2013-08-14 22:05:37 -07:00

605 lines
16 KiB
Lua

--[[
This file is part of Ice Lua Components.
Ice Lua Components is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Ice Lua Components is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>.
]]
if client then
local aimbot_oldrender = client.hook_render
function aimbot_render(...)
local i
local camx,camy,camz
camx,camy,camz = client.camera_get_pos()
client.hook_render = aimbot_oldrender
local ret = client.hook_render(...)
aimbot_oldrender = client.hook_render
client.hook_render = aimbot_render
end
local aimbot_oldtick = client.hook_tick
function aimbot_tick(sec_current, sec_delta)
client.hook_tick = aimbot_oldtick
local ret = client.hook_tick(sec_current, sec_delta)
aimbot_oldtick = client.hook_tick
client.hook_tick = aimbot_oldtick and aimbot_tick
return ret
end
client.hook_render = aimbot_render
client.hook_tick = aimbot_tick
end
-- why is this copied? because model x/y has to be different from cam x/y now
local super = new_player
function new_player(...)
local this = super(...)
this.mdlangx = this.angx
this.mdlangy = this.angy
this.mdltargangx = this.angx
this.mdltargangy = this.angy
-- hmm the players are not appearing....
-- rendering now uses mdlang
function this.render(sec_current, sec_delta)
if this.mode == PLM_SPECTATE then return end
if this.t_piano and this.t_piano ~= true then
local dt = this.t_piano_delta
if dt < 0 then dt = 0 end
if dt > 0.5 then dt = 0.5 end
local size = (0.5-dt)/(0.5-0.4)
if size > 1.0 then size = 1.0 end
local dist = (dt/0.5) * -20
client.model_render_bone_global(mdl_piano, mdl_piano_bone, this.x, this.y + dist + 2.5, this.z, 0, 0, 0, size*4)
end
if this.t_piano2 and this.t_piano2 ~= true then
local dt = this.t_piano2_delta
if dt < 0 then dt = 0 end
if dt > 0.5 then dt = 0.5 end
dt = dt/0.5
local py = this.dead_y or this.y
local h1,h2
h1,h2 = trace_gap(this.dead_x or this.x, this.dead_y or this.y, this.dead_z or this.z)
if h2 then py = h2 end
client.model_render_bone_global(mdl_piano, mdl_piano_bone, this.dead_x or this.x, py, this.dead_z or this.z, 0, 0, 0, dt*4)
end
local ays,ayc,axs,axc
ays = math.sin(this.mdlangy)
ayc = math.cos(this.mdlangy)
axs = math.sin(this.mdlangx)
axc = math.cos(this.mdlangx)
local mdl = nil
local hand_x1 = -ayc*0.4
local hand_y1 = 0.5
local hand_z1 = ays*0.4
local hand_x2 = ayc*0.4
local hand_y2 = 0.5
local hand_z2 = -ays*0.4
local leg_x1 = -ayc*0.2
local leg_y1 = 1.5
local leg_z1 = ays*0.2
local leg_x2 = ayc*0.2
local leg_y2 = 1.5
local leg_z2 = -ays*0.2
if this.crouching then
-- TODO make this look less crap
leg_y1 = leg_y1 - 1
leg_y2 = leg_y2 - 1
end
local swing = math.sin(rotpos/30*2)
*math.min(1.0, math.sqrt(
this.vx*this.vx
+this.vz*this.vz)/8.0)
*math.pi/4.0
local rax_right = (1-this.arm_rest_right)*(this.mdlangx)
+ this.arm_rest_right*(-swing+math.pi/2)
local rax_left = (1-this.arm_rest_left)*(this.mdlangx)
+ this.arm_rest_left*(swing+math.pi/2)
local mdl_x = hand_x1+math.cos(rax_right)*ays*0.8
local mdl_y = hand_y1+math.sin(rax_right)*0.8
local mdl_z = hand_z1+math.cos(rax_right)*ayc*0.8
if not this.alive then
-- do nothing --
elseif this.tools and this.tools[this.tool+1] then
