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/internal_rewrite/ragebot_resolver.cpp | 626 ++++++++++++++++++++++++++++ 1 file changed, 626 insertions(+) create mode 100644 cheat/internal_rewrite/ragebot_resolver.cpp (limited to 'cheat/internal_rewrite/ragebot_resolver.cpp') diff --git a/cheat/internal_rewrite/ragebot_resolver.cpp b/cheat/internal_rewrite/ragebot_resolver.cpp new file mode 100644 index 0000000..1b29305 --- /dev/null +++ b/cheat/internal_rewrite/ragebot_resolver.cpp @@ -0,0 +1,626 @@ +#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_UP = -360.f; + constexpr float FLT_ANG_180 = 720.f; + constexpr float FLT_ANG_FREESTANDING = -720.f; + constexpr float FLT_ANG_90 = 480.f; + constexpr float FLT_ANG_MINUS_90 = -480.f; + constexpr float FLT_ANG_MINUS_135 = -700.f; + constexpr float FLT_ANG_135 = 700.f; + constexpr float FLT_ANG_PITCH_UP = 1080.f; + + static const std::vector< float > possible_angles_none = { + FLT_ANG_MOVING_LBY_UP, + FLT_ANG_180, + FLT_ANG_90, + FLT_ANG_MINUS_90, + FLT_ANG_MINUS_135, + FLT_ANG_135, + }; + + static const std::vector< float > possible_angles_normal = { + FLT_ANG_MOVING_LBY_UP, + FLT_ANG_180, + FLT_ANG_135, + FLT_ANG_MINUS_135 + }; + + static const std::vector< float > possible_angles_freestanding = { + 0.f, + 45.f, + 90.f, + 135.f, + 180.f, + }; + + bool dbg_resolver( ) { + static con_var< bool > var{ &data::holder_, fnv( "dbg_resolver" ), false }; + return var( ); + } + + int c_ragebot::c_resolver::try_freestanding( c_base_player* ent ) { + if( !( ent->m_fFlags( ) & FL_ONGROUND ) || ( ent->get_anim_velocity( ).length2d( ) > 0.1f && !ent->is_fakewalking( ) ) ) + return -1; + + int ret_dir = -1; + float cur_damage = 0.f; + + vec3_t enemy_pos = ent->m_vecOrigin( ); + enemy_pos.z = ent->get_hitbox_pos( 0 ).z; + + vec3_t local_pos = g_ctx.m_local->get_eye_pos( ); + local_pos -= g_ctx.m_local->m_vecOrigin( ); + local_pos += g_ctx.m_last_origin; + + vec3_t aim_angle = math::vector_angles( + enemy_pos, + local_pos + ); + + auto get_damage = [ & ]( const vec3_t& start, const vec3_t& end, c_base_player* a, c_base_player* b ) { + static weapon_info_t wpn_data{ }; + wpn_data.damage = 200; + wpn_data.range_modifier = 1.0f; + wpn_data.penetration = 3.0f; + wpn_data.armor_ratio = 0.5f; + wpn_data.range = 8192.f; + + fire_bullet_data_t data{ }; + data.src = start; + data.travel_range = ( end - data.src ).length( ); + data.traveled = 0.f; + data.to_travel = data.travel_range; + + vec3_t angle = math::vector_angles( start, end ); + data.direction = math::angle_vectors( angle ); + + data.direction.normalize_vector( ); + + if( g_cheat.m_autowall.fire_bullet( a, b, &wpn_data, data, false, false ) ) { + return data.current_damage; + } + + return -1.f; + }; + + auto trace_ent_pos = [ & ]( vec3_t start, vec3_t end, c_base_player* ent ) { + Ray_t ray; + CGameTrace tr; + CTraceFilter filter; + + const vec3_t min( -2.f, -2.f, -2.f ); + const vec3_t max( 2.f, 2.f, 2.f ); + + ray.Init( start, end, min, max ); + filter.pSkip = ent; + + g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT, &filter, &tr ); + + return tr.endpos; + }; + + float local_dist = 75.f; + float enemy_dist = 75.f; + + float start_dmg = get_damage( enemy_pos, local_pos, g_ctx.m_local, ent ); + + auto test_dmg = [ & ]( float dist, float enemy_dist, float delta = 50.f ) { + vec3_t enemy_left = math::get_rotated_pos( enemy_pos, aim_angle.y - 90.f, enemy_dist ); + vec3_t enemy_right = math::get_rotated_pos( enemy_pos, aim_angle.y + 90.f, enemy_dist ); + + enemy_left = trace_ent_pos( enemy_pos, enemy_left, ent ); + enemy_right = trace_ent_pos( enemy_pos, enemy_right, ent ); + + vec3_t local_left = math::get_rotated_pos( local_pos, aim_angle.y + 90.f, dist ); + vec3_t local_right = math::get_rotated_pos( local_pos, aim_angle.y - 90.f, dist ); + + local_left = trace_ent_pos( local_pos, local_left, g_ctx.m_local ); + local_right = trace_ent_pos( local_pos, local_right, g_ctx.m_local ); + + float dmg_left = get_damage( local_left, enemy_left, g_ctx.m_local, ent ) + + get_damage( local_right, enemy_left, g_ctx.m_local, ent ); + + float dmg_right = get_damage( local_left, enemy_right, g_ctx.m_local, ent ) + + get_damage( local_right, enemy_right, g_ctx.m_local, ent ); + + if( std::abs( dmg_left - dmg_right ) < delta ) + return false; + + float max_dmg = math::max( dmg_left, dmg_right ); + ret_dir = dmg_left > dmg_right; + + cur_damage = max_dmg; + return max_dmg > delta; + }; + + float radius = std::floorf( ( g_ctx.m_local->get_hitbox_pos( 0 ) - g_ctx.m_local->get_hitbox_pos( HITBOX_PELVIS ) ).length2d( ) ); + radius = radius >= 15.f ? 20.f : 10.f; + + float enemy_radius = std::floorf( ( ent->get_hitbox_pos( 0 ) - ent->get_hitbox_pos( HITBOX_PELVIS ) ).length2d( ) ); + enemy_radius = enemy_radius >= 15.f ? 20.f : 10.f; + + if( !test_dmg( enemy_radius + 1.f, radius + 1.f, 25.f ) ) { + if( cur_damage < start_dmg * 2.f ) + return -1; + } + + bool found = false; + + for( size_t i = 5; i > 0; --i ) { + float cur_dist = local_dist / i; + float cur_enemy_dist = enemy_dist / i; + + if( cur_dist < radius ) + continue; + + if( cur_enemy_dist < enemy_radius ) + continue; + + if( test_dmg( cur_enemy_dist, cur_dist, 125.f / i ) ) { + found = true; + break; + } else if( cur_damage > 125.f / i ) + break; + } + + if( !found ) + return -1; + + return ret_dir; + } + + 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( ) || !ent->has_valid_anim( ) ) { + m_was_invalid = true; + m_has_valid_lby = false; + return; + } + + if( m_was_invalid && m_last_pos.dist_to( ent->m_vecOrigin( ) ) > 4.f ) + reset( ); + + if( !( ent->m_fFlags( ) & FL_ONGROUND ) ) { + m_state = R_NONE; + return; + } + + if( ent->get_anim_velocity( ).length2d( ) > 0.1f && !ent->is_fakewalking( ) ) { + m_state = R_NONE; + m_has_valid_lby = true; + m_last_moving_lby = ent->m_flLowerBodyYawTarget( ); + return; + } + + m_last_pos = ent->m_vecOrigin( ); + + m_was_invalid = false; + + int freestanding = g_cheat.m_ragebot.m_resolver->try_freestanding( ent ); + + if( freestanding != -1 ) { + m_state = R_FREESTANDING; + } + else + m_state = R_NORMAL; + + if( m_last_freestanding != freestanding ) + m_angle_change = true; + + m_last_freestanding = freestanding; + m_has_valid_lby = true; + } + + 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_state = R_NONE; + m_last_update = 0.f; + m_last_lby = 0.f; + m_missed_shots = 0; + memset( m_shots, 0, sizeof( m_shots ) ); + memset( m_logged, 0, sizeof( m_logged ) ); + memset( m_logged_shots, 0, sizeof( m_logged ) ); + } + + std::vector< float > c_ragebot::c_resolver::get_shot_vec( int ent ) { + auto& data = m_data[ ent ]; + + if( data.m_state == R_NORMAL ) + return possible_angles_normal; + if( data.m_state == R_FREESTANDING ) + return possible_angles_freestanding; + + return possible_angles_none; + } + + float c_ragebot::c_resolver::get_shot_yaw( int shots, int ent_index ) { + auto& data = m_data[ ent_index ]; + auto ent = g_csgo.m_entlist( )->GetClientEntity< >( ent_index ); + + auto vec = get_shot_vec( ent_index ); + + float new_ang = vec.at( shots % vec.size( ) ); + float new_yaw = 0.f; + + float ang = math::vector_angles( ent->m_vecOrigin( ), g_ctx.m_last_origin ).y; + + if( data.m_state == R_FREESTANDING ) { + ang += ( data.m_last_freestanding == 1 ? 