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CAntiaim.cpp

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Jun 28th, 2016
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  1. #include "main.h"
  2. #define M_PI 3.14159265358979323846f
  3. #define DEG2RAD( x ) ( ( float )( x ) * ( float )( ( float )( PI ) / 180.0f ) )
  4.  
  5. CAntiaim g_Antiaim;
  6.  
  7. void CAntiaim::EdgeAntiAim1(CBaseEntity *pLocal, float &fYawOut)
  8. {
  9. Vector vEyePos = pLocal->GetEyePosition();
  10.  
  11. ValveSDK::CTrace::ITraceFilter* tracefilter = (ValveSDK::CTrace::ITraceFilter*)&tfNoPlayers;
  12.  
  13. for (int y = 0; y < 360; y++)
  14. {
  15. Vector qTmp(10.0f, fYawOut, 0.0f);
  16. qTmp.y += y;
  17.  
  18. if (qTmp.y > 180.0)
  19. qTmp.y -= 360.0;
  20. else if (qTmp.y < -180.0)
  21. qTmp.y += 360.0;
  22.  
  23. g_Aimbot.ClampAngles(qTmp);
  24.  
  25. Vector vForward;
  26.  
  27. g_Math.vectorAnglesVec(qTmp, vForward);
  28.  
  29. float fLength = (19.0f + (19.0f * sinf(DEG2RAD(10.0f)))) + 7.0f;
  30. vForward *= fLength;
  31.  
  32. ValveSDK::CTrace::trace_t trData;
  33.  
  34. Vector vTraceEnd = vEyePos + vForward;
  35.  
  36. ValveSDK::CTrace::Ray_t ray;
  37.  
  38. ray.Init(vEyePos, vTraceEnd);
  39. g_Valve.pKoloTrace->TraceRay(ray, 0x4600400B, tracefilter, &trData);
  40.  
  41.  
  42. if (trData.fraction != 1.0f)
  43. {
  44. Vector angles;
  45.  
  46. Vector vNegative = Vector(trData.plane.normal.x * -1.0f, trData.plane.normal.y * -1.0f, trData.plane.normal.z * -1.0f);
  47.  
  48. g_Math.vectorAnglesVec(vNegative, angles);
  49.  
  50. g_Aimbot.NormalizeVector(angles);
  51.  
  52. qTmp.y = angles.y;
  53.  
  54. g_Aimbot.ClampAngles(qTmp);
  55.  
  56. ValveSDK::CTrace::trace_t trLeft, trRight;
  57.  
  58. Vector vLeft, vRight;
  59. g_Math.vectorAnglesVec(qTmp + Vector(0.0f, 30.0f, 0.0f), vLeft);
  60. g_Math.vectorAnglesVec(qTmp + Vector(0.0f, 30.0f, 0.0f), vRight);
  61.  
  62. vLeft *= (fLength + (fLength * sinf(DEG2RAD(30.0f))));
  63. vRight *= (fLength + (fLength * sinf(DEG2RAD(30.0f))));
  64.  
  65. vTraceEnd = vEyePos + vLeft;
  66.  
  67. ray.Init(vEyePos, vTraceEnd);
  68. g_Valve.pKoloTrace->TraceRay(ray, 0x4600400B, tracefilter, &trLeft);
  69.  
  70. vTraceEnd = vEyePos + vRight;
  71.  
  72. ray.Init(vEyePos, vTraceEnd);
  73. g_Valve.pKoloTrace->TraceRay(ray, 0x4600400B, tracefilter, &trRight);
  74.  
  75. if ((trLeft.fraction == 1.0f) && (trRight.fraction != 1.0f))
  76. qTmp.y -= 90.f;
  77. else if ((trLeft.fraction != 1.0f) && (trRight.fraction == 1.0f))
  78. qTmp.y += 90.f;
  79.  
  80. if (qTmp.y > 180.0)
  81. qTmp.y -= 360.0;
  82. else if (qTmp.y < -180.0)
  83. qTmp.y += 360.0;
  84.  
  85. fYawOut = qTmp.y;
  86.  
  87. if (fYawOut > 180.0)
  88. fYawOut -= 360.0;
  89. else if (fYawOut < -180.0)
  90. fYawOut += 360.0;
  91.  
  92. //if (!bHeadOnWall)
  93. // bHeadOnWall = true;
  94.  
  95. return;
  96. }
  97. }
  98.  
  99. fYawOut -= 180.0f;
  100.  
  101. if (fYawOut > 180.0)
  102. fYawOut -= 360.0;
  103. else if (fYawOut < -180.0)
  104. fYawOut += 360.0;
  105.  
