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client.cpp
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client.cpp
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#include "includes.h"
Client g_cl{ };
// loader will set this fucker.
char username[ 33 ] = "\x90\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x90";
// init routine.
ulong_t __stdcall Client::init( void* arg ) {
// if not in interwebz mode, the driver will not set the username.
g_cl.m_user = XOR( "user" );
// stop here if we failed to acquire all the data needed from csgo.
if( !g_csgo.init( ) )
return 0;
// welcome the user.
g_notify.add( tfm::format( XOR( "welcome %s\n" ), g_cl.m_user ) );
return 1;
}
void Client::DrawHUD( ) {
if( !g_csgo.m_engine->IsInGame( ) )
return;
// get time.
time_t t = std::time( nullptr );
std::ostringstream time;
time << std::put_time( std::localtime( &t ), ( "%H:%M:%S" ) );
// get round trip time in milliseconds.
int ms = std::max( 0, ( int ) std::round( g_cl.m_latency * 1000.f ) );
// get tickrate.
int rate = ( int ) std::round( 1.f / g_csgo.m_globals->m_interval );
std::string text = tfm::format( XOR( "supremacy | rtt: %ims | rate: %i | %s" ), ms, rate, time.str( ).data( ) );
render::FontSize_t size = render::hud.size( text );
// background.
render::rect_filled( m_width - size.m_width - 20, 10, size.m_width + 10, size.m_height + 2, { 240, 110, 140, 130 } );
// text.
render::hud.string( m_width - 15, 10, { 240, 160, 180, 250 }, text, render::ALIGN_RIGHT );
}
void Client::KillFeed( ) {
if( !g_menu.main.misc.killfeed.get( ) )
return;
if( !g_csgo.m_engine->IsInGame( ) )
return;
// get the addr of the killfeed.
KillFeed_t* feed = ( KillFeed_t* ) g_csgo.m_hud->FindElement( HASH( "SFHudDeathNoticeAndBotStatus" ) );
if( !feed )
return;
int size = feed->notices.Count( );
if( !size )
return;
for( int i{ }; i < size; ++i ) {
NoticeText_t* notice = &feed->notices[ i ];
// this is a local player kill, delay it.
if( notice->fade == 1.5f )
notice->fade = FLT_MAX;
}
}
void Client::OnPaint( ) {
// update screen size.
g_csgo.m_engine->GetScreenSize( m_width, m_height );
// render stuff.
g_visuals.think( );
g_grenades.paint( );
g_notify.think( );
DrawHUD( );
KillFeed( );
// menu goes last.
g_gui.think( );
}
void Client::OnMapload( ) {
// store class ids.
g_netvars.SetupClassData( );
// createmove will not have been invoked yet.
// but at this stage entites have been created.
// so now we can retrive the pointer to the local player.
m_local = g_csgo.m_entlist->GetClientEntity< Player* >( g_csgo.m_engine->GetLocalPlayer( ) );
// world materials.
Visuals::ModulateWorld( );
// init knife shit.
g_skins.load( );
m_sequences.clear( );
// if the INetChannelInfo pointer has changed, store it for later.
g_csgo.m_net = g_csgo.m_engine->GetNetChannelInfo( );
if( g_csgo.m_net ) {
g_hooks.m_net_channel.reset( );
g_hooks.m_net_channel.init( g_csgo.m_net );
g_hooks.m_net_channel.add( INetChannel::PROCESSPACKET, util::force_cast( &Hooks::ProcessPacket ) );
g_hooks.m_net_channel.add( INetChannel::SENDDATAGRAM, util::force_cast( &Hooks::SendDatagram ) );
}
}
void Client::StartMove( CUserCmd* cmd ) {
// save some usercmd stuff.
m_cmd = cmd;
m_tick = cmd->m_tick;
m_view_angles = cmd->m_view_angles;
m_buttons = cmd->m_buttons;
// get local ptr.
m_local = g_csgo.m_entlist->GetClientEntity< Player* >( g_csgo.m_engine->GetLocalPlayer( ) );
if( !m_local )
return;
// store max choke
// TODO; 11 -> m_bIsValveDS
m_max_lag = ( m_local->m_fFlags( ) & FL_ONGROUND ) ? 16 : 15;
m_lag = g_csgo.m_cl->m_choked_commands;
m_lerp = game::GetClientInterpAmount( );
m_latency = g_csgo.m_net->GetLatency( INetChannel::FLOW_OUTGOING );
math::clamp( m_latency, 0.f, 1.f );
m_latency_ticks = game::TIME_TO_TICKS( m_latency );
m_server_tick = g_csgo.m_cl->m_server_tick;
m_arrival_tick = m_server_tick + m_latency_ticks;
// processing indicates that the localplayer is valid and alive.
m_processing = m_local && m_local->alive( );
if( !m_processing )
return;
// make sure prediction has ran on all usercommands.
