Update aim.c and no_recoil.c

This commit is contained in:
Wizzard 2025-04-04 20:06:09 -04:00
parent 51c3b979ea
commit f885095c39
2 changed files with 356 additions and 174 deletions
src/features

@ -54,85 +54,137 @@ typedef struct {
} hitbox_t;
bool get_hitbox(cl_entity_t* ent, int hitbox_index, hitbox_t* out_hitbox) {
if (!ent || !ent->model || !out_hitbox)
if (!ent || !out_hitbox)
return false;
studiohdr_t* studio_model = (studiohdr_t*)i_enginestudio->Mod_Extradata(ent->model);
if (!studio_model)
return false;
vec_copy(out_hitbox->origin, ent->origin);
out_hitbox->radius = 12.0f;
if (ent->model) {
studiohdr_t* studio = (studiohdr_t*)i_enginestudio->Mod_Extradata(ent->model);
if (studio) {
if (hitbox_index == HITBOX_HEAD) {
vec3_t view_offset;
view_offset.x = 0.0f;
view_offset.y = 0.0f;
view_offset.z = 28.0f;
if (!ent->player) {
view_offset.z = 25.0f;
}
out_hitbox->origin = vec_add(ent->origin, view_offset);
vec3_t head_offset;
head_offset.x = 0.0f;
head_offset.y = 0.0f;
head_offset.z = 0.0f;
float yaw = ent->angles.y * (M_PI / 180.0f);
head_offset.x = cos(yaw) * 3.0f;
head_offset.y = sin(yaw) * 3.0f;
out_hitbox->origin = vec_add(out_hitbox->origin, head_offset);
out_hitbox->radius = 5.0f;
static int debug_count = 0;
if (debug_count++ % 500 == 0) {
printf("Head hitbox: origin=(%.1f, %.1f, %.1f), radius=%.1f\n",
out_hitbox->origin.x, out_hitbox->origin.y, out_hitbox->origin.z, out_hitbox->radius);
}
return true;
}
else if (hitbox_index == HITBOX_CHEST) {
vec3_t chest_offset;
chest_offset.x = 0.0f;
chest_offset.y = 0.0f;
chest_offset.z = 18.0f;
out_hitbox->origin = vec_add(ent->origin, chest_offset);
out_hitbox->radius = 10.0f;
return true;
}
else if (hitbox_index == HITBOX_STOMACH) {
vec3_t stomach_offset;
stomach_offset.x = 0.0f;
stomach_offset.y = 0.0f;
stomach_offset.z = 12.0f;
out_hitbox->origin = vec_add(ent->origin, stomach_offset);
out_hitbox->radius = 10.0f;
return true;
}
else if (hitbox_index == HITBOX_PELVIS) {
vec3_t pelvis_offset;
pelvis_offset.x = 0.0f;
pelvis_offset.y = 0.0f;
pelvis_offset.z = 8.0f;
out_hitbox->origin = vec_add(ent->origin, pelvis_offset);
out_hitbox->radius = 8.0f;
return true;
}
}
}
mstudiobbox_t* studio_box = NULL;
if (studio_model->hitboxindex) {
studio_box = (mstudiobbox_t*)((byte*)studio_model + studio_model->hitboxindex);
if (hitbox_index >= studio_model->numhitboxes || hitbox_index < 0)
return false;
switch (hitbox_index) {
case HITBOX_HEAD:
out_hitbox->origin.z += 32.0f;
out_hitbox->radius = 7.0f;
break;
studio_box += hitbox_index;
} else {
return false;
case HITBOX_CHEST:
out_hitbox->origin.z += 20.0f;
out_hitbox->radius = 10.0f;
break;
case HITBOX_STOMACH:
out_hitbox->origin.z += 12.0f;
out_hitbox->radius = 10.0f;
break;
case HITBOX_PELVIS:
out_hitbox->origin.z += 6.0f;
out_hitbox->radius = 8.0f;
break;
default:
out_hitbox->origin.z += 16.0f;
out_hitbox->radius = 12.0f;
break;
}
vec_copy(out_hitbox->mins, studio_box->bbmin);
