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Feb 19th, 2019
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  1. #include "aimbot.h"
  2. #include "..\autowall\autowall.h"
  3. #include "..\sdk\animation_state.h"
  4. #define clamp(val, min, max) (((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val)))
  5. inline float FastSqrt(float x)
  6. {
  7. unsigned int i = *(unsigned int*)&x;
  8. i += 127 << 23;
  9. i >>= 1;
  10. return *(float*)&i;
  11. }
  12. #define square( x ) ( x * x )
  13. void ClampMovement(CUserCmd* pCommand, float fMaxSpeed)
  14. {
  15. if (fMaxSpeed <= 0.f)
  16. return;
  17. float fSpeed = (float)(FastSqrt(square(pCommand->m_forwardmove) + square(pCommand->m_sidemove) + square(pCommand->m_upmove)));
  18. if (fSpeed <= 0.f)
  19. return;
  20. if (pCommand->m_buttons & IN_DUCK)
  21. fMaxSpeed *= 2.94117647f; // TO DO: Maybe look trough the leaked sdk for an exact value since this is straight out of my ass...
  22. if (fSpeed <= fMaxSpeed)
  23. return;
  24. float fRatio = fMaxSpeed / fSpeed;
  25. pCommand->m_forwardmove *= fRatio;
  26. pCommand->m_sidemove *= fRatio;
  27. pCommand->m_upmove *= fRatio;
  28. }
  29. void aimbot::create_move(CUserCmd * m_pcmd) {
  30. g_csgo.m_engine( )->GetViewAngles( this->engine_angles );
  31. this->local_weapon = g_ctx.m_local->m_hActiveWeapon( ).Get( );
  32.  
  33. auto weapon_recoil_scale = g_csgo.m_cvar( )->FindVar( "weapon_recoil_scale" );
  34. this->recoil_scale = weapon_recoil_scale->GetFloat( );
  35.  
  36. if ( !local_weapon )
  37. return;
  38.  
  39. update_config( );
  40.  
  41. if ( ( g_ctx.m_local->m_flNextAttack( ) > util::server_time( ) ) )
  42. return;
  43.  
  44. if ( local_weapon->is_non_aim( ) || local_weapon->m_iClip1( ) < 1 )
  45. return;
  46.  
  47. if ( local_weapon->m_iItemDefinitionIndex( ) == WEAPON_REVOLVER ) {
  48. if ( config.autoshoot )
  49. g_ctx.get_command( )->m_buttons |= IN_ATTACK;
  50.  
  51. float flPostponeFireReady = local_weapon->m_flPostponeFireReadyTime( );
  52. if ( flPostponeFireReady && flPostponeFireReady < g_csgo.m_globals( )->m_curtime + g_csgo.m_globals( )->m_interval_per_tick * g_csgo.m_clientstate( )->m_nChokedCommands && g_cfg.ragebot.autoshoot ) {
  53. g_ctx.get_command( )->m_buttons &= ~IN_ATTACK;
  54.  
  55. return;
  56. }
  57. }
  58.  
  59. if ( !local_weapon->can_fire( ) )
  60. return;
  61.  
  62. iterate_players( );
  63. aim(m_pcmd);
  64. }
  65.  
  66. void aimbot::iterate_players( ) {
  67. target_data.reset( );
  68.  
  69. static weapon_t * old_weapon;
  70. if ( local_weapon != old_weapon ) {
  71. old_weapon = local_weapon;
  72.  
  73. g_ctx.get_command( )->m_buttons &= ~IN_ATTACK;
  74.  
  75. return;
  76. }
  77.  
  78. for ( int i = 1; i <= g_csgo.m_globals( )->m_maxclients; i++ ) {
  79. auto e = static_cast< player_t * >( g_csgo.m_entitylist( )->GetClientEntity( i ) );
  80.  
  81. if ( !e->valid( true ) )
  82. continue;
  83.  
  84. matrix3x4_t bones[ 128 ];
  85. if ( !e->SetupBones( bones, 128, 0x100, 0.f ) )
  86. continue;
  87.  