// because prediction runs on frames, when we have low fps it might not predict all usercommands.
// also fix the tick being inaccurate.
g_inputpred.update( );
// store some stuff about the local player.
m_flags = m_local->m_fFlags( );
// ...
m_shot = false;
}
void Client::BackupPlayers( bool restore ) {
if( restore ) {
// restore stuff.
for( int i{ 1 }; i <= g_csgo.m_globals->m_max_clients; ++i ) {
Player* player = g_csgo.m_entlist->GetClientEntity< Player* >( i );
if( !g_aimbot.IsValidTarget( player ) )
continue;
g_aimbot.m_backup[ i - 1 ].restore( player );
}
}
else {
// backup stuff.
for( int i{ 1 }; i <= g_csgo.m_globals->m_max_clients; ++i ) {
Player* player = g_csgo.m_entlist->GetClientEntity< Player* >( i );
if( !g_aimbot.IsValidTarget( player ) )
continue;
g_aimbot.m_backup[ i - 1 ].store( player );
}
}
}
void Client::DoMove( ) {
penetration::PenetrationOutput_t tmp_pen_data{ };
// run movement code before input prediction.
g_movement.JumpRelated( );
g_movement.Strafe( );
g_movement.FakeWalk( );
g_movement.AutoPeek( );
// backup strafe angles (we need them for input prediction)
m_strafe_angles = m_cmd->m_view_angles;
// predict input.
g_inputpred.run( );
// restore original angles after input prediction
m_cmd->m_view_angles = m_view_angles;
// convert viewangles to directional forward vector.
math::AngleVectors( m_view_angles, &m_forward_dir );
// store stuff after input pred.
m_shoot_pos = m_local->GetShootPosition( );
// reset shit.
m_weapon = nullptr;
m_weapon_info = nullptr;
m_weapon_id = -1;
m_weapon_type = WEAPONTYPE_UNKNOWN;
m_player_fire = m_weapon_fire = false;
// store weapon stuff.
m_weapon = m_local->GetActiveWeapon( );
if( m_weapon ) {
m_weapon_info = m_weapon->GetWpnData( );
m_weapon_id = m_weapon->m_iItemDefinitionIndex( );
m_weapon_type = m_weapon_info->m_weapon_type;
// ensure weapon spread values / etc are up to date.
if( m_weapon_type != WEAPONTYPE_GRENADE )
m_weapon->UpdateAccuracyPenalty( );
// run autowall once for penetration crosshair if we have an appropriate weapon.
if( m_weapon_type != WEAPONTYPE_KNIFE && m_weapon_type != WEAPONTYPE_C4 && m_weapon_type != WEAPONTYPE_GRENADE ) {
penetration::PenetrationInput_t in;
in.m_from = m_local;
in.m_target = nullptr;
in.m_pos = m_shoot_pos + ( m_forward_dir * m_weapon_info->m_range );
in.m_damage = 1.f;
in.m_damage_pen = 1.f;
in.m_can_pen = true;
// run autowall.
penetration::run( &in, &tmp_pen_data );
}
// set pen data for penetration crosshair.
m_pen_data = tmp_pen_data;
// can the player fire.
m_player_fire = g_csgo.m_globals->m_curtime >= m_local->m_flNextAttack( ) && !g_csgo.m_gamerules->m_bFreezePeriod( ) && !( g_cl.m_flags & FL_FROZEN );
UpdateRevolverCock( );
m_weapon_fire = CanFireWeapon( );
}
// last tick defuse.
// todo - dex; figure out the range for CPlantedC4::Use?
// add indicator if valid (on ground, still have time, not being defused already, etc).
// move this? not sure where we should put it.
if( g_input.GetKeyState( g_menu.main.misc.last_tick_defuse.get( ) ) && g_visuals.m_c4_planted ) {
float defuse = ( m_local->m_bHasDefuser( ) ) ? 5.f : 10.f;
float remaining = g_visuals.m_planted_c4_explode_time - g_csgo.m_globals->m_curtime;
float dt = remaining - defuse - ( g_cl.m_latency / 2.f );
m_cmd->m_buttons &= ~IN_USE;
if( dt <= game::TICKS_TO_TIME( 2 ) )
m_cmd->m_buttons |= IN_USE;
}
// grenade prediction.
g_grenades.think( );
// run fakelag.
g_hvh.SendPacket( );
// run aimbot.
g_aimbot.think( );
// run antiaims.
g_hvh.AntiAim( );
}
void Client::EndMove( CUserCmd* cmd ) {
// update client-side animations.
