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path: root/internal_rewrite/autowall.cpp
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#include <algorithm>

#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 ) {
		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" ) );

		auto& v2 = *reinterpret_cast< uint8_t* >( uintptr_t( ent ) + 0x27c );
		uint8_t backup_value = v2;

		auto clientclass = ent->GetClientClass( );
		if( clientclass->m_class_id != CFuncBrush && clientclass->m_class_id != CBaseDoor )
			v2 = 2;

		auto is_breakable_fn = reinterpret_cast< bool( __thiscall* )( void* ) >( is_breakable_ptr );

		bool is_breakable = is_breakable_fn( ent );
		v2 = backup_value;

		return is_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;
		CTraceFilter filter;
		Ray_t ray, ray_2;

		while( dist <= 90.f ) {
			// This may seem retarded to you, but it will help frame-rate a lot
			// and the accuracy loss is almost negligible. You can remove this if
			// you want to.
			if ( !util::is_low_fps( ) && g_settings.rage.autowall_fps( ) ) {
				dist += 4.f;
			}
			else {
				dist += 8.0f;
			}

			out_end = start + dir * dist;

			int contents = g_csgo.m_trace( )->GetPointContents( out_end, MASK_SHOT_HULL | CONTENTS_HITBOX );

			if( contents & MASK_SHOT_HULL && !( contents & CONTENTS_HITBOX ) )
				continue;

			ray.Init( out_end, out_end - dir * 4.f );
			g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT_HULL | CONTENTS_HITBOX, 0, exit_trace );

			if( exit_trace->startsolid && exit_trace->surface.flags & SURF_HITBOX ) {
				filter.pSkip = exit_trace->m_pEnt;

				ray_2.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;
				}
			}
			else if( !exit_trace->DidHit( ) || exit_trace->startsolid ) {
				if( tr.m_pEnt && tr.m_pEnt->GetIndex( ) ) {
					if( is_breakable( tr.m_pEnt ) )
						return true;

					start = tr.endpos;
				}
			}
			else if( ( ( exit_trace->surface.flags >> 7 ) & 1 ) && !( ( tr.surface.flags >> 7 ) & 1 ) )
				continue;
			else if( exit_trace->plane.normal.dot( dir ) <= 1.0f ) {
				auto fraction = exit_trace->fraction * 4.0f;
				out_end = out_end - dir * fraction;

				return true;
			}
		}

		return false;
	}

	bool c_autowall::handle_bullet_penetration( weapon_info_t* wpn_data, fire_bullet_data_t& data ) {
		surfacedata_t* enter_surface_data = g_csgo.m_phys_props( )->GetSurfaceData( data.enter_trace.surface.surfaceProps );
		int enter_material = enter_surface_data->game.material;
		float enter_surf_penetration_mod = enter_surface_data->game.penetrationmodifier;

		data.trace_length += data.enter_trace.fraction * data.trace_length_remaining;
		data.current_damage *= static_cast<float>( pow( wpn_data->range_modifier, data.trace_length * 0.002 ) );

		if( data.trace_length > 3000.f || enter_surf_penetration_mod < 0.1f )
			data.penetrate_count = 0;

		if( data.penetrate_count <= 0 )
			return false;

		vec3_t out_end;
		CGameTrace trace_exit;
		if( !trace_to_exit( data.enter_trace.endpos, data.direction, out_end, data.enter_trace, &trace_exit ) )
			return false;

		surfacedata_t* exit_surface_data = g_csgo.m_phys_props( )->GetSurfaceData( trace_exit.surface.surfaceProps );

		int   exit_material = exit_surface_data->game.material;
		float exit_surf_penetration_mod = exit_surface_data->game.penetrationmodifier;

		float final_damage_modifier = 0.16f;
		float combined_penetration_modifier = 0.0f;

		if( ( data.enter_trace.contents & CONTENTS_GRATE ) != 0 || enter_material == 89 || enter_material == 71 ) {
			combined_penetration_modifier = 3.0f;
			final_damage_modifier = 0.05f;
		}
		else {
			combined_penetration_modifier = ( enter_surf_penetration_mod + exit_surf_penetration_mod ) * 0.5f;
		}

		if( enter_material == exit_material ) {
			if( exit_material == 87 || exit_material == 85 )
				combined_penetration_modifier = 3.0f;
			else if( exit_material == 76 )
				combined_penetration_modifier = 2.0f;
		}

		float modifier = fmaxf( 0.f, 1.0f / combined_penetration_modifier );
		float taken_damage = ( data.current_damage * final_damage_modifier ) + modifier * 3.0f * fmaxf( 0.0f,
			( float )( 3.0 / ( wpn_data->penetration ) ) * 1.25f );
		float thickness = ( trace_exit.endpos - data.enter_trace.endpos ).lengthsqr( );

		thickness *= modifier;
		thickness *= 0.041666668f;

		float lost_damage = fmaxf( 0.0f, taken_damage + thickness );

		if( lost_damage > data.current_damage )
			return false;

		if( lost_damage >= 0.0f )
			data.current_damage -= lost_damage;

		if( data.current_damage < 1.0f )
			return false;

		data.src = trace_exit.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;
		data.trace_length		= 0.f;

		if( !wep_data )	
			return false;

		data.current_damage = ( float )( wep_data->damage );

		while( data.penetrate_count > 0 && data.current_damage > 1.0f ) {
			if ( !ent_check ) {
				data.trace_length_remaining = data.length_to_end - data.trace_length;
			}
			else {
				data.trace_length_remaining = wep_data->range - data.trace_length;
			}

			vec3_t end = data.src + data.direction * data.trace_length_remaining;
			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 );

			if( data.enter_trace.fraction == 1.0f ) {
				if( !ent_check ) {
					data.trace_length += data.enter_trace.fraction * data.trace_length_remaining;
					data.current_damage *= std::pow( wep_data->range_modifier, data.trace_length * 0.002f );

					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( ) ) {
				data.trace_length += data.enter_trace.fraction * data.trace_length_remaining;
				data.current_damage *= std::pow( wep_data->range_modifier, data.trace_length * 0.002f );

				auto enemy = ( c_base_player* )( data.enter_trace.m_pEnt );
				auto cl = enemy->ce( )->GetClientClass( );
				if( cl->m_class_id != CCSPlayer ) {
					return false;
				}

				if( shooter->m_iTeamNum( ) == enemy->m_iTeamNum( ) && !g_settings.rage.friendlies ) {
					return false;
				}

				if( scale )
					scale_damage( enemy, data.enter_trace.hitgroup, wep_data->armor_ratio, data.current_damage );

				return true;
			}

			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.length_to_end = ( end - data.src ).length( );

		vec3_t angles = math::vector_angles( data.src, end );
		data.direction = math::angle_vectors( angles );

		data.direction.normalize_vector( );

		if( fire_bullet( shooter, target, wep->get_wpn_info( ), data, ent_check ) ) {
			return data.current_damage;
		}

		return 0.f;
	}
}