  88. float simulation_time = e->m_flSimulationTime( );
  89.  
  90. vec3_t location = best_point( e, bones );
  91. // bool backtrack = false;
  92. // tickrecord_t lag_record;
  93.  
  94. /* if ( location == vec3_t( 0, 0, 0 ) && g_cfg.ragebot.lagcomp ) {
  95. auto & player = lagcompensation::get( ).players[ i ];
  96.  
  97. if ( player.m_e && !player.get_valid_track( ).empty( ) ) {
  98. bt_point_return_t return_info = best_point_backtrack( e, player );
  99.  
  100. location = return_info.point;
  101. lag_record = return_info.record;
  102. simulation_time = lag_record.m_simulation_time;
  103.  
  104. backtrack = true;
  105. }
  106. }*/
  107.  
  108. if ( location == vec3_t( 0, 0, 0 ) )
  109. continue;
  110.  
  111. float fov = math::get_fov( engine_angles, math::calculate_angle( g_ctx.m_local->get_eye_pos( ), location ) );
  112. if ( fov > g_cfg.ragebot.field_of_view )
  113. continue;
  114.  
  115. get_target( e, fov, location, simulation_time );
  116. }
  117. }
  118.  
  119. void aimbot::zeus_run( )
  120. {
  121. Vector aim_pos;
  122. auto e = static_cast< player_t * >( g_csgo.m_entitylist( )->GetClientEntity( target_data.tid ) );
  123. if ( !g_ctx.m_local->m_hActiveWeapon( )->m_iItemDefinitionIndex( ) == ( short ) ItemDefinitionIndex::WEAPON_TASER )
  124. return;;
  125.  
  126. Vector point = e->hitbox_position( 2 );
  127. if ( util::visible( g_ctx.m_local->get_eye_pos( ), point, e, g_ctx.m_local ) ) {
  128. if ( ( g_ctx.m_local->m_vecOrigin( ) - e->m_vecOrigin( ) ).Length( ) <= 1 ) {
  129. aim_pos = math::calculate_angle( g_ctx.m_local->get_eye_pos( ), point );
  130. aim_pos.Clamp( );
  131. g_ctx.get_command( )->m_buttons |= IN_ATTACK;
  132. }
  133. }
  134. if ( g_ctx.get_command( )->m_buttons & IN_ATTACK )
  135. g_ctx.get_command( )->m_viewangles = aim_pos;
  136. }
  137.  
  138. bool aimbot::can_zeus( Vector &bestpoint )
  139. {
  140. auto e = static_cast< player_t * >( g_csgo.m_entitylist( )->GetClientEntity( target_data.tid ) );
  141. Vector forward;
  142. math::angle_vectors( bestpoint, forward );
  143. forward *= 183;
  144.  
  145. Vector eye_pos = g_ctx.m_local->get_eye_pos( );
  146.  
  147. Ray_t ray;
  148. trace_t trace;
  149. ray.Init( eye_pos, eye_pos + forward );
  150.  
  151. CTraceFilter filter;
  152. filter.pSkip = g_ctx.m_local;
  153.  
  154. g_csgo.m_trace( )->TraceRay( ray, MASK_SHOT, &filter, &trace );
  155.  
  156. return trace.hit_entity == e;
  157. }
  158.  
  159. void aimbot::aim(CUserCmd * m_pcmd) {
  160. if ( target_data.tid == -1 )
  161. return;
  162.  
  163. auto e = static_cast< player_t * >( g_csgo.m_entitylist( )->GetClientEntity( target_data.tid ) );
  164.  
  165. if ( e->m_bGunGameImmunity( ) )
  166. return;
  167.  
  168. vec3_t next_angle = math::calculate_angle( g_ctx.m_local->get_eye_pos( ), target_data.aimspot );
  169.  
  170. bool hitchanced = false;
  171.  
  172. if ( config.hitchance )
  173. hitchanced = hitchance( next_angle, e, config.hitchance_amount );
  174. else
  175. hitchanced = true;
  176.  
