Beispiel #1
0
        public static void DrawPlayerDetils(AActor player, Vector2 screenSize, Color color)
        {
            Vector3 vecLocalPlayer = Main.cameraManager.CameraCache.POV.Location;
            Vector3 Headd          = player.GetBoneLocation(6);

            Headd.Z += 30;
            Vector2 Headw2s          = WorldToScreen(Headd, screenSize);
            Vector2 Center           = WorldToScreen(player.GetBoneLocation(1), screenSize);
            Vector2 Root             = WorldToScreen(player.GetBoneLocation(0), screenSize);
            float   curDist          = (Headd - vecLocalPlayer).Length();
            float   flWidth          = Math.Abs((Root.Y - Headw2s.Y) / 4);
            Vector2 LeftUpperCorner  = new Vector2((Center.X - flWidth), Headw2s.Y);
            Vector2 LeftDownCorner   = new Vector2((Center.X - flWidth), Root.Y);
            Vector2 RightUpperCorner = new Vector2((Center.X + flWidth), Headw2s.Y);
            Vector2 RightDownCorner  = new Vector2((Center.X + flWidth), Root.Y);
            float   Height           = Vector2.Distance(RightDownCorner, RightUpperCorner);
            int     fontSize         = ((int)Height) / 20;


            //Modules.LogService.Log(fontSize.ToString());



            Vector2 feetScreenLocation = WorldToScreen(player.GetBoneLocation(0), screenSize);
            Vector2 headScreenLocation = WorldToScreen(Headd, screenSize);
            float   xHeight            = feetScreenLocation.Y - headScreenLocation.Y;
            float   xWidth             = xHeight / 2.5f;

            float x = Headw2s.X; float y = Headw2s.Y;
            float flX = x - 7 - Height / 4f; float flY = y - 1;

            DrawFactory.DrawText(player.PlayerName.ToString(), fontSize, new Vector2(Headw2s.X, Headw2s.Y - 5), color);
            DrawFactory.DrawText("[" + (int)curDist / 100 + "M]", 7, new Vector2(Root.X, Root.Y + 10), color);
            DrawHealthBar(Headw2s, xHeight, player.Health);
        }
Beispiel #2
0
        public static void DrawBox(AActor player, Vector2 screenSize, Color color)
        {
            Vector2 feetScreenLocation = WorldToScreen(player.GetBoneLocation(0), screenSize);
            Vector3 Headd = player.GetBoneLocation(6);

            Headd.Z += 30;
            Vector2 headScreenLocation = WorldToScreen(Headd, screenSize);
            float   xHeight            = feetScreenLocation.Y - headScreenLocation.Y;
            float   xWidth             = xHeight / 2.5f;
            Vector2 xx = new Vector2(headScreenLocation.X - xWidth / 2, headScreenLocation.Y);

            DrawFactory.DrawBox(xx.X, xx.Y, xWidth, xHeight, color);
        }
        public static void SetViewAngles(Rotator ang)
        {
            if (ang == new Rotator(0, 0, 0))
            {
                return;
            }
            if (MouseAim)
            {
                Vector2 Aim   = Main.cameraManager.WorldToScreen(bestActor.GetBoneLocation((int)aimPos), screensize);
                var     point = new System.Drawing.Point((int)Aim.X, (int)Aim.Y);

                var delay = TimeSpan.FromMilliseconds(1);

                CursorMover.MoveCursor(point, delay);
            }
            else
            {
                if (aimbot)
                {
                    Main.LocalPlayer.SetViewAngles(ang);
                }
            }
            if (SilentAim)
            {
                Main.playerController.SetViewAngles(ang);
            }
        }
Beispiel #4
0
        public static void EvaluateTarget(AActor actor)
        {
            // if (!IsVisiable(actor))
            //      return;
            if (actor.Health < 1f)
            {
                return;
            }

            Vector2 centerScreen      = new Vector2(screensize.X / 2, screensize.Y / 2);
            Vector3 vecLocalPlayer    = Main.cameraManager.CameraCache.POV.Location;
            Vector3 vecTargetPlayer   = actor.GetBoneLocation((int)aimPos);
            Vector2 vecTargetPlayer2d = Main.cameraManager.WorldToScreen(vecTargetPlayer, screensize);


            float   BulletSpeed    = Main.localPawn.EquipWeapon().ShootWeaponEntityComp().BulletFireSpeed / 100;
            Vector3 TargetVelocity = GetPlayerVelocity(actor);
            float   curDist        = (vecTargetPlayer - vecLocalPlayer).Length();
            float   timeToTravel   = (curDist / 100) / BulletSpeed;

            if (timeToTravel > 1f && !float.IsInfinity(timeToTravel))
            {
                vecTargetPlayer   += TargetVelocity * timeToTravel;
                vecTargetPlayer.Z += TargetVelocity.Z * timeToTravel + 0.5f * 588.6f * timeToTravel * timeToTravel;
            }

            Vector2 head       = Main.cameraManager.WorldToScreen(actor.GetBoneLocation((int)aimPos), screensize);
            Vector2 prediction = Main.cameraManager.WorldToScreen(vecTargetPlayer, screensize);

