#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 ); } }