90.f : -90.f ); + + float sign = data.m_last_freestanding == 1 ? 1.f : -1.f; + + return ang + new_ang * sign; + } + + if( new_ang == FLT_ANG_LBY ) + new_yaw = ent->m_flLowerBodyYawTarget( ); + else if( new_ang == FLT_ANG_MOVING_LBY_UP ) { + if( !data.m_has_valid_lby && !g_settings.rage.pitch_resolver ) { + return get_shot_yaw( ++get_resolver_shots( ent_index ), ent_index ); + } + + auto delta = std::remainderf( data.m_last_moving_lby - data.m_last_lby, 360.f ); + bool breaking_lby = std::abs( delta ) > 35.f; + + new_yaw = breaking_lby ? data.m_last_moving_lby : data.m_last_lby; + } + else if( new_ang == FLT_ANG_180 ) { + new_yaw = ang - 180.f; + } + else if( new_ang == FLT_ANG_MINUS_90 ) { + new_yaw = ang - 90.f; + } + else if( new_ang == FLT_ANG_90 ) { + new_yaw = ang + 90.f; + } + else if( new_ang == FLT_ANG_135 ) + new_yaw = ang + 135.f; + else if( new_ang == FLT_ANG_MINUS_135 ) + new_yaw = ang - 135.f; + else + new_yaw = std::remainderf( ent->m_flLowerBodyYawTarget( ) + new_ang, 360.f ); + + return new_yaw; + } + + void c_ragebot::c_resolver::aimbot( int ent_index, int hitbox, vec3_t angle, vec3_t position, vec3_t min, vec3_t max, float radius ) { + 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->get_anim_velocity( ).length2d( ) > 0.1f && ( ent->m_fFlags( ) & FL_ONGROUND ); + + if( moving && !ent->is_fakewalking( ) ) { + return; + } + + if( !data.m_state ) { + increment_shots( ent_index ); + 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 = get_resolver_shots( ent_index ); + new_shot.m_resolver_state = true; + new_shot.m_hitbox.min = min; + new_shot.m_hitbox.min = max; + new_shot.m_hitbox.radius = radius; + 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; + + if( data.m_logged[ data.m_state ] ) { + if( !--data.m_logged_shots[ data.m_state ] ) { + data.m_logged[ data.m_state ] = false; + } + } + else { + int shots = get_resolver_shots( ent_index ); + + increment_shots( ent_index ); + +#if _DEBUG + if( dbg_resolver( ) ) { + char str[ 128 ]; + sprintf_s< 128 >( str, "[\3moneybot\1] incrementing shots from %d to %d" + "[\3moneybot\1] resolver state: %d\n", shots, get_resolver_shots( ent_index ), data.m_state ); + + g_csgo.m_clientmode( )->m_pChatElement->ChatPrintf( 0, 0, str ); + } +#endif + } + } + } + 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 cosine = offset.x / radius; + + float deg = RAD2DEG( acos( cosine ) ); + if( offset.y < 0 ) deg += 360.f; + + 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 = get_resolver_shots( ent_index ); + new_shot.m_resolver_state = true; + new_shot.m_hitbox.min = min; + new_shot.m_hitbox.min = max; + new_shot.m_hitbox.radius = radius; + 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; + + if( data.m_logged[ data.m_state ] ) { + if( !--data.m_logged_shots[ data.m_state ] ) { + data.m_logged[ data.m_state ] = false; + } + } + else { + int shots = get_resolver_shots( ent_index ); + increment_shots( ent_index ); + +#if _DEBUG + if( dbg_resolver( ) ) { + char str[ 128 ]; + sprintf_s< 128 >( str, "[\3moneybot\1] incrementing shots from %d to %d" + "[\3moneybot\1] resolver state: %d\n", shots, get_resolver_shots( ent_index ), data.m_state ); + + g_csgo.m_clientmode( )->m_pChatElement->ChatPrintf( 0, 0, str ); + } +#endif + } + } + } + } + + //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::increment_shots( int ent_index ) { + get_resolver_shots( ent_index )++; + m_data[ ent_index ].m_missed_shots++; + m_data[ ent_index ].m_angle_change = true; + } + + 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 % 150 ]; + + data.m_shots[ snapshot.m_state ] = snapshot.m_shots[ snapshot.m_state ]; + + if( snapshot.m_logged[ snapshot.m_state ] ) { + data.m_logged[ snapshot.m_state ] = true; + data.m_logged_shots[ snapshot.m_state ] = snapshot.m_logged_shots[ snapshot.m_state ]; + } + } + + 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 nci = g_csgo.m_engine( )->GetNetChannelInfo( ); + if( !nci ) + return; + + auto weapon = g_ctx.m_local->get_weapon( ); + if( !weapon ) + return; + + auto rate = weapon->get_wpn_info( )->cycle_time; + + data.m_shots[ snapshot.m_state ] = snapshot.m_shots[ snapshot.m_state ]; + data.m_logged[ snapshot.m_state ] = true; + + int latency_shots = ( nci->GetLatency( 0 ) + g_csgo.m_globals->m_frametime ) / rate + 1; + + data.m_logged_shots[ snapshot.m_state ] = latency_shots; + +#if _DEBUG + if( dbg_resolver( ) ) { + char str[ 128 ]; + sprintf_s< 128 >( str, "[\3moneybot\1] resolver: logging %d shots for %d with %d", data.m_logged_shots[ data.m_state ], ent_index, get_resolver_shots( ent_index ) ); + + g_csgo.m_clientmode( )->m_pChatElement->ChatPrintf( 0, 0, str ); + } +#endif + } + + void c_ragebot::c_resolver::update_player( int i ) { + if( !g_settings.rage.enabled( ) || !g_settings.rage.resolver( ) ) + return; + + if( !g_cheat.m_player_mgr.is_cheater( i ) ) + return; + + auto ent = g_csgo.m_entlist( )->GetClientEntity( i ); + bool was_invalid = m_data[ i ].m_was_invalid; + + 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 ) { + if( dir != m_data[ i ].m_overriding ) + m_data[ i ].m_angle_change = true; + + //to be finished + m_data[ i ].m_overriding = dir; + return; + } + } + } + + m_data[ i ].m_overriding = 0; + brute_force( ent ); + } + + void c_ragebot::c_resolver::frame_stage_notify( ) { + if( !g_settings.rage.enabled( ) || !g_settings.rage.resolver( ) ) + return; + + if( !g_ctx.run_frame( ) || !g_ctx.m_local->is_valid( ) ) + 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_player( ) + || !ent->is_alive( ) || !g_cheat.m_player_mgr.is_cheater( i ) ) { + m_data[ i ].m_was_invalid = true; + m_data[ i ].m_has_valid_lby = false; + continue; + } + + if( ent->m_iTeamNum( ) == g_ctx.m_local->m_iTeamNum( ) && !g_settings.rage.friendlies ) + continue; + + //update_player( i ); + } + } + + void c_ragebot::c_resolver::force_yaw( c_base_player* ent, float yaw ) { + ent->m_angEyeAngles( ).y = yaw;// + 180.f; + } + + int c_ragebot::c_resolver::manual_override( c_base_player* ent ) { + if( ent->get_animdata( ).m_anim_velocity.length2d( ) > 0.1f && !ent->is_fakewalking( ) ) { //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_flSimulationTime( ) == g_cheat.m_ragebot.m_lagcomp->get_last_updated_simtime( ent->ce( )->GetIndex( ) ) ) + return; + + if( ent->get_anim_velocity( ).length( ) > 0.1f && ( ent->m_fFlags( ) & FL_ONGROUND ) && !ent->is_fakewalking( ) ) { + m_data[ ent->ce( )->GetIndex( ) ].m_last_moving_lby = ent->m_flLowerBodyYawTarget( ); + m_data[ ent->ce( )->GetIndex( ) ].m_has_valid_lby = true; + force_lby( ent ); + return; + } + + int i = ent->ce( )->GetIndex( ); + int s = get_resolver_shots( i ); + auto vec = get_shot_vec( i ); + + if( vec.at( s % vec.size( ) ) == FLT_ANG_MOVING_LBY_UP && g_settings.rage.pitch_resolver ) + ent->m_angEyeAngles( ).x = -89.f; + + float new_yaw = get_shot_yaw( get_resolver_shots( i ), i ); + + force_yaw( ent, new_yaw ); + } +} \ No newline at end of file -- cgit v1.2.3