140 lines
5 KiB
Python
140 lines
5 KiB
Python
from win32api import GetAsyncKeyState
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from hack import Hack
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from utils import Vec, angle_fixer, hypot
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class Aimbot(Hack):
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def __init__(self) -> None:
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super().__init__()
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def aimbot(self) -> None:
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# Aliases
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mem = self.pm
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offset = self.offsets
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# Get module addresses
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client = self.find_module("client")
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engine = self.find_module("engine")
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# Get local player
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local_player = self.find_uint(client, offset["dwLocalPlayer"])
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# Get client state
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client_state = self.find_uint(engine, offset["dwClientState"])
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def cheat():
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# Pressing left click
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if not GetAsyncKeyState(self.vmap["LBUTTON"]):
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return
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# Where are the eyes
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local_eye_pos = Vec(
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mem.read_float(
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local_player + offset["m_vecOrigin"]),
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mem.read_float(
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local_player + offset["m_vecOrigin"] + offset["float"]),
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mem.read_float(
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local_player + offset["m_vecOrigin"] + offset["float"] * 2)
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).plus(Vec(
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mem.read_float(
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local_player + offset["m_vecViewOffset"]),
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mem.read_float(
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local_player + offset["m_vecViewOffset"] + offset["float"]),
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mem.read_float(
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local_player + offset["m_vecViewOffset"] + offset["float"] * 2)
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))
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# Where player is looking
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view_angles = Vec(
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mem.read_float(
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client_state + offset["dwClientState_ViewAngles"]),
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mem.read_float(
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client_state + offset["dwClientState_ViewAngles"] + offset["float"])
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)
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# How much the view is modified
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aim_punch = Vec(
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mem.read_float(
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local_player + offset["m_aimPunchAngle"]),
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mem.read_float(
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local_player + offset["m_aimPunchAngle"] + offset["float"])
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).times(2.) # server multiple punch by 2
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# AimBot FOV, higher = more aggressive
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best_fov = 5.
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best_angle = Vec()
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# Loop all entities
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for i in range(1, 32): # 0 is world
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entity = mem.read_uint(
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client + offset["dwEntityList"] + i * offset["entity_size"])
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# Ignore if entity doesn't exist
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if not entity:
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continue
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# Ignore allies
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if mem.read_int(entity + offset["m_iTeamNum"]) == mem.read_int(local_player + offset["m_iTeamNum"]):
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continue
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# Ignore dormant
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if mem.read_bool(entity + offset["m_bDormant"]):
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continue
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# Check if ennemy is alive
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if mem.read_int(entity + offset["m_lifeState"]):
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continue
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# Don't aim at ennemy behind a wall
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if not (
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mem.read_int(entity + offset["m_bSpottedByMask"])
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&
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(1 << mem.read_int(
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client_state + offset["dwClientState_GetLocalPlayer"]))
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):
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continue
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# Find head
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boneMatrix = mem.read_uint(entity + offset["m_dwBoneMatrix"])
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ennemy_head = Vec(
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mem.read_float(
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boneMatrix + offset["head_idx"] + offset["head_x"]),
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mem.read_float(
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boneMatrix + offset["head_idx"] + offset["head_y"]),
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mem.read_float(
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boneMatrix + offset["head_idx"] + offset["head_z"])
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)
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angle = calculate_angle(
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local_eye_pos, ennemy_head, view_angles.plus(aim_punch))
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# Current FOV
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fov = hypot(angle.x, angle.y)
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if (fov < best_fov):
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best_fov = fov
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best_angle = angle
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# We found an ennemy to aim at
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if not best_angle.is_zero():
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# Smoothing, more = less efficient
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best_angle = best_angle.div(3.)
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final_angle = view_angles.plus(best_angle)
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# Fix angle if needed
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final_angle = angle_fixer(final_angle)
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mem.write_float(
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client_state + offset["dwClientState_ViewAngles"], final_angle.x)
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mem.write_float(
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client_state + offset["dwClientState_ViewAngles"] + offset["float"], final_angle.y)
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self.hack_loop(cheat)
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def calculate_angle(local_pos: Vec, ennemy_pos: Vec, angles: Vec) -> Vec:
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"""Angle calculation for aimbot"""
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return ((ennemy_pos.minus(local_pos).to_angle().minus(angles)))
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