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/ragebot_resolver.cpp | 471 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 471 insertions(+) create mode 100644 cheat/gmod/ragebot_resolver.cpp (limited to 'cheat/gmod/ragebot_resolver.cpp') diff --git a/cheat/gmod/ragebot_resolver.cpp b/cheat/gmod/ragebot_resolver.cpp new file mode 100644 index 0000000..0de8f13 --- /dev/null +++ b/cheat/gmod/ragebot_resolver.cpp @@ -0,0 +1,471 @@ +#include "ragebot.hpp" +#include "context.hpp" +#include "base_cheat.hpp" +#include "math.hpp" +#include "input_system.hpp" + +namespace features +{ + constexpr float FLT_ANG_LBY = 360.f; + constexpr float FLT_ANG_MOVING_LBY = -360.f; + constexpr float FLT_ANG_180 = 720.f; + constexpr float FLT_ANG_90 = -720.f; + constexpr float FLT_ANG_MINUS_90 = -480.f; + + static const std::vector< float > possible_angles_none = { + FLT_ANG_LBY, + FLT_ANG_MOVING_LBY, + FLT_ANG_180, + FLT_ANG_90, + FLT_ANG_MINUS_90, + 180.f + }; + + static const std::vector< float > possible_angles_adjust = { + FLT_ANG_MOVING_LBY, + 180.f, + FLT_ANG_180, + FLT_ANG_90, + FLT_ANG_MINUS_90, + -130.f, + 130.f, + }; + + static const std::vector< float > possible_angles_noadjust = { + FLT_ANG_MOVING_LBY, + 110.f, + FLT_ANG_180, + FLT_ANG_90, + FLT_ANG_MINUS_90, + 90.f, + -90.f + }; + + bool dbg_resolver( ) { + static con_var< bool > var{ &data::holder_, fnv( "dbg_resolver" ), false }; + return var( ); + } + + c_ragebot::c_resolver::resolve_log_t::resolve_log_t( ) { + auto register_vec = [ ]( c_ragebot::c_resolver::angle_vec_t* vec, const std::vector< float >& vec1 ) { + vec->clear( ); + + for( auto& it : vec1 ) { + vec->push_back( it ); + } + }; + + register_vec( &m_logged_angles[ 0 ], possible_angles_none ); + register_vec( &m_logged_angles[ 1 ], possible_angles_adjust ); + register_vec( &m_logged_angles[ 2 ], possible_angles_noadjust ); + } + + void c_ragebot::c_resolver::resolve_log_t::update( int ent_index ) { + static C_AnimationLayer last_layer[ 65 ]{ }; + auto ent = g_csgo.m_entlist( )->GetClientEntity< >( ent_index ); + + if( !ent || ent == g_ctx.m_local || !ent->is_player( ) || !ent->is_alive( ) || ent->ce( )->IsDormant( ) ) { + m_was_invalid = true; + return; + } + + if( !( ent->m_fFlags( ) & FL_ONGROUND ) ) { + m_breaking = BREAKING_NONE; + return; + } + + //they moved since the last time they were dormant - reset the data + if( m_was_invalid && m_last_pos.dist_to( ent->m_vecOrigin( ) ) > 4.f ) { + m_last_pos = ent->m_vecOrigin( ); + reset( ); + } + + m_was_invalid = false; + m_shots %= 100; + float lby = ent->m_flLowerBodyYawTarget( ); + if( lby != m_last_lby ) { + m_last_lby = lby; + m_last_update = ent->m_flSimulationTime( ); + m_breaking = BREAKING_NONE; + } + + //filter out the first lby update + if( ent->m_flSimulationTime( ) - m_last_update > 0.1f ) { + C_AnimationLayer* adjust_layer = &ent->m_AnimOverlay( ).GetElements( )[ 3 ]; + C_AnimationLayer* prev_layer = &last_layer[ ent_index ]; + + auto cur_seq = ent->get_seq_activity( adjust_layer->m_nSequence ); + auto old_seq = ent->get_seq_activity( prev_layer->m_nSequence ); + + if( old_seq == 979 && cur_seq == 979 && ( adjust_layer->m_flCycle != prev_layer->m_flCycle + || adjust_layer->m_flWeight == 1.f ) ) { + m_breaking = BREAKING_ADJUST; + m_last_adjust = ent->m_flSimulationTime( ); + } + else if( ent->m_flSimulationTime( ) - m_last_adjust > TICKS_TO_TIME( 14 ) ) { + m_breaking = BREAKING_NOADJUST; + } + + *prev_layer = *adjust_layer; + } + else { + m_breaking = BREAKING_NONE; + } + } + + void c_ragebot::c_resolver::resolve_log_t::reset( ) { + //assuming theyre STILL not moving this shouldnt change + //however if they are, it will be reset to none anyway + m_breaking = BREAKING_NONE; + m_last_adjust = 0.f; + m_last_update = 0.f; + m_last_lby = 0.f; + m_missed_shots = 0; + } + + void c_ragebot::c_resolver::resolve_log_t::reset_angles( ) { + std::vector< float > ang_vec; + auto& cur_vec = m_logged_angles[ m_breaking ]; + + switch( m_breaking ) { + case BREAKING_NONE: + ang_vec = possible_angles_none; + break; + case BREAKING_NOADJUST: + ang_vec = possible_angles_noadjust; + break; + case BREAKING_ADJUST: + ang_vec = possible_angles_adjust; + break; + } + + cur_vec.clear( ); + for( auto& it : ang_vec ) cur_vec.emplace_back( it ); + } + + void c_ragebot::c_resolver::resolve_log_t::blacklist_shot( int shots ) { + auto& angles = m_logged_angles[ m_breaking ]; + + if( angles.empty( ) ) { + reset_angles( ); + } + + shots %= angles.size( ); + + if( dbg_resolver( ) ) + g_con->log( "blacklisting angle: %f", angles.at( shots ).ang ); + + angles.at( shots ).missed = true; + } + + float c_ragebot::c_resolver::get_shot_yaw( int shots, int ent_index ) { + auto& data = m_data[ ent_index ]; + auto ang_vec = &data.m_logged_angles[ data.m_breaking ]; + + std::vector< float > angles; + + for( size_t i{ }; i < ang_vec->size( ); ++i ) { + if( !ang_vec->at( i ).missed ) { + angles.push_back( ang_vec->at( i ).ang ); + } + } + + if( angles.empty( ) ) { + data.reset_angles( ); + return ang_vec->at( 0 ).ang; + } + + if( angles.size( ) <= 1 ) { + return angles.at( 0 ); + } + + return angles[ shots % angles.size( ) ]; + } + + void c_ragebot::c_resolver::aimbot( int ent_index, int hitbox, vec3_t angle, vec3_t position ) { + if( !g_cheat.m_player_mgr.is_cheater( ent_index ) ) + return; + + auto& data = m_data[ ent_index ]; + + auto ent = g_csgo.m_entlist( )->GetClientEntity< >( ent_index ); + bool moving = ent->m_vecVelocity( ).length2d( ) > 0.1f && ( ent->m_fFlags( ) & FL_ONGROUND ); + + if( moving && !ent->is_fakewalking( ) ) { + return; + } + + auto model = ent->ce( )->GetModel( ); + auto hdr = g_csgo.m_model_info( )->GetStudiomodel( model ); + auto set = hdr->pHitboxSet( ent->m_nHitboxSet( ) ); + + if( hitbox == HITBOX_HEAD ) { + auto box = set->pHitbox( 0 ); + if( box ) { + auto dist = box->bbmin.dist_to( box->bbmax ); + + context::shot_data_t new_shot{ }; + new_shot.m_angle = angle; + new_shot.m_enemy_pos = position; + new_shot.m_enemy_index = ent_index; + new_shot.m_local_pos = g_ctx.m_local->get_eye_pos( ); + new_shot.m_resolver_shots = data.m_shots; + new_shot.m_resolver_state = true; + new_shot.m_hitbox_radius = dist; + new_shot.m_missed = true; + new_shot.m_hitgroup = HITGROUP_HEAD; + + g_ctx.m_last_shot++; + g_ctx.m_last_shot %= 128; + g_ctx.m_shot_data[ g_ctx.m_last_shot ] = new_shot; + + g_ctx.m_has_incremented_shots = true; + data.m_snapshot[ g_ctx.m_last_shot ] = data; + + increment_shots( ent_index ); + data.blacklist_shot( data.m_shots ); + } + } + else { + matrix3x4 bone_matrix[ 128 ]; + if( model && hdr && set && ent->ce( )->SetupBones( bone_matrix, 128, 0x100, g_csgo.m_globals->m_curtime ) ) { + auto box = set->pHitbox( hitbox ); + if( !box ) return; + + auto origin = ent->m_vecOrigin( ); + + vec3_t shot_pos = position; + vec3_t rotated_center; + + vec3_t offset = position - origin; + float radius = offset.length2d( ); + float cos_ = offset.x / radius; + + float deg = RAD2DEG( acos( cos_ ) ); + if( offset.y < 0 ) deg = -deg; + + float rot = ( deg - 180.f ) * ( M_PI / 180.f ); + rotated_center.x = origin.x + cos( rot ) * radius; + rotated_center.y = origin.y + sin( rot ) * radius; + rotated_center.z = position.z; + + Ray_t ray; + CTraceFilterOneEntity filter; + CGameTrace tr_center; + CGameTrace tr_rot; + + filter.ent = ent; + + ray.Init( g_ctx.m_local->get_eye_pos( ), position ); + g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT, &filter, &tr_center ); + + ray.Init( g_ctx.m_local->get_eye_pos( ), rotated_center ); + g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT, &filter, &tr_rot ); + + bool is_within = tr_center.hitbox == tr_rot.hitbox; + + if( !is_within ) { + auto dist = box->bbmin.dist_to( box->bbmax ); + + context::shot_data_t new_shot{ }; + new_shot.m_angle = angle; + new_shot.m_enemy_pos = position; + new_shot.m_enemy_index = ent_index; + new_shot.m_local_pos = g_ctx.m_local->get_eye_pos( ); + new_shot.m_resolver_shots = data.m_shots; + new_shot.m_resolver_state = true; + new_shot.m_hitbox_radius = dist; + new_shot.m_missed = true; + new_shot.m_hitgroup = util::hitbox_to_hitgroup( hitbox ); + + g_ctx.m_last_shot++; + g_ctx.m_last_shot %= 128; + g_ctx.m_shot_data[ g_ctx.m_last_shot ] = new_shot; + + g_ctx.m_has_incremented_shots = true; + data.m_snapshot[ g_ctx.m_last_shot ] = data; + + increment_shots( ent_index ); + data.blacklist_shot( data.m_shots ); + } + } + } + //printf( "resolver: logging aimbot shot %d missed: %d state: %d time: %f\n", + // data.m_shots, data.m_missed_shots[ data.m_breaking ], data.m_breaking, g_Interfaces.Globals->curtime ); + } + + void c_ragebot::c_resolver::on_missed_spread( int ent_index, int shots ) { + if( !g_cheat.m_player_mgr.is_cheater( ent_index ) ) + return; + + auto& data = m_data[ ent_index ]; + auto& snapshot = data.m_snapshot[ shots ]; + + auto& shot_vec = data.m_logged_angles[ snapshot.m_breaking ]; + + if( shot_vec.empty( ) ) { + data.reset_angles( ); + } + + if( shot_vec.size( ) <= 1 ) { + shot_vec.at( 0 ).missed = false; + } + else + shot_vec.at( snapshot.m_shots % shot_vec.size( ) ).missed = false; + + + if( dbg_resolver( ) ) + g_con->log( "shot missed due to spread: %f", shot_vec.size( ) <= 1 ? shot_vec.at( 0 ).ang : shot_vec.at( snapshot.m_shots % shot_vec.size( ) ).ang ); + + } + + void c_ragebot::c_resolver::listener( int ent_index, int shots ) { + if( !g_cheat.m_player_mgr.is_cheater( ent_index ) ) + return; + + auto& data = m_data[ ent_index ]; + auto& snapshot = data.m_snapshot[ shots ]; + + auto& shot_vec = data.m_logged_angles[ snapshot.m_breaking ]; + + if( shot_vec.empty( ) ) { + data.reset_angles( ); + } + + if( shot_vec.size( ) <= 1 ) { + shot_vec.at( 0 ).missed = false; + } + else + shot_vec.at( snapshot.m_shots % shot_vec.size( ) ).missed = false; + + data.m_shots = snapshot.m_shots; + + if( dbg_resolver( ) ) + g_con->log( "hit angle: %f", shot_vec.size( ) <= 1 ? shot_vec.at( 0 ).ang : shot_vec.at( snapshot.m_shots % shot_vec.size( ) ).ang ); + + } + + void c_ragebot::c_resolver::frame_stage_notify( ) { + if( !g_settings.rage.enabled( ) || !g_settings.rage.resolver( ) ) + return; + + for( int