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Aimbot.hpp
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Aimbot.hpp
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#pragma once
#include <iostream>
#include <vector>
#include <algorithm>
#include <array>
#include "HidTable.hpp"
#include "KmboxNet.hpp"
#include "KmboxB.h"
#include "Player.hpp"
#include "LocalPlayer.hpp"
#include "Offsets.hpp"
#include "Camera.hpp"
#include "Vector2D.hpp"
#include "Vector3D.hpp"
#include "QAngle.hpp"
#include "Resolver.hpp"
#include "DMALibrary/Memory/Memory.h"
#include "Conversion.hpp"
#include "HitboxType.hpp"
// Conversion
#define DEG2RAD( x ) ( (float)(x) * (float)(M_PI / 180.f) )
struct Aimbot {
bool PredictMovement = true;
bool PredictBulletDrop = true;
bool weap_click = false;
float FinalDistance = 0;
bool Sticky = false;
float Smooth = 2.0f;
float MaxSmoothIncrease = 0.20f;
float FOV = 10;
float ZoomScale = 1.2;
float MinDistance = 0;
float HipfireDistance = 50;
float ZoomDistance = 250;
int MinimumDelay = 1;
float RecoilCompensation = 1.0f;
int AimBotKey = 0x02;
int AimBotKey2 = 0xA0;
int AimTriggerKey = 0x05;
int AimFlickKey = 0x06;
LocalPlayer* Myself;
std::vector<Player*>* Players;
Camera* GameCamera;
Player* CurrentTarget = nullptr;
bool TargetSelected = true;
std::chrono::milliseconds LastAimTime{ 0 };
Aimbot(LocalPlayer* Myself, std::vector<Player*>* GamePlayers, Camera* Cam) {
this->Myself = Myself;
this->Players = GamePlayers;
this->GameCamera = Cam;
}
std::array<int, 4> Shotguns = { 105, 97, 98, 89 };
std::array<int, 15> Clickguns = { 1, 86, 89, 91, 92, 94, 98, 97, 103, 105, 107, 109, 111, 113, 115 };
enum weapon_id : int32_t {
idweapon_r301 = 0,
idweapon_sentinel = 1,
idweapon_bow = 2,
idsheila_stationary = 14,
idsheila = 58,
idweapon_rampage = 6,
idmelee = 116,
idsnipers_mark = 78,
idweapon_alternator = 81,
idweapon_re45 = 82,
idweapon_charge_rifle = 84,
idweapon_devotion = 95,
idweapon_longbow = 86,
idweapon_havoc = 87,
idweapon_eva8 = 89,
idweapon_flatline = 90,
idweapon_g7_scout = 91,
idweapon_hemlock = 92,
idweapon_kraber = 94,
idweapon_lstar = 95,
idweapon_mastiff = 97,
idweapon_mozambique = 98,
idweapon_prowler = 103,
idweapon_peacekeeper = 105,
idweapon_r99 = 106,
idweapon_p2020 = 107,
idweapon_spitfire = 108,
idweapon_triple_take = 109,
idweapon_wingman = 111,
idweapon_volt = 112,
idweapon_3030_repeater = 113,
idweapon_car_smg = 114,
idweapon_nemesis = 115,
idthrowing_knife = 169,
idgrenade_thermite = 170,
idgrenade_frag = 171,
idgrenade_arc_star = 172,
idmax
};
std::string KmboxType = "Net";
char KmboxIP[24] = "192.168.2.188";
char KmboxPort[10] = "8336";
char KmboxUUID[32] = "24B75054";
int KmboxComPort = 0;
_com comPort;
void Initialize() {
if (KmboxType == "Net") {
std::cout << "Initializing Kmbox Net..." << std::endl;
MinimumDelay = 1;
int result = kmNet_init(KmboxIP, KmboxPort, KmboxUUID);
if (result != 0) {
std::cout << "Kmbox Net failed to initialize." << std::endl;
}
else {
std::cout << "Kmbox Net initialized successfully." << std::endl;
}
}
else if (KmboxType == "BPro") {
std::cout << "Initializing Kmbox B+ Pro..." << std::endl;
MinimumDelay = 3;
if (comPort.open(KmboxComPort, 115200)) {
std::cout << "Kmbox B+ Pro initialized successfully." << std::endl;