vec_copy(out_hitbox->maxs, studio_box->bbmax);
vec3_t center;
center.x = (out_hitbox->mins.x + out_hitbox->maxs.x) * 0.5f;
center.y = (out_hitbox->mins.y + out_hitbox->maxs.y) * 0.5f;
center.z = (out_hitbox->mins.z + out_hitbox->maxs.z) * 0.5f;
vec3_t angles;
vec_copy(angles, ent->angles);
int bone = studio_box->bone;
if (bone >= 0 && bone < studio_model->numbones) {
mstudiobone_t* pbone = (mstudiobone_t*)((byte*)studio_model + studio_model->boneindex);
pbone += bone;
angles[0] = pbone->value[0];
angles[1] = pbone->value[1];
angles[2] = pbone->value[2];
}
vec3_t forward, right, up;
i_engine->pfnAngleVectors(angles, forward, right, up);
vec3_t offset;
offset.x = center.x * forward.x + center.y * right.x + center.z * up.x;
offset.y = center.x * forward.y + center.y * right.y + center.z * up.y;
offset.z = center.x * forward.z + center.y * right.z + center.z * up.z;
out_hitbox->origin = vec_add(ent->origin, offset);
if (hitbox_index == HITBOX_HEAD) {
out_hitbox->origin.z += 8.0f;
}
vec3_t size;
size.x = fabs(out_hitbox->maxs.x - out_hitbox->mins.x) * 0.5f;
size.y = fabs(out_hitbox->maxs.y - out_hitbox->mins.y) * 0.5f;
size.z = fabs(out_hitbox->maxs.z - out_hitbox->mins.z) * 0.5f;
out_hitbox->radius = sqrtf(size.x * size.x + size.y * size.y + size.z * size.z);
return true;
}
bool is_hitbox_visible(vec3_t eye_pos, hitbox_t* hitbox) {
if (!hitbox)
return false;
pmtrace_t* trace = i_engine->PM_TraceLine(eye_pos, hitbox->origin, PM_TRACELINE_PHYSENTSONLY, 2, -1);
if (trace->fraction < 1.0f && trace->ent <= 0)
return false;
if (trace->ent > 0) {
const int ent_idx = i_pmove->physents[trace->ent].info;
if (get_player(ent_idx))
return true;
static int trace_debug = 0;
if (trace_debug++ % 500 == 0) {
printf("Trace: fraction=%.3f, ent=%d\n", trace->fraction, trace->ent);
}
return trace->fraction >= 1.0f;
if (trace->fraction < 0.9f) {
if (trace->ent <= 0) {
return false;
}
const int ent_idx = i_pmove->physents[trace->ent].info;
cl_entity_t* hit_entity = get_player(ent_idx);
if (hit_entity) {
return true;
}
return false;
}
return true;
}
typedef struct {
@ -151,41 +203,6 @@ int get_target_priority(cl_entity_t* ent) {
return PRIORITY_MEDIUM;
}
static bool get_best_hitbox(cl_entity_t* ent, vec3_t eye_pos, hitbox_t* out_hitbox) {
if (!ent || !out_hitbox)
return false;
if (current_hitbox == HITBOX_NEAREST) {
float best_distance = 9999.0f;
bool found_hitbox = false;
for (int i = 0; i < MAX_HITBOXES; i++) {
hitbox_t temp_hitbox;
if (get_hitbox(ent, i, &temp_hitbox)) {
if (is_hitbox_visible(eye_pos, &temp_hitbox)) {
vec3_t to_hitbox = vec_sub(temp_hitbox.origin, eye_pos);
float distance = vec_len2d(to_hitbox);
if (distance < best_distance) {
best_distance = distance;
*out_hitbox = temp_hitbox;
found_hitbox = true;
}
}
}
}
return found_hitbox;
}
else {
if (get_hitbox(ent, current_hitbox, out_hitbox)) {
return is_hitbox_visible(eye_pos, out_hitbox);
}
}
return false;
}
static target_t get_best_target(vec3_t viewangles, vec3_t eye_pos) {