this.tools[this.tool+1].render(this.x+mdl_x, this.y+this.jerkoffs+mdl_y, this.z+mdl_z,
math.pi/2, -this.mdlangx + this.recoil_amt, this.mdlangy)
end
client.model_render_bone_global(this.mdl_player, mdl_player_arm,
this.x+hand_x1, this.y+this.jerkoffs+hand_y1, this.z+hand_z1,
0.0, rax_right-math.pi/2,
this.mdlangy-math.pi, 2.0)
client.model_render_bone_global(this.mdl_player, mdl_player_arm,
this.x+hand_x2, this.y+this.jerkoffs+hand_y2, this.z+hand_z2,
0.0, rax_left-math.pi/2,
this.mdlangy-math.pi, 2.0)
client.model_render_bone_global(this.mdl_player, mdl_player_leg,
this.x+leg_x1, this.y+this.jerkoffs+leg_y1, this.z+leg_z1,
0.0, swing, this.mdlangy-math.pi, 2.2)
client.model_render_bone_global(this.mdl_player, mdl_player_leg,
this.x+leg_x2, this.y+this.jerkoffs+leg_y2, this.z+leg_z2,
0.0, -swing, this.mdlangy-math.pi, 2.2)
client.model_render_bone_global(this.mdl_player, mdl_player_head,
this.x, this.y+this.jerkoffs, this.z,
0.0, this.mdlangx, this.mdlangy-math.pi, 1)
client.model_render_bone_global(this.mdl_player, mdl_player_body,
this.x, this.y+this.jerkoffs+0.8, this.z,
0.0, 0.0, this.mdlangy-math.pi, 1.5)
end
local function prv_spawn_cont1()
this.prespawn()
this.alive = true
this.spawned = true
this.t_switch = true
end
-- spawning now sets mdlang
function this.spawn_at(x,y,z,ya,xa)
prv_spawn_cont1()
this.x = x
this.y = y
this.z = z
this.angy = ya
this.angx = xa
this.mdlangy = ya
this.mdlangx = xa
end
function this.spawn()
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
prv_spawn_cont1()
while true do
this.x = math.floor(math.random()*xlen/4.0)+0.5
this.z = math.floor(math.random()*zlen)+0.5
if this.team == 1 then this.x = xlen - this.x end
this.y = (common.map_pillar_get(this.x, this.z))[1+1]
if this.y < ylen-1 then break end
end
this.y = this.y - 3.0
this.angy, this.angx = math.pi/2.0, 0.0
if this.team == 1 then this.angy = this.angy-math.pi end
this.mdlangy, this.mdlangx = this.angx, this.angy
end
return this
end
-- why is this copied? because aimbot gun is way different, it's "always" firing.
-- it could probably be inherited but i didn't bother...
local function make_aimbot_gun(plr, cfg)
local this = {} this.this = this
this.cfg = cfg
this.gui_x = 0.15
this.gui_y = 0.25
this.gui_scale = 0.2
this.gui_pick_scale = 2.0
local AIM_ZOOM_MUL = 1. -- we should bonus this only if zoom has some mechanical penalties to it too
local AIM_CROUCH_MUL = 0.9
local AIM_STILL = 0.5
local AIM_FALLING = 1.5
local AIM_MOVING = 1
this.aim_limit = AIM_STILL
function this.free()
--
end
function this.get_damage(styp, tplr)
local dmg = this.cfg.dmg[({"head","body","legs"})[styp]]
local dtype = "killed"
if styp == 1 then dtype = "headshot" end
return dmg, dtype
end
function this.restock()
this.ammo_clip = this.cfg.ammo_clip
this.ammo_reserve = this.cfg.ammo_reserve
end
function this.reset()
this.t_fire = nil
this.t_reload = nil
this.reloading = false
this.sway = this.cfg.sway or 0
this.restock()
end
this.reset()
function this.prv_fire(sec_current)
local xlen, ylen, zlen
xlen, ylen, zlen = common.map_get_dims()
-- OK, so now we're changing this to cast a ray against
-- a pre-chosen target.
-- the target choosing part has to happen every tick.
