#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 ) { #ifdef is_breakable_ptr static auto is_breakable_ptr = g_header.patterns.is_breakable; #else 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" ) ); #endif if ( !ent || ent->GetIndex( ) == 0 ) return false; auto is_breakable_fn = reinterpret_cast< bool( __thiscall* )( void* ) >( is_breakable_ptr ); bool breakable = is_breakable_fn( ent ); if ( !breakable ) { auto ent_class = ent->GetClientClass( ); if ( !ent_class ) return false; // s/o 2 poiak auto nazwa = ent_class->m_name; // s/o 2 estrosterik if ( *reinterpret_cast< uint32_t* >( nazwa ) == 0x65724243 && *reinterpret_cast< uint32_t* >( nazwa + 0x7 ) == 0x53656C62 ) return true; } return 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; int old_contents = 0; Ray_t ray; while ( dist <= 90.f ) { dist += 4.0f; out_end = start + ( dir * dist ); if ( !old_contents ) old_contents = g_csgo.m_trace( )->GetPointContents( out_end, MASK_SHOT_HULL | CONTENTS_HITBOX ); int contents = g_csgo.m_trace( )->GetPointContents( out_end, MASK_SHOT_HULL | CONTENTS_HITBOX ); if ( contents & MASK_SHOT_HULL && ( !( contents & CONTENTS_HITBOX ) || old_contents == contents ) ) continue; vec3_t end = out_end - ( dir * 4.0f ); ray.Init( out_end, end ); g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT_HULL | CONTENTS_HITBOX, nullptr, exit_trace ); if ( exit_trace->startsolid && exit_trace->surface.flags & SURF_HITBOX ) { CTraceFilter filter; filter.pSkip = exit_trace->m_pEnt; ray.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; } continue; } // maps/cs_office/glass/urban_glass const char* surface_name = tr.surface.name; if ( surface_name && *( uint32_t* )( &surface_name[ 0 ] ) == 0x7370616d && *( uint32_t* )( &surface_name[ 4 ] ) == 0x5f73632f && *( uint32_t* )( &surface_name[ 8 ] ) == 0x6966666f && *( uint32_t* )( &surface_name[ 12 ] ) == 0x672f6563 && *( uint32_t* )( &surface_name[ 16 ] ) == 0x7373616c && *( uint32_t* )( &surface_name[ 20 ] ) == 0x6272752f && *( uint32_t* )( &surface_name[ 24 ] ) == 0x675f6e61 && *( uint32_t* )( &surface_name[ 28 ] ) == 0x7373616c ) { *exit_trace = tr; exit_trace->endpos = out_end + dir; return true; } if ( exit_trace->DidHit( ) && !exit_trace->startsolid ) { if ( is_breakable( tr.m_pEnt ) && is_breakable( tr.m_pEnt ) ) return true; if ( tr.surface.flags & SURF_NODRAW || !( exit_trace->surface.flags & SURF_NODRAW ) && ( exit_trace->plane.normal.dot( dir ) <= 1.f ) ) { out_end -= dir * ( exit_trace->fraction * 4.f ); return true; } continue; } if ( !exit_trace->DidHit( ) || exit_trace->startsolid ) { if ( tr.m_pEnt && tr.m_pEnt != g_csgo.m_entlist( )->GetClientEntity< void >( 0 ) && is_breakable( exit_trace->m_pEnt ) ) { *exit_trace = tr; exit_trace->endpos = out_end + dir; return true; } } } return false; } bool c_autowall::handle_bullet_penetration( weapon_info_t* wpn_data, fire_bullet_data_t& data ) { vec3_t pen_end; CGameTrace exit_trace; if ( !trace_to_exit( data.enter_trace.endpos, data.direction, pen_end, data.enter_trace, &exit_trace ) ) { // if( !( g_csgo.m_trace( )->GetPointContents( pen_end, MASK_SHOT_HULL ) & MASK_SHOT_HULL ) ) return false; } bool is_light_surf = ( data.enter_trace.contents >> 7 ) & 1; bool is_solid_surf = ( data.enter_trace.contents >> 3 ) & 1; auto exit_surface = g_csgo.m_phys_props( )->GetSurfaceData( exit_trace.surface.surfaceProps ); auto enter_surface = g_csgo.m_phys_props( )->GetSurfaceData( data.enter_trace.surface.surfaceProps ); if ( !exit_surface || !enter_surface ) return false; int exit_material = exit_surface->game.material, enter_material = enter_surface->game.material; auto damage_mod = 0.16f; auto pen_mod = ( enter_surface->game.penetrationmodifier + exit_surface->game.penetrationmodifier ) * 0.5f; constexpr uint32_t grate = 71, wood = 85, plastic = 76, glass = 89, cardboard = 87; if ( enter_material == grate /* metal vents */ || enter_material == glass /* windows */ ) { pen_mod = 3.0f; damage_mod = 0.05f; } else if ( is_light_surf || is_solid_surf ) { pen_mod = 1.0f; damage_mod = 0.16f; } if ( enter_material == exit_material ) { if ( exit_material == cardboard || exit_material == wood ) pen_mod = 3.0f; else if ( exit_material == plastic ) pen_mod = 2.0f; } float thickness = exit_trace.endpos.dist_to_sqr( data.enter_trace.endpos ); auto modifier = math::max( 0.f, 1.0f / pen_mod ); auto lost_dmg = std::fmaxf( ( ( modifier * thickness ) / 24.f ) + ( ( data.current_damage * damage_mod ) + ( std::fmaxf( 3.75f / wpn_data->penetration, 0.f ) * 3.f * modifier ) ), 0.f ); if ( lost_dmg > 0.f ) data.current_damage -= lost_dmg; if ( data.current_damage < 1.f ) return false; data.src = exit_trace.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; if ( !wep_data ) return false; data.current_damage = ( float )( wep_data->damage ); while ( data.penetrate_count > 0 && data.current_damage >= 1.0f ) { // this little nigga all along. // never trust the feds. // or even fluffy people. data.to_travel = data.travel_range - data.traveled; vec3_t end = data.src + data.direction * data.to_travel; 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 ); data.traveled += data.to_travel * data.enter_trace.fraction; data.current_damage *= std::pow( wep_data->range_modifier, data.traveled * 0.002f ); if ( data.enter_trace.fraction == 1.0f ) { if ( !ent_check ) { 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( ) ) { auto enemy = ( c_base_player* )( data.enter_trace.m_pEnt ); if ( scale ) scale_damage( enemy, data.enter_trace.hitgroup, wep_data->armor_ratio, data.current_damage ); return true; } auto enter_surface = g_csgo.m_phys_props( )->GetSurfaceData( data.enter_trace.surface.surfaceProps ); if ( data.traveled > 3000.f || enter_surface->game.penetrationmodifier < 0.1f ) break; 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.filter.pSkip = shooter; if ( shooter == g_ctx.m_local ) { data.src = shooter->get_eye_pos( ); } else { data.src = shooter->m_vecOrigin( ); data.src.z += 72.f; } data.direction = end - data.src; data.travel_range = data.direction.length( ); data.direction.normalize_vector( ); data.traveled = 0.f; data.to_travel = data.travel_range; if ( fire_bullet( shooter, target, wep->get_wpn_info( ), data, ent_check ) ) { return std::max( data.current_damage, 0.f ); } return 0.f; } }