diff --git a/src/backend/looped/weapons/aimbot.cpp b/src/backend/looped/weapons/aimbot.cpp index a5b458f4..7ff77e26 100644 --- a/src/backend/looped/weapons/aimbot.cpp +++ b/src/backend/looped/weapons/aimbot.cpp @@ -10,7 +10,6 @@ namespace big using looped_command::looped_command; Vector3 aim_lock; - Vector2 mouse_movement; virtual void on_tick() override { @@ -57,96 +56,48 @@ namespace big // Jump to here to handle instead of continue statements aim_lock = ENTITY::GET_WORLD_POSITION_OF_ENTITY_BONE(ped, PED::GET_PED_BONE_INDEX(ped, g.weapons.aimbot.selected_bone)); - if ((aim_lock.x != 0) && (aim_lock.y != 0) && (aim_lock.z != 0)) // Ensure none of the coords are = to 0 - { - Vector2 screen_dim, movement; - GRAPHICS::GET_SCREEN_COORD_FROM_WORLD_COORD(aim_lock.x, - aim_lock.y, - aim_lock.z, - &screen_dim.x, - &screen_dim.y); - if ((screen_dim.x >= 0) && (screen_dim.y >= 0)) // Make sure updated screen dim is greater than 0 - { - auto& io = ImGui::GetIO(); - ImVec2 center(io.DisplaySize.x / 2.f, io.DisplaySize.y / 2.f); // Use ImGui to get the display size - //Screen dim is a float between 0-1, multiply the float by screen coords - screen_dim.x *= io.DisplaySize.x; - screen_dim.y *= io.DisplaySize.y; - - if (screen_dim.x > center.x) //If the location is greater than the center (right side) - { // Get the amount of distance we need to move, so center of the screen - our location - movement.x = -(center.x - screen_dim.x); - if (movement.x + center.x > center.x * 2) - movement.x = 0; - } - else - { // if the location is on the left side - movement.x = screen_dim.x - center.x; - if (movement.x + center.x < 0) - movement.x = 0; - } - - // Same thing here but for y, so switch right with up and left with down - if (screen_dim.y > center.y) - { - movement.y = -(center.y - screen_dim.y); - if (movement.y + center.y > center.y * 2) - movement.x = 0; - } - else - { - movement.y = screen_dim.y - center.y; - if (movement.y + center.y < 0) - movement.y = 0; - } - - if (sqrt(pow(movement.x, 2) + pow(movement.y, 2)) < local_fov_change) - { // sqrt of movment x and y ^ 2, handles fov math - local_fov_change = sqrt(pow(movement.x, 2) + pow(movement.y, 2)); - mouse_movement.x = movement.x; - mouse_movement.y = movement.y; - } - } - } } } } if (PAD::GET_DISABLED_CONTROL_NORMAL(0, (int)ControllerInputs::INPUT_AIM)) { - static bool update_time_now = true; - static std::chrono::system_clock::time_point current_time; + Vector3 camera_target = aim_lock - CAM::GET_GAMEPLAY_CAM_COORD(); + float camera_heading = atan2f(camera_target.x, camera_target.y) * 180.0 / 3.14159265358979323846; + float magnitude = sqrtf(camera_target.x * camera_target.x + camera_target.y * camera_target.y + + camera_target.z * camera_target.z); - if (update_time_now) + float camera_pitch = asinf(camera_target.z / magnitude) * 180.0 / 3.14159265358979323846; + float self_heading = ENTITY::GET_ENTITY_HEADING(self::ped); + float self_pitch = ENTITY::GET_ENTITY_PITCH(self::ped); + if (camera_heading >= 0.0 && camera_heading <= 180.0) { - current_time = std::chrono::system_clock::now(); - update_time_now = false; //lockout + camera_heading = 360.0 - camera_heading; } - - std::chrono::duration elapsed_time = std::chrono::system_clock::now() - current_time; - if (elapsed_time.count() > 0.f) + else if (camera_heading <= -0.0 && camera_heading >= -180.0) { - INPUT mouse_handle; // MOUSEINPUT mi; - mouse_handle.type = INPUT_MOUSE; - mouse_handle.mi.dwFlags = MOUSEEVENTF_MOVE; // Type = Mouse movement, and the event is emulating the mouse movement - - // Update the mouse by moving it with how much we need / smoothing speed - mouse_handle.mi.dx = mouse_movement.x / (g.weapons.aimbot.smoothing ? g.weapons.aimbot.smoothing_speed : 2); - mouse_handle.mi.dy = mouse_movement.y / (g.weapons.aimbot.smoothing ? g.weapons.aimbot.smoothing_speed : 2); - SendInput(1, &mouse_handle, sizeof(mouse_handle)); //handles the input - - //Reset our variables - mouse_movement.x = 0, mouse_movement.y = 0; - update_time_now = true; //reset our time + camera_heading = -camera_heading; + } + if (CAM::GET_FOLLOW_PED_CAM_VIEW_MODE() == 4) + { + CAM::SET_FIRST_PERSON_SHOOTER_CAMERA_HEADING(camera_heading - self_heading); + CAM::SET_FIRST_PERSON_SHOOTER_CAMERA_PITCH(camera_pitch - self_pitch); + } + else + { + CAM::SET_GAMEPLAY_CAM_RELATIVE_HEADING(camera_heading - self_heading); + CAM::SET_GAMEPLAY_CAM_RELATIVE_PITCH(camera_pitch - self_pitch, 1065353216); } } } }; aimbot g_aimbot("aimbot", "VIEW_OVERLAY_AIMBOT", "BACKEND_LOOPED_WEAPONS_AIMBOT_DESC", g.weapons.aimbot.enable); - bool_command g_smoothing("smoothing", "BACKEND_LOOPED_WEAPONS_SMOOTHING", "BACKEND_LOOPED_WEAPONS_SMOOTHING_DESC", g.weapons.aimbot.smoothing); - bool_command g_aimbot_on_player("aimatplayer", "PLAYER", "BACKEND_LOOPED_WEAPONS_AIM_AT_PLAYER_DESC", g.weapons.aimbot.on_player); + bool_command + g_aimbot_on_player("aimatplayer", "PLAYER", "BACKEND_LOOPED_WEAPONS_AIM_AT_PLAYER_DESC", g.weapons.aimbot.on_player); bool_command g_aimbot_on_npc("aimatnpc", "NPC", "BACKEND_LOOPED_WEAPONS_AIM_AT_NPC_DESC", g.weapons.aimbot.on_npc); - bool_command g_aimbot_on_police("aimatpolice", "POLICE", "BACKEND_LOOPED_WEAPONS_AIM_AT_POLICE_DESC", g.weapons.aimbot.on_police); - bool_command g_aimbot_on_enemy("aimatenemy", "BACKEND_LOOPED_WEAPONS_AIM_AT_ENEMY", "BACKEND_LOOPED_WEAPONS_AIM_AT_ENEMY_DESC", g.weapons.aimbot.on_enemy); + bool_command + g_aimbot_on_police("aimatpolice", "POLICE", "BACKEND_LOOPED_WEAPONS_AIM_AT_POLICE_DESC", g.weapons.aimbot.on_police); + bool_command g_aimbot_on_enemy("aimatenemy", "BACKEND_LOOPED_WEAPONS_AIM_AT_ENEMY", "BACKEND_LOOPED_WEAPONS_AIM_AT_ENEMY_DESC", + g.weapons.aimbot.on_enemy); } diff --git a/src/core/settings.hpp b/src/core/settings.hpp index 37c8d0f8..1ffb7a48 100644 --- a/src/core/settings.hpp +++ b/src/core/settings.hpp @@ -828,8 +828,6 @@ namespace big struct aimbot { bool enable = false; - bool smoothing = true; - float smoothing_speed = 2.f; bool on_player = true; bool on_enemy = false; bool on_police = false; diff --git a/src/views/self/view_weapons.cpp b/src/views/self/view_weapons.cpp index 51e8c767..af1b34b6 100644 --- a/src/views/self/view_weapons.cpp +++ b/src/views/self/view_weapons.cpp @@ -182,14 +182,6 @@ namespace big ImGui::SameLine(); components::command_checkbox<"aimatenemy">(); - components::command_checkbox<"smoothing">(); - if (g.weapons.aimbot.smoothing) - { - ImGui::SameLine(); - ImGui::PushItemWidth(220); - ImGui::SliderFloat("VIEW_WEAPON_AIM_SPEED"_T.data(), &g.weapons.aimbot.smoothing_speed, 1.f, 12.f, "%.1f"); - ImGui::PopItemWidth(); - } ImGui::PushItemWidth(350); ImGui::SliderFloat("VIEW_WEAPON_AIM_FOV"_T.data(), &g.weapons.aimbot.fov, 1.f, 360.f, "%.0f"); ImGui::SliderFloat("VIEW_SELF_CUSTOM_TELEPORT_DISTANCE"_T.data(), &g.weapons.aimbot.distance, 1.f, 1000.f, "%.0f");