-- TODO: add something so that targets can be "chosen" less arbitrarily
this.ammo_clip = this.ammo_clip - 1
if client then
tracer_add(plr.x,plr.y,plr.z,
plr.mdlangy,plr.mdlangx)
client.wav_play_global(wav_rifle_shot, plr.x, plr.y, plr.z)
particles_add(new_particle{
x = plr.x,
y = plr.y,
z = plr.z,
vx = math.sin(plr.mdlangy - math.pi / 4) / 2 + math.random() * 0.25,
vy = 0.1 + math.random() * 0.25,
vz = math.cos(plr.mdlangy - math.pi / 4) / 2 + math.random() * 0.25,
r = 250,
g = 215,
b = 0,
size = 8,
lifetime = 5
})
end
local hurt_idx = this.aimbot_target
local hurt_part_idx = 1
local hurt_part = ({"head","body","legs"})[hurt_part_idx]
if server then
players[hurt_idx].wpn_damage(
hurt_part, this.cfg.dmg[hurt_part], plr, "shot")
else
--net_send(nil, common.net_pack("BBB"
-- , PKT_PLR_GUN_HIT, hurt_idx, hurt_part_idx))
--plr.show_hit()
end
-- apply recoil
-- attempting to emulate classic behaviour provided i have it right
plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x)
end
function this.reload()
if this.ammo_clip ~= this.cfg.ammo_clip then
if this.ammo_reserve ~= 0 then
if not this.reloading then
this.reloading = true
client.wav_play_global(wav_rifle_reload, plr.x, plr.y, plr.z)
net_send(nil, common.net_pack("BB", PKT_PLR_GUN_RELOAD, 0))
plr.zooming = false
this.t_reload = nil
end end end
end
function this.focus()
--
end
function this.unfocus()
this.firing = false
this.reloading = false
plr.zooming = false
plr.arm_rest_right = 0
end
function this.need_restock()
return this.ammo_reserve ~= this.cfg.ammo_reserve
end
function this.key(key, state, modif)
if plr.alive and state and key == BTSK_RELOAD then
if plr.mode ~= PLM_SPECTATE and plr.alive then
this.reload()
end
end
end
function this.click(button, state)
if button == 1 then
-- LMB
this.reload()
elseif button == 3 then
-- RMB
if hold_to_zoom then
plr.zooming = state and not this.reloading
else
if state and not this.reloading then
plr.zooming = not plr.zooming
end
end
end
end
function this.get_model()
return this.cfg.model
end
function this.textgen()
local col
if this.ammo_clip == 0 then
col = 0xFFFF3232
else
col = 0xFFC0C0C0
end
return col, ""..this.ammo_clip.."-"..this.ammo_reserve
end
function this.render(px, py, pz, ya, xa, ya2)
client.model_render_bone_global(this.get_model(), 0,
px, py, pz, ya, xa, ya2, 3)
end
function this.aimbottable(i)
local p = players[i]
local eye_y = -0.1
local targ_y
for k,targ_y in pairs({0,1.55}) do
if p and p ~= plr and p.alive then
local gun_x = (plr.x)
local gun_y = (plr.y+eye_y)
local gun_z = (plr.z)
local other_x = (p.x)
local other_y = (p.y+eye_y)
local other_z = (p.z)
local dx = p.x-gun_x
local dy = (p.y+targ_y)-gun_y
local dz = p.z-gun_z
local dd = math.sqrt(dx * dx + dy * dy + dz * dz)
if dd < 127.5 then
local dxdd = dx/dd
local dydd = dy/dd
local dzdd = dz/dd
-- trace
local d,cx1,cy1,cz1,cx2,cy2,cz2
d,cx1,cy1,cz1,cx2,cy2,cz2
= trace_map_ray_dist(gun_x,gun_y,gun_z, dxdd,dydd,dzdd, 127.5)
if d and d-dd>=0 then
return {dxdd,dydd,dzdd}
end
-- trace again because aliasing may make the result different
local d,cx1,cy1,cz1,cx2,cy2,cz2
d,cx1,cy1,cz1,cx2,cy2,cz2
= trace_map_ray_dist(other_x,other_y,other_z, -dxdd,-dydd,-dzdd, 127.5)
if d and d-dd>=0 then
return {dxdd,dydd,dzdd}
end
end
end
end
return nil
end
function this.tick(sec_current, sec_delta)
local pi = 3.1415926535
local tau = pi * 2
local function rotation_dist(a, b)
if (a - b >= pi) then return (b + tau) - a
elseif (a - b <= -pi) then return (b - tau) - a
else return b - a end
end
local function tween(a, b, q)
return a + (b - a) * q
end
local function rtween(a, b, q)
return a + rotation_dist(a, b) * q
end
-- we always are "firing" if we have the gun out
if plr.tool == 2 and not this.reloading then
this.firing = true
else
this.aimbot_target = nil
this.aimbot_trace = nil
end
-- monitor tracking of current target
if this.aimbot_target then
this.aimbot_trace = this.aimbottable(this.aimbot_target)
if this.aimbot_trace == nil then
this.aimbot_target = nil
end
end
-- find new targets
if this.aimbot_target == nil then
-- update aim_limit
local hdist = math.abs(vlen(plr.vx, plr.vz, 0))
local vdist = math.abs(plr.vy)
if vdist>0.01 then
this.aim_limit = tween(AIM_STILL, AIM_FALLING, math.min(vdist, 2)/2)
elseif hdist>0.01 then
this.aim_limit = tween(AIM_STILL, AIM_MOVING, math.min(hdist, 4)/4)
else
this.aim_limit = AIM_STILL
end
if plr.crouching then
this.aim_limit = this.aim_limit * AIM_CROUCH_MUL
end
if plr.zooming then
this.aim_limit = this.aim_limit * AIM_ZOOM_MUL
end
this.aim_limit = this.aim_limit + sec_current
-- find new traces
this.aimbot_trace = nil
for i=1, players.max do
this.aimbot_trace = this.aimbottable(i)
if this.aimbot_trace then
this.aimbot_target = i
break
end
end
end
if client then
local aim_readout_update = function(options)
if plr.mode == PLM_NORMAL and plr.alive and this.aim_limit then
plr.health_text.text = ""..math.floor(math.max(0,(this.aim_limit - sec_current)) * 100)
end
end
-- really, we should add a new text or something less hacky.