  106. //if (bHeadOnWall)
  107. // bHeadOnWall = false;
  108. }
  109.  
  110. bool CAntiaim::EdgeAntiAim(CBaseEntity* pLocalBaseEntity, ValveSDK::CInput::CUserCmd* cmd, float flWall, float flCornor)
  111. {
  112. ValveSDK::CTrace::Ray_t ray;
  113. ValveSDK::CTrace::trace_t tr;
  114. //ValveSDK::EngineTraceClient::CTraceFilter traceFilter(pLocalBaseEntity);
  115. //ValveSDK::CTrace::ITraceFilter *pTraceFilter = (ValveSDK::CTrace::ITraceFilter*)&tfNoPlayers;
  116. //traceFilter.pSkip = pLocalBaseEntity;
  117.  
  118. bool ret = false;
  119.  
  120. Vector localPosition = pLocalBaseEntity->GetEyePosition();
  121.  
  122. for (int y = 0; y < 360; y++)
  123. {
  124. Vector tmp(10.0f, cmd->viewangles.y, 0.0f);
  125. tmp.y += y;
  126.  
  127. g_Aimbot.NormalizeVector(tmp);
  128.  
  129. Vector forward;
  130. g_Math.VectorAngles3D(forward, tmp);
  131.  
  132. float length = ((16.0f + 3.0f) + ((16.0f + 3.0f) * sin(DEG2RAD(10.0f)))) + 7.0f;
  133. forward *= length;
  134.  
  135. ray.Init(localPosition, (localPosition + forward));
  136. g_Valve.pKoloTrace->TraceRay(ray, 0x4600400B, (ValveSDK::CTrace::ITraceFilter*)&tfNoPlayers, &tr);
  137.  
  138. if (tr.fraction != 1.0f)
  139. {
  140. Vector angles;
  141. Vector Negate = tr.plane.normal;
  142.  
  143. Negate *= -1;
  144. g_Math.VectorAngles3D(Negate, angles);
  145.  
  146. tmp.y = angles.y;
  147.  
  148. g_Aimbot.NormalizeVector(tmp);
  149. ValveSDK::CTrace::trace_t leftTrace, rightTrace;
  150.  
  151. Vector left, right;
  152. g_Math.VectorAngles3D(left, tmp + Vector(0.0f, 30.0f, 0.0f));
  153. g_Math.VectorAngles3D(right, tmp - Vector(0.0f, 30.0f, 0.0f));
  154.  
  155. left *= (length + (length * sin(DEG2RAD(30.0f))));
  156. right *= (length + (length * sin(DEG2RAD(30.0f))));
  157.  
  158. ray.Init(localPosition, (localPosition + left));
  159. g_Valve.pKoloTrace->TraceRay(ray, 0x4600400B, (ValveSDK::CTrace::ITraceFilter*)&tfNoPlayers, &leftTrace);
  160.  
  161. ray.Init(localPosition, (localPosition + right));
  162. g_Valve.pKoloTrace->TraceRay(ray, 0x4600400B, (ValveSDK::CTrace::ITraceFilter*)&tfNoPlayers, &rightTrace);
  163.  
  164. if ((leftTrace.fraction == 1.0f)
  165. && (rightTrace.fraction != 1.0f))
  166. {
  167. tmp.y -= flCornor; // left
  168. }
  169. else if ((leftTrace.fraction != 1.0f)
  170. && (rightTrace.fraction == 1.0f))
  171. {
  172. tmp.y += flCornor; // right
  173. }
  174.  
  175. cmd->viewangles.y = tmp.y;
  176. cmd->viewangles.y -= flWall;
  177. ret = true;
  178. }
  179. }
  180. return ret;
  181. }
  182.  
  183. void CAntiaim::FakeOrigin(CBaseEntity* pLocal, ValveSDK::CInput::CUserCmd* cmd, bool &SendPacket)
  184. {
  185. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  186. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  187. Vector vMove2;
  188. Vector vRealView(cmd->viewangles);
  189. g_Math.VectorAngles3D(vMove, vMove2);
  190.  
  191. static int iChoked = -1;
  192. iChoked++;
  193. if (iChoked < g_pConsole->getValue("antiaim_choke"))
  194. {
  195. SendPacket = false;
  196. cmd->viewangles.y -= 92;
  197. }
  198. else
  199. {
  200. SendPacket = true;
  201. iChoked = -1;
  202. }
  203.  
  204. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  205. cmd->forwardmove = cos(flYaw) * flSpeed;
  206. cmd->sidemove = sin(flYaw) * flSpeed;
  207. }
  208.  
