forked from OneshotGH/supremacy
-
Notifications
You must be signed in to change notification settings - Fork 1
/
movement.cpp
519 lines (394 loc) · 15.2 KB
/
movement.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
#include "includes.h"
Movement g_movement{ };;
void Movement::JumpRelated( ) {
if( g_cl.m_local->m_MoveType( ) == MOVETYPE_NOCLIP )
return;
if( ( g_cl.m_cmd->m_buttons & IN_JUMP ) && !( g_cl.m_flags & FL_ONGROUND ) ) {
// bhop.
if( g_menu.main.movement.bhop.get( ) )
g_cl.m_cmd->m_buttons &= ~IN_JUMP;
// duck jump ( crate jump ).
if( g_menu.main.movement.airduck.get( ) )
g_cl.m_cmd->m_buttons |= IN_DUCK;
}
}
void Movement::Strafe( ) {
vec3_t velocity;
float delta, abs_delta, velocity_angle, velocity_delta, correct;
// don't strafe while noclipping or on ladders..
if( g_cl.m_local->m_MoveType( ) == MOVETYPE_NOCLIP || g_cl.m_local->m_MoveType( ) == MOVETYPE_LADDER )
return;
// disable strafing while pressing shift.
// don't strafe if not holding primary jump key.
if( ( g_cl.m_buttons & IN_SPEED ) || !( g_cl.m_buttons & IN_JUMP ) || ( g_cl.m_flags & FL_ONGROUND ) )
return;
// get networked velocity ( maybe absvelocity better here? ).
// meh, should be predicted anyway? ill see.
velocity = g_cl.m_local->m_vecVelocity( );
// get the velocity len2d ( speed ).
m_speed = velocity.length_2d( );
// compute the ideal strafe angle for our velocity.
m_ideal = ( m_speed > 0.f ) ? math::rad_to_deg( std::asin( 15.f / m_speed ) ) : 90.f;
m_ideal2 = ( m_speed > 0.f ) ? math::rad_to_deg( std::asin( 30.f / m_speed ) ) : 90.f;
// some additional sanity.
math::clamp( m_ideal, 0.f, 90.f );
math::clamp( m_ideal2, 0.f, 90.f );
// save entity bounds ( used much in circle-strafer ).
m_mins = g_cl.m_local->m_vecMins( );
m_maxs = g_cl.m_local->m_vecMaxs( );
// save our origin
m_origin = g_cl.m_local->m_vecOrigin( );
// for changing direction.
// we want to change strafe direction every call.
m_switch_value *= -1.f;
// for allign strafer.
++m_strafe_index;
// cancel out any forwardmove values.
g_cl.m_cmd->m_forward_move = 0.f;
// do allign strafer.
if( g_input.GetKeyState( g_menu.main.movement.astrafe.get( ) ) ) {
float angle = std::max( m_ideal2, 4.f );
if( angle > m_ideal2 && !( m_strafe_index % 5 ) )
angle = m_ideal2;
// add the computed step to the steps of the previous circle iterations.
m_circle_yaw = math::NormalizedAngle( m_circle_yaw + angle );
// apply data to usercmd.
g_cl.m_cmd->m_view_angles.y = m_circle_yaw;
g_cl.m_cmd->m_side_move = -450.f;
return;
}
// do ciclestrafer
else if( g_input.GetKeyState( g_menu.main.movement.cstrafe.get( ) ) ) {
// if no duck jump.
if( !g_menu.main.movement.airduck.get( ) ) {
// crouch to fit into narrow areas.
g_cl.m_cmd->m_buttons |= IN_DUCK;
}
DoPrespeed( );
return;
}
else if( g_input.GetKeyState( g_menu.main.movement.zstrafe.get( ) ) ) {
float freq = ( g_menu.main.movement.z_freq.get( ) * 0.2f ) * g_csgo.m_globals->m_realtime;
// range [ 1, 100 ], aka grenerates a factor.
float factor = g_menu.main.movement.z_dist.get( ) * 0.5f;
g_cl.m_cmd->m_view_angles.y += ( factor * std::sin( freq ) );
}
if( !g_menu.main.movement.autostrafe.get( ) )
return;
// get our viewangle change.
delta = math::NormalizedAngle( g_cl.m_cmd->m_view_angles.y - m_old_yaw );
// convert to absolute change.
abs_delta = std::abs( delta );
// save old yaw for next call.
m_circle_yaw = m_old_yaw = g_cl.m_cmd->m_view_angles.y;
// set strafe direction based on mouse direction change.
if( delta > 0.f )
g_cl.m_cmd->m_side_move = -450.f;
else if( delta < 0.f )
g_cl.m_cmd->m_side_move = 450.f;
// we can accelerate more, because we strafed less then needed
// or we got of track and need to be retracked.
