Update aim.c, anti_aim.c, and no_recoil.c
This commit is contained in:
parent
0b9c748444
commit
40f014de59
src/features
@ -53,109 +53,104 @@ typedef struct {
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float radius;
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} hitbox_t;
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bool get_hitbox(cl_entity_t* ent, int hitbox_index, hitbox_t* out_hitbox) {
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if (!ent || !out_hitbox)
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bool get_hitbox(cl_entity_t* ent, int hitbox_id, hitbox_t* out_hitbox) {
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if (!ent || !out_hitbox) {
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return false;
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}
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vec_copy(out_hitbox->origin, ent->origin);
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out_hitbox->radius = 12.0f;
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out_hitbox->radius = 5.0f;
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bool is_ak47 = (g_currentWeaponID == 30);
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studiohdr_t* studio = NULL;
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if (ent->model) {
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studiohdr_t* studio = (studiohdr_t*)i_enginestudio->Mod_Extradata(ent->model);
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if (studio) {
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if (hitbox_index == HITBOX_HEAD) {
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vec3_t view_offset;
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view_offset.x = 0.0f;
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view_offset.y = 0.0f;
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view_offset.z = 28.0f;
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if (!ent->player) {
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view_offset.z = 25.0f;
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}
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out_hitbox->origin = vec_add(ent->origin, view_offset);
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vec3_t head_offset;
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head_offset.x = 0.0f;
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head_offset.y = 0.0f;
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head_offset.z = 0.0f;
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float yaw = ent->angles.y * (M_PI / 180.0f);
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head_offset.x = cos(yaw) * 3.0f;
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head_offset.y = sin(yaw) * 3.0f;
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out_hitbox->origin = vec_add(out_hitbox->origin, head_offset);
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out_hitbox->radius = 5.0f;
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static int debug_count = 0;
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if (debug_count++ % 500 == 0) {
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printf("Head hitbox: origin=(%.1f, %.1f, %.1f), radius=%.1f\n",
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out_hitbox->origin.x, out_hitbox->origin.y, out_hitbox->origin.z, out_hitbox->radius);
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}
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return true;
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}
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else if (hitbox_index == HITBOX_CHEST) {
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vec3_t chest_offset;
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chest_offset.x = 0.0f;
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chest_offset.y = 0.0f;
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chest_offset.z = 18.0f;
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out_hitbox->origin = vec_add(ent->origin, chest_offset);
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out_hitbox->radius = 10.0f;
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return true;
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}
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else if (hitbox_index == HITBOX_STOMACH) {
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vec3_t stomach_offset;
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stomach_offset.x = 0.0f;
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stomach_offset.y = 0.0f;
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stomach_offset.z = 12.0f;
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out_hitbox->origin = vec_add(ent->origin, stomach_offset);
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out_hitbox->radius = 10.0f;
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return true;
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}
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else if (hitbox_index == HITBOX_PELVIS) {
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vec3_t pelvis_offset;
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pelvis_offset.x = 0.0f;
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pelvis_offset.y = 0.0f;
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pelvis_offset.z = 8.0f;
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out_hitbox->origin = vec_add(ent->origin, pelvis_offset);
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out_hitbox->radius = 8.0f;
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return true;