  209. void CAntiaim::Fake1(CBaseEntity* pLocal, ValveSDK::CInput::CUserCmd* cmd, bool &SendPacket)
  210. {
  211. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  212. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  213. Vector vMove2;
  214. Vector vRealView(cmd->viewangles);
  215. g_Math.VectorAngles3D(vMove, vMove2);
  216.  
  217. static int jitterangle = 0;
  218.  
  219. if (jitterangle <= 2)
  220. {
  221. cmd->viewangles.x = 89;
  222. jitterangle += 1;
  223. }
  224. else if (jitterangle > 2 && jitterangle <= 4)
  225. {
  226. cmd->viewangles.x = 70;
  227. jitterangle += 1;
  228. }
  229. else
  230. {
  231. jitterangle = 0;
  232. }
  233. cmd->viewangles.y += 90;
  234.  
  235. static int iChoked = -1;
  236. iChoked++;
  237. if (iChoked < g_pConsole->getValue("antiaim_choke"))
  238. {
  239. SendPacket = false;
  240. cmd->viewangles.y -= 180;
  241. }
  242. else
  243. {
  244. SendPacket = true;
  245. iChoked = -1;
  246. }
  247.  
  248. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  249. cmd->forwardmove = cos(flYaw) * flSpeed;
  250. cmd->sidemove = sin(flYaw) * flSpeed;
  251. }
  252.  
  253. void CAntiaim::Fake2(CBaseEntity* pLocal, ValveSDK::CInput::CUserCmd* cmd, bool &SendPacket)
  254. {
  255. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  256. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  257. Vector vMove2;
  258. Vector vRealView(cmd->viewangles);
  259. g_Math.VectorAngles3D(vMove, vMove2);
  260.  
  261. cmd->viewangles.x = 88;
  262. cmd->viewangles.y += 180;
  263.  
  264. static int iChoked = -1;
  265. iChoked++;
  266. if (iChoked < g_pConsole->getValue("antiaim_choke"))
  267. {
  268. SendPacket = false;
  269. cmd->viewangles.y += 90;
  270. }
  271. else
  272. {
  273. SendPacket = true;
  274. iChoked = -1;
  275. }
  276.  
  277. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  278. cmd->forwardmove = cos(flYaw) * flSpeed;
  279. cmd->sidemove = sin(flYaw) * flSpeed;
  280. }
  281.  
  282. void CAntiaim::Fake3(CBaseEntity* pLocal, ValveSDK::CInput::CUserCmd* cmd, bool &SendPacket)
  283. {
  284. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  285. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  286. Vector vMove2;
  287. Vector vRealView(cmd->viewangles);
  288. g_Math.VectorAngles3D(vMove, vMove2);
  289.  
  290. cmd->viewangles.x = 88;
  291. cmd->viewangles.y += 180;
  292.  
  293. static int iChoked = -1;
  294. iChoked++;
  295. if (iChoked < g_pConsole->getValue("antiaim_choke"))
  296. {
  297. SendPacket = false;
  298. cmd->viewangles.y -= 180;
  299. }
  300. else
  301. {
  302. SendPacket = true;
  303. iChoked = -1;
  304. }
  305.  
  306. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  307. cmd->forwardmove = cos(flYaw) * flSpeed;
  308. cmd->sidemove = sin(flYaw) * flSpeed;
  309. }
  310.  
  311. void CAntiaim::FakeJitter1(CBaseEntity* pLocal, ValveSDK::CInput::CUserCmd* cmd, bool &SendPacket)
  312. {
  313. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  314. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  315. Vector vMove2;
  316. Vector vRealView(cmd->viewangles);
  317. g_Math.VectorAngles3D(vMove, vMove2);
  318.  
  319. static int jitterangle = 0;
  320.  
  321. if (jitterangle <= 1)
  322. {
  323. cmd->viewangles.x = 88;
  324. cmd->viewangles.y += 135;
  325. }
  326. else if (jitterangle > 1 && jitterangle <= 3)
  327. {
  328. cmd->viewangles.x = 88;
  329. cmd->viewangles.y += 225;
  330. }
  331.  
  332. static int iChoked = -1;
  333. iChoked++;
  334. if (iChoked < g_pConsole->getValue("antiaim_choke"))
  335. {
  336. SendPacket = false;
  337. if (jitterangle <= 1)
  338. {
  339. cmd->viewangles.y += 45;
  340. jitterangle += 1;
  341. }
  342. else if (jitterangle > 1 && jitterangle <= 3)
  343. {
  344. cmd->viewangles.y -= 45;
  345. jitterangle += 1;
  346. }
  347. else
  348. {
  349. jitterangle = 0;
  350. }
  351. }
  352. else
  353. {
  354. SendPacket = true;
  355. iChoked = -1;
  356. }
  357. g_Aimbot.NormalizeVector(cmd->viewangles);
  358.  
