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hooks.cpp
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hooks.cpp
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#include "includes.h"
Hooks g_hooks{ };;
CustomEntityListener g_custom_entity_listener{ };;
void Pitch_proxy( CRecvProxyData *data, Address ptr, Address out ) {
// normalize this fucker.
math::NormalizeAngle( data->m_Value.m_Float );
// clamp to remove retardedness.
math::clamp( data->m_Value.m_Float, -90.f, 90.f );
// call original netvar proxy.
if ( g_hooks.m_Pitch_original )
g_hooks.m_Pitch_original( data, ptr, out );
}
void Body_proxy( CRecvProxyData *data, Address ptr, Address out ) {
Stack stack;
static Address RecvTable_Decode{ pattern::find( g_csgo.m_engine_dll, XOR( "EB 0D FF 77 10" ) ) };
// call from entity going into pvs.
if ( stack.next( ).next( ).ReturnAddress( ) != RecvTable_Decode ) {
// convert to player.
Player *player = ptr.as< Player * >( );
// store data about the update.
g_resolver.OnBodyUpdate( player, data->m_Value.m_Float );
}
// call original proxy.
if ( g_hooks.m_Body_original )
g_hooks.m_Body_original( data, ptr, out );
}
void AbsYaw_proxy( CRecvProxyData *data, Address ptr, Address out ) {
// convert to ragdoll.
//Ragdoll* ragdoll = ptr.as< Ragdoll* >( );
// get ragdoll owner.
//Player* player = ragdoll->GetPlayer( );
// get data for this player.
/*AimPlayer* aim = &g_aimbot.m_players[ player->index( ) - 1 ];
if( player && aim ) {
if( !aim->m_records.empty( ) ) {
LagRecord* match{ nullptr };
// iterate records.
for( const auto &it : aim->m_records ) {
// find record that matches with simulation time.
if( it->m_sim_time == player->m_flSimulationTime( ) ) {
match = it.get( );
break;
}
}
// we have a match.
// and it is standing
// TODO; add air?
if( match /*&& match->m_mode == Resolver::Modes::RESOLVE_STAND*/// ) {
/* RagdollRecord record;
record.m_record = match;
record.m_rotation = math::NormalizedAngle( data->m_Value.m_Float );
record.m_delta = math::NormalizedAngle( record.m_rotation - match->m_lbyt );
float death = math::NormalizedAngle( ragdoll->m_flDeathYaw( ) );
// store.
//aim->m_ragdoll.push_front( record );
//g_cl.print( tfm::format( XOR( "rot %f death %f delta %f\n" ), record.m_rotation, death, record.m_delta ).data( ) );
}
}*/
//}
// call original netvar proxy.
if ( g_hooks.m_AbsYaw_original )
g_hooks.m_AbsYaw_original( data, ptr, out );
}
void Force_proxy( CRecvProxyData *data, Address ptr, Address out ) {
// convert to ragdoll.
Ragdoll *ragdoll = ptr.as< Ragdoll * >( );
// get ragdoll owner.
Player *player = ragdoll->GetPlayer( );
// we only want this happening to noobs we kill.
if ( g_menu.main.misc.ragdoll_force.get( ) && g_cl.m_local && player && player->enemy( g_cl.m_local ) ) {
// get m_vecForce.
vec3_t vel = { data->m_Value.m_Vector[ 0 ], data->m_Value.m_Vector[ 1 ], data->m_Value.m_Vector[ 2 ] };
// give some speed to all directions.
vel *= 1000.f;
// boost z up a bit.
if ( vel.z <= 1.f )
vel.z = 2.f;
vel.z *= 2.f;
// don't want crazy values for this... probably unlikely though?
math::clamp( vel.x, std::numeric_limits< float >::lowest( ), std::numeric_limits< float >::max( ) );
math::clamp( vel.y, std::numeric_limits< float >::lowest( ), std::numeric_limits< float >::max( ) );
math::clamp( vel.z, std::numeric_limits< float >::lowest( ), std::numeric_limits< float >::max( ) );
// set new velocity.
data->m_Value.m_Vector[ 0 ] = vel.x;
data->m_Value.m_Vector[ 1 ] = vel.y;
data->m_Value.m_Vector[ 2 ] = vel.z;
}
if ( g_hooks.m_Force_original )
g_hooks.m_Force_original( data, ptr, out );
}
void Hooks::init( ) {
// hook wndproc.
m_old_wndproc = ( WNDPROC )g_winapi.SetWindowLongA( g_csgo.m_game->m_hWindow, GWL_WNDPROC, util::force_cast< LONG >( Hooks::WndProc ) );
// setup normal VMT hooks.