UpdateInformation( );
// if matchmaking mode, anti untrust clamp.
if( g_menu.main.config.mode.get( ) == 0 )
m_cmd->m_view_angles.SanitizeAngle( );
// fix our movement.
g_movement.FixMove( cmd, m_strafe_angles );
// this packet will be sent.
if( *m_packet ) {
g_hvh.m_step_switch = ( bool ) g_csgo.RandomInt( 0, 1 );
// we are sending a packet, so this will be reset soon.
// store the old value.
m_old_lag = m_lag;
// get radar angles.
m_radar = cmd->m_view_angles;
m_radar.normalize( );
// get current origin.
vec3_t cur = m_local->m_vecOrigin( );
// get prevoius origin.
vec3_t prev = m_net_pos.empty( ) ? cur : m_net_pos.front( ).m_pos;
// check if we broke lagcomp.
m_lagcomp = ( cur - prev ).length_sqr( ) > 4096.f;
// save sent origin and time.
m_net_pos.emplace_front( g_csgo.m_globals->m_curtime, cur );
}
// store some values for next tick.
m_old_packet = *m_packet;
m_old_shot = m_shot;
}
void Client::OnTick( CUserCmd* cmd ) {
// TODO; add this to the menu.
if( g_menu.main.misc.ranks.get( ) && cmd->m_buttons & IN_SCORE ) {
static CCSUsrMsg_ServerRankRevealAll msg{ };
g_csgo.ServerRankRevealAll( &msg );
}
// store some data and update prediction.
StartMove( cmd );
// not much more to do here.
if( !m_processing )
return;
// save the original state of players.
BackupPlayers( false );
// run all movement related code.
DoMove( );
// store stome additonal stuff for next tick
// sanetize our usercommand if needed and fix our movement.
EndMove( cmd );
// restore the players.
BackupPlayers( true );
// restore curtime/frametime
// and prediction seed/player.
g_inputpred.restore( );
}
void Client::SetAngles( ) {
if( !g_cl.m_local || !g_cl.m_processing )
return;
// set the nointerp flag.
g_cl.m_local->m_fEffects( ) |= EF_NOINTERP;
// apply the rotation.
g_cl.m_local->SetAbsAngles( m_rotation );
g_cl.m_local->m_angRotation( ) = m_rotation;
g_cl.m_local->m_angNetworkAngles( ) = m_rotation;
// set radar angles.
if( g_csgo.m_input->CAM_IsThirdPerson( ) )
g_csgo.m_prediction->SetLocalViewAngles( m_radar );
}
void Client::UpdateAnimations( ) {
if( !g_cl.m_local || !g_cl.m_processing )
return;
CCSGOPlayerAnimState* state = g_cl.m_local->m_PlayerAnimState( );
if( !state )
return;
// prevent model sway on player.
g_cl.m_local->m_AnimOverlay( )[ 12 ].m_weight = 0.f;
// update animations with last networked data.
g_cl.m_local->SetPoseParameters( g_cl.m_poses );
// update abs yaw with last networked abs yaw.
g_cl.m_local->SetAbsAngles( ang_t( 0.f, g_cl.m_abs_yaw, 0.f ) );
}
void Client::UpdateInformation( ) {
if( g_cl.m_lag > 0 )
return;
CCSGOPlayerAnimState* state = g_cl.m_local->m_PlayerAnimState( );
if( !state )
return;
// update time.
m_anim_frame = g_csgo.m_globals->m_curtime - m_anim_time;
m_anim_time = g_csgo.m_globals->m_curtime;
// current angle will be animated.
m_angle = g_cl.m_cmd->m_view_angles;
// fix landing anim.
if( state->m_land && !state->m_dip_air && state->m_dip_cycle > 0.f )
m_angle.x = -12.f;
math::clamp( m_angle.x, -90.f, 90.f );
m_angle.normalize( );
// write angles to model.
g_csgo.m_prediction->SetLocalViewAngles( m_angle );
// set lby to predicted value.
g_cl.m_local->m_flLowerBodyYawTarget( ) = m_body;
// CCSGOPlayerAnimState::Update, bypass already animated checks.
if( state->m_frame == g_csgo.m_globals->m_frame )
state->m_frame -= 1;
// call original, bypass hook.
g_hooks.m_UpdateClientSideAnimation( g_cl.m_local );
// get last networked poses.
g_cl.m_local->GetPoseParameters( g_cl.m_poses );
// store updated abs yaw.
g_cl.m_abs_yaw = state->m_goal_feet_yaw;
// we landed.
if( !m_ground && state->m_ground ) {
m_body = m_angle.y;
m_body_pred = m_anim_time;
}
// walking, delay lby update by .22.
