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#pragma once
#include "vector.hpp"
#include "VFunc.h"
enum trace_type_t {
TRACE_EVERYTHING = 0,
TRACE_WORLD_ONLY,
TRACE_ENTITIES_ONLY,
TRACE_EVERYTHING_FILTER_PROPS,
};
enum SurfaceFlags_t {
DISPSURF_FLAG_SURFACE = ( 1 << 0 ),
DISPSURF_FLAG_WALKABLE = ( 1 << 1 ),
DISPSURF_FLAG_BUILDABLE = ( 1 << 2 ),
DISPSURF_FLAG_SURFPROP1 = ( 1 << 3 ),
DISPSURF_FLAG_SURFPROP2 = ( 1 << 4 ),
};
struct csurface_t {
const char *name;
short surfaceProps;
unsigned short flags;
};
struct cplane_t {
vec3_t normal;
float dist;
byte type;
byte signbits;
byte pad[ 2 ];
};
class ITraceFilter {
public:
virtual bool ShouldHitEntity( void *pEntity, int contentsMask ) = 0;
virtual trace_type_t GetTraceType( ) const = 0;
};
class CTraceFilter : public ITraceFilter {
public:
bool ShouldHitEntity( void* pEntityHandle, int contentsMask ) {
return !( pEntityHandle == pSkip );
}
virtual trace_type_t GetTraceType( ) const {
return TRACE_EVERYTHING;
}
void* pSkip;
};
class CTraceFilterWorldAndPropsOnly : public ITraceFilter {
public:
bool ShouldHitEntity( void* pEntityHandle, int contentsMask ) override {
return false;
}
trace_type_t GetTraceType( ) const override {
return TRACE_EVERYTHING;
}
};
class CTraceFilterSkipTwoEntities : public ITraceFilter {
public:
CTraceFilterSkipTwoEntities( void* pPassEnt1, void* pPassEnt2 )
{
passentity1 = pPassEnt1;
passentity2 = pPassEnt2;
}
virtual bool ShouldHitEntity( void* pEntityHandle, int contentsMask ) {
return !( pEntityHandle == passentity1 || pEntityHandle == passentity2 );
}
virtual trace_type_t GetTraceType( ) const {
return TRACE_EVERYTHING;
}
void* passentity1;
void* passentity2;
};
class __declspec( align( 16 ) )VectorAligned : public vec3_t {
public:
VectorAligned& operator=( const vec3_t &vOther ) {
x = vOther.x;
y = vOther.y;
z = vOther.z;
return *this;
}
VectorAligned& operator=( const float &other ) {
*this = { other, other, other };
return *this;
}
float w;
};
struct Ray_t {
VectorAligned m_Start;
VectorAligned m_Delta;
VectorAligned m_StartOffset;
VectorAligned m_Extents;
bool m_IsRay;
bool m_IsSwept;
void Init( vec3_t& start, vec3_t& end ) {
m_Delta = end - start;
m_IsSwept = ( m_Delta.lengthsqr( ) != 0 );
m_Extents = 0.f;
m_IsRay = true;
m_StartOffset = 0.f;
m_Start = start;
}
void Init( vec3_t& start, vec3_t& end, vec3_t& mins, vec3_t& maxs ) {
m_Delta = end - start;
m_IsSwept = ( m_Delta.lengthsqr( ) != 0 );
m_Extents = maxs - mins;
m_Extents *= 0.5f;
m_IsRay = ( m_Extents.lengthsqr( ) < 1e-6 );
m_StartOffset = mins + maxs;
m_StartOffset *= 0.5f;
m_Start = start - m_StartOffset;
m_StartOffset *= -1.0f;
}
};
class CBaseTrace {
public:
bool IsDispSurface( void ) { return ( ( dispFlags & DISPSURF_FLAG_SURFACE ) != 0 ); } //not in csgo
bool IsDispSurfaceWalkable( void ) { return ( ( dispFlags & DISPSURF_FLAG_WALKABLE ) != 0 ); }
bool IsDispSurfaceBuildable( void ) { return ( ( dispFlags & DISPSURF_FLAG_BUILDABLE ) != 0 ); }
bool IsDispSurfaceProp1( void ) { return ( ( dispFlags & DISPSURF_FLAG_SURFPROP1 ) != 0 ); }
bool IsDispSurfaceProp2( void ) { return ( ( dispFlags & DISPSURF_FLAG_SURFPROP2 ) != 0 ); }
public:
vec3_t startpos;
vec3_t endpos;
cplane_t plane;
float fraction;
int contents;
unsigned short dispFlags;
bool allsolid;
bool startsolid;
CBaseTrace( ) {}
private:
CBaseTrace( const CBaseTrace& vOther );
};
class CGameTrace : public CBaseTrace {
public:
bool DidHitWorld( ) const;
bool DidHitNonWorldEntity( ) const;
int GetEntityIndex( ) const;
bool DidHit( ) const {
return fraction < 1 || allsolid || startsolid;
}
public:
float fractionleftsolid;
csurface_t surface;
int hitgroup;
short physicsbone;
IClientEntity* m_pEnt;
int hitbox;
CGameTrace( ) {}
CGameTrace( const CGameTrace& vOther );
};
typedef CGameTrace trace_t;
class IEngineTrace {
public:
void clip_ray_to_ent( const Ray_t& ray, unsigned int fMask, IClientEntity* pEnt, trace_t* pTrace ) {
return call_vfunc< void( __thiscall* )( void*, const Ray_t&, unsigned int, IClientEntity*, trace_t* ) >( this, 2 )( this, ray, fMask, pEnt, pTrace );
}
void trace_ray( const Ray_t& ray, unsigned int fMask, ITraceFilter* pTraceFilter, trace_t* pTrace ) {
return call_vfunc< void( __thiscall* )( void*, const Ray_t&, unsigned int, ITraceFilter*, trace_t* ) >( this, 4 )( this, ray, fMask, pTraceFilter, pTrace );
}
};
#define CONTENTS_EMPTY 0 /**< No contents. */
#define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */
#define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */
#define CONTENTS_AUX 0x4
#define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */
#define CONTENTS_SLIME 0x10
#define CONTENTS_WATER 0x20
#define CONTENTS_MIST 0x40
#define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */
#define LAST_VISIBLE_CONTENTS 0x80
#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
#define CONTENTS_TESTFOGVOLUME 0x100
#define CONTENTS_UNUSED5 0x200
#define CONTENTS_UNUSED6 0x4000
#define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */
#define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */
#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
#define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
#define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
/**
* @section currents can be added to any other contents, and may be mixed
*/
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000
/**
* @endsection
*/
#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */
#define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */
#define CONTENTS_DEBRIS 0x4000000
#define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */
#define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */
#define CONTENTS_LADDER 0x20000000
#define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */
/**
* @section Trace masks.
*/
#define MASK_ALL (0xFFFFFFFF)
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */
#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */
#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */
#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players, but with monsters added. */
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */
#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE) /**< non-raycasted weapons see this as solid (includes grates) */
#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */
#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */
#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE) /**< everything normally solid for player movement, except monsters (world+brush only) */
#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< everything normally solid for npc movement, except monsters (world+brush only) */
#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */
#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */
#define MASK_AIM ( 0x200400B | CONTENTS_HITBOX ) //this fixes the aimbot not shooting through shit like invis gates
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