  177. if ( hitchanced ) {
  178. if ( g_cfg.ragebot.zeus_bot ) {
  179. if ( can_zeus( next_angle ) )
  180. zeus_run( );
  181. else
  182. g_ctx.get_command( )->m_viewangles = next_angle;
  183. }
  184. else {
  185. g_ctx.get_command( )->m_viewangles = next_angle;
  186. }
  187.  
  188. g_ctx.get_command( )->m_viewangles = next_angle;
  189.  
  190. if ( g_cfg.ragebot.anti_recoil )
  191. g_ctx.get_command( )->m_viewangles -= g_ctx.m_local->m_aimPunchAngle( ) * recoil_scale;
  192.  
  193. if ( !g_cfg.ragebot.silent_aim )
  194. g_csgo.m_engine( )->SetViewAngles( next_angle );
  195.  
  196. if ( config.autoshoot ) {
  197. g_ctx.get_command( )->m_buttons |= IN_ATTACK;
  198.  
  199. if ( g_cfg.misc.anti_untrusted )
  200. g_ctx.send_packet = false;
  201. }
  202.  
  203. if ( g_ctx.get_command( )->m_buttons & IN_ATTACK )
  204. g_ctx.get_command( )->m_tickcount = TIME_TO_TICKS( target_data.simtime + util::lerp_time( ) );
  205.  
  206. g_ctx.m_globals.aimbotting = true;
  207. }
  208.  
  209. if ( hitchanced && config.quickstop && g_ctx.m_local->m_fFlags( ) & FL_ONGROUND )
  210. quickstop( );
  211.  
  212. if (g_cfg.ragebot.autostopye && local_weapon->m_iItemDefinitionIndex() != WEAPON_TASER)
  213. ClampMovement(m_pcmd, 1);
  214.  
  215. if (config.autoscope && local_weapon->m_zoomLevel() == 0) {
  216. if (g_ctx.get_command()->m_buttons & IN_ATTACK)
  217. g_ctx.get_command()->m_buttons &= ~IN_ATTACK;
  218.  
  219. g_ctx.get_command()->m_buttons |= IN_ATTACK2;
  220. }
  221.  
  222. }
  223.  
  224. vec3_t aimbot::best_point( player_t * e, matrix3x4_t bones[ 128 ] ) {
  225. vec3_t output = vec3_t( 0, 0, 0 );
  226.  
  227. std::vector< int >
  228. hitboxes = hitboxes_from_vector( e, e->m_fFlags( ), e->m_vecVelocity( ), config.hitscan ),
  229. multipoints = hitboxes_from_vector( e, e->m_fFlags( ), e->m_vecVelocity( ), config.multipoint );
  230.  
  231. float best_damage = 0.f;
  232.  
  233. for ( auto current : hitboxes ) {
  234. vec3_t location = e->hitbox_position( current, bones );
  235.  
  236. if ( config.autowall ) {
  237. float damage = autowall::get( ).calculate_return_info( g_ctx.m_local->get_eye_pos( ), location, g_ctx.m_local, e ).m_damage;
  238.  
  239. if ( ( damage > best_damage ) && ( damage > config.minimum_damage ) ) {
  240. best_damage = damage;
  241. output = location;
  242. }
  243. }
  244. else if ( !config.autowall && g_ctx.m_local->point_visible( location ) )
  245. return output;
  246. }
  247.  
  248. for ( auto current : multipoints ) {
  249. std::vector< vec3_t > points; getpoints( e, current, bones, points );
  250.  
  251. for ( auto point : points ) {
  252. if ( config.autowall ) {
  253. float damage = autowall::get( ).calculate_return_info( g_ctx.m_local->get_eye_pos( ), point, g_ctx.m_local, e ).m_damage;
  254.  
  255. if ( ( damage > best_damage ) && ( damage > config.minimum_damage ) ) {
  256. best_damage = damage;
  257. output = point;
  258. }
  259. }
  260. else if ( !config.autowall && g_ctx.m_local->point_visible( point ) )
  261. return point;
  262. }
  263. }
  264.  
