2023-03-01 21:27:15 +00:00
# include "backend/looped_command.hpp"
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
# include "gta/enums.hpp"
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# include "hooking/hooking.hpp"
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
# include "natives.hpp"
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# include "util/math.hpp"
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# include "util/pools.hpp"
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# include "services/friends/friends_service.hpp"
# include "services/player_database/player_database_service.hpp"
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# include "util/ped.hpp"
2024-07-17 23:17:18 +02:00
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
namespace big
{
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bool_command g_aimbot_only_on_player ( " aimonlyatplayer " , " BACKEND_LOOPED_WEAPONS_AIM_ONLY_AT_PLAYER " , " BACKEND_LOOPED_WEAPONS_AIM_ONLY_AT_PLAYER_DESC " ,
g . weapons . aimbot . only_on_player ) ;
bool_command g_aimbot_only_on_enemy ( " aimonlyatenemy " , " BACKEND_LOOPED_WEAPONS_AIM_ONLY_AT_ENEMY " , " BACKEND_LOOPED_WEAPONS_AIM_ONLY_AT_ENEMY_DESC " ,
g . weapons . aimbot . only_on_enemy ) ;
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bool_command g_aimbot_only_on_threat ( " aimonlyatthreats " , " BACKEND_LOOPED_WEAPONS_AIM_ONLY_AT_THREATS " , " BACKEND_LOOPED_WEAPONS_AIM_ONLY_AT_THREATS_DESC " ,
g . weapons . aimbot . only_on_enemy ) ;
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
class aimbot : looped_command
{
using looped_command : : looped_command ;
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public :
static inline CPed * m_target { } ;
static inline bool should_aimbot = false ;
static bool is_a_ped_type_we_dont_care_about ( const Ped ped_handle )
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
{
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const auto ped_type = PED : : GET_PED_TYPE ( ped_handle ) ;
auto config_value = g . weapons . aimbot . only_on_ped_type ;
switch ( ped_type )
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
{
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case ePedType : : PED_TYPE_PLAYER_0 :
case ePedType : : PED_TYPE_PLAYER_1 :
case ePedType : : PED_TYPE_NETWORK_PLAYER :
case ePedType : : PED_TYPE_PLAYER_2 :
case ePedType : : PED_TYPE_CIVMALE :
case ePedType : : PED_TYPE_CIVFEMALE :
case ePedType : : PED_TYPE_COP :
case ePedType : : PED_TYPE_GANG_ALBANIAN :
case ePedType : : PED_TYPE_GANG_BIKER_1 :
case ePedType : : PED_TYPE_GANG_BIKER_2 :
case ePedType : : PED_TYPE_GANG_ITALIAN :
case ePedType : : PED_TYPE_GANG_RUSSIAN :
case ePedType : : PED_TYPE_GANG_RUSSIAN_2 :
case ePedType : : PED_TYPE_GANG_IRISH :
case ePedType : : PED_TYPE_GANG_JAMAICAN :
case ePedType : : PED_TYPE_GANG_AFRICAN_AMERICAN :
case ePedType : : PED_TYPE_GANG_KOREAN :
case ePedType : : PED_TYPE_GANG_CHINESE_JAPANESE :
case ePedType : : PED_TYPE_GANG_PUERTO_RICAN :
case ePedType : : PED_TYPE_DEALER :
case ePedType : : PED_TYPE_MEDIC :
case ePedType : : PED_TYPE_FIREMAN :
case ePedType : : PED_TYPE_CRIMINAL :
case ePedType : : PED_TYPE_BUM :
case ePedType : : PED_TYPE_PROSTITUTE :
case ePedType : : PED_TYPE_SPECIAL :
case ePedType : : PED_TYPE_MISSION :
case ePedType : : PED_TYPE_SWAT :
case ePedType : : PED_TYPE_ANIMAL :
case ePedType : : PED_TYPE_ARMY :
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
{
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return ( config_value & ( 1LL < < ped_type ) ) = = 0 ;
}
}
return false ;
}
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
2024-07-17 23:17:18 +02:00
static uintptr_t get_cam_follow_ped_camera ( )
{
uintptr_t cam_gameplay_director = * g_pointers - > m_gta . m_cam_gameplay_director ;
return * reinterpret_cast < uintptr_t * > ( cam_gameplay_director + 0x3C0 ) ;
}
2023-06-06 07:40:40 +00:00