target_t best_target = {NULL, 0.0f, {0, 0, 0}, false, PRIORITY_NONE, 9999.0f};
float best_score = 0.0f;
@ -203,7 +220,23 @@ static target_t get_best_target(vec3_t viewangles, vec3_t eye_pos) {
hitbox_t target_hitbox;
bool hitbox_found = false;
hitbox_found = get_best_hitbox(ent, eye_pos, &target_hitbox);
if (current_hitbox == HITBOX_NEAREST) {
const int hitbox_priority[] = {HITBOX_HEAD, HITBOX_CHEST, HITBOX_STOMACH, HITBOX_PELVIS};
for (int h = 0; h < 4; h++) {
if (get_hitbox(ent, hitbox_priority[h], &target_hitbox)) {
if (is_hitbox_visible(eye_pos, &target_hitbox)) {
hitbox_found = true;
break;
}
}
}
} else {
hitbox_found = get_hitbox(ent, current_hitbox, &target_hitbox);
if (hitbox_found) {
hitbox_found = is_hitbox_visible(eye_pos, &target_hitbox);
}
}
if (!hitbox_found)
continue;
@ -227,7 +260,9 @@ static target_t get_best_target(vec3_t viewangles, vec3_t eye_pos) {
int priority = get_target_priority(ent);
float priority_score = priority / (float)PRIORITY_HIGH;
float final_score = (fov_score * 0.5f) + (priority_score * 0.5f);
float distance_score = 1.0f - fmin(1.0f, distance / 3000.0f);
float final_score = (fov_score * 0.6f) + (priority_score * 0.3f) + (distance_score * 0.1f);
if (final_score > best_score) {
best_score = final_score;
@ -243,18 +278,18 @@ static target_t get_best_target(vec3_t viewangles, vec3_t eye_pos) {
return best_target;
}
#define RECOIL_DETECTION_MULT 1.0f
#define RECOIL_DECAY_RATE 0.5f
static vec3_t s_last_viewangles = {0, 0, 0};
static vec3_t s_punch_angles = {0, 0, 0};
static int s_firing_frames = 0;
void aimbot(usercmd_t* cmd) {
if (!g_settings.aimbot_enabled)
return;
bool fire_button_pressed = (cmd->buttons & IN_ATTACK) != 0;
bool should_autoshoot = g_settings.aimbot_autoshoot;
if (!fire_button_pressed) {
return;
}
bool can_fire = can_shoot();
bool original_attack_state = (cmd->buttons & IN_ATTACK) != 0;
vec3_t view_height;
i_engine->pEventAPI->EV_LocalPlayerViewheight(view_height);
@ -263,56 +298,142 @@ void aimbot(usercmd_t* cmd) {
vec3_t engine_viewangles;
i_engine->GetViewAngles(engine_viewangles);
target_t best_target = get_best_target(engine_viewangles, eye_pos);
// Simplified recoil detection - we'll let no_recoil.c handle actual compensation
bool is_firing = original_attack_state && can_shoot();
if (best_target.entity && best_target.is_visible) {
vec3_t to_target = vec_sub(best_target.aim_point, eye_pos);
vec3_t aim_angles = vec_to_ang(to_target);
vec3_t delta = vec_sub(aim_angles, engine_viewangles);
vec_norm(&delta);
ang_clamp(&delta);
if (g_settings.aimbot_silent) {
// Silent aim - just modify cmd->viewangles directly
cmd->viewangles.x = aim_angles.x;
cmd->viewangles.y = aim_angles.y;
cmd->viewangles.z = aim_angles.z;
// Just track firing for debugging
if (is_firing) {
s_firing_frames++;
} else {
if (s_firing_frames > 0) {
s_firing_frames = 0;
}
}
vec_copy(s_last_viewangles, engine_viewangles);
target_t best_target = get_best_target(engine_viewangles, eye_pos);