  265. return output;
  266. }
  267.  
  268. /*aimbot::bt_point_return_t aimbot::best_point_backtrack( player_t * e, player_record_t & player ) {
  269. auto hitgroup_from_hitbox = [ ] ( int hitbox ) -> int {
  270. switch ( hitbox ) {
  271. case HITBOX_HEAD:
  272. case HITBOX_NECK:
  273. return HITGROUP_HEAD;
  274. break;
  275. case HITBOX_PELVIS:
  276. case HITBOX_STOMACH:
  277. return HITGROUP_STOMACH;
  278. break;
  279. case HITBOX_LOWER_CHEST:
  280. case HITBOX_CHEST:
  281. case HITBOX_UPPER_CHEST:
  282. return HITGROUP_CHEST;
  283. break;
  284. case HITBOX_RIGHT_THIGH:
  285. case HITBOX_RIGHT_CALF:
  286. case HITBOX_RIGHT_FOOT:
  287. return HITGROUP_RIGHTLEG;
  288. break;
  289. case HITBOX_LEFT_THIGH:
  290. case HITBOX_LEFT_CALF:
  291. case HITBOX_LEFT_FOOT:
  292. return HITGROUP_LEFTLEG;
  293. break;
  294. case HITBOX_RIGHT_HAND:
  295. case HITBOX_RIGHT_UPPER_ARM:
  296. case HITBOX_RIGHT_FOREARM:
  297. return HITGROUP_RIGHTARM;
  298. break;
  299. case HITBOX_LEFT_UPPER_ARM:
  300. case HITBOX_LEFT_FOREARM:
  301. case HITBOX_LEFT_HAND:
  302. return HITGROUP_LEFTARM;
  303. break;
  304. }
  305. };
  306.  
  307. std::deque< tickrecord_t > track = player.get_valid_track( );
  308.  
  309. tickrecord_t best_record;
  310. float best_damage = 1;
  311. vec3_t best_position;
  312.  
  313. for ( int i = 0; i < track.size( ); i++ ) {
  314. tickrecord_t record = track[ i ];
  315.  
  316. std::vector< int > hitboxes = hitboxes_from_vector( e, record.m_flags, record.m_velocity, config.hitscan_history );
  317.  
  318. for ( auto hitbox : hitboxes ) {
  319. vec3_t location = e->hitbox_position( hitbox, record.m_bone_matrix );
  320.  
  321. if ( config.autowall ) {
  322. float damage = autowall::get( ).calculate_return_info( g_ctx.m_local->get_eye_pos( ), location, g_ctx.m_local, e, hitgroup_from_hitbox( hitbox ) ).m_damage;
  323.  
  324. if ( damage > best_damage ) {
  325. best_position = location;
  326. best_damage = damage;
  327. best_record = record;
  328. }
  329. } else if ( !config.autowall && g_ctx.m_local->point_visible( location ) ) {
  330. float damage = 50; autowall::get( ).scale_damage( e, local_weapon->get_csweapon_info( ), hitgroup_from_hitbox( hitbox ), damage );
  331.  
  332. if ( damage > best_damage ) {
  333. best_position = location;
  334. best_damage = damage;
  335. best_record = record;
  336. }
  337. }
  338. }
  339. }
  340.  
  341. return bt_point_return_t{ best_record, best_position };
  342. }*/
  343.  
  344. void aimbot::getpoints( player_t * e, int hitbox_id, matrix3x4_t bones[ 128 ], std::vector< vec3_t > & points ) {
  345. studiohdr_t * studio_model = g_csgo.m_modelinfo( )->GetStudiomodel( e->GetModel( ) );
  346. mstudiohitboxset_t * set = studio_model->pHitboxSet( e->m_nHitboxSet( ) );
  347.  
  348. mstudiobbox_t * hitbox = set->pHitbox( hitbox_id );
  349. if ( !hitbox )
  350. return;
  351.  
  352. vec3_t min, max;
  353. math::vector_transform( hitbox->bbmin, bones[ hitbox->bone ], min );
  354. math::vector_transform( hitbox->bbmax, bones[ hitbox->bone ], max );
  355.  