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static rage : : fvector3 get_camera_position ( )
{
return * reinterpret_cast < rage : : fvector3 * > ( get_cam_follow_ped_camera ( ) + 0x60 ) ;
}
static rage : : fvector3 get_camera_aim_direction ( )
{
uintptr_t cam_gameplay_director = * g_pointers - > m_gta . m_cam_gameplay_director ;
uintptr_t cam_follow_ped_camera = get_cam_follow_ped_camera ( ) ;
uintptr_t cam_follow_ped_camera_metadata = * reinterpret_cast < uintptr_t * > ( cam_follow_ped_camera + 0x10 ) ;
bool is_first_person = * reinterpret_cast < float * > ( cam_follow_ped_camera_metadata + 0x30 ) = = 0.0f ;
if ( is_first_person )
{
return reinterpret_cast < rage : : fvector3 * > ( cam_follow_ped_camera + 0x40 ) - > normalize ( ) ;
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
}
2024-07-17 23:17:18 +02:00
else
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
{
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return reinterpret_cast < rage : : fvector3 * > ( cam_follow_ped_camera + 0x3D0 ) - > normalize ( ) ;
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}
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}
static float get_fov ( const rage : : fvector3 & object_position )
{
const auto camera_position = get_camera_position ( ) ;
auto camera_aim_direction = get_camera_aim_direction ( ) ;
auto direction_to_object = object_position - camera_position ;
direction_to_object = direction_to_object . normalize ( ) ;
float dot_product = camera_aim_direction . dot_product ( direction_to_object ) ;
dot_product = std : : max ( - 1.0f , std : : min ( 1.0f , dot_product ) ) ;
float fov = std : : acos ( dot_product ) ;
return fov * 2 ;
}
static void find_best_target ( CPed * self_ped , const rage : : fvector3 & self_pos )
{
m_target = nullptr ;
float best_fov = math : : deg_to_rad ( g . weapons . aimbot . fov ) ;
float best_distance = g . weapons . aimbot . distance ;
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if ( g . weapons . aimbot . use_weapon_range )
{
if ( auto weapon_manager = g_local_player - > m_weapon_manager )
{
if ( auto weapon_info = weapon_manager - > m_weapon_info )
{
best_distance = weapon_info - > m_weapon_range ;
}
}
}
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for ( rage : : CEntity * ped_ : pools : : get_all_peds ( ) )
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{
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CPed * ped = ( CPed * ) ped_ ;
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
2024-07-17 23:17:18 +02:00
if ( ped = = self_ped )
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
{
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continue ;
}
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
2024-07-17 23:17:18 +02:00
if ( ped - > m_health < = 0 )
{
continue ;
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}
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const auto ped_handle = g_pointers - > m_gta . m_ptr_to_handle ( ped ) ;
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const bool is_not_a_player_and_we_target_only_players = g_aimbot_only_on_player . is_enabled ( ) & & ! ped - > m_player_info ;
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const bool are_we_in_the_same_vehicle = self : : veh ! = 0 & & self : : veh = = PED : : GET_VEHICLE_PED_IS_IN ( ped_handle , TRUE ) ;
if ( is_not_a_player_and_we_target_only_players | | are_we_in_the_same_vehicle )
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
{
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continue ;
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}
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auto weapon_info = g_local_player - > m_weapon_manager - > m_weapon_info ;
if ( PED : : GET_PED_CONFIG_FLAG ( ped_handle , 9 , TRUE ) | | ! g_pointers - > m_gta . m_can_do_damage_to_ped ( g_local_player , weapon_info , ped ) ) //Can't do damage to them, skip.