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}
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}
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studio = (studiohdr_t*)i_enginestudio->Mod_Extradata(ent->model);
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}
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switch (hitbox_index) {
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case HITBOX_HEAD:
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out_hitbox->origin.z += 32.0f;
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switch (hitbox_id) {
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case 0: {
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vec3_t view_offset;
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view_offset.x = 0.0f;
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view_offset.y = 0.0f;
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if (is_ak47) {
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view_offset.z = 26.0f;
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} else {
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view_offset.z = 27.0f;
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}
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out_hitbox->origin = vec_add(ent->origin, view_offset);
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out_hitbox->radius = 7.0f;
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break;
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case HITBOX_CHEST:
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out_hitbox->origin.z += 20.0f;
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vec3_t head_offset;
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head_offset.x = 0.0f;
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head_offset.y = 0.0f;
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head_offset.z = 0.0f;
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if (is_ak47) {
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head_offset.z = -1.0f;
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}
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out_hitbox->origin = vec_add(out_hitbox->origin, head_offset);
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static int debug_counter = 0;
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if (debug_counter++ % 500 == 0) {
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i_engine->Con_Printf("Head hitbox: Origin(%.1f,%.1f,%.1f) Radius(%.1f) WeaponID: %d\n",
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out_hitbox->origin.x, out_hitbox->origin.y, out_hitbox->origin.z,
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out_hitbox->radius, g_currentWeaponID);
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}
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return true;
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}
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case 1: {
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vec3_t chest_offset;
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chest_offset.x = 0.0f;
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chest_offset.y = 0.0f;
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chest_offset.z = 18.0f;
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out_hitbox->origin = vec_add(ent->origin, chest_offset);
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out_hitbox->radius = 10.0f;
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break;
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return true;
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}
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case 2: {
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vec3_t stomach_offset;
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stomach_offset.x = 0.0f;
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stomach_offset.y = 0.0f;
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stomach_offset.z = 12.0f;
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case HITBOX_STOMACH:
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out_hitbox->origin.z += 12.0f;
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out_hitbox->radius = 10.0f;
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break;
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out_hitbox->origin = vec_add(ent->origin, stomach_offset);
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out_hitbox->radius = 9.0f;
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return true;
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}
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case 3: {
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vec3_t pelvis_offset;
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pelvis_offset.x = 0.0f;
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pelvis_offset.y = 0.0f;
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pelvis_offset.z = 6.0f;
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case HITBOX_PELVIS:
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out_hitbox->origin.z += 6.0f;
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out_hitbox->origin = vec_add(ent->origin, pelvis_offset);
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out_hitbox->radius = 8.0f;
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break;
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return true;
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}
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default:
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out_hitbox->origin.z += 16.0f;
