Better Aimbot

This commit is contained in:
navmodder
2023-12-05 04:24:17 -05:00
parent 11d48f49f9
commit 176824ad20
3 changed files with 27 additions and 86 deletions

View File

@ -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<double> 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);
}

View File

@ -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;

View File

@ -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");