continue ;
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if ( g . weapons . aimbot . exclude_friends & & ped - > m_player_info )
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{
auto rockstar_id = ped - > m_player_info - > m_net_player_data . m_gamer_handle . m_rockstar_id ;
auto is_friend = friends_service : : is_friend ( rockstar_id ) ;
auto db_player = g_player_database_service - > get_player_by_rockstar_id ( rockstar_id ) ;
auto is_trusted = db_player & & db_player - > is_trusted ;
if ( is_friend | | is_trusted )
continue ;
}
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if ( g_aimbot_only_on_enemy . is_enabled ( ) & & ped : : is_ped_a_friend ( ped_handle , ped ) )
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{
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continue ;
}
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if ( g . weapons . aimbot . only_on_threats & & WEAPON : : HAS_PED_GOT_WEAPON ( ped_handle , 1 , 1 ) = = FALSE )
{
continue ;
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}
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if ( is_a_ped_type_we_dont_care_about ( ped_handle ) )
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{
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continue ;
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}
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const auto my_head_pos = self_ped - > get_bone_coords ( ePedBoneType : : HEAD ) ;
const auto their_head_pos = ped - > get_bone_coords ( ( ePedBoneType ) g . weapons . aimbot . selected_bone ) ;
const auto fov = get_fov ( their_head_pos ) ;
const auto distance_to_ped = self_pos . distance ( their_head_pos ) ;
if ( fov < best_fov & & distance_to_ped < best_distance )
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{
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constexpr auto los_flags = ( ST_OPTION_IGNORE_GLASS | ST_OPTION_IGNORE_NOTHING | ST_OPTION_IGNORE_TRANSPARENT ) ;
auto shape_test_handle = SHAPETEST : : START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE ( my_head_pos . x ,
my_head_pos . y ,
my_head_pos . z ,
their_head_pos . x ,
their_head_pos . y ,
their_head_pos . z ,
ST_INCLUDE_ALL ,
self : : ped ,
los_flags ) ;
BOOL did_shapetest_hit { } ;
Vector3 dont_care ;
Entity entity_hit { } ;
if ( SHAPETEST : : GET_SHAPE_TEST_RESULT ( shape_test_handle , & did_shapetest_hit , & dont_care , & dont_care , & entity_hit ) )
{
if ( ! ( ( did_shapetest_hit = = TRUE & & entity_hit = = ped_handle ) | | ! did_shapetest_hit ) )
{
continue ;
}
}
best_fov = fov ;
best_distance = distance_to_ped ;
m_target = ped ;
}
}
}
// Make aimbot works when driving a vehicle.
static void reset_aim_vectors ( uintptr_t camera )
{
uintptr_t camera_params = * ( uintptr_t * ) ( camera + 0x10 ) ;
{
if ( g_local_player - > m_vehicle )
{
if ( * ( float * ) ( camera_params + 0x2AC ) = = - 2.0f )
{
* ( float * ) ( camera_params + 0x2AC ) = 0.0f ;
* ( float * ) ( camera_params + 0x2C0 ) = 111.0f ;
* ( float * ) ( camera_params + 0x2C4 ) = 111.0f ;
}
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
}
2024-01-21 09:32:01 -05:00
else
{
2024-07-17 23:17:18 +02:00
if ( * ( float * ) ( camera_params + 0x130 ) = = 8.0f )
{
* ( float * ) ( camera_params + 0x130 ) = 111.0f ; // def 8.0f
* ( float * ) ( camera_params + 0x134 ) = 111.0f ; // def 10.0f
* ( float * ) ( camera_params + 0x4CC ) = 0.0f ; // def 4.0f
if ( * ( float * ) ( camera_params + 0x49C ) = = 1.0f )
{
* ( float * ) ( camera_params + 0x49C ) = 0.0f ; // def 1.0f
}
* ( float * ) ( camera_params + 0x2AC ) = 0.0f ; // def -3.0f