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out_hitbox->radius = 12.0f;
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break;
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if (is_ak47) {
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vec3_t fallback_offset;
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fallback_offset.x = 0.0f;
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fallback_offset.y = 0.0f;
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fallback_offset.z = 20.0f;
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out_hitbox->origin = vec_add(ent->origin, fallback_offset);
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} else {
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vec3_t fallback_offset;
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fallback_offset.x = 0.0f;
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fallback_offset.y = 0.0f;
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fallback_offset.z = 25.0f;
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out_hitbox->origin = vec_add(ent->origin, fallback_offset);
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}
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out_hitbox->radius = 8.0f;
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return true;
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}
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return true;
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}
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bool is_hitbox_visible(vec3_t eye_pos, hitbox_t* hitbox) {
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@ -288,152 +283,128 @@ static int s_firing_frames = 0;
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void aimbot(usercmd_t* cmd) {
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if (!g_settings.aimbot_enabled)
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return;
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if (!is_alive(localplayer))
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return;
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if (g_settings.aimbot_require_key && !(cmd->buttons & IN_ATTACK))
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return;
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bool can_fire = g_flCurrentTime >= g_flNextPrimaryAttack;
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bool original_attack_state = (cmd->buttons & IN_ATTACK) != 0;
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vec3_t eye_pos;
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vec_copy(eye_pos, localplayer->origin);
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eye_pos.z += 28.0f;
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vec3_t view_height;
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i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
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vec3_t eye_pos = vec_add(localplayer->origin, view_height);
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vec3_t viewangles;
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i_engine->GetViewAngles(viewangles);
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static int shot_count = 0;
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static float last_shot_time = 0.0f;
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if (cmd->buttons & IN_ATTACK) {
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if (g_flCurrentTime - last_shot_time > 0.08f) {
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shot_count++;
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last_shot_time = g_flCurrentTime;
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if (shot_count % 5 == 0) {
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i_engine->Con_Printf("Shot counter: %d shots in spray\n", shot_count);
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}
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}
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} else {
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if (g_flCurrentTime - last_shot_time > 0.25f) {
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if (shot_count > 3) {
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i_engine->Con_Printf("Reset shot counter from %d\n", shot_count);
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}
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shot_count = 0;
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}
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}
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if (cmd->buttons & IN_ATTACK) {
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if (g_currentWeaponID == 30) {
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viewangles.x -= g_punchAngles[0] * 1.2f;
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viewangles.y -= g_punchAngles[1] * 0.8f;
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if (shot_count >= 3) {
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float extra_comp = CLAMP((shot_count - 2) * 0.3f, 0.0f, 3.0f);
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viewangles.x -= extra_comp;
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if (shot_count % 5 == 0) {
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i_engine->Con_Printf("AK-47 Extra comp: %.1f degrees down\n", extra_comp);
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}
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}
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} else {
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viewangles.x -= g_punchAngles[0] * 0.6f;
