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#include "prediction.h"
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extern bool firing_range;
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float smooth = 12.0f;
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bool aim_no_recoil = true;
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int bone = 2;
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uint64_t Entity::Observing(WinProcess& mem, uint64_t entitylist)
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{
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uint64_t index = *(uint64_t*)(buffer + OFFSET_OBSERVING_TARGET);
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index &= ENT_ENTRY_MASK;
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if (index > 0)
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{
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uint64_t centity2 = mem.Read<uint64_t>(entitylist + ((uint64_t)index << 5));
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return centity2;
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}
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return 0;
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}
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int Entity::getTeamId()
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{
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return *(int*)(buffer + OFFSET_TEAM);
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}
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int Entity::getHealth()
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{
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return *(int*)(buffer + OFFSET_HEALTH);
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}
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int Entity::getShield()
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{
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return *(int*)(buffer + OFFSET_SHIELD);
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}
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Vector Entity::getAbsVelocity()
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{
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return *(Vector*)(buffer + OFFSET_ABS_VELOCITY);
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}
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Vector Entity::getPosition()
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{
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return *(Vector*)(buffer + OFFSET_ORIGIN);
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}
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bool Entity::isPlayer()
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{
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return *(uint64_t*)(buffer + OFFSET_NAME) == 125780153691248;
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}
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bool Entity::isDummy()
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{
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return *(int*)(buffer + OFFSET_TEAM) == 97;
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}
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bool Entity::isKnocked()
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{
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return *(int*)(buffer + OFFSET_BLEED_OUT_STATE) > 0;
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}
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bool Entity::isAlive()
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{
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return *(int*)(buffer + OFFSET_LIFE_STATE) == 0;
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}
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float Entity::lastVisTime()
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{
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return *(float*)(buffer + OFFSET_VISIBLE_TIME);
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}
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Vector Entity::getBonePosition(WinProcess& mem, int id)
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{
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Vector position = getPosition();
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uintptr_t boneArray = *(uintptr_t*)(buffer + OFFSET_BONES);
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Vector bone = Vector();
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uint32_t boneloc = (id * 0x30);
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Bone bo = {};
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bo = mem.Read<Bone>(boneArray + boneloc);
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bone.x = bo.x + position.x;
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bone.y = bo.y + position.y;
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bone.z = bo.z + position.z;
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return bone;
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}
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QAngle Entity::GetSwayAngles()
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{
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return *(QAngle*)(buffer + OFFSET_BREATH_ANGLES);
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}
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QAngle Entity::GetViewAngles()
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{
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return *(QAngle*)(buffer + OFFSET_VIEWANGLES);
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}
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Vector Entity::GetViewAnglesV()
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{
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return *(Vector*)(buffer + OFFSET_VIEWANGLES);
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}
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bool Entity::isGlowing()
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{
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return *(int*)(buffer + OFFSET_GLOW_ENABLE) == 7;
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}
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bool Entity::isZooming()
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{
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return *(int*)(buffer + OFFSET_ZOOMING) == 1;
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}
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void Entity::enableGlow(WinProcess& mem)
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{
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mem.Write<int>(ptr + OFFSET_GLOW_T1, 16256);
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mem.Write<int>(ptr + OFFSET_GLOW_T2, 1193322764);
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mem.Write<int>(ptr + OFFSET_GLOW_ENABLE, 7);
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mem.Write<int>(ptr + OFFSET_GLOW_THROUGH_WALLS, 2);
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}
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void Entity::disableGlow(WinProcess& mem)
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{
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mem.Write<int>(ptr + OFFSET_GLOW_T1, 0);
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mem.Write<int>(ptr + OFFSET_GLOW_T2, 0);
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mem.Write<int>(ptr + OFFSET_GLOW_ENABLE, 2);
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mem.Write<int>(ptr + OFFSET_GLOW_THROUGH_WALLS, 5);
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}
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void Entity::SetViewAngles(WinProcess& mem, SVector angles)
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{
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mem.Write<SVector>(ptr + OFFSET_VIEWANGLES, angles);
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}
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void Entity::SetViewAngles(WinProcess& mem, QAngle& angles)
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{
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SetViewAngles(mem, SVector(angles));
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}
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Vector Entity::GetCamPos()
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{
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return *(Vector*)(buffer + OFFSET_CAMERAPOS);
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}
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QAngle Entity::GetRecoil()
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{
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return *(QAngle*)(buffer + OFFSET_AIMPUNCH);
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}
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void Entity::get_name(WinProcess& mem, uint64_t g_Base, uint64_t index, char* name)
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{
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index *= 0x10;
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mem.ReadMem(mem.Read<uint64_t>(g_Base + OFFSET_NAME_LIST + index), (uint64_t)name, 32);
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}
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bool Item::isItem()
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{
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return *(int*)(buffer + OFFSET_ITEM_GLOW) >= 1358917120;
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}
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bool Item::isGlowing()
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{
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return *(int*)(buffer + OFFSET_ITEM_GLOW) == 1363184265;
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}
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void Item::enableGlow(WinProcess& mem)
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{
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mem.Write<int>(ptr + OFFSET_ITEM_GLOW, 1363184265);
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}
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void Item::disableGlow(WinProcess& mem)
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{
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mem.Write<int>(ptr + OFFSET_ITEM_GLOW, 1411417991);
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}
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Vector Item::getPosition()
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{
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return *(Vector*)(buffer + OFFSET_ORIGIN);
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}
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float CalculateFov(Entity& from, Entity& target)