bool valid_target_found = (best_target.entity && best_target.is_visible);
bool can_fire = can_shoot();
static int frame_counter = 0;
bool should_debug = (frame_counter++ % 100 == 0);
if (should_debug) {
printf("Aimbot: Target=%d, CanFire=%d, FOV=%.1f, Frames=%d\n",
valid_target_found, can_fire,
valid_target_found ? best_target.fov : 0.0f,
s_firing_frames);
}
if (!valid_target_found) {
if (g_settings.aimbot_autoshoot) {
cmd->buttons &= ~IN_ATTACK;
}
return;
}
vec3_t to_target = vec_sub(best_target.aim_point, eye_pos);
vec3_t aim_angles = vec_to_ang(to_target);
ang_clamp(&aim_angles);
vec3_t delta = vec_sub(aim_angles, engine_viewangles);
vec_norm(&delta);
float aim_error = sqrtf(delta.x * delta.x + delta.y * delta.y);
bool aimed_accurately = (aim_error < 2.5f);
static vec3_t smooth_angles = {0, 0, 0};
static bool tracking_active = false;
static float tracking_time = 0.0f;
if (!tracking_active && valid_target_found) {
vec_copy(smooth_angles, engine_viewangles);
tracking_active = true;
tracking_time = 0.0f;
} else if (tracking_active && valid_target_found) {
tracking_time += 0.016f;
tracking_time = fminf(tracking_time, 1.0f);
} else if (tracking_active && !valid_target_found) {
tracking_active = false;
}
if (g_settings.aimbot_silent) {
cmd->viewangles.x = aim_angles.x;
cmd->viewangles.y = aim_angles.y;
cmd->viewangles.z = 0;
} else {
if (g_settings.aimbot_smoothing_enabled && tracking_active) {
float smoothing = g_settings.aimbot_smooth;
if (smoothing <= 0.1f) smoothing = 0.1f;
float base_factor = 1.0f / (smoothing * 1.5f);
float adaptive_factor = base_factor * (1.0f - (tracking_time * 0.5f));
float ease_factor = fminf(1.0f, adaptive_factor);
float t = 1.0f - pow(1.0f - ease_factor, 3);
float pitch_diff = aim_angles.x - smooth_angles.x;
if (pitch_diff > 180.0f) pitch_diff -= 360.0f;
if (pitch_diff < -180.0f) pitch_diff += 360.0f;
smooth_angles.x += pitch_diff * t;
float yaw_diff = aim_angles.y - smooth_angles.y;
if (yaw_diff > 180.0f) yaw_diff -= 360.0f;
if (yaw_diff < -180.0f) yaw_diff += 360.0f;
smooth_angles.y += yaw_diff * t;
smooth_angles.z = 0;
if (smooth_angles.x > 180.0f) smooth_angles.x -= 360.0f;
if (smooth_angles.x < -180.0f) smooth_angles.x += 360.0f;
if (smooth_angles.y > 180.0f) smooth_angles.y -= 360.0f;
if (smooth_angles.y < -180.0f) smooth_angles.y += 360.0f;
engine_viewangles = smooth_angles;
} else {
if (g_settings.aimbot_smoothing_enabled) {
float smoothing = g_settings.aimbot_smooth;
if (smoothing <= 0.1f) {
smoothing = 0.1f;
}
engine_viewangles.x += delta.x / smoothing;
engine_viewangles.y += delta.y / smoothing;
engine_viewangles.z += delta.z / smoothing;
} else {
engine_viewangles.x = aim_angles.x;
engine_viewangles.y = aim_angles.y;
engine_viewangles.z = aim_angles.z;
}
ang_clamp(&engine_viewangles);
i_engine->SetViewAngles(engine_viewangles);
cmd->viewangles.x = engine_viewangles.x;
cmd->viewangles.y = engine_viewangles.y;