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viewangles.y -= g_punchAngles[1] * 0.4f;
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}
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}
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target_t best_target = get_best_target(viewangles, eye_pos);
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if (!best_target.entity) {
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return;
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}
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vec3_t aim_direction = vec_sub(best_target.aim_point, eye_pos);
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vec3_t aim_angles = vec_to_ang(aim_direction);
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if (g_currentWeaponID == 30) {
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if (shot_count > 0) {
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float ak_compensation = CLAMP(shot_count * 0.25f, 0.0f, 6.0f);
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aim_angles.x -= ak_compensation;
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if (shot_count % 5 == 0) {
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i_engine->Con_Printf("AK-47 aim adjust: Shot %d, Aiming %.1f lower\n",
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shot_count, ak_compensation);
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}
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}
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}
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vec3_t engine_viewangles;
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i_engine->GetViewAngles(engine_viewangles);
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// Simplified recoil detection - we'll let no_recoil.c handle actual compensation
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bool is_firing = original_attack_state && can_shoot();
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// Just track firing for debugging
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if (is_firing) {
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s_firing_frames++;
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} else {
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if (s_firing_frames > 0) {
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s_firing_frames = 0;
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if (g_settings.aimbot_smoothing_enabled && !g_settings.aimbot_silent) {
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vec3_t delta;
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delta.x = aim_angles.x - engine_viewangles.x;
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delta.y = aim_angles.y - engine_viewangles.y;
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delta.z = 0.0f;
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if (delta.y > 180.0f) delta.y -= 360.0f;
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if (delta.y < -180.0f) delta.y += 360.0f;
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float smooth_factor = g_settings.aimbot_smooth;
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if (g_currentWeaponID == 30 && shot_count > 1) {
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smooth_factor *= 0.7f;
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}
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}
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vec_copy(s_last_viewangles, engine_viewangles);
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target_t best_target = get_best_target(engine_viewangles, eye_pos);
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bool valid_target_found = (best_target.entity && best_target.is_visible);
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bool can_fire = can_shoot();
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static int frame_counter = 0;
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bool should_debug = (frame_counter++ % 100 == 0);
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if (should_debug) {
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printf("Aimbot: Target=%d, CanFire=%d, FOV=%.1f, Frames=%d\n",
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valid_target_found, can_fire,
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valid_target_found ? best_target.fov : 0.0f,
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s_firing_frames);
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}
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if (!valid_target_found) {
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if (g_settings.aimbot_autoshoot) {
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cmd->buttons &= ~IN_ATTACK;
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}
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return;
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}
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vec3_t to_target = vec_sub(best_target.aim_point, eye_pos);
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vec3_t aim_angles = vec_to_ang(to_target);
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ang_clamp(&aim_angles);
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vec3_t delta = vec_sub(aim_angles, engine_viewangles);
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vec_norm(&delta);
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float aim_error = sqrtf(delta.x * delta.x + delta.y * delta.y);
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bool aimed_accurately = (aim_error < 2.5f);