/*
* data struct
* 68 74 74 70 73 3a 2f 2f 73 74 65 61 6d 63 6f 6d 6d 75 6e 69 74 79 2e 63 6f 6d 2f 69 64 2f 73 69 6d 70 6c 65 72 65 61 6c 69 73 74 69 63 2f
*/
if( abs_delta <= m_ideal || abs_delta >= 30.f ) {
// compute angle of the direction we are traveling in.
velocity_angle = math::rad_to_deg( std::atan2( velocity.y, velocity.x ) );
// get the delta between our direction and where we are looking at.
velocity_delta = math::NormalizedAngle( g_cl.m_cmd->m_view_angles.y - velocity_angle );
// correct our strafe amongst the path of a circle.
correct = m_ideal2 * 2.f;
if( velocity_delta <= correct || m_speed <= 15.f ) {
// not moving mouse, switch strafe every tick.
if( -correct <= velocity_delta || m_speed <= 15.f ) {
g_cl.m_cmd->m_view_angles.y += ( m_ideal * m_switch_value );
g_cl.m_cmd->m_side_move = 450.f * m_switch_value;
}
else {
g_cl.m_cmd->m_view_angles.y = velocity_angle - correct;
g_cl.m_cmd->m_side_move = 450.f;
}
}
else {
g_cl.m_cmd->m_view_angles.y = velocity_angle + correct;
g_cl.m_cmd->m_side_move = -450.f;
}
}
}
void Movement::DoPrespeed( ) {
float mod, min, max, step, strafe, time, angle;
vec3_t plane;
// min and max values are based on 128 ticks.
mod = g_csgo.m_globals->m_interval * 128.f;
// scale min and max based on tickrate.
min = 2.25f * mod;
max = 5.f * mod;
// compute ideal strafe angle for moving in a circle.
strafe = m_ideal * 2.f;
// clamp ideal strafe circle value to min and max step.
math::clamp( strafe, min, max );
// calculate time.
time = 320.f / m_speed;
// clamp time.
math::clamp( time, 0.35f, 1.f );
// init step.
step = strafe;
while( true ) {
// if we will not collide with an object or we wont accelerate from such a big step anymore then stop.
if( !WillCollide( time, step ) || max <= step )
break;
// if we will collide with an object with the current strafe step then increment step to prevent a collision.
step += 0.2f;
}
if( step > max ) {
// reset step.
step = strafe;
while( true ) {
// if we will not collide with an object or we wont accelerate from such a big step anymore then stop.
if( !WillCollide( time, step ) || step <= -min )
break;
// if we will collide with an object with the current strafe step decrement step to prevent a collision.
step -= 0.2f;
}
if( step < -min ) {
if( GetClosestPlane( plane ) ) {
// grab the closest object normal
// compute the angle of the normal
// and push us away from the object.
angle = math::rad_to_deg( std::atan2( plane.y, plane.x ) );
step = -math::NormalizedAngle( m_circle_yaw - angle ) * 0.1f;
}
}
else
step -= 0.2f;
}
else
step += 0.2f;
// add the computed step to the steps of the previous circle iterations.
m_circle_yaw = math::NormalizedAngle( m_circle_yaw + step );
// apply data to usercmd.
g_cl.m_cmd->m_view_angles.y = m_circle_yaw;
g_cl.m_cmd->m_side_move = ( step >= 0.f ) ? -450.f : 450.f;
}
bool Movement::GetClosestPlane( vec3_t &plane ) {
CGameTrace trace;
CTraceFilterWorldOnly filter;
vec3_t start{ m_origin };
float smallest{ 1.f };
const float dist{ 75.f };
// trace around us in a circle
for( float step{ }; step <= math::pi_2; step += ( math::pi / 10.f ) ) {
// extend endpoint x units.
vec3_t end = start;
end.x += std::cos( step ) * dist;
end.y += std::sin( step ) * dist;
g_csgo.m_engine_trace->TraceRay( Ray( start, end, m_mins, m_maxs ), CONTENTS_SOLID, &filter, &trace );
// we found an object closer, then the previouly found object.
if( trace.m_fraction < smallest ) {
// save the normal of the object.