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{
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QAngle ViewAngles = from.GetViewAngles();
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Vector LocalCamera = from.GetCamPos();
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Vector EntityPosition = target.getPosition();
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QAngle Angle = Math::CalcAngle(LocalCamera, EntityPosition);
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return Math::GetFov(ViewAngles, Angle);
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}
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QAngle CalculateBestBoneAim(WinProcess& mem, Entity& from, uintptr_t t, float max_fov)
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{
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Entity target = getEntity(mem, t);
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if(firing_range)
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{
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if (!target.isAlive())
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{
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return QAngle(0, 0, 0);
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}
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}
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else
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{
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if (!target.isAlive() || target.isKnocked())
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{
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return QAngle(0, 0, 0);
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}
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}
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Vector LocalCamera = from.GetCamPos();
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Vector TargetBonePosition = target.getBonePosition(mem, bone);
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QAngle CalculatedAngles = QAngle(0, 0, 0);
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WeaponXEntity curweap = WeaponXEntity();
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curweap.update(mem, from.ptr);
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float BulletSpeed = curweap.get_projectile_speed();
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float BulletGrav = curweap.get_projectile_gravity();
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float zoom_fov = curweap.get_zoom_fov();
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if (zoom_fov != 0.0f && zoom_fov != 1.0f)
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{
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max_fov *= zoom_fov/90.0f;
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}
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/*
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//simple aim prediction
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if (BulletSpeed > 1.f)
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{
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Vector LocalBonePosition = from.getBonePosition(mem, bone);
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float VerticalTime = TargetBonePosition.DistTo(LocalBonePosition) / BulletSpeed;
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TargetBonePosition.z += (BulletGrav * 0.5f) * (VerticalTime * VerticalTime);
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float HorizontalTime = TargetBonePosition.DistTo(LocalBonePosition) / BulletSpeed;
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TargetBonePosition += (target.getAbsVelocity() * HorizontalTime);
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}
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*/
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//more accurate prediction
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if (BulletSpeed > 1.f)
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{
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PredictCtx Ctx;
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Ctx.StartPos = LocalCamera;
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Ctx.TargetPos = TargetBonePosition;
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Ctx.BulletSpeed = BulletSpeed - (BulletSpeed*0.08);
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Ctx.BulletGravity = BulletGrav + (BulletGrav*0.05);
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Ctx.TargetVel = target.getAbsVelocity();
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if (BulletPredict(Ctx))
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CalculatedAngles = QAngle{Ctx.AimAngles.x, Ctx.AimAngles.y, 0.f};
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}
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if (CalculatedAngles == QAngle(0, 0, 0))
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CalculatedAngles = Math::CalcAngle(LocalCamera, TargetBonePosition);
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QAngle ViewAngles = from.GetViewAngles();
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QAngle SwayAngles = from.GetSwayAngles();
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//remove sway and recoil
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if(aim_no_recoil)
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CalculatedAngles-=SwayAngles-ViewAngles;
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Math::NormalizeAngles(CalculatedAngles);
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QAngle Delta = CalculatedAngles - ViewAngles;
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double fov = Math::GetFov(SwayAngles, CalculatedAngles);
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if (fov > max_fov)
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{
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return QAngle(0, 0, 0);
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}
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Math::NormalizeAngles(Delta);
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QAngle SmoothedAngles = ViewAngles + Delta/smooth;
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return SmoothedAngles;
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}
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Entity getEntity(WinProcess& mem, uintptr_t ptr)
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{
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Entity entity = Entity();
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entity.ptr = ptr;
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mem.ReadMem(ptr, (uintptr_t)entity.buffer, sizeof(entity.buffer));
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return entity;
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}
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Item getItem(WinProcess& mem, uintptr_t ptr)
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{
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Item entity = Item();
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entity.ptr = ptr;
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mem.ReadMem(ptr, (uintptr_t)entity.buffer, sizeof(entity.buffer));
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return entity;
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}
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bool WorldToScreen(Vector from, float* m_vMatrix, int targetWidth, int targetHeight, Vector& to)
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{
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float w = m_vMatrix[12] * from.x + m_vMatrix[13] * from.y + m_vMatrix[14] * from.z + m_vMatrix[15];
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if (w < 0.01f) return false;
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to.x = m_vMatrix[0] * from.x + m_vMatrix[1] * from.y + m_vMatrix[2] * from.z + m_vMatrix[3];
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to.y = m_vMatrix[4] * from.x + m_vMatrix[5] * from.y + m_vMatrix[6] * from.z + m_vMatrix[7];
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float invw = 1.0f / w;
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to.x *= invw;
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to.y *= invw;
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float x = targetWidth / 2;
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float y = targetHeight / 2;
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x += 0.5 * to.x * targetWidth + 0.5;
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y -= 0.5 * to.y * targetHeight + 0.5;
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to.x = x;
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to.y = y;
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to.z = 0;
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return true;
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}
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void WeaponXEntity::update(WinProcess& mem, uint64_t LocalPlayer)
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{
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extern uint64_t g_Base;
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uint64_t entitylist = g_Base + OFFSET_ENTITYLIST;
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uint64_t wephandle = mem.Read<uint64_t>(LocalPlayer + OFFSET_WEAPON);
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wephandle &= 0xffff;
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uint64_t wep_entity = mem.Read<uint64_t>(entitylist + (wephandle << 5));
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projectile_speed = mem.Read<float>(wep_entity + OFFSET_BULLET_SPEED);
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projectile_scale = mem.Read<float>(wep_entity + OFFSET_BULLET_SCALE);
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zoom_fov = mem.Read<float>(wep_entity + OFFSET_ZOOM_FOV);
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}
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float WeaponXEntity::get_projectile_speed()
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{
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return projectile_speed;
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}
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float WeaponXEntity::get_projectile_gravity()
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{
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return 750.0f * projectile_scale;
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}
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float WeaponXEntity::get_zoom_fov()
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{
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return zoom_fov;
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}
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