}
else {
std::cout << "Kmbox B+ Pro failed to initialize." << std::endl;
}
}
}
void Move(int x, int y) {
if (KmboxType == "Net") {
kmNet_mouse_move(x, y);
}
else if (KmboxType == "BPro") {
char cmd[1024] = { 0 };
sprintf_s(cmd, "km.move(%d, %d, 10)\r\n", x, y);
comPort.write(cmd);
}
}
void Reload() {
if (KmboxType == "Net") {
if (Myself->IsInAttack) {
kmNet_mask_mouse_left(1);
kmNet_mouse_left(0);
}
kmNet_keydown(KEY_R);
Sleep((int)Utils::RandomRange(MinimumDelay, 10));
kmNet_keyup(KEY_R);
kmNet_mask_mouse_left(0);
}
else if (KmboxType == "BPro") {
char cmd[1024] = { 0 };
sprintf_s(cmd, "km.press('r')\r\n");
comPort.write(cmd);
}
}
void LeftClick() {
if (KmboxType == "Net") {
kmNet_mouse_left(1);
Sleep((int)Utils::RandomRange(MinimumDelay, 10));
kmNet_mouse_left(0);
}
else if (KmboxType == "BPro") {
char cmd[1024] = { 0 };
sprintf_s(cmd, "km.click(0)\r\n");
comPort.write(cmd);
}
}
void Update_TacticalReload() {
if (!Myself->IsCombatReady()) { return; }
if (!Myself->IsReloading && !Myself->IsHoldingGrenade) {
if (Myself->Ammo == 1) {
Reload();
}
}
}
void Update_Aimbot() {
float smooth = Smooth;
if (Myself->IsZooming)
FinalDistance = ZoomDistance;
else FinalDistance = HipfireDistance;
if (mem.GetKeyboard()->IsKeyDown(AimTriggerKey)) { return; }
if (!Myself->IsCombatReady()) { CurrentTarget = nullptr; return; }
weap_click = std::find(Clickguns.begin(), Clickguns.end(), Myself->WeaponIndex) != Clickguns.end();
if (weap_click){
if (!mem.GetKeyboard()->IsKeyDown(AimBotKey2) && !mem.GetKeyboard()->IsKeyDown(AimFlickKey)) { ReleaseTarget(); return; }
smooth = (smooth - 1.5 > 0) ? smooth - 1.5 : 2;
}
else {
if (!mem.GetKeyboard()->IsKeyDown(AimBotKey) && !mem.GetKeyboard()->IsKeyDown(AimFlickKey) && !Myself->IsInAttack) { ReleaseTarget(); return; }
}
if (Myself->IsHoldingGrenade) { ReleaseTarget(); return; }
Player* Target = CurrentTarget;
if (Sticky) {
if (!IsValidTarget(Target)) {
if (TargetSelected) {
return;
}
Target = FindBestTarget();
if (!IsValidTarget(Target)) {
ReleaseTarget();
return;
}
CurrentTarget = Target;
CurrentTarget->IsLockedOn = true;
TargetSelected = true;
}
}
else {
Target = FindBestTarget();
if (!IsValidTarget(Target)) {
ReleaseTarget();
return;
}
CurrentTarget = Target;
CurrentTarget->IsLockedOn = true;
TargetSelected = true;
}
if (TargetSelected && CurrentTarget) {
std::chrono::milliseconds Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
if (Now >= LastAimTime + std::chrono::milliseconds(10)) {
StartAiming(CurrentTarget, smooth);
LastAimTime = Now + std::chrono::milliseconds((int)Utils::RandomRange(MinimumDelay, 10));
}
return;
}
}
void StartAiming(Player* Target, float smooth) {
Vector3D TargetPosition = CalculatePredictedPosition(Target->GetBonePosition(static_cast<HitboxType>(GetBestBone(Target))), Target->AbsoluteVelocity, Myself->WeaponProjectileSpeed, Myself->WeaponProjectileScale);
Vector2D ScreenPosition = { 0, 0 };
if (GameCamera->WorldToScreen(TargetPosition, ScreenPosition)) {
Vector2D Center = GameCamera->GetCenter();
Vector2D RelativePosition = { ScreenPosition.x - Center.x, ScreenPosition.y - Center.y };
float baseSmoothing = smooth; // Base smoothing factor
float baseFOV = FOV; // Base field of view