  356. vec3_t
  357. center = ( min + max ) * 0.5f,
  358. angle = math::calculate_angle( center, g_ctx.m_local->get_eye_pos( ) );
  359.  
  360. vec3_t forward;
  361. math::angle_vectors( angle, forward );
  362.  
  363. vec3_t
  364. right = forward.Cross( vec3_t( 0, 0, 1 ) ),
  365. left = vec3_t( -right.x, -right.y, right.z ),
  366. top = vec3_t( 0, 0, 1 ),
  367. bot = vec3_t( 0, 0, -1 );
  368.  
  369. if ( hitbox_id == HITBOX_HEAD ) {
  370. points.push_back( center + ( top * ( hitbox->m_flRadius * config.pointscale ) ) );
  371. points.push_back( center + ( right * ( hitbox->m_flRadius * config.pointscale ) ) );
  372. points.push_back( center + ( left * ( hitbox->m_flRadius * config.pointscale ) ) );
  373. } else {
  374. points.push_back( center + ( right * ( hitbox->m_flRadius * config.pointscale ) ) );
  375. points.push_back( center + ( left * ( hitbox->m_flRadius * config.pointscale ) ) );
  376. }
  377. }
  378.  
  379. void aimbot::quickstop( ) {
  380. g_ctx.get_command()->m_sidemove = 0;
  381. g_ctx.get_command()->m_forwardmove = g_ctx.m_local->m_vecVelocity().Length2D() > 20.f ? 450.f : 0.f;
  382.  
  383. math::rotate_movement(math::calculate_angle(vec3_t(0, 0, 0), g_ctx.m_local->m_vecVelocity()).y + 180.f);
  384. }
  385.  
  386. bool aimbot::hitchance( vec3_t angles, player_t * e, float chance ) {
  387. angles -= g_ctx.m_local->m_aimPunchAngle( ) * recoil_scale;
  388.  
  389. vec3_t
  390. forward,
  391. right,
  392. up,
  393. src = g_ctx.m_local->get_eye_pos( );
  394.  
  395. math::angle_vectors( angles, &forward, &right, &up );
  396.  
  397. int
  398. hits = 0,
  399. needed_hits = static_cast<int>( 256.f * ( chance / 100.f ) );
  400.  
  401. float
  402. weap_spread = local_weapon->get_spread( ),
  403. weap_inaccuracy = local_weapon->get_innacuracy( );
  404.  
  405. for ( int i = 0; i < 256; i++ ) {
  406. float
  407. a = math::random_float( 0.f, 1.f ),
  408. b = math::random_float( 0.f, 2.f * DirectX::XM_PI ),
  409. c = math::random_float( 0.f, 1.f ),
  410. d = math::random_float( 0.f, 2.f * DirectX::XM_PI ),
  411. inaccuracy = a * weap_inaccuracy,
  412. spread = c * weap_spread;
  413.  
  414. if ( local_weapon->m_iItemDefinitionIndex( ) == WEAPON_REVOLVER ) {
  415. if ( g_ctx.get_command( )->m_buttons & IN_ATTACK2 ) {
  416. a = 1.f - a * a;
  417. c = 1.f - c * c;
  418. }
  419. }
  420.  
  421. vec3_t
  422. spread_view( ( cos( b ) * inaccuracy ) + ( cos( d ) * spread ), ( sin( b ) * inaccuracy ) + ( sin( d ) * spread ), 0 ),
  423. direction;
  424.  
  425. direction.x = forward.x + ( spread_view.x * right.x ) + ( spread_view.y * up.x );
  426. direction.y = forward.y + ( spread_view.x * right.y ) + ( spread_view.y * up.y );
  427. direction.z = forward.z + ( spread_view.x * right.z ) + ( spread_view.y * up.z );
  428. direction.Normalized( );
  429.  
  430. vec3_t
  431. viewangles_spread,
  432. view_forward;
  433.  