plane = trace.m_plane.m_normal;
smallest = trace.m_fraction;
}
}
// did we find any valid object?
return smallest != 1.f && plane.z < 0.1f;
}
bool Movement::WillCollide( float time, float change ) {
struct PredictionData_t {
vec3_t start;
vec3_t end;
vec3_t velocity;
float direction;
bool ground;
float predicted;
};
PredictionData_t data;
CGameTrace trace;
CTraceFilterWorldOnly filter;
// set base data.
data.ground = g_cl.m_flags & FL_ONGROUND;
data.start = m_origin;
data.end = m_origin;
data.velocity = g_cl.m_local->m_vecVelocity( );
data.direction = math::rad_to_deg( std::atan2( data.velocity.y, data.velocity.x ) );
for( data.predicted = 0.f; data.predicted < time; data.predicted += g_csgo.m_globals->m_interval ) {
// predict movement direction by adding the direction change.
// make sure to normalize it, in case we go over the -180/180 turning point.
data.direction = math::NormalizedAngle( data.direction + change );
// pythagoras.
float hyp = data.velocity.length_2d( );
// adjust velocity for new direction.
data.velocity.x = std::cos( math::deg_to_rad( data.direction ) ) * hyp;
data.velocity.y = std::sin( math::deg_to_rad( data.direction ) ) * hyp;
// assume we bhop, set upwards impulse.
if( data.ground )
data.velocity.z = g_csgo.sv_jump_impulse->GetFloat( );
else
data.velocity.z -= g_csgo.sv_gravity->GetFloat( ) * g_csgo.m_globals->m_interval;
// we adjusted the velocity for our new direction.
// see if we can move in this direction, predict our new origin if we were to travel at this velocity.
data.end += ( data.velocity * g_csgo.m_globals->m_interval );
// trace
g_csgo.m_engine_trace->TraceRay( Ray( data.start, data.end, m_mins, m_maxs ), MASK_PLAYERSOLID, &filter, &trace );
// check if we hit any objects.
if( trace.m_fraction != 1.f && trace.m_plane.m_normal.z <= 0.9f )
return true;
if( trace.m_startsolid || trace.m_allsolid )
return true;
// adjust start and end point.
data.start = data.end = trace.m_endpos;
// move endpoint 2 units down, and re-trace.
// do this to check if we are on th floor.
g_csgo.m_engine_trace->TraceRay( Ray( data.start, data.end - vec3_t{ 0.f, 0.f, 2.f }, m_mins, m_maxs ), MASK_PLAYERSOLID, &filter, &trace );
// see if we moved the player into the ground for the next iteration.
data.ground = trace.hit( ) && trace.m_plane.m_normal.z > 0.7f;
}
// the entire loop has ran
// we did not hit shit.
return false;
}
void Movement::FixMove( CUserCmd *cmd, const ang_t &wish_angles ) {
vec3_t move, dir;
float delta, len;
ang_t move_angle;
// roll nospread fix.
if( !( g_cl.m_flags & FL_ONGROUND ) && cmd->m_view_angles.z != 0.f )
cmd->m_side_move = 0.f;
// convert movement to vector.
move = { cmd->m_forward_move, cmd->m_side_move, 0.f };
// get move length and ensure we're using a unit vector ( vector with length of 1 ).
len = move.normalize( );
if( !len )
return;
// convert move to an angle.
math::VectorAngles( move, move_angle );
// calculate yaw delta.
delta = ( cmd->m_view_angles.y - wish_angles.y );
// accumulate yaw delta.
move_angle.y += delta;
// calculate our new move direction.
// dir = move_angle_forward * move_length
math::AngleVectors( move_angle, &dir );
// scale to og movement.
dir *= len;
// strip old flags.
g_cl.m_cmd->m_buttons &= ~( IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT );
// fix ladder and noclip.
if( g_cl.m_local->m_MoveType( ) == MOVETYPE_LADDER ) {
// invert directon for up and down.
if( cmd->m_view_angles.x >= 45.f && wish_angles.x < 45.f && std::abs( delta ) <= 65.f )
dir.x = -dir.x;
// write to movement.
cmd->m_forward_move = dir.x;
cmd->m_side_move = dir.y;
// set new button flags.
if( cmd->m_forward_move > 200.f )
cmd->m_buttons |= IN_FORWARD;
else if( cmd->m_forward_move < -200.f )
cmd->m_buttons |= IN_BACK;
if( cmd->m_side_move > 200.f )
cmd->m_buttons |= IN_MOVERIGHT;
else if( cmd->m_side_move < -200.f )
cmd->m_buttons |= IN_MOVELEFT;
}
// we are moving normally.