* ( float * ) ( camera_params + 0x2B0 ) = 0.0f ; // def -8.0f
}
2024-01-21 09:32:01 -05:00
}
}
2024-07-17 23:17:18 +02:00
}
static void compute_aim_direction_and_set_gameplay_cam ( const rage : : fvector3 & target_bone_position )
{
uintptr_t cam_follow_ped_camera = get_cam_follow_ped_camera ( ) ;
const auto aim_direction = ( target_bone_position - get_camera_position ( ) ) . normalize ( ) ;
reset_aim_vectors ( cam_follow_ped_camera ) ;
* reinterpret_cast < rage : : fvector3 * > ( cam_follow_ped_camera + 0x40 ) = aim_direction ;
* reinterpret_cast < rage : : fvector3 * > ( cam_follow_ped_camera + 0x3D0 ) = aim_direction ;
}
static inline CPed * last_target_pos_target { } ;
static inline rage : : fvector3 last_target_pos { } ;
static inline rage : : fvector3 last_my_pos { } ;
static rage : : fvector3 get_velocity ( CPed * ped )
{
if ( ped = = g_local_player )
{
const auto velocity = * ped - > get_position ( ) - last_my_pos ;
last_my_pos = * ped - > get_position ( ) ;
return velocity ;
}
if ( ped = = last_target_pos_target )
{
const auto velocity = * ped - > get_position ( ) - last_target_pos ;
last_target_pos = * ped - > get_position ( ) ;
return velocity ;
}
2024-01-21 09:32:01 -05:00
else
{
2024-07-17 23:17:18 +02:00
last_target_pos_target = ped ;
last_target_pos = * ped - > get_position ( ) ;
return { } ;
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
}
}
2024-07-17 23:17:18 +02:00
static void adjust_position_for_target_velocity ( rage : : fvector3 & target_position )
2024-01-21 09:32:01 -05:00
{
2024-07-17 23:17:18 +02:00
const auto target_velocity = get_velocity ( m_target ) ;
2024-07-24 03:16:04 -04:00
const auto my_velocity = get_velocity ( g_local_player ) ;
2024-07-17 23:17:18 +02:00
2024-07-18 15:58:21 -04:00
if ( target_velocity = = rage : : fvector3 { } )
return ;
2024-07-24 03:16:04 -04:00
target_position + = ( target_velocity - my_velocity ) ;
2024-01-21 09:32:01 -05:00
}
2024-07-17 23:17:18 +02:00
virtual void on_tick ( ) override
{
should_aimbot = PAD : : IS_DISABLED_CONTROL_PRESSED ( 0 , ( int ) ControllerInputs : : INPUT_AIM ) ;
if ( ! should_aimbot )
{
return ;
}
CAM : : STOP_SCRIPT_GLOBAL_SHAKING ( true ) ;
CAM : : SET_GAMEPLAY_CAM_SHAKE_AMPLITUDE ( 0 ) ;
}
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
} ;
2023-10-20 12:24:44 -04:00
aimbot g_aimbot ( " aimbot " , " VIEW_OVERLAY_AIMBOT " , " BACKEND_LOOPED_WEAPONS_AIMBOT_DESC " , g . weapons . aimbot . enable ) ;
2024-01-21 09:32:01 -05:00
2024-07-17 23:17:18 +02:00
bool hooks : : aimbot_cam_gameplay_director_update ( uintptr_t this_ )
{
const auto res = big : : hooking : : get_original < hooks : : aimbot_cam_gameplay_director_update > ( ) ( this_ ) ;
CPed * self_ped ;
rage : : fvector3 self_pos ;
rage : : fvector3 target_bone_position ;
if ( ! aimbot : : should_aimbot )
{
goto exit ;
}
self_ped = g_local_player ;
if ( ! self_ped )
{
goto exit ;
}
self_pos = * self_ped - > get_position ( ) ;
aimbot : : find_best_target ( self_ped , self_pos ) ;
2024-07-22 04:16:16 -04:00
g . weapons . aimbot . has_target = aimbot : : m_target ! = nullptr ;
if ( ! g . weapons . aimbot . has_target )
2024-07-17 23:17:18 +02:00
{
goto exit ;
}
target_bone_position = aimbot : : m_target - > get_bone_coords ( ( ePedBoneType ) g . weapons . aimbot . selected_bone ) ;
// Take into account the target velocity.
aimbot : : adjust_position_for_target_velocity ( target_bone_position ) ;
aimbot : : compute_aim_direction_and_set_gameplay_cam ( target_bone_position ) ;
exit :
return res ;
}
Feature Additions, GUI Tweaks, Fixes (#975)
* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
2023-02-25 13:33:16 -07:00
}