cmd->viewangles.z = engine_viewangles.z;
engine_viewangles = aim_angles;
vec_copy(smooth_angles, aim_angles);
}
if (should_autoshoot && can_fire) {
if (!g_settings.aimbot_require_key || fire_button_pressed) {
float aim_error = sqrtf(delta.x * delta.x + delta.y * delta.y);
if (aim_error < 5.0f) {
i_engine->SetViewAngles(engine_viewangles);
cmd->viewangles.x = engine_viewangles.x;
cmd->viewangles.y = engine_viewangles.y;
cmd->viewangles.z = 0;
}
if (can_fire) {
if (g_settings.aimbot_autoshoot && aimed_accurately) {
cmd->buttons |= IN_ATTACK;
if (should_debug) printf("AUTO-FIRING (error: %.2f)\n", aim_error);
}
else if (g_settings.aimbot_require_key) {
if (original_attack_state) {
if (aimed_accurately) {
cmd->buttons |= IN_ATTACK;
if (should_debug) printf("MANUAL-FIRING with key (error: %.2f)\n", aim_error);
} else {
cmd->buttons &= ~IN_ATTACK;
}
} else {
cmd->buttons &= ~IN_ATTACK;
}
}
} else if (should_autoshoot) {
cmd->buttons &= ~IN_ATTACK;
else if (!g_settings.aimbot_require_key) {
if (should_debug && original_attack_state)
printf("PRESERVING manual fire\n");
}
} else {
if (g_settings.aimbot_autoshoot || g_settings.aimbot_require_key) {
cmd->buttons &= ~IN_ATTACK;
}
if (should_debug && original_attack_state) {
printf("CAN'T FIRE: NextAttack=%.3f, Primary=%.3f\n",
g_flNextAttack, g_flNextPrimaryAttack);
}
}
}

@ -7,36 +7,97 @@
#include <time.h>
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
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)) {
return;
}
vec3_t current_viewangles;
i_engine->GetViewAngles(current_viewangles);
time_t current_time = time(NULL);
if (current_time - last_log_time >= 5) {
printf("Recoil control active: Punch Angles (X: %f, Y: %f)\n", g_punchAngles[0], g_punchAngles[1]);
last_log_time = current_time;
}
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;
if (g_settings.aimbot_norecoil) {
float multiplier = 200.0f;
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;
cmd->viewangles[0] -= (g_punchAngles[0] * multiplier);
cmd->viewangles[1] -= (g_punchAngles[1] * multiplier);
printf("Applied no_recoil: %f, %f\n", -g_punchAngles[0] * multiplier, -g_punchAngles[1] * multiplier);
}
else if (g_settings.aimbot_recoil_comp) {
float multiplier = 5.0f;
cmd->viewangles[0] -= (g_punchAngles[0] * multiplier);
cmd->viewangles[1] -= (g_punchAngles[1] * multiplier);
printf("Applied recoil_comp: %f, %f\n", -g_punchAngles[0] * multiplier, -g_punchAngles[1] * multiplier);
if (g_flNextPrimaryAttack - g_flNextAttack < 0.15f) {
is_high_recoil_weapon = true;
}
if (g_settings.aimbot_norecoil) {
if (is_high_recoil_weapon) {
multiplier = AK47_RECOIL_MULT;
} else {
multiplier = DEFAULT_RECOIL_MULT;
}
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 (g_settings.aimbot_recoil_comp) {
if (is_high_recoil_weapon) {
multiplier = 40.0f;
} else {
multiplier = 20.0f;
}
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);
last_log_time = current_time;
}
}
ang_clamp(&cmd->viewangles);
}