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static vec3_t smooth_angles = {0, 0, 0};
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static bool tracking_active = false;
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static float tracking_time = 0.0f;
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if (!tracking_active && valid_target_found) {
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vec_copy(smooth_angles, engine_viewangles);
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tracking_active = true;
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tracking_time = 0.0f;
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} else if (tracking_active && valid_target_found) {
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tracking_time += 0.016f;
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tracking_time = fminf(tracking_time, 1.0f);
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} else if (tracking_active && !valid_target_found) {
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tracking_active = false;
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}
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if (g_settings.aimbot_silent) {
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cmd->viewangles.x = aim_angles.x;
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cmd->viewangles.y = aim_angles.y;
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cmd->viewangles.z = 0;
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} else {
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if (g_settings.aimbot_smoothing_enabled && tracking_active) {
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float smoothing = g_settings.aimbot_smooth;
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if (smoothing <= 0.1f) smoothing = 0.1f;
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float base_factor = 1.0f / (smoothing * 1.5f);
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float adaptive_factor = base_factor * (1.0f - (tracking_time * 0.5f));
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float ease_factor = fminf(1.0f, adaptive_factor);
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float t = 1.0f - pow(1.0f - ease_factor, 3);
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float pitch_diff = aim_angles.x - smooth_angles.x;
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if (pitch_diff > 180.0f) pitch_diff -= 360.0f;
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if (pitch_diff < -180.0f) pitch_diff += 360.0f;
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smooth_angles.x += pitch_diff * t;
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float yaw_diff = aim_angles.y - smooth_angles.y;
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if (yaw_diff > 180.0f) yaw_diff -= 360.0f;
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if (yaw_diff < -180.0f) yaw_diff += 360.0f;
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smooth_angles.y += yaw_diff * t;
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smooth_angles.z = 0;
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if (smooth_angles.x > 180.0f) smooth_angles.x -= 360.0f;
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if (smooth_angles.x < -180.0f) smooth_angles.x += 360.0f;
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if (smooth_angles.y > 180.0f) smooth_angles.y -= 360.0f;
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if (smooth_angles.y < -180.0f) smooth_angles.y += 360.0f;
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engine_viewangles = smooth_angles;
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} else {
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engine_viewangles = aim_angles;
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vec_copy(smooth_angles, aim_angles);
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if (best_target.fov < g_settings.aimbot_fov * 0.5f) {
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smooth_factor *= 0.6f;
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}
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if (smooth_factor < 1.0f) smooth_factor = 1.0f;
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vec3_t smooth_angles;
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smooth_angles.x = engine_viewangles.x + delta.x / smooth_factor;
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smooth_angles.y = engine_viewangles.y + delta.y / smooth_factor;
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smooth_angles.z = 0.0f;
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ang_clamp(&smooth_angles);
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engine_viewangles = smooth_angles;
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i_engine->SetViewAngles(engine_viewangles);
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}
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else if (g_settings.aimbot_silent) {
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vec_copy(cmd->viewangles, aim_angles);
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}
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else {
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engine_viewangles = aim_angles;
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i_engine->SetViewAngles(engine_viewangles);
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cmd->viewangles.x = engine_viewangles.x;
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cmd->viewangles.y = engine_viewangles.y;
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cmd->viewangles.z = 0;
