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triggerbot
Author | SHA1 | Date | |
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01beb3b180 | ||
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2e48662644 | ||
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d7a6d9d8ab | ||
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1d5f11538c | ||
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7d9dce645f | ||
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ae10303376 |
10
src/comms.rs
10
src/comms.rs
@ -77,13 +77,16 @@ pub struct RadarData {
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#[serde(rename(serialize = "entityData"))]
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player_data: Vec<EntityData>,
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#[serde(rename = "triggerbot_shoot")]
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triggerbot_shoot: bool,
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//#[serde(rename(serialize = "localYaw"))]
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//local_yaw: f32,
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}
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impl RadarData {
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pub fn new(ingame: bool, map_name: String, player_data: Vec<EntityData>, freq: usize, bomb_planted: bool, bomb_cannot_defuse: bool, bomb_defuse_timeleft: f32, bomb_exploded: bool, bomb_being_defused: bool, bomb_defuse_length: f32, bomb_defuse_end: f32) -> RadarData {
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RadarData { ingame, map_name, player_data, freq, bomb_planted, bomb_can_defuse: bomb_cannot_defuse, bomb_defuse_timeleft, bomb_exploded, bomb_being_defused, bomb_defuse_length, bomb_defuse_end }
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pub fn new(ingame: bool, map_name: String, player_data: Vec<EntityData>, freq: usize, bomb_planted: bool, bomb_cannot_defuse: bool, bomb_defuse_timeleft: f32, bomb_exploded: bool, bomb_being_defused: bool, bomb_defuse_length: f32, bomb_defuse_end: f32, triggerbot_shoot: bool,) -> RadarData {
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RadarData { ingame, map_name, player_data, freq, bomb_planted, bomb_can_defuse: bomb_cannot_defuse, bomb_defuse_timeleft, bomb_exploded, bomb_being_defused, bomb_defuse_length, bomb_defuse_end, triggerbot_shoot }
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}
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/// Returns empty RadarData, it's also the same data that gets sent to clients when not ingame
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@ -99,7 +102,8 @@ impl RadarData {
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bomb_exploded: false,
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bomb_being_defused: false,
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bomb_defuse_length: 0.0,
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bomb_defuse_end: 0.0
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bomb_defuse_end: 0.0,
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triggerbot_shoot: false,
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}
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}
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}
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@ -97,6 +97,7 @@ impl DmaCtx {
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let mut team = 0i32;
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let mut clipping_weapon = 0u64;
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let mut is_scoped = 0u8;
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let mut crosshair_id = 0u8;
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{
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let mut batcher = MemoryViewBatcher::new(&mut self.process);
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@ -106,6 +107,7 @@ impl DmaCtx {
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batcher.read_into(controller + cs2dumper::client::C_BaseEntity::m_iTeamNum, &mut team);
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batcher.read_into(pawn + cs2dumper::client::C_CSPlayerPawnBase::m_pClippingWeapon, &mut clipping_weapon);
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batcher.read_into(pawn + cs2dumper::client::C_CSPlayerPawn::m_bIsScoped, &mut is_scoped);
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batcher.read_into(pawn + cs2dumper::client::C_CSPlayerPawnBase::m_iIDEntIndex, &mut crosshair_id);
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}
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let team = TeamID::from_i32(team);
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@ -126,7 +128,8 @@ impl DmaCtx {
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team,
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health,
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has_awp,
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is_scoped: is_scoped != 0
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is_scoped: is_scoped != 0,
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crosshair_id
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})
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}
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@ -252,4 +255,5 @@ pub struct BatchedPlayerData {
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pub health: u32,
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pub has_awp: bool,
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pub is_scoped: bool,
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pub crosshair_id: u8,
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}
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@ -220,7 +220,8 @@ pub async fn run(radar_data: ArcRwlockRadarData, connector: Connector, pcileech_
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data.bomb_exploded,
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data.bomb_being_defused,
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data.bomb_defuse_length,
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bomb_defuse_end
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bomb_defuse_end,
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local_data.crosshair_id != 0 && local_data.crosshair_id != 255
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);
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} else {
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let mut radar = radar_data.write().await;
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@ -3,5 +3,6 @@
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"pos_y": 2887.0,
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"scale": 7.0,
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"rotate": 0,
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"zoom": 0.0
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"zoom": 0.0,
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"altitude_split": -495
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}
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@ -3,5 +3,6 @@
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"pos_y": 1762.0,
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"scale": 4.0,
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"rotate": 0,
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"zoom": 0.0
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"zoom": 0.0,
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"altitude_split": 11700
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}
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@ -1,7 +1,10 @@
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// Colors
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const localColor = "#109856"
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const localLowerColor = "#064024"
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const teamColor = "#68a3e5"
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const teamLowerColor = "#2c4969"
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const enemyColor = "#ec040b"
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const enemyLowerColor = "#4f0002"
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const bombColor = "#eda338"
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const textColor = "#d1d1d1"
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@ -35,7 +38,7 @@ if (location.protocol == 'https:') {
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} else {
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websocketAddr = `ws://${window.location.host}/ws`
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}
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//websocketAddr = "ws://192.168.0.235:8000/ws"
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websocketAddr = "ws://192.168.0.235:8000/ws"
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// Util functions
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const clamp = (num, min, max) => Math.min(Math.max(num, min), max);
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@ -154,16 +157,30 @@ function render() {
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if (data.Bomb !== undefined) {
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drawBomb(data.Bomb.pos, data.Bomb.isPlanted)
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} else {
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let fillStyle = localColor
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let fillStyle = localLowerColor
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switch (data.Player.playerType) {
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case "Team":
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fillStyle = teamColor
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break;
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if (map && map.altitude_split && data.Player.pos.z < map.altitude_split) {
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case "Enemy":
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fillStyle = enemyColor
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break;
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switch (data.Player.playerType) {
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case "Team":
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fillStyle = teamLowerColor
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break;
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case "Enemy":
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fillStyle = enemyLowerColor
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break;
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}
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} else {
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fillStyle = localColor
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switch (data.Player.playerType) {
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case "Team":
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fillStyle = teamColor
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break;
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case "Enemy":
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fillStyle = enemyColor
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break;
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}
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}
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drawEntity(
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