float maxPercentageIncrease = MaxSmoothIncrease; // Maximum increase is 20% of the base smoothing
float maxIncrease = baseSmoothing * maxPercentageIncrease; // Absolute max increase in smoothing
// Randomize baseSmoothing within the range [-0.05, +0.05]
baseSmoothing += Utils::RandomRange(-0.05f, 0.05f);
// Randomize FOV within the range [-1, +1]
baseFOV = FOV + Utils::RandomRange(-1.0f, 1.0f);
// Distance from the target, already calculated
float distance = CalculateDistanceFromCrosshair(TargetPosition);
// Calculate dynamic smoothing
float dynamicSmoothing = baseSmoothing;
if (distance <= baseFOV) {
// Linear scaling: From base smoothing at fovDistance to base smoothing + maxIncrease at 1 pixel
float scale = 1.0f - (distance / baseFOV); // Normalize scale between 0 (at fovDistance) and 1 (at 1 pixel)
dynamicSmoothing += maxIncrease * scale; // Apply scaled increase
}
// Ensure dynamicSmoothing does not decrease below baseSmoothing
dynamicSmoothing = (std::max)(dynamicSmoothing, baseSmoothing);
// Calculate the movement step for this frame
Vector2D step = {
(RelativePosition.x / dynamicSmoothing),
(RelativePosition.y / ((Myself->IsInAttack||mem.GetKeyboard()->IsKeyDown(VK_LBUTTON)) ? dynamicSmoothing * RecoilCompensation : dynamicSmoothing))
};
// If step is too small, don't move
if ((std::abs(step.x) < 1.0f) && (std::abs(step.y) < 1.0f)) {
return;
}
Move(step.x, step.y);
}
if (!mem.GetKeyboard()->IsKeyDown(AimFlickKey)) {
return;
}
std::vector<int> bones = { 0, 3 };
for (int boneIndex : bones) {
Vector3D bonePosition = CalculatePredictedPosition(Target->GetBonePosition(static_cast<HitboxType>(boneIndex)), Target->AbsoluteVelocity, Myself->WeaponProjectileSpeed, Myself->WeaponProjectileScale);
float boxWidth, boxDepth, boxHeight;
if (boneIndex == 0) { // Head
boxWidth = boxDepth = boxHeight = 5.0; // Assuming the head is roughly a cube
}
else if (boneIndex == 3) { // Body
boxWidth = 8.0; // X
boxDepth = 8.0; // Y
boxHeight = 12.0; // Z
}
else {
continue;
}
// Calculate corner points of the box around the bone in world space
std::vector<Vector3D> corners = {
{bonePosition.x + boxWidth, bonePosition.y + boxDepth, bonePosition.z + boxHeight},
{bonePosition.x - boxWidth, bonePosition.y - boxDepth, bonePosition.z - boxHeight},
{bonePosition.x + boxWidth, bonePosition.y - boxDepth, bonePosition.z + boxHeight},
{bonePosition.x - boxWidth, bonePosition.y + boxDepth, bonePosition.z - boxHeight},
};
float minX = FLT_MAX, maxX = -FLT_MAX, minY = FLT_MAX, maxY = -FLT_MAX;
for (const auto& corner : corners) {
Vector2D screenPos;
if (GameCamera->WorldToScreen(corner, screenPos)) {
minX = (std::min)(minX, screenPos.x);
maxX = (std::max)(maxX, screenPos.x);
minY = (std::min)(minY, screenPos.y);
maxY = (std::max)(maxY, screenPos.y);
}
}
Vector2D Center = GameCamera->GetCenter();
if ((Center.x >= (minX - 1)) && (Center.x <= (maxX + 1)) &&
(Center.y >= (minY - 1.5)) && (Center.y <= (maxY + 1.5))) {
LeftClick();
break;
}
}
}
void Update_Triggerbot() {
if (Myself->IsZooming)
FinalDistance = ZoomDistance;
else FinalDistance = HipfireDistance;
if (!Myself->IsCombatReady()) { return; }
if (!mem.GetKeyboard()->IsKeyDown(AimTriggerKey)) { return; }
if (Myself->IsHoldingGrenade) { return; }
Player* Target = CurrentTarget;
if (Sticky) {
