Add the worst aimbot ever known to man
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2
Makefile
2
Makefile
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@ -5,7 +5,7 @@ INCLUDES=-Isrc/include/sdk/common -Isrc/include/sdk/public -Isrc/include/sdk/pm_
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CFLAGS=-Wall -Wextra -Wno-write-strings -m32 -fPIC $(INCLUDES)
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LDFLAGS=-lm
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OBJS=obj/main.c.o obj/globals.c.o obj/cvars.c.o obj/hooks.c.o obj/detour.c.o obj/util.c.o obj/features/movement.c.o obj/features/esp.c.o obj/features/chams.c.o obj/features/misc.c.o
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OBJS=obj/main.c.o obj/globals.c.o obj/cvars.c.o obj/hooks.c.o obj/detour.c.o obj/util.c.o obj/features/movement.c.o obj/features/esp.c.o obj/features/chams.c.o obj/features/aim.c.o obj/features/misc.c.o
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BIN=libhlcheat.so
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.PHONY: clean all inject
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@ -14,7 +14,7 @@ DECL_CVAR(clmove);
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bool cvars_init(void) {
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REGISTER_CVAR(bhop, 1);
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REGISTER_CVAR(autostrafe, 0);
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REGISTER_CVAR(aimbot, 1);
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REGISTER_CVAR(aimbot, 0);
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REGISTER_CVAR(esp, 3);
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REGISTER_CVAR(chams, 1);
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REGISTER_CVAR(crosshair, 0);
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@ -0,0 +1,69 @@
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#include <math.h>
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#include "features.h"
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#include "../include/sdk.h"
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#include "../include/cvars.h"
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#include "../include/util.h"
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enum aimbot_settings {
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OFF = 0,
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CLOSEST = 1,
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LOWEST_HEALTH = 2, /* TODO */
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};
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static vec3_t get_closest_delta(vec3_t viewangles) {
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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 local_eyes = vec_add(localplayer->origin, view_height);
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/* TODO: Compensate aim punch */
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/* These 2 vars are used to store the best target across iterations.
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* NOTE: The default value of best_fov is the aimbot fov */
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float best_fov = 5.0f;
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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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cl_entity_t* ent = get_player(i);
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if (!valid_player(ent) || !is_alive(ent) || is_friend(ent))
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continue;
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/* TODO: Get bones origin */
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const vec3_t head_pos = vec_add(ent->origin, vec3(0, 0, 0.6f));
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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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vec_norm(delta);
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const float fov = hypotf(delta.x, delta.y);
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if (fov < best_fov) {
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best_fov = fov;
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vec_copy(best_delta, delta);
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}
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}
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return best_delta;
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}
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void aimbot(usercmd_t* cmd) {
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const int setting = cv_aimbot->value;
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if (setting == OFF || !(cmd->buttons & IN_ATTACK))
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return;
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/* Calculate delta with the engine viewangles, not with the cmd ones */
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vec3_t engine_viewangles;
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i_engine->GetViewAngles(engine_viewangles);
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vec3_t best_delta = get_closest_delta(engine_viewangles);
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if (!vec_is_zero(best_delta)) {
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/* NOTE: We can divide the best delta here to add smoothing */
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engine_viewangles.x += best_delta.x;
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engine_viewangles.y += best_delta.y;
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engine_viewangles.z += best_delta.z;
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}
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vec_copy(cmd->viewangles, engine_viewangles);
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}
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@ -26,6 +26,9 @@ void correct_movement(usercmd_t* cmd, vec3_t old_angles);
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extern visible_flags visible_mode;
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bool chams(void* this_ptr);
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/* src/features/aim.c */
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void aimbot(usercmd_t* cmd);
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/* src/features/misc.c */
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void custom_crosshair(void);
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@ -58,6 +58,7 @@ void h_CL_CreateMove(float frametime, usercmd_t* cmd, int active) {
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localplayer = i_engine->GetLocalPlayer();
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bhop(cmd);
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aimbot(cmd);
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correct_movement(cmd, old_angles);
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vec_clamp(cmd->viewangles);
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