  434. math::vector_angles( direction, up, viewangles_spread );
  435. math::normalize_angles( viewangles_spread );
  436.  
  437. math::angle_vectors( viewangles_spread, view_forward );
  438. view_forward.NormalizeInPlace( );
  439.  
  440. view_forward = src + ( view_forward * local_weapon->get_csweapon_info( )->range );
  441.  
  442. trace_t tr;
  443. Ray_t ray;
  444.  
  445. ray.Init( src, view_forward );
  446. g_csgo.m_trace( )->ClipRayToEntity( ray, MASK_SHOT | CONTENTS_GRATE, e, &tr );
  447.  
  448. if ( tr.hit_entity == e )
  449. hits++;
  450.  
  451. if ( static_cast<int>( ( static_cast<float>( hits ) / 256.f ) * 100.f ) >= chance )
  452. return true;
  453.  
  454. if ( ( 256 - i + hits ) < needed_hits )
  455. return false;
  456. }
  457.  
  458. return false;
  459. }
  460.  
  461. void aimbot::get_target( player_t * e, float fov, vec3_t location, float simulation_time) {
  462. switch ( g_cfg.ragebot.selection_type ) {
  463. case 0:
  464. if ( target_data.best_distance < fov )
  465. return;
  466.  
  467. target_data.best_distance = fov;
  468. target_data.tid = e->EntIndex( );
  469. target_data.aimspot = location;
  470. target_data.simtime = simulation_time;
  471. // target_data.backtrack = backtrack;
  472. // target_data.best_record = lag_record;
  473.  
  474. break;
  475. case 1:
  476. if ( target_data.best_distance < e->m_iHealth( ) )
  477. return;
  478.  
  479. target_data.best_distance = e->m_iHealth( );
  480. target_data.tid = e->EntIndex( );
  481. target_data.aimspot = location;
  482. target_data.simtime = simulation_time;
  483. // target_data.backtrack = backtrack;
  484. // target_data.best_record = lag_record;
  485.  
  486. break;
  487. case 2:
  488. float distance = sqrt(
  489. pow( double( location.x - g_ctx.m_local->m_vecOrigin( ).x ), 2 ) +
  490. pow( double( location.y - g_ctx.m_local->m_vecOrigin( ).y ), 2 ) +
  491. pow( double( location.z - g_ctx.m_local->m_vecOrigin( ).z ), 2 ) );
  492.  
  493. if ( target_data.best_distance < distance )
  494. return;
  495.  
  496. target_data.best_distance = distance;
  497. target_data.tid = e->EntIndex( );
  498. target_data.aimspot = location;
  499. target_data.simtime = simulation_time;
  500. // target_data.backtrack = backtrack;
  501. // target_data.best_record = lag_record;
  502. //
  503. break;
  504. }
  505. }
  506.  
  507.  
  508. bool aimbot::head_check(player_t * e, int m_fFlags, vec3_t m_vecVelocity) {
  509. bool use = true;
  510.  
  511. if (config.baim[BAIM_INAIR].enabled && !(m_fFlags & FL_ONGROUND))
  512. use = false;
  513.  
  514. if (config.baim[BAIM_STAND].enabled && e->m_vecVelocity().Length() < 1)
  515. use = false;
  516.  
  517. if (e->m_iHealth() < g_cfg.ragebot.hp_lower)
  518. use = false;
  519.  
  520. if (g_csgo.m_inputsys()->IsButtonDown(g_cfg.ragebot.baim_key))
  521. use = false;
  522.  
  523. if (g_ctx.m_local->m_hActiveWeapon()->m_iItemDefinitionIndex() == (short)ItemDefinitionIndex::WEAPON_TASER)
  524. use = false;
  525.  
  526. return use;
  527. }
  528. std::vector< int > aimbot::hitboxes_from_vector( player_t * e, int m_fFlags, vec3_t m_vecVelocity, std::vector< MultiDropdownItem_t > arr ) {
  529. std::vector< int > hitboxes;
  530. bool head_valid = head_check( e, m_fFlags, m_vecVelocity );
  531.  