if (!IsValidTarget(Target)) {
if (TargetSelected) {
return;
}
Target = FindBestTarget();
if (!IsValidTarget(Target)) {
ReleaseTarget();
return;
}
CurrentTarget = Target;
CurrentTarget->IsLockedOn = true;
TargetSelected = true;
}
}
else {
Target = FindBestTarget();
if (!IsValidTarget(Target)) {
ReleaseTarget();
return;
}
CurrentTarget = Target;
CurrentTarget->IsLockedOn = true;
TargetSelected = true;
}
if (TargetSelected && CurrentTarget) {
std::chrono::milliseconds Now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
if (Now >= LastAimTime + std::chrono::milliseconds(10)) {
StartTrigger(CurrentTarget);
LastAimTime = Now + std::chrono::milliseconds((int)Utils::RandomRange(MinimumDelay, 10));
}
return;
}
}
void StartTrigger(Player* Target) {
std::vector<int> bones = { 0, 3 };
for (int boneIndex : bones) {
Vector3D bonePosition = CalculatePredictedPosition(Target->GetBonePosition(static_cast<HitboxType>(boneIndex)), Target->AbsoluteVelocity, Myself->WeaponProjectileSpeed, Myself->WeaponProjectileScale);
float boxWidth, boxDepth, boxHeight;
if (boneIndex == 0) { // Head
boxWidth = boxDepth = boxHeight = 5.0; // Assuming the head is roughly a cube
}
else if (boneIndex == 3) { // Body
boxWidth = 8.0; // X
boxDepth = 8.0; // Y
boxHeight = 12.0; // Z
}
// Calculate corner points of the box around the bone in world space
std::vector<Vector3D> corners = {
{bonePosition.x + boxWidth, bonePosition.y + boxDepth, bonePosition.z + boxHeight},
{bonePosition.x - boxWidth, bonePosition.y - boxDepth, bonePosition.z - boxHeight},
{bonePosition.x + boxWidth, bonePosition.y - boxDepth, bonePosition.z + boxHeight},
{bonePosition.x - boxWidth, bonePosition.y + boxDepth, bonePosition.z - boxHeight},
};
float minX = FLT_MAX, maxX = -FLT_MAX, minY = FLT_MAX, maxY = -FLT_MAX;
for (const auto& corner : corners) {
Vector2D screenPos;
if (GameCamera->WorldToScreen(corner, screenPos)) {
minX = (std::min)(minX, screenPos.x);
maxX = (std::max)(maxX, screenPos.x);
minY = (std::min)(minY, screenPos.y);
maxY = (std::max)(maxY, screenPos.y);
}
}
Vector2D Center = GameCamera->GetCenter();
if (Center.x >= minX && Center.x <= maxX && Center.y >= minY && Center.y <= maxY) {
LeftClick();
break;
}
}
}
bool IsValidTarget(Player* target) {
if (target == nullptr ||
!target->IsValid() ||
!target->IsCombatReady() ||
!target->IsVisible ||
!target->IsHostile ||
target->Distance2DToLocalPlayer < Conversion::ToGameUnits(MinDistance) ||
target->Distance2DToLocalPlayer > Conversion::ToGameUnits(FinalDistance))
return false;
return true;
}
double CalculateDistanceFromCrosshair(Vector3D TargetPosition) {
Vector3D CameraPosition = Myself->CameraPosition;
QAngle CurrentAngle = QAngle(Myself->ViewAngles.x, Myself->ViewAngles.y).NormalizeAngles();
if (CameraPosition.Distance(TargetPosition) <= 0.0001f)
return -1;
QAngle TargetAngle = Resolver::CalculateAngle(CameraPosition, TargetPosition);
if (!TargetAngle.isValid())
return -1;
return CurrentAngle.distanceTo(TargetAngle);
}
void ReleaseTarget() {
if (CurrentTarget != nullptr && CurrentTarget->IsValid())
CurrentTarget->IsLockedOn = false;
TargetSelected = false;
CurrentTarget = nullptr;
}
float GetFOVScale() {
if (Myself->IsValid()) {
if (Myself->IsZooming) {
