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chams.cpp
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chams.cpp
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#include "includes.h"
Chams g_chams{ };;
Chams::model_type_t Chams::GetModelType( const ModelRenderInfo_t& info ) {
// model name.
//const char* mdl = info.m_model->m_name;
std::string mdl{ info.m_model->m_name };
//static auto int_from_chars = [ mdl ]( size_t index ) {
// return *( int* )( mdl + index );
//};
// little endian.
//if( int_from_chars( 7 ) == 'paew' ) { // weap
// if( int_from_chars( 15 ) == 'om_v' && int_from_chars( 19 ) == 'sled' )
// return model_type_t::arms;
//
// if( mdl[ 15 ] == 'v' )
// return model_type_t::view_weapon;
//}
//else if( int_from_chars( 7 ) == 'yalp' ) // play
// return model_type_t::player;
if( mdl.find( XOR( "player" ) ) != std::string::npos && info.m_index >= 1 && info.m_index <= 64 )
return model_type_t::player;
return model_type_t::invalid;
}
bool Chams::IsInViewPlane( const vec3_t& world ) {
float w;
const VMatrix& matrix = g_csgo.m_engine->WorldToScreenMatrix( );
w = matrix[ 3 ][ 0 ] * world.x + matrix[ 3 ][ 1 ] * world.y + matrix[ 3 ][ 2 ] * world.z + matrix[ 3 ][ 3 ];
return w > 0.001f;
}
void Chams::SetColor( Color col, IMaterial* mat ) {
if( mat )
mat->ColorModulate( col );
else
g_csgo.m_render_view->SetColorModulation( col );
}
void Chams::SetAlpha( float alpha, IMaterial* mat ) {
if( mat )
mat->AlphaModulate( alpha );
else
g_csgo.m_render_view->SetBlend( alpha );
}
void Chams::SetupMaterial( IMaterial* mat, Color col, bool z_flag ) {
SetColor( col );
// mat->SetFlag( MATERIAL_VAR_HALFLAMBERT, flags );
mat->SetFlag( MATERIAL_VAR_ZNEARER, z_flag );
mat->SetFlag( MATERIAL_VAR_NOFOG, z_flag );
mat->SetFlag( MATERIAL_VAR_IGNOREZ, z_flag );
g_csgo.m_studio_render->ForcedMaterialOverride( mat );
}
void Chams::init( ) {
// find stupid materials.
debugambientcube = g_csgo.m_material_system->FindMaterial( XOR( "debug/debugambientcube" ), XOR( "Model textures" ) );
debugambientcube->IncrementReferenceCount( );
debugdrawflat = g_csgo.m_material_system->FindMaterial( XOR( "debug/debugdrawflat" ), XOR( "Model textures" ) );
debugdrawflat->IncrementReferenceCount( );
}
bool Chams::OverridePlayer( int index ) {
Player* player = g_csgo.m_entlist->GetClientEntity< Player* >( index );
if( !player )
return false;
// always skip the local player in DrawModelExecute.
// this is because if we want to make the local player have less alpha
// the static props are drawn after the players and it looks like aids.
// therefore always process the local player in scene end.
if( player->m_bIsLocalPlayer( ) )
return true;
// see if this player is an enemy to us.
bool enemy = g_cl.m_local && player->enemy( g_cl.m_local );
// we have chams on enemies.
if( enemy && g_menu.main.players.chams_enemy.get( 0 ) )
return true;
// we have chams on friendly.