  532. if ( arr[ 0 ].enabled && head_valid ) {
  533. hitboxes.push_back( HITBOX_HEAD );
  534. }
  535.  
  536.  
  537. if (arr[1].enabled) {
  538. hitboxes.push_back(HITBOX_NECK);
  539. }
  540.  
  541. if (arr[2].enabled) {
  542. hitboxes.push_back(HITBOX_UPPER_CHEST);
  543. hitboxes.push_back(HITBOX_CHEST);
  544. }
  545.  
  546. if (arr[3].enabled) {
  547. hitboxes.push_back(HITBOX_PELVIS);;
  548. }
  549. if (arr[4].enabled) {
  550.  
  551. hitboxes.push_back(HITBOX_STOMACH);
  552. }
  553.  
  554.  
  555. if ( arr[ 5 ].enabled ) {
  556. hitboxes.push_back( HITBOX_RIGHT_UPPER_ARM );
  557. hitboxes.push_back( HITBOX_LEFT_UPPER_ARM );
  558.  
  559. hitboxes.push_back( HITBOX_RIGHT_FOREARM );
  560. hitboxes.push_back( HITBOX_LEFT_FOREARM );
  561.  
  562. hitboxes.push_back( HITBOX_RIGHT_HAND );
  563. hitboxes.push_back( HITBOX_LEFT_HAND );
  564. }
  565.  
  566. if ( arr[ 6 ].enabled ) {
  567. hitboxes.push_back( HITBOX_RIGHT_THIGH );
  568. hitboxes.push_back( HITBOX_LEFT_THIGH );
  569.  
  570. hitboxes.push_back( HITBOX_RIGHT_CALF );
  571. hitboxes.push_back( HITBOX_LEFT_CALF );
  572. }
  573.  
  574. return hitboxes;
  575. }
  576.  
  577. void aimbot::update_config( ) {
  578. auto id = local_weapon->m_iItemDefinitionIndex( );
  579.  
  580. int element = -1;
  581.  
  582. if ( local_weapon->is_pistol( ) && id != WEAPON_DEAGLE )
  583. element = 0;
  584.  
  585. if ( local_weapon->m_iItemDefinitionIndex( ) == WEAPON_DEAGLE )
  586. element = 1;
  587.  
  588. if ( local_weapon->is_smg( ) )
  589. element = 3;
  590.  
  591. if ( id == WEAPON_SSG08 )
  592. element = 4;
  593.  
  594. if ( id == WEAPON_SCAR20 || id == WEAPON_G3SG1 )
  595. element = 5;
  596.  
  597. if (id == WEAPON_AWP)
  598. element = 6;
  599. if ( element == -1 )
  600. element = 2;
  601.  
  602. config.autoshoot = g_cfg.ragebot.autoshoot[ element ];
  603. config.autowall = g_cfg.ragebot.autowall[ element ];
  604. config.minimum_damage = g_cfg.ragebot.minimum_damage[ element ];
  605. config.hitscan = g_cfg.ragebot.hitscan[ element ];
  606. // config.hitscan_history = g_cfg.ragebot.hitscan_history[ element ];
  607. config.multipoint = g_cfg.ragebot.multipoint_hitboxes[ element ]; // fps issue
  608. config.pointscale = g_cfg.ragebot.pointscale[ element ];
  609. config.hitchance = g_cfg.ragebot.hitchance[ element ];
  610. config.hitchance_amount = g_cfg.ragebot.hitchance_amount[ element ];
  611. config.baim = g_cfg.ragebot.baim_settings[ element ];
  612. config.quickstop = g_cfg.ragebot.quickstop[ element ];
  613.  
  614. config.autoscope = false;
  615.  
  616. if ( element == 4 || element == 5 || element == 6) {
  617. config.autoscope = g_cfg.ragebot.autoscope[ element - 3 ];
  618. } else if ( element == 2 && ( id == WEAPON_AUG || id == WEAPON_SG553 ) ) {
  619. config.autoscope = g_cfg.ragebot.autoscope[ 0 ];
  620. }
  621. }
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