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/math.hpp | 137 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 137 insertions(+) create mode 100644 cheat/gmod/math.hpp (limited to 'cheat/gmod/math.hpp') diff --git a/cheat/gmod/math.hpp b/cheat/gmod/math.hpp new file mode 100644 index 0000000..4d5003e --- /dev/null +++ b/cheat/gmod/math.hpp @@ -0,0 +1,137 @@ +#pragma once +#include +#include "util.hpp" +#include "pattern.hpp" +#include "sdk.hpp" + +static constexpr long double M_PI = 3.14159265358979323846f; +static constexpr long double M_RADPI = 57.295779513082f; +static constexpr long double M_PIRAD = 0.01745329251f; +static constexpr float M_PI_F = ( ( float )( M_PI ) ); +__forceinline float RAD2DEG( float x ) { return( ( float )( x ) * ( float )( 180.f / M_PI_F ) ); } +__forceinline float DEG2RAD( float x ) { return( ( float )( x ) * ( float )( M_PI_F / 180.f ) ); } + +namespace { + //make a random generator and seed it with a p random number + static std::random_device rd; + static std::mt19937 gen( rd( ) ); +} + +NAMESPACE_REGION( math ) + +#undef min +#undef max + +template < typename t > +t min( const t& t1, const t& t2 ) { + return t1 < t2 ? t1 : t2; +} + +template < typename t, typename... ts_ > +t min( const t& t1, const t& t2, ts_&&... ts ) { + return t1 < t2 ? + min( t1, std::forward< ts_ >( ts )... ) : + min( t2, std::forward< ts_ >( ts )... ); +} + +template < typename t > +t max( const t& t1, const t& t2 ) { + return t1 > t2 ? t1 : t2; +} + +template < typename t, typename... ts_ > +t max( const t& t1, const t& t2, ts_&&... ts ) { + return t1 > t2 ? + max( t1, std::forward< ts_ >( ts )... ) : + max( t2, std::forward< ts_ >( ts )... ); +} + +// todo - dex; make 2 random generator funcs here, this one only works for floats normally + +template < typename t > +__forceinline t random_number( t min, t max ) { + if constexpr( !std::is_integral_v< t > ) { + std::uniform_real_distribution< t > dist( min, max ); + return dist( gen ); + } + else { + std::uniform_int_distribution< t > dist( min, max ); + return dist( gen ); + } +} + +__forceinline vec3_t get_rotated_pos( vec3_t start, float rotation, float distance ) { + float rad = DEG2RAD( rotation ); + start.x += cos( rad ) * distance; + start.y += sin( rad ) * distance; + + return start; +} + +__forceinline vec3_t vector_angles( const vec3_t& start, const vec3_t& end ) { + vec3_t delta = end - start; + + float magnitude = sqrtf( delta.x * delta.x + delta.y * delta.y ); + float pitch = atan2f( -delta.z, magnitude ) * M_RADPI; + float yaw = atan2f( delta.y, delta.x ) * M_RADPI; + + vec3_t angle( pitch, yaw, 0.0f ); + return angle.clamp( ); +} + +__forceinline vec3_t angle_vectors( const vec3_t& angles ) { + float sp, sy, cp, cy; + sp = sinf( angles.x * M_PIRAD ); + cp = cosf( angles.x * M_PIRAD ); + sy = sinf( angles.y * M_PIRAD ); + cy = cosf( angles.y * M_PIRAD ); + + return vec3_t{ cp * cy, cp * sy, -sp }; +} + +__forceinline void angle_vectors( const vec3_t& angles, vec3_t* forward, vec3_t* right, vec3_t* up ) { + float sr, sp, sy, cr, cp, cy; + + sp = sinf( angles.x * M_PIRAD ); + cp = cosf( angles.x * M_PIRAD ); + sy = sinf( angles.y * M_PIRAD ); + cy = cosf( angles.y * M_PIRAD ); + sr = sinf( angles.z * M_PIRAD ); + cr = cosf( angles.z * M_PIRAD ); + + if ( forward ) { + forward->x = cp * cy; + forward->y = cp * sy; + forward->z = -sp; + } + + if ( right ) { + right->x = -1 * sr * sp * cy + -1 * cr * -sy; + right->y = -1 * sr * sp * sy + -1 * cr * cy; + right->z = -1 * sr * cp; + } + + if ( up ) { + up->x = cr * sp * cy + -sr * -sy; + up->y = cr * sp * sy + -sr * cy; + up->z = cr * cp; + } +} + +__forceinline float find_closest_step( float angle, float step ) { + int steps = ( int )( angle / step + 0.5f ); + + return steps * step; +} + +__forceinline vec3_t vector_transform( const vec3_t& in, const matrix3x4& matrix ) { + vec3_t out; + for ( int i{ }; i < 3; i++ ) + out[ i ] = in.dot( ( const vec3_t& )matrix[ i ] ) + matrix[ i ][ 3 ]; + + return out; +} + +extern uint32_t md5_pseudorandom( uint32_t seed ); + +END_REGION \ No newline at end of file -- cgit v1.2.3