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}
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if (can_fire) {
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if (g_settings.aimbot_autoshoot && aimed_accurately) {
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cmd->buttons |= IN_ATTACK;
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if (should_debug) printf("AUTO-FIRING (error: %.2f)\n", aim_error);
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}
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else if (g_settings.aimbot_require_key) {
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if (original_attack_state) {
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if (aimed_accurately) {
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cmd->buttons |= IN_ATTACK;
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if (should_debug) printf("MANUAL-FIRING with key (error: %.2f)\n", aim_error);
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} else {
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cmd->buttons &= ~IN_ATTACK;
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}
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} else {
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cmd->buttons &= ~IN_ATTACK;
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}
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}
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else if (!g_settings.aimbot_require_key) {
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if (should_debug && original_attack_state)
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printf("PRESERVING manual fire\n");
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}
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} else {
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if (g_settings.aimbot_autoshoot || g_settings.aimbot_require_key) {
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cmd->buttons &= ~IN_ATTACK;
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}
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if (should_debug && original_attack_state) {
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printf("CAN'T FIRE: NextAttack=%.3f, Primary=%.3f\n",
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g_flNextAttack, g_flNextPrimaryAttack);
|
||||
}
|
||||
if (g_settings.aimbot_autoshoot && best_target.is_visible && can_fire) {
|
||||
cmd->buttons |= IN_ATTACK;
|
||||
}
|
||||
}
|
@ -264,21 +264,35 @@ void anti_aim(usercmd_t* cmd) {
|
||||
next_switch = g_flCurrentTime + random_float(0.4f, 0.8f);
|
||||
}
|
||||
|
||||
if (!g_settings.antiaim_view) {
|
||||
vec3_t real_angles;
|
||||
i_engine->GetViewAngles(real_angles);
|
||||
|
||||
vec3_t server_angles;
|
||||
vec_copy(server_angles, real_angles);
|
||||
server_angles.y += (switch_side ? 58.0f : -58.0f);
|
||||
|
||||
if (server_angles.y > 180.0f) server_angles.y -= 360.0f;
|
||||
if (server_angles.y < -180.0f) server_angles.y += 360.0f;
|
||||
|
||||
vec_copy(cmd->viewangles, server_angles);
|
||||
i_engine->SetViewAngles(real_angles);
|
||||
|
||||
static float last_desync_log = 0.0f;
|
||||
if (g_flCurrentTime > last_desync_log + 3.0f) {
|
||||
i_engine->Con_Printf("Desync active: Server %.1f, Client %.1f (invisible to user)\n",
|
||||
server_angles.y, real_angles.y);
|
||||
last_desync_log = g_flCurrentTime;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
float desync_amount = switch_side ? 58.0f : -58.0f;
|
||||
|
||||
static vec3_t real_angles;
|
||||
vec_copy(real_angles, view_angles);
|
||||
|
||||
view_angles.y += desync_amount;
|
||||
|
||||
if (view_angles.y > 180.0f) view_angles.y -= 360.0f;
|
||||
if (view_angles.y < -180.0f) view_angles.y += 360.0f;
|
||||
|
||||
if (!g_settings.antiaim_view) {
|
||||
vec_copy(cmd->viewangles, view_angles);
|
||||
i_engine->SetViewAngles(real_angles);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
bool should_fake_duck = false;
|
||||
|
@ -8,95 +8,177 @@
|
||||
|
||||
static time_t last_log_time = 0;
|
||||
static vec3_t last_punch = {0, 0, 0};
|
||||
|
||||
static vec3_t previous_viewangles = {0, 0, 0};
|
||||
|
||||
#define AK47_RECOIL_MULT 500.0f
|
||||
#define DEFAULT_RECOIL_MULT 300.0f
|
||||
#define WEAPON_AK47 30
|
||||
#define WEAPON_M4A1 31
|
||||
#define WEAPON_AWP 33
|
||||
#define WEAPON_DEAGLE 26
|
||||
|
||||
#define AK47_RECOIL_VERT_MULT 2.8f
|
||||
#define AK47_RECOIL_HORIZ_MULT 0.9f
|
||||
#define DEFAULT_RECOIL_VERT_MULT 2.0f
|
||||
#define DEFAULT_RECOIL_HORIZ_MULT 0.6f
|
||||
|
||||
static float ak47_pattern[] = {
|
||||
0.0f,
|
||||
2.2f,
|
||||
3.0f,
|
||||
3.5f,
|
||||
3.9f,
|
||||
4.0f,
|
||||
3.8f,
|
||||
3.5f,
|
||||
3.2f,
|
||||
2.9f,
|
||||
2.7f,
|
||||
2.5f,
|
||||
2.2f,
|
||||
2.0f,
|
||||
1.9f,
|
||||
1.7f,
|
||||
1.6f,
|
||||
1.5f,
|
||||
1.4f,
|
||||
1.3f,
|
||||
1.2f,
|
||||
1.1f,
|
||||
1.0f,
|
||||
0.9f,
|
||||
0.8f,
|
||||
0.8f,
|
||||
0.7f,
|
||||
0.7f,
|
||||
0.6f,
|
||||
0.6f
|
||||
};
|
||||
|
||||
static int bullet_count = 0;
|
||||
static float last_shot_time = 0.0f;
|
||||
static int current_weapon_id = -1;
|
||||
|
||||
void no_recoil(usercmd_t* cmd) {
|
||||
if (!is_alive(localplayer) || (!g_settings.aimbot_norecoil && !g_settings.aimbot_recoil_comp)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!(cmd->buttons & IN_ATTACK)) {
|
||||
if (g_flCurrentTime - last_shot_time > 0.2f) {
|
||||
if (bullet_count > 0) {
|
||||
i_engine->Con_Printf("Recoil: Reset spray pattern from %d bullets\n", bullet_count);
|
||||
bullet_count = 0;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
vec3_t current_viewangles;
|
||||
i_engine->GetViewAngles(current_viewangles);
|
||||
|
||||
