Updated aim.c
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@ -1,5 +1,6 @@
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#include <math.h>
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#include <math.h>
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#include <cfloat>
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#include "features.h"
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#include "features.h"
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#include "../include/sdk.h"
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#include "../include/sdk.h"
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@ -12,26 +13,20 @@
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/* Scale factor for aim punch */
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/* Scale factor for aim punch */
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#define AIM_PUNCH_MULT 2
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#define AIM_PUNCH_MULT 2
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static float vec_length(vec3_t v) {
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return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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}
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static bool is_visible(vec3_t start, vec3_t end) {
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static bool is_visible(vec3_t start, vec3_t end) {
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/* Syntax: PM_TraceLine(start, end, flags, usehulll, ignore_pe); */
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pmtrace_t* tr = i_engine->PM_TraceLine(start, end, PM_TRACELINE_PHYSENTSONLY, 2, -1);
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pmtrace_t* tr =
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if (tr->ent <= 0) return false;
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i_engine->PM_TraceLine(start, end, PM_TRACELINE_PHYSENTSONLY, 2, -1);
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/* We didn't hit a valid entity */
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if (tr->ent <= 0)
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return false;
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/* Get entity index from physents, check if we can't get a valid player */
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const int ent_idx = i_pmove->physents[tr->ent].info;
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const int ent_idx = i_pmove->physents[tr->ent].info;
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if (!get_player(ent_idx))
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return get_player(ent_idx) != NULL;
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return false;
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/* We hit a valid player */
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return true;
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}
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}
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static vec3_t get_closest_delta(vec3_t viewangles) {
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static vec3_t get_closest_delta(vec3_t viewangles) {
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/* Compensate aim punch. We get g_punchAngles from CalcRefdef hook */
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// Compensate for aim punch
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viewangles.x += g_punchAngles.x * AIM_PUNCH_MULT;
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viewangles.x += g_punchAngles.x * AIM_PUNCH_MULT;
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viewangles.y += g_punchAngles.y * AIM_PUNCH_MULT;
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viewangles.y += g_punchAngles.y * AIM_PUNCH_MULT;
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viewangles.z += g_punchAngles.z * AIM_PUNCH_MULT;
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viewangles.z += g_punchAngles.z * AIM_PUNCH_MULT;
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@ -40,38 +35,44 @@ static vec3_t get_closest_delta(vec3_t viewangles) {
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i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
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i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
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vec3_t local_eyes = vec_add(localplayer->origin, view_height);
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vec3_t local_eyes = vec_add(localplayer->origin, view_height);
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/* These 2 vars are used to store the best target across iterations.
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float min_distance = FLT_MAX; // For tracking the closest player
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* NOTE: The default value of best_fov will be the aimbot fov */
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float best_fov = dz_aimbot->value;
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float best_fov = dz_aimbot->value;
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vec3_t best_delta = { 0, 0, 0 };
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vec3_t best_delta = { 0, 0, 0 };
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for (int i = 1; i <= i_engine->GetMaxClients(); i++) {
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for (int i = 1; i <= i_engine->GetMaxClients(); i++) {
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cl_entity_t* ent = get_player(i);
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cl_entity_t* ent = get_player(i);
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if (!is_alive(ent) || is_friend(ent))
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if (!is_alive(ent) || is_friend(ent)) {
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continue;
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continue; // Skip if not alive or is a friend
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}
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/* TODO: Get bones origin instead of calculating from ent origin */
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vec3_t head_pos = ent->origin;
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vec3_t head_pos = ent->origin;
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if (ent->curstate.usehull != 1) /* Get head if not crouched */
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if (ent->curstate.usehull != 1) { // Get head if not crouched
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head_pos.z += HEAD_OFFSET;
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head_pos.z += HEAD_OFFSET;
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}
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if (!is_visible(local_eyes, head_pos)) /* We can't see player */
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float distance = vec_length(vec_sub(ent->origin, local_eyes));
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continue;
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if (distance > min_distance) {
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continue; // Skip players that are further than the current closest target
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}
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const vec3_t enemy_angle = vec_to_ang(vec_sub(head_pos, local_eyes));
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const vec3_t enemy_angle = vec_to_ang(vec_sub(head_pos, local_eyes));
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const vec3_t delta = vec_sub(enemy_angle, viewangles);
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const vec3_t delta = vec_sub(enemy_angle, viewangles);
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vec_norm(delta);
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vec_norm(delta);
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float fov = hypotf(delta.x, delta.y);
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float fov = hypotf(delta.x, delta.y);
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if (fov > 360.0f)
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if (fov > 360.0f) {
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fov = remainderf(fov, 360.0f);
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fov = remainderf(fov, 360.0f);
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if (fov > 180.0f)
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}
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if (fov > 180.0f) {
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fov = 360.0f - fov;
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fov = 360.0f - fov;
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}
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if (fov < best_fov) {
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// Only check visibility for potential targets
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if (fov < best_fov && is_visible(local_eyes, head_pos)) {
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best_fov = fov;
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best_fov = fov;
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vec_copy(best_delta, delta);
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vec_copy(best_delta, delta);
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min_distance = distance; // Update the closest target's distance
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}
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}
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}
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}
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