else if( !enemy && g_menu.main.players.chams_friendly.get( 0 ) )
return true;
return false;
}
bool Chams::GenerateLerpedMatrix( int index, BoneArray* out ) {
LagRecord* current_record;
AimPlayer* data;
Player* ent = g_csgo.m_entlist->GetClientEntity< Player* >( index );
if( !ent )
return false;
if( !g_aimbot.IsValidTarget( ent ) )
return false;
data = &g_aimbot.m_players[ index - 1 ];
if( !data || data->m_records.empty( ) )
return false;
if( data->m_records.size( ) < 2 )
return false;
auto* channel_info = g_csgo.m_engine->GetNetChannelInfo( );
if( !channel_info )
return false;
static float max_unlag = 0.2f;
static auto sv_maxunlag = g_csgo.m_cvar->FindVar( HASH( "sv_maxunlag" ) );
if( sv_maxunlag ) {
max_unlag = sv_maxunlag->GetFloat( );
}
for( auto it = data->m_records.rbegin( ); it != data->m_records.rend( ); it++ ) {
current_record = it->get( );
bool end = it + 1 == data->m_records.rend( );
if( current_record && current_record->valid( ) && ( !end && ( ( it + 1 )->get( ) ) ) ) {
if( current_record->m_origin.dist_to( ent->GetAbsOrigin( ) ) < 1.f ) {
return false;
}
vec3_t next = end ? ent->GetAbsOrigin( ) : ( it + 1 )->get( )->m_origin;
float time_next = end ? ent->m_flSimulationTime( ) : ( it + 1 )->get( )->m_sim_time;
float total_latency = channel_info->GetAvgLatency( 0 ) + channel_info->GetAvgLatency( 1 );
std::clamp( total_latency, 0.f, max_unlag );
float correct = total_latency + g_cl.m_lerp;
float time_delta = time_next - current_record->m_sim_time;
float add = end ? 1.f : time_delta;
float deadtime = current_record->m_sim_time + correct + add;
float curtime = g_csgo.m_globals->m_curtime;
float delta = deadtime - curtime;
float mul = 1.f / add;
vec3_t lerp = math::Interpolate( next, current_record->m_origin, std::clamp( delta * mul, 0.f, 1.f ) );
matrix3x4_t ret[ 128 ];
std::memcpy( ret,
current_record->m_bones,
sizeof( ret ) );
for( size_t i{ }; i < 128; ++i ) {
vec3_t matrix_delta = current_record->m_bones[ i ].GetOrigin( ) - current_record->m_origin;
ret[ i ].SetOrigin( matrix_delta + lerp );
}
std::memcpy( out,
ret,
sizeof( ret ) );
return true;
}
}
return false;
}
void Chams::RenderHistoryChams( int index ) {
AimPlayer* data;
LagRecord* record;
Player* player = g_csgo.m_entlist->GetClientEntity< Player* >( index );
if( !player )
return;
if( !g_aimbot.IsValidTarget( player ) )
return;
bool enemy = g_cl.m_local && player->enemy( g_cl.m_local );
if( enemy ) {
data = &g_aimbot.m_players[ index - 1 ];
if( !data || data->m_records.empty( ) )
return;
record = g_resolver.FindLastRecord( data );
if( !record )
return;
// override blend.
SetAlpha( g_menu.main.players.chams_enemy_history_blend.get( ) / 100.f );
// set material and color.
SetupMaterial( debugdrawflat, g_menu.main.players.chams_enemy_history_col.get( ), true );
// was the matrix properly setup?
BoneArray arr[ 128 ];
if( Chams::GenerateLerpedMatrix( index, arr ) ) {
// backup the bone cache before we fuck with it.
auto backup_bones = player->m_BoneCache( ).m_pCachedBones;
// replace their bone cache with our custom one.
player->m_BoneCache( ).m_pCachedBones = arr;
// manually draw the model.
player->DrawModel( );
// reset their bone cache to the previous one.
player->m_BoneCache( ).m_pCachedBones = backup_bones;
}
}
}
bool Chams::DrawModel( uintptr_t ctx, const DrawModelState_t& state, const ModelRenderInfo_t& info, matrix3x4_t* bone ) {
// store and validate model type.
model_type_t type = GetModelType( info );
if( type == model_type_t::invalid )
return true;
// is a valid player.
if( type == model_type_t::player ) {
// do not cancel out our own calls from SceneEnd
// also do not cancel out calls from the glow.
if( !m_running && !g_csgo.m_studio_render->m_pForcedMaterial && OverridePlayer( info.m_index ) )
return false;
}
return true;
}
void Chams::SceneEnd( ) {
// store and sort ents by distance.
if( SortPlayers( ) ) {
// iterate each player and render them.
for( const auto& p : m_players )
RenderPlayer( p );
}
// restore.
g_csgo.m_studio_render->ForcedMaterialOverride( nullptr );
g_csgo.m_render_view->SetColorModulation( colors::white );
g_csgo.m_render_view->SetBlend( 1.f );
}
void Chams::RenderPlayer( Player* player ) {
// prevent recruisive model cancelation.
m_running = true;
// restore.
g_csgo.m_studio_render->ForcedMaterialOverride( nullptr );
g_csgo.m_render_view->SetColorModulation( colors::white );
g_csgo.m_render_view->SetBlend( 1.f );
// this is the local player.