if plr.health_text then
plr.health_text.listeners[GE_DELTA_TIME] = {aim_readout_update}
end
end
if not plr.alive then
this.firing = false
this.reloading = false
plr.zooming = false
elseif this.reloading then
if not this.t_reload then
this.t_reload = sec_current + this.cfg.time_reload
end
plr.reload_msg.visible = false
if sec_current >= this.t_reload then
local adelta = this.cfg.ammo_clip - this.ammo_clip
if adelta > this.ammo_reserve then
adelta = this.ammo_reserve
end
this.ammo_reserve = this.ammo_reserve - adelta
this.ammo_clip = this.ammo_clip + adelta
this.t_reload = nil
this.reloading = false
plr.arm_rest_right = 0
else
local tremain = this.t_reload - sec_current
local telapsed = this.cfg.time_reload - tremain
local roffs = math.min(tremain,telapsed)
roffs = math.min(roffs,0.3)/0.3
plr.arm_rest_right = roffs
end
elseif this.firing and this.ammo_clip == 0 then
this.firing = false
elseif this.firing and plr.alive and this.aimbot_target then
-- ok now we add some built-in delay on top of the firing delay.
-- this happens as soon as we get the "i found an aimbot target" event.
-- if the target changes we don't change the delay...
-- we have the constants set up and aim_time and aim_limit
-- the moment at which aiming is allowed should be AFTER we hit the moment where
-- we are ABLE to fire.
-- that is, prv_fire has to happen inside polling logic in the "aimbot_target is there" thingy,
-- and that polling logic is the only thing that can advance the aim timer.
-- if we don't have a target then we start resetting the state of aim_limit.
if sec_current >= this.aim_limit then
this.prv_fire(sec_current)
this.aimbot_target = nil
this.aimbot_trace = nil
this.aim_limit = nil
end
end
-- calculate and tween in the model movements
if this.aimbot_target and plr.alive then
local dist = math.sqrt(this.aimbot_trace[1]*this.aimbot_trace[1]+this.aimbot_trace[3]*this.aimbot_trace[3])
plr.mdltargangy = math.atan2(this.aimbot_trace[1], this.aimbot_trace[3])
plr.mdltargangx = math.atan2(this.aimbot_trace[2], dist)
plr.mdlangx = tween(plr.mdlangx, plr.mdltargangx, 0.1)
plr.mdlangy = rtween(plr.mdlangy, plr.mdltargangy, 0.1)
else
plr.mdltargangx = plr.angx
plr.mdltargangy = plr.angy
plr.mdlangx = tween(plr.mdlangx, plr.mdltargangx, 0.2)
plr.mdlangy = rtween(plr.mdlangy, plr.mdltargangy, 0.2)
end
end
return this
end
local rifle = function (plr)
local this = make_aimbot_gun(plr, {
dmg = {
head = 100,
body = 49,
legs = 33,
},
ammo_clip = 13,
ammo_reserve = 50,
time_fire = 1/2,
time_reload = 2.5,
recoil_x = 0.0001,
recoil_y = -0.05,
model = weapon_models[WPN_RIFLE],
name = "Rifle",
})
return this
end
local leerifle = rifle
weapons = {
[WPN_RIFLE] = rifle,
[WPN_LEERIFLE] = leerifle,
}
print("Aimbot plugin loaded.")