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