if (Myself->TargetZoomFOV > 1.0 && Myself->TargetZoomFOV < 90.0) {
return tanf(DEG2RAD(Myself->TargetZoomFOV) * (0.64285714285));
}
}
}
return 1.0;
}
int GetBestBone(Player* Target) {
float NearestDistance = 999;
int NearestBone = 1;
for (int i = 0; i < 3; i++) {
HitboxType Bone = static_cast<HitboxType>(i);
double DistanceFromCrosshair = CalculateDistanceFromCrosshair(Target->GetBonePosition(Bone));
if (DistanceFromCrosshair < NearestDistance) {
NearestBone = i;
NearestDistance = DistanceFromCrosshair;
}
}
return NearestBone;
}
Player* FindBestTarget() {
Player* NearestTarget = nullptr;
float BestDistance = 9999;
float BestFOV = (std::min)(FOV, FOV * (GetFOVScale() * ZoomScale));
bool Shotgun = std::find(Shotguns.begin(), Shotguns.end(), Myself->WeaponIndex) != Shotguns.end();
Vector3D CameraPosition = Myself->CameraPosition;
for (int i = 0; i < Players->size(); i++) {
Player* p = Players->at(i);
if (!IsValidTarget(p)) continue;
if (p->DistanceToLocalPlayer < Conversion::ToGameUnits(ZoomDistance)) {
HitboxType BestBone = static_cast<HitboxType>(GetBestBone(p));
Vector3D TargetPosition = p->GetBonePosition(BestBone);
float Distance = CameraPosition.Distance(TargetPosition);
float FOV = CalculateDistanceFromCrosshair(TargetPosition);
if (Shotgun && Conversion::ToMeters(Distance) < 5.0f) {
BestFOV *= 10;
}
if (FOV > BestFOV) continue;
if (Distance > BestDistance) continue;
NearestTarget = p;
BestDistance = Distance;
}
}
return NearestTarget;
}
float CalculateBulletSpeedScale(float smoothingValue) {
return 1.00f - (smoothingValue - 1) * 0.10f;
}
Vector3D CalculatePredictedPosition(Vector3D targetPosition, Vector3D targetVelocity, float bulletSpeed, float bulletScale) {
Vector3D playerPosition = Myself->CameraPosition;
Vector3D enemyVelocity = targetVelocity;
float bulletSpeedScale = CalculateBulletSpeedScale(Smooth);
// Bocek
if (Myself->WeaponIndex == 2) {
bulletSpeed = 20000;
}
// Initial distance to target
float initialDistance = playerPosition.Distance(targetPosition);
// Use adjusted bullet speed to calculate initial bullet travel time
float initialBulletTravelTime = initialDistance / (bulletSpeed*bulletSpeedScale);
// Scale Velocity based on Distance
float minScale = 1.0f; // Minimum scale at 0 distance
float maxScale = 3.0f; // Maximum scale at 300 meters
float scale = 1.0f + ((std::min)(Conversion::ToMeters(initialDistance), 300.0f) / 300.0f) * (maxScale - minScale);
enemyVelocity = targetVelocity.Multiply(scale);
// Initial prediction of future position based on target velocity
Vector3D initialFuturePosition = targetPosition.Add(enemyVelocity.Multiply(initialBulletTravelTime));
// Refine bullet travel time using the distance to the initial predicted future position
float refinedDistance = playerPosition.Distance(initialFuturePosition);
float refinedBulletTravelTime = refinedDistance / (bulletSpeed * bulletSpeedScale);
// Final prediction of target position using refined bullet travel time
Vector3D finalPredictedPosition = targetPosition.Add(enemyVelocity.Multiply(refinedBulletTravelTime));
// Bullet Drop Prediction
float drop = Resolver::GetBasicBulletDrop(Myself->CameraPosition, finalPredictedPosition, bulletSpeed, bulletScale);
finalPredictedPosition.z += drop;
return finalPredictedPosition;
}
};