m_panel.init( g_csgo.m_panel );
m_panel.add( IPanel::PAINTTRAVERSE, util::force_cast( &Hooks::PaintTraverse ) );
m_client.init( g_csgo.m_client );
m_client.add( CHLClient::LEVELINITPREENTITY, util::force_cast( &Hooks::LevelInitPreEntity ) );
m_client.add( CHLClient::LEVELINITPOSTENTITY, util::force_cast( &Hooks::LevelInitPostEntity ) );
m_client.add( CHLClient::LEVELSHUTDOWN, util::force_cast( &Hooks::LevelShutdown ) );
//m_client.add( CHLClient::INKEYEVENT, util::force_cast( &Hooks::IN_KeyEvent ) );
m_client.add( CHLClient::FRAMESTAGENOTIFY, util::force_cast( &Hooks::FrameStageNotify ) );
m_engine.init( g_csgo.m_engine );
m_engine.add( IVEngineClient::ISCONNECTED, util::force_cast( &Hooks::IsConnected ) );
m_engine.add( IVEngineClient::ISHLTV, util::force_cast( &Hooks::IsHLTV ) );
m_engine_sound.init( g_csgo.m_sound );
m_engine_sound.add( IEngineSound::EMITSOUND, util::force_cast( &Hooks::EmitSound ) );
m_prediction.init( g_csgo.m_prediction );
m_prediction.add( CPrediction::INPREDICTION, util::force_cast( &Hooks::InPrediction ) );
m_prediction.add( CPrediction::RUNCOMMAND, util::force_cast( &Hooks::RunCommand ) );
m_client_mode.init( g_csgo.m_client_mode );
m_client_mode.add( IClientMode::SHOULDDRAWPARTICLES, util::force_cast( &Hooks::ShouldDrawParticles ) );
m_client_mode.add( IClientMode::SHOULDDRAWFOG, util::force_cast( &Hooks::ShouldDrawFog ) );
m_client_mode.add( IClientMode::OVERRIDEVIEW, util::force_cast( &Hooks::OverrideView ) );
m_client_mode.add( IClientMode::CREATEMOVE, util::force_cast( &Hooks::CreateMove ) );
m_client_mode.add( IClientMode::DOPOSTSPACESCREENEFFECTS, util::force_cast( &Hooks::DoPostScreenSpaceEffects ) );
m_surface.init( g_csgo.m_surface );
//m_surface.add( ISurface::GETSCREENSIZE, util::force_cast( &Hooks::GetScreenSize ) );
m_surface.add( ISurface::LOCKCURSOR, util::force_cast( &Hooks::LockCursor ) );
m_surface.add( ISurface::PLAYSOUND, util::force_cast( &Hooks::PlaySound ) );
m_surface.add( ISurface::ONSCREENSIZECHANGED, util::force_cast( &Hooks::OnScreenSizeChanged ) );
m_model_render.init( g_csgo.m_model_render );
m_model_render.add( IVModelRender::DRAWMODELEXECUTE, util::force_cast( &Hooks::DrawModelExecute ) );
m_render_view.init( g_csgo.m_render_view );
m_render_view.add( IVRenderView::SCENEEND, util::force_cast( &Hooks::SceneEnd ) );
m_shadow_mgr.init( g_csgo.m_shadow_mgr );
m_shadow_mgr.add( IClientShadowMgr::COMPUTESHADOWDEPTHTEXTURES, util::force_cast( &Hooks::ComputeShadowDepthTextures ) );
m_view_render.init( g_csgo.m_view_render );
m_view_render.add( CViewRender::ONRENDERSTART, util::force_cast( &Hooks::OnRenderStart ) );
m_view_render.add( CViewRender::RENDERVIEW, util::force_cast( &Hooks::RenderView ) );
m_view_render.add( CViewRender::RENDER2DEFFECTSPOSTHUD, util::force_cast( &Hooks::Render2DEffectsPostHUD ) );
m_view_render.add( CViewRender::RENDERSMOKEOVERLAY, util::force_cast( &Hooks::RenderSmokeOverlay ) );
m_match_framework.init( g_csgo.m_match_framework );
m_match_framework.add( CMatchFramework::GETMATCHSESSION, util::force_cast( &Hooks::GetMatchSession ) );
m_material_system.init( g_csgo.m_material_system );
m_material_system.add( IMaterialSystem::OVERRIDECONFIG, util::force_cast( &Hooks::OverrideConfig ) );
m_fire_bullets.init( g_csgo.TEFireBullets );
m_fire_bullets.add( 7, util::force_cast( &Hooks::PostDataUpdate ) );
m_client_state.init( g_csgo.m_hookable_cl );
m_client_state.add( CClientState::TEMPENTITIES, util::force_cast( &Hooks::TempEntities ) );
// register our custom entity listener.
// todo - dex; should we push our listeners first? should be fine like this.
g_custom_entity_listener.init( );
// cvar hooks.
m_debug_spread.init( g_csgo.net_showfragments );
m_debug_spread.add( ConVar::GETINT, util::force_cast( &Hooks::DebugSpreadGetInt ) );
m_net_show_fragments.init( g_csgo.net_showfragments );
m_net_show_fragments.add( ConVar::GETBOOL, util::force_cast( &Hooks::NetShowFragmentsGetBool ) );
// set netvar proxies.
g_netvars.SetProxy( HASH( "DT_CSPlayer" ), HASH( "m_angEyeAngles[0]" ), Pitch_proxy, m_Pitch_original );
g_netvars.SetProxy( HASH( "DT_CSPlayer" ), HASH( "m_flLowerBodyYawTarget" ), Body_proxy, m_Body_original );
g_netvars.SetProxy( HASH( "DT_CSRagdoll" ), HASH( "m_vecForce" ), Force_proxy, m_Force_original );
g_netvars.SetProxy( HASH( "DT_CSRagdoll" ), HASH( "m_flAbsYaw" ), AbsYaw_proxy, m_AbsYaw_original );
}