_HITBOX ); + + if( contents & MASK_SHOT_HULL && !( contents & CONTENTS_HITBOX ) ) + continue; + + ray.Init( out_end, out_end - dir * 4.f ); + g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT_HULL | CONTENTS_HITBOX, 0, exit_trace ); + + if( exit_trace->startsolid && exit_trace->surface.flags & SURF_HITBOX ) { + filter.pSkip = exit_trace->m_pEnt; + + ray_2.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; + } + } + else if( !exit_trace->DidHit( ) || exit_trace->startsolid ) { + if( tr.m_pEnt && tr.m_pEnt->GetIndex( ) ) { + if( is_breakable( tr.m_pEnt ) ) + return true; + + start = tr.endpos; + } + } + else if( ( ( exit_trace->surface.flags >> 7 ) & 1 ) && !( ( tr.surface.flags >> 7 ) & 1 ) ) + continue; + else if( exit_trace->plane.normal.dot( dir ) <= 1.0f ) { + auto fraction = exit_trace->fraction * 4.0f; + out_end = out_end - dir * fraction; + + return true; + } + } + + return false; + } + + bool c_autowall::handle_bullet_penetration( weapon_info_t* wpn_data, fire_bullet_data_t& data ) { + surfacedata_t* enter_surface_data = g_csgo.m_phys_props( )->GetSurfaceData( data.enter_trace.surface.surfaceProps ); + int enter_material = enter_surface_data->game.material; + float enter_surf_penetration_mod = enter_surface_data->game.penetrationmodifier; + + data.trace_length += data.enter_trace.fraction * data.trace_length_remaining; + data.current_damage *= static_cast( pow( wpn_data->range_modifier, data.trace_length * 0.002 ) ); + + if( data.trace_length > 3000.f || enter_surf_penetration_mod < 0.1f ) + data.penetrate_count = 0; + + if( data.penetrate_count <= 0 ) + return false; + + vec3_t dummy; + CGameTrace trace_exit; + if( !trace_to_exit( data.enter_trace.endpos, data.direction, dummy, data.enter_trace, &trace_exit ) ) + return false; + + surfacedata_t* exit_surface_data = g_csgo.m_phys_props( )->GetSurfaceData( trace_exit.surface.surfaceProps ); + + int exit_material = exit_surface_data->game.material; + float exit_surf_penetration_mod = exit_surface_data->game.penetrationmodifier; + + float final_damage_modifier = 0.16f; + float combined_penetration_modifier = 0.0f; + + if( ( data.enter_trace.contents & CONTENTS_GRATE ) != 0 || enter_material == 89 || enter_material == 71 ) { + combined_penetration_modifier = 3.0f; + final_damage_modifier = 0.05f; + } + else { + combined_penetration_modifier = ( enter_surf_penetration_mod + exit_surf_penetration_mod ) * 0.5f; + } + + if( enter_material == exit_material ) { + if( exit_material == 87 || exit_material == 85 ) + combined_penetration_modifier = 3.0f; + else if( exit_material == 76 ) + combined_penetration_modifier = 2.0f; + } + + float modifier = fmaxf( 0.f, 1.0f / combined_penetration_modifier ); + float taken_damage = ( data.current_damage * final_damage_modifier ) + modifier * 3.0f * fmaxf( 0.0f, + ( float )( 3.0 / ( wpn_data->penetration ) ) * 1.25f ); + float thickness = ( trace_exit.endpos - data.enter_trace.endpos ).lengthsqr( ); + + thickness *= modifier; + thickness *= 0.041666668f; + + float lost_damage = fmaxf( 0.0f, taken_damage + thickness ); + + if( lost_damage > data.current_damage ) + return false; + + if( lost_damage >= 0.0f ) + data.current_damage -= lost_damage; + + if( data.current_damage < 1.0f ) + return false; + + data.src = trace_exit.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; + data.trace_length = 0.f; + + if ( !wep_data ) + return false; + + data.current_damage = ( float )( wep_data->damage ); + + while ( data.penetrate_count > 0 && data.current_damage > 1.0f ) { + if ( !ent_check ) { + data.trace_length_remaining = data.length_to_end - data.trace_length; + } + else { + data.trace_length_remaining = wep_data->range - data.trace_length; + } + + vec3_t end = data.src + data.direction * data.trace_length_remaining; + 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 ); + + if ( data.enter_trace.fraction == 1.0f ) { + if ( !ent_check ) { + data.trace_length += data.enter_trace.fraction * data.trace_length_remaining; + data.current_damage *= std::pow( wep_data->range_modifier, data.trace_length * 0.002f ); + + 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( ) ) { + data.trace_length += data.enter_trace.fraction * data.trace_length_remaining; + data.current_damage *= std::pow( wep_data->range_modifier, data.trace_length * 0.002f ); + + auto enemy = ( c_base_player* )( data.enter_trace.m_pEnt ); + auto cl = enemy->ce( )->GetClientClass( ); + if ( cl->m_class_id != CCSPlayer ) { + return false; + } + + if ( shooter->m_iTeamNum( ) == enemy->m_iTeamNum( ) && !g_settings.rage.friendlies ) { + return false; + } + + if( scale ) + scale_damage( enemy, data.enter_trace.hitgroup, wep_data->armor_ratio, data.current_damage ); + + return true; + } + + 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.src = shooter->m_vecOrigin( ); + data.filter.pSkip = shooter; + + if ( shooter == g_ctx.m_local ) { + data.src += shooter->m_vecViewOffset( ); + } + else { + data.src += 72.f; + } + + data.length_to_end = ( end - data.src ).length( ); + + vec3_t angles = math::vector_angles( data.src, end ); + data.direction = math::angle_vectors( angles ); + + data.direction.normalize_vector( ); + + if ( fire_bullet( shooter, target, wep->get_wpn_info( ), data, ent_check ) ) { + return data.current_damage; + } + + return 0.f; + } +} -- cgit v1.2.3