else if( state->m_speed > 0.1f ) {
if( state->m_ground )
m_body = m_angle.y;
m_body_pred = m_anim_time + 0.22f;
}
// standing update every 1.1s
else if( m_anim_time > m_body_pred ) {
m_body = m_angle.y;
m_body_pred = m_anim_time + 1.1f;
}
// save updated data.
m_rotation = g_cl.m_local->m_angAbsRotation( );
m_speed = state->m_speed;
m_ground = state->m_ground;
}
void Client::print( const std::string text, ... ) {
va_list list;
int size;
std::string buf;
if( text.empty( ) )
return;
va_start( list, text );
// count needed size.
size = std::vsnprintf( 0, 0, text.c_str( ), list );
// allocate.
buf.resize( size );
// print to buffer.
std::vsnprintf( buf.data( ), size + 1, text.c_str( ), list );
va_end( list );
// print to console.
g_csgo.m_cvar->ConsoleColorPrintf( colors::burgundy, XOR( "[supremacy] " ) );
g_csgo.m_cvar->ConsoleColorPrintf( colors::white, buf.c_str( ) );
}
bool Client::CanFireWeapon( ) {
// the player cant fire.
if( !m_player_fire )
return false;
if( m_weapon_type == WEAPONTYPE_GRENADE )
return false;
// if we have no bullets, we cant shoot.
if( m_weapon_type != WEAPONTYPE_KNIFE && m_weapon->m_iClip1( ) < 1 )
return false;
// do we have any burst shots to handle?
if( ( m_weapon_id == GLOCK || m_weapon_id == FAMAS ) && m_weapon->m_iBurstShotsRemaining( ) > 0 ) {
// new burst shot is coming out.
if( g_csgo.m_globals->m_curtime >= m_weapon->m_fNextBurstShot( ) )
return true;
}
// r8 revolver.
if( m_weapon_id == REVOLVER ) {
int act = m_weapon->m_Activity( );
// mouse1.
if( !m_revolver_fire ) {
if( ( act == 185 || act == 193 ) && m_revolver_cock == 0 )
return g_csgo.m_globals->m_curtime >= m_weapon->m_flNextPrimaryAttack( );
return false;
}
}
// yeez we have a normal gun.
if( g_csgo.m_globals->m_curtime >= m_weapon->m_flNextPrimaryAttack( ) )
return true;
return false;
}
void Client::UpdateRevolverCock( ) {
// default to false.
m_revolver_fire = false;
// reset properly.
if( m_revolver_cock == -1 )
m_revolver_cock = 0;
// we dont have a revolver.
// we have no ammo.
// player cant fire
// we are waiting for we can shoot again.
if( m_weapon_id != REVOLVER || m_weapon->m_iClip1( ) < 1 || !m_player_fire || g_csgo.m_globals->m_curtime < m_weapon->m_flNextPrimaryAttack( ) ) {
// reset.
m_revolver_cock = 0;
m_revolver_query = 0;
return;
}
// calculate max number of cocked ticks.
// round to 6th decimal place for custom tickrates..
int shoot = ( int ) ( 0.25f / ( std::round( g_csgo.m_globals->m_interval * 1000000.f ) / 1000000.f ) );
// amount of ticks that we have to query.
m_revolver_query = shoot - 1;
// we held all the ticks we needed to hold.
if( m_revolver_query == m_revolver_cock ) {
// reset cocked ticks.
m_revolver_cock = -1;
// we are allowed to fire, yay.
m_revolver_fire = true;
}
else {
// we still have ticks to query.
// apply inattack.
if( g_menu.main.config.mode.get( ) == 0 && m_revolver_query > m_revolver_cock )
m_cmd->m_buttons |= IN_ATTACK;
// count cock ticks.
// do this so we can also count 'legit' ticks
// that didnt originate from the hack.
if( m_cmd->m_buttons & IN_ATTACK )
m_revolver_cock++;
// inattack was not held, reset.
else m_revolver_cock = 0;
}
// remove inattack2 if cocking.
if( m_revolver_cock > 0 )
m_cmd->m_buttons &= ~IN_ATTACK2;
}
void Client::UpdateIncomingSequences( ) {
if( !g_csgo.m_net )
return;
if( m_sequences.empty( ) || g_csgo.m_net->m_in_seq > m_sequences.front( ).m_seq ) {
// store new stuff.
m_sequences.emplace_front( g_csgo.m_globals->m_realtime, g_csgo.m_net->m_in_rel_state, g_csgo.m_net->m_in_seq );
}
// do not save too many of these.
while( m_sequences.size( ) > 2048 )
m_sequences.pop_back( );
}