  359. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  360. cmd->forwardmove = cos(flYaw) * flSpeed;
  361. cmd->sidemove = sin(flYaw) * flSpeed;
  362. }
  363.  
  364. void CAntiaim::FakeJitter2(CBaseEntity* pLocal, ValveSDK::CInput::CUserCmd* cmd, bool &SendPacket)
  365. {
  366. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  367. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  368. Vector vMove2;
  369. Vector vRealView(cmd->viewangles);
  370. g_Math.VectorAngles3D(vMove, vMove2);
  371.  
  372. static int jitterangle = 0;
  373.  
  374. if (jitterangle <= 1)
  375. {
  376. cmd->viewangles.x = 88;
  377. cmd->viewangles.y += 90;
  378. }
  379. else if (jitterangle > 1 && jitterangle <= 3)
  380. {
  381. cmd->viewangles.x = 88;
  382. cmd->viewangles.y -= 90;
  383. }
  384.  
  385. static int iChoked = -1;
  386. iChoked++;
  387. if (iChoked < g_pConsole->getValue("antiaim_choke"))
  388. {
  389. SendPacket = false;
  390. if (jitterangle <= 1)
  391. {
  392. cmd->viewangles.y += 180;
  393. jitterangle += 1;
  394. }
  395. else if (jitterangle > 1 && jitterangle <= 3)
  396. {
  397. cmd->viewangles.y -= 180;
  398. jitterangle += 1;
  399. }
  400. else
  401. {
  402. jitterangle = 0;
  403. }
  404. }
  405. else
  406. {
  407. SendPacket = true;
  408. iChoked = -1;
  409. }
  410. g_Aimbot.NormalizeVector(cmd->viewangles);
  411.  
  412. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  413. cmd->forwardmove = cos(flYaw) * flSpeed;
  414. cmd->sidemove = sin(flYaw) * flSpeed;
  415. }
  416.  
  417. void CAntiaim::Jitter(CBaseEntity* pLocal, ValveSDK::CInput::CUserCmd* cmd)
  418. {
  419. Vector vMove(cmd->forwardmove, cmd->sidemove, cmd->upmove);
  420. float flSpeed = sqrt(vMove.x * vMove.x + vMove.y * vMove.y), flYaw;
  421. Vector vMove2;
  422. Vector vRealView(cmd->viewangles);
  423. g_Math.VectorAngles3D(vMove, vMove2);
  424.  
  425. static int jitterangle = 0;
  426.  
  427. if (jitterangle <= 1)
  428. {
  429. cmd->viewangles.x = 89;
  430. cmd->viewangles.y += 91;
  431. jitterangle += 1;
  432. }
  433. else if (jitterangle > 1 && jitterangle <= 3)
  434. {
  435. cmd->viewangles.x = 87;
  436. cmd->viewangles.y -= 89;
  437. jitterangle += 1;
  438. }
  439. else
  440. {
  441. jitterangle = 0;
  442. }
  443.  
  444. flYaw = DEG2RAD(cmd->viewangles.y - vRealView.y + vMove2.y);
  445. cmd->forwardmove = cos(flYaw) * flSpeed;
  446. cmd->sidemove = sin(flYaw) * flSpeed;
  447. }
  448.  
  449. void CAntiaim::doAntiaim(CBaseEntity* pLocal, ValveSDK::CInput::CUserCmd* cmd, bool &SendPacket)
  450. {
  451. if (g_pConsole->getValue("antiaim_fake") == 1)
  452. FakeOrigin(pLocal, cmd, SendPacket);
  453. if (g_pConsole->getValue("antiaim_fake") == 2)
  454. Fake1(pLocal, cmd, SendPacket);
  455. if (g_pConsole->getValue("antiaim_fake") == 3)
  456. Fake2(pLocal, cmd, SendPacket);
  457. if (g_pConsole->getValue("antiaim_fake") == 4)
  458. Fake3(pLocal, cmd, SendPacket);
  459. if (g_pConsole->getValue("antiaim_fake") == 5)
  460. FakeJitter1(pLocal, cmd, SendPacket);
  461. if (g_pConsole->getValue("antiaim_fake") == 6)
  462. FakeJitter2(pLocal, cmd, SendPacket);
  463. if (g_pConsole->getValue("antiaim_fake") == 7)
  464. Jitter(pLocal, cmd);
  465. }
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