i{ 1 }; i < g_csgo.m_globals->m_maxclients; ++i ) { + auto ent = g_csgo.m_entlist( )->GetClientEntity< >( i ); + + if( !ent || ent == g_ctx.m_local || ent->ce( )->IsDormant( ) + || !ent->is_alive( ) || !g_cheat.m_player_mgr.is_cheater( i ) ) { + m_data[ i ].m_was_invalid = true; + continue; + } + + if( ent->m_iTeamNum( ) == g_ctx.m_local->m_iTeamNum( ) && !g_settings.rage.friendlies ) + continue; + + m_data[ i ].update( i ); + if( g_settings.rage.resolver_override( ) ) { + if( g_input.is_key_pressed( g_settings.rage.resolver_override_key( ) ) ) { + int dir = manual_override( ent ); + if( dir ) { + //to be finished + m_data[ i ].m_overriding = dir; + continue; + } + } + } + + m_data[ i ].m_overriding = 0; + brute_force( ent ); + } + } + + void c_ragebot::c_resolver::force_yaw( c_base_player* ent, float yaw ) { + //could be used to just store resolved yaw on entities + //so then this data can be used in CM + ent->m_angEyeAngles( ).y = yaw;// + 180.f; + + //ent->ce( )->GetRenderAngles( ).y = yaw; + //auto new_ang = ent->get< vec3_t >( 0xc4 ); + //new_ang.y = yaw; + + //ent->set_abs_angles( new_ang ); + } + + int c_ragebot::c_resolver::manual_override( c_base_player* ent ) { + if( ent->m_vecVelocity( ).length2d( ) > 35.f ) { //no point in overriding moving targets, it will also fuck up backtrack records otherwise + return OVERRIDE_NONE; + } + + vec3_t pos; + vec3_t angle; + vec3_t local_angle; + vec3_t local_pos; + float delta; + float dist; + + + local_pos = g_ctx.m_local->m_vecOrigin( ); + g_csgo.m_engine( )->GetViewAngles( local_angle ); + pos = ent->get_hitbox_pos( 0 ); + + angle = math::vector_angles( local_pos, pos ); + dist = pos.dist_to( local_pos ); + delta = ( angle - local_angle ).clamp( ).y; + float yaw_delta = sin( DEG2RAD( ( angle - local_angle ).clamp( ).y ) ) * dist; + + if( std::abs( yaw_delta ) < 25.f ) { + force_yaw( ent, angle.y ); + return OVERRIDE_CENTER; + } + else { + force_yaw( ent, angle.y + ( ( delta < 0.f ) ? 90.f : -90.f ) ); + return delta > 0.f ? OVERRIDE_LEFT : OVERRIDE_RIGHT; + } + } + + void c_ragebot::c_resolver::force_lby( c_base_player* ent ) { + force_yaw( ent, ent->m_flLowerBodyYawTarget( ) ); + } + + void c_ragebot::c_resolver::brute_force( c_base_player* ent ) { + if( ent->m_vecVelocity( ).length( ) > 0.1f && !ent->is_fakewalking( ) ) { + m_data[ ent->ce( )->GetIndex( ) ].m_last_moving_lby = ent->m_flLowerBodyYawTarget( ); + force_lby( ent ); + return; + } + + int i = ent->ce( )->GetIndex( ); + auto& data = m_data[ i ]; + float start = ent->m_flLowerBodyYawTarget( ); + float new_yaw{ }; + float new_ang{ }; + int shots{ }; + + shots = data.m_shots; + new_ang = get_shot_yaw( shots, i ); + float ang; + if( g_ctx.run_frame( ) ) { + auto local_pos = g_ctx.m_local->m_vecOrigin( ); + auto enemy_pos = ent->m_vecOrigin( ); + + ang = math::vector_angles( enemy_pos, local_pos ); + } + else { + ang = start; + } + + if( new_ang == FLT_ANG_LBY ) + new_yaw = ent->m_flLowerBodyYawTarget( ); + else if( new_ang == FLT_ANG_MOVING_LBY ) + new_yaw = data.m_last_moving_lby; + else if( new_ang == FLT_ANG_180 ) + new_yaw = ang - 180.f; + else if( new_ang == FLT_ANG_90 ) + new_yaw = ang + 90.f; + else if( new_ang == FLT_ANG_MINUS_90 ) + new_yaw = ang - 90.f; + else + new_yaw = std::remainderf( start + new_ang, 360.f ); + + force_yaw( ent, new_yaw ); + } +} \ No newline at end of file -- cgit v1.2.3