// we always draw the local player manually in drawmodel.
if( player->m_bIsLocalPlayer( ) ) {
if( g_menu.main.players.chams_local_scope.get( ) && player->m_bIsScoped( ) )
SetAlpha( 0.5f );
else if( g_menu.main.players.chams_local.get( ) ) {
// override blend.
SetAlpha( g_menu.main.players.chams_local_blend.get( ) / 100.f );
// set material and color.
SetupMaterial( debugambientcube, g_menu.main.players.chams_local_col.get( ), false );
}
// manually draw the model.
player->DrawModel( );
}
// check if is an enemy.
bool enemy = g_cl.m_local && player->enemy( g_cl.m_local );
if( enemy && g_menu.main.players.chams_enemy_history.get( ) ) {
RenderHistoryChams( player->index( ) );
}
if( enemy && g_menu.main.players.chams_enemy.get( 0 ) ) {
if( g_menu.main.players.chams_enemy.get( 1 ) ) {
SetAlpha( g_menu.main.players.chams_enemy_blend.get( ) / 100.f );
SetupMaterial( debugambientcube, g_menu.main.players.chams_enemy_invis.get( ), true );
player->DrawModel( );
}
SetAlpha( g_menu.main.players.chams_enemy_blend.get( ) / 100.f );
SetupMaterial( debugambientcube, g_menu.main.players.chams_enemy_vis.get( ), false );
player->DrawModel( );
}
else if( !enemy && g_menu.main.players.chams_friendly.get( 0 ) ) {
if( g_menu.main.players.chams_friendly.get( 1 ) ) {
SetAlpha( g_menu.main.players.chams_friendly_blend.get( ) / 100.f );
SetupMaterial( debugambientcube, g_menu.main.players.chams_friendly_invis.get( ), true );
player->DrawModel( );
}
SetAlpha( g_menu.main.players.chams_friendly_blend.get( ) / 100.f );
SetupMaterial( debugambientcube, g_menu.main.players.chams_friendly_vis.get( ), false );
player->DrawModel( );
}
m_running = false;
}
bool Chams::SortPlayers( ) {
// lambda-callback for std::sort.
// to sort the players based on distance to the local-player.
static auto distance_predicate = [ ] ( Entity* a, Entity* b ) {
vec3_t local = g_cl.m_local->GetAbsOrigin( );
// note - dex; using squared length to save out on sqrt calls, we don't care about it anyway.
float len1 = ( a->GetAbsOrigin( ) - local ).length_sqr( );
float len2 = ( b->GetAbsOrigin( ) - local ).length_sqr( );
return len1 < len2;
};
// reset player container.
m_players.clear( );
// find all players that should be rendered.
for( int i{ 1 }; i <= g_csgo.m_globals->m_max_clients; ++i ) {
// get player ptr by idx.
Player* player = g_csgo.m_entlist->GetClientEntity< Player* >( i );
// validate.
if( !player || !player->IsPlayer( ) || !player->alive( ) || player->dormant( ) )
continue;
// do not draw players occluded by view plane.
if( !IsInViewPlane( player->WorldSpaceCenter( ) ) )
continue;
// this player was not skipped to draw later.
// so do not add it to our render list.
if( !OverridePlayer( i ) )
continue;
m_players.push_back( player );
}
// any players?
if( m_players.empty( ) )
return false;
// sorting fixes the weird weapon on back flickers.
// and all the other problems regarding Z-layering in this shit game.
std::sort( m_players.begin( ), m_players.end( ), distance_predicate );
return true;
}