vec3_t angle_change;
|
||||
angle_change.x = current_viewangles.x - previous_viewangles.x;
|
||||
angle_change.y = current_viewangles.y - previous_viewangles.y;
|
||||
angle_change.z = current_viewangles.z - previous_viewangles.z;
|
||||
bool is_ak47 = false;
|
||||
bool is_high_recoil_weapon = false;
|
||||
|
||||
if (g_currentWeaponID == WEAPON_AK47) {
|
||||
is_ak47 = true;
|
||||
is_high_recoil_weapon = true;
|
||||
}
|
||||
else if (g_currentWeaponID == WEAPON_M4A1) {
|
||||
is_high_recoil_weapon = true;
|
||||
}
|
||||
else if (g_flNextPrimaryAttack - g_flNextAttack < 0.15f) {
|
||||
is_high_recoil_weapon = true;
|
||||
if (g_flNextPrimaryAttack - g_flNextAttack < 0.11f) {
|
||||
is_ak47 = true;
|
||||
}
|
||||
}
|
||||
|
||||
vec_copy(previous_viewangles, current_viewangles);
|
||||
|
||||
if (cmd->buttons & IN_ATTACK) {
|
||||
bool applied = false;
|
||||
float multiplier = 0;
|
||||
|
||||
vec3_t punch_angles;
|
||||
vec_copy(punch_angles, g_punchAngles);
|
||||
|
||||
bool is_high_recoil_weapon = false;
|
||||
last_shot_time = g_flCurrentTime;
|
||||
|
||||
static float last_attack_time = 0.0f;
|
||||
bool is_new_shot = g_flCurrentTime - last_attack_time > 0.05f;
|
||||
|
||||
if (is_new_shot) {
|
||||
bullet_count++;
|
||||
last_attack_time = g_flCurrentTime;
|
||||
|
||||
if (g_flNextPrimaryAttack - g_flNextAttack < 0.15f) {
|
||||
is_high_recoil_weapon = true;
|
||||
if (bullet_count > 1 && (bullet_count % 3 == 0 || bullet_count <= 5)) {
|
||||
i_engine->Con_Printf("Recoil comp: Shot #%d, Weapon: %s\n",
|
||||
bullet_count, is_ak47 ? "AK-47" : (is_high_recoil_weapon ? "High Recoil" : "Standard"));
|
||||
}
|
||||
|
||||
if (g_settings.aimbot_norecoil) {
|
||||
if (is_high_recoil_weapon) {
|
||||
multiplier = AK47_RECOIL_MULT;
|
||||
} else {
|
||||
multiplier = DEFAULT_RECOIL_MULT;
|
||||
}
|
||||
|
||||
vec3_t punch_angles;
|
||||
vec_copy(punch_angles, g_punchAngles);
|
||||
|
||||
float vert_mult = 0.0f;
|
||||
float horiz_mult = 0.0f;
|
||||
float pattern_compensation = 0.0f;
|
||||
|
||||
if (g_settings.aimbot_norecoil) {
|
||||
if (is_ak47) {
|
||||
vert_mult = AK47_RECOIL_VERT_MULT;
|
||||
horiz_mult = AK47_RECOIL_HORIZ_MULT;
|
||||
|
||||
if (bullet_count > 0 && bullet_count <= 30) {
|
||||
pattern_compensation = ak47_pattern[bullet_count-1] * 0.6f;
|
||||
}
|
||||
|
||||
static int shot_counter = 0;
|
||||
if (is_high_recoil_weapon) {
|
||||
if (shot_counter < 3) {
|
||||
punch_angles[0] *= 1.2f;
|
||||
shot_counter++;
|
||||
}
|
||||
} else {
|
||||
shot_counter = 0;
|
||||
}
|
||||
|
||||
cmd->viewangles[0] -= (punch_angles[0] * multiplier);
|
||||
cmd->viewangles[1] -= (punch_angles[1] * multiplier * 0.7f); // Less horizontal comp
|
||||
|
||||
static int sustained_fire = 0;
|
||||
if (punch_angles[0] > 0.001f || punch_angles[1] > 0.001f) {
|
||||
sustained_fire++;
|
||||
|
||||
if (sustained_fire > 4 && is_high_recoil_weapon) {
|
||||
cmd->viewangles[0] -= 0.3f * (sustained_fire * 0.1f);
|
||||
}
|
||||
} else {
|
||||
sustained_fire = 0;
|
||||
}
|
||||
|
||||
applied = true;
|
||||
}
|
||||
else if (is_high_recoil_weapon) {
|
||||
vert_mult = 2.2f;
|
||||
horiz_mult = 0.8f;
|
||||
}
|
||||
else {
|
||||
vert_mult = 1.9f;
|
||||
horiz_mult = 0.7f;
|
||||
}
|
||||
else if (g_settings.aimbot_recoil_comp) {
|
||||
if (is_high_recoil_weapon) {
|
||||
multiplier = 40.0f;
|
||||
} else {
|
||||
multiplier = 20.0f;
|
||||
|
||||
cmd->viewangles[0] -= (punch_angles[0] * vert_mult);
|
||||
cmd->viewangles[1] -= (punch_angles[1] * horiz_mult);
|
||||
|
||||
if (pattern_compensation > 0) {
|
||||
cmd->viewangles[0] -= pattern_compensation;
|
||||
|
||||
if (is_ak47 && bullet_count <= 5) {
|
||||
i_engine->Con_Printf("AK-47 pattern comp: Shot #%d, Compensation: %.2f degrees\n",
|
||||
bullet_count, pattern_compensation);
|
||||
}
|
||||
|
||||
cmd->viewangles[0] -= (punch_angles[0] * multiplier);
|
||||
cmd->viewangles[1] -= (punch_angles[1] * multiplier * 0.6f);
|
||||
|
||||
applied = true;
|
||||
}
|
||||
|
||||
time_t current_time = time(NULL);
|
||||
if (applied && current_time - last_log_time >= 2) {
|
||||
printf("Applied recoil control - Weapon: %s, Multiplier: %.1f, PunchX: %.3f, PunchY: %.3f, Compensation: (%.2f, %.2f)\n",
|
||||
is_high_recoil_weapon ? "High Recoil" : "Standard",
|
||||
multiplier, punch_angles[0], punch_angles[1],
|
||||
-punch_angles[0] * multiplier, -punch_angles[1] * multiplier);
|
||||
}
|
||||
else if (g_settings.aimbot_recoil_comp) {
|
||||
if (is_ak47) {
|
||||
vert_mult = 2.0f;
|
||||
horiz_mult = 0.7f;
|
||||
|
||||
last_log_time = current_time;
|
||||
if (bullet_count > 0 && bullet_count <= 30) {
|
||||
pattern_compensation = ak47_pattern[bullet_count-1] * 0.35f;
|
||||
}
|
||||
}
|
||||
else if (is_high_recoil_weapon) {
|
||||
vert_mult = 1.7f;
|
||||
horiz_mult = 0.6f;
|
||||
}
|
||||
else {
|
||||
vert_mult = 1.3f;
|
||||
horiz_mult = 0.5f;
|
||||
}
|
||||
|
||||
cmd->viewangles[0] -= (punch_angles[0] * vert_mult);
|
||||
cmd->viewangles[1] -= (punch_angles[1] * horiz_mult);
|
||||
|
||||
if (pattern_compensation > 0) {
|
||||
cmd->viewangles[0] -= pattern_compensation;
|
||||
}
|
||||
}
|
||||
|
||||
time_t current_time = time(NULL);
|
||||
if (current_time - last_log_time >= 2) {
|
||||
if (bullet_count > 0) {
|
||||
i_engine->Con_Printf("Recoil control - Weapon: %s, Bullet: %d, VMult: %.1f, HMult: %.1f, Pattern: %.1f\n",
|
||||
is_ak47 ? "AK-47" : (is_high_recoil_weapon ? "High Recoil" : "Standard"),
|
||||
bullet_count, vert_mult, horiz_mult, pattern_compensation);
|
||||
}
|
||||
|
||||
last_log_time = current_time;
|
||||
}
|
||||
|
||||
ang_clamp(&cmd->viewangles);
|
||||
|
Loading…
x
Reference in New Issue
Block a user