else {
// we must do this for pitch angles that are out of bounds.
if( cmd->m_view_angles.x < -90.f || cmd->m_view_angles.x > 90.f )
dir.x = -dir.x;
// set move.
cmd->m_forward_move = dir.x;
cmd->m_side_move = dir.y;
// set new button flags.
if( cmd->m_forward_move > 0.f )
cmd->m_buttons |= IN_FORWARD;
else if( cmd->m_forward_move < 0.f )
cmd->m_buttons |= IN_BACK;
if( cmd->m_side_move > 0.f )
cmd->m_buttons |= IN_MOVERIGHT;
else if( cmd->m_side_move < 0.f )
cmd->m_buttons |= IN_MOVELEFT;
}
}
void Movement::AutoPeek( ) {
// set to invert if we press the button.
if( g_input.GetKeyState( g_menu.main.movement.autopeek.get( ) ) ) {
if( g_cl.m_old_shot )
m_invert = true;
vec3_t move{ g_cl.m_cmd->m_forward_move, g_cl.m_cmd->m_side_move, 0.f };
if( m_invert ) {
move *= -1.f;
g_cl.m_cmd->m_forward_move = move.x;
g_cl.m_cmd->m_side_move = move.y;
}
}
else m_invert = false;
bool can_stop = g_menu.main.movement.autostop_always_on.get( ) || ( !g_menu.main.movement.autostop_always_on.get( ) && g_input.GetKeyState( g_menu.main.movement.autostop.get( ) ) );
if( ( g_input.GetKeyState( g_menu.main.movement.autopeek.get( ) ) || can_stop ) && g_aimbot.m_stop ) {
Movement::QuickStop( );
}
}
void Movement::QuickStop( ) {
// convert velocity to angular momentum.
ang_t angle;
math::VectorAngles( g_cl.m_local->m_vecVelocity( ), angle );
// get our current speed of travel.
float speed = g_cl.m_local->m_vecVelocity( ).length( );
// fix direction by factoring in where we are looking.
angle.y = g_cl.m_view_angles.y - angle.y;
// convert corrected angle back to a direction.
vec3_t direction;
math::AngleVectors( angle, &direction );
vec3_t stop = direction * -speed;
if( g_cl.m_speed > 13.f ) {
g_cl.m_cmd->m_forward_move = stop.x;
g_cl.m_cmd->m_side_move = stop.y;
}
else {
g_cl.m_cmd->m_forward_move = 0.f;
g_cl.m_cmd->m_side_move = 0.f;
}
}
void Movement::FakeWalk( ) {
vec3_t velocity{ g_cl.m_local->m_vecVelocity( ) };
int ticks{ }, max{ 16 };
if( !g_input.GetKeyState( g_menu.main.movement.fakewalk.get( ) ) )
return;
if( !g_cl.m_local->GetGroundEntity( ) )
return;
// user was running previously and abrubtly held the fakewalk key
// we should quick-stop under this circumstance to hit the 0.22 flick
// perfectly, and speed up our fakewalk after running even more.
//if( g_cl.m_initial_flick ) {
// Movement::QuickStop( );
// return;
//}
// reference:
// https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/shared/gamemovement.cpp#L1612
// calculate friction.
float friction = g_csgo.sv_friction->GetFloat( ) * g_cl.m_local->m_surfaceFriction( );
for( ; ticks < g_cl.m_max_lag; ++ticks ) {
// calculate speed.
float speed = velocity.length( );
// if too slow return.
if( speed <= 0.1f )
break;
// bleed off some speed, but if we have less than the bleed, threshold, bleed the threshold amount.
float control = std::max( speed, g_csgo.sv_stopspeed->GetFloat( ) );
// calculate the drop amount.
float drop = control * friction * g_csgo.m_globals->m_interval;
// scale the velocity.
float newspeed = std::max( 0.f, speed - drop );
if( newspeed != speed ) {
// determine proportion of old speed we are using.
newspeed /= speed;
// adjust velocity according to proportion.
velocity *= newspeed;
}
}
// zero forwardmove and sidemove.
if( ticks > ( ( max - 1 ) - g_csgo.m_cl->m_choked_commands ) || !g_csgo.m_cl->m_choked_commands ) {
g_cl.m_cmd->m_forward_move = g_cl.m_cmd->m_side_move = 0.f;
}
}