            DrawFactory.DrawLine(head.X, head.Y, prediction.X, prediction.Y, 3, Color.Yellow);



            if (isInside(centerScreen.X, centerScreen.Y, 200, vecTargetPlayer2d))
            {
                if (curDist < distance)
                {
                    Rotator angDelta = ToRotator(vecLocalPlayer, vecTargetPlayer);
                    idealAngDelta = angDelta;
                    bestActor     = actor;
                    distance      = curDist;
                }
            }
        }
Beispiel #5
0
        private static Vector2[][] GetBonesLocations(AActor player, Vector2 screenSize)
        {
            //spin 1 2 3 4 5 6
            //left arm 11 12 13 14
            //right arm 32 33 34 35
            //left leg 53 54 55
            //right leg 57 58 59
            List <Vector2[]> bones = new List <Vector2[]>();

            Vector2[] bone1 = new Vector2[] { WorldToScreen(player.GetBoneLocation(1), screenSize), WorldToScreen(player.GetBoneLocation(2), screenSize), WorldToScreen(player.GetBoneLocation(3), screenSize), WorldToScreen(player.GetBoneLocation(4), screenSize), WorldToScreen(player.GetBoneLocation(5), screenSize), WorldToScreen(player.GetBoneLocation(6), screenSize) };
            Vector2[] bone2 = new Vector2[] { WorldToScreen(player.GetBoneLocation(11), screenSize), WorldToScreen(player.GetBoneLocation(12), screenSize), WorldToScreen(player.GetBoneLocation(13), screenSize), WorldToScreen(player.GetBoneLocation(14), screenSize) };
            Vector2[] bone3 = new Vector2[] { WorldToScreen(player.GetBoneLocation(32), screenSize), WorldToScreen(player.GetBoneLocation(33), screenSize), WorldToScreen(player.GetBoneLocation(34), screenSize), WorldToScreen(player.GetBoneLocation(35), screenSize) };
            Vector2[] bone4 = new Vector2[] { WorldToScreen(player.GetBoneLocation(53), screenSize), WorldToScreen(player.GetBoneLocation(54), screenSize), WorldToScreen(player.GetBoneLocation(55), screenSize) };
            Vector2[] bone5 = new Vector2[] { WorldToScreen(player.GetBoneLocation(57), screenSize), WorldToScreen(player.GetBoneLocation(58), screenSize), WorldToScreen(player.GetBoneLocation(59), screenSize) };
            Vector2[] bone6 = new Vector2[] { WorldToScreen(player.GetBoneLocation(57), screenSize), WorldToScreen(player.GetBoneLocation(1), screenSize), WorldToScreen(player.GetBoneLocation(53), screenSize) };


            bones.Add(bone1);
            bones.Add(bone2);
            bones.Add(bone3);
            bones.Add(bone4);
            bones.Add(bone5);
            bones.Add(bone6);
            return(bones.ToArray());
        }
Beispiel #6
0
        public static void DrawBox3d(AActor player, Vector2 screenSize, Color color)
        {
            SceneComponent RootComponent = player.RootComponent();
            Vector3        loclLocation  = Main.localPawn.RootComponent().RelativeLocation;
            Vector3        enimeLocation = RootComponent.RelativeLocation;
            float          distince      = Vector3.Distance(loclLocation, enimeLocation);


            Vector3 Head = player.GetBoneLocation(6);

            Head.Z += 50;
            Vector2 Heads2s = WorldToScreen(Head, screenSize);



            float l, w, h, o;

            l = 80f; o = 50f; //box size for standing player
            h = Vector3.Distance(player.GetBoneLocation(0), Head);
            w = h / 2;        //Vector3.Distance(player.GetBoneLocation(63), player.GetBoneLocation(64));


            float zOffset = -100f;

            //if (actor.Type == ActorTypes.Vehicle) //vehicles have a bigger box
            //{
            //	zOffset = 50;
            //	l = 200f; w = 160f; h = 80f; o = 0f;
            //}

            //build box
            Vector3 p00 = new Vector3(o, -w / 2, 0f);
            Vector3 p01 = new Vector3(o, w / 2, 0f);
            Vector3 p02 = new Vector3(o - l, w / 2, 0f);
            Vector3 p03 = new Vector3(o - l, -w / 2, 0f);

            //rotate rectangle to match actor rotation
            float  theta1 = 2.0f * (float)Math.PI * (Main.cameraManager.CameraCache.POV.Rotation.Pitch) / 180.0f;
            Matrix rotM   = Matrix.RotationZ((float)(theta1 / 2)); // rotate around Z-axis

            Vector3 curPos = new Vector3(RootComponent.RelativeLocation.X, RootComponent.RelativeLocation.Y, RootComponent.RelativeLocation.Z + zOffset);

            p00 = Vector3.TransformCoordinate(p00, rotM) + curPos;
            p01 = Vector3.TransformCoordinate(p01, rotM) + curPos;
            p02 = Vector3.TransformCoordinate(p02, rotM) + curPos;
            p03 = Vector3.TransformCoordinate(p03, rotM) + curPos;

            Vector2 s00 = WorldToScreen(p00, screenSize);
            Vector2 s01 = WorldToScreen(p01, screenSize);
            Vector2 s02 = WorldToScreen(p02, screenSize);
            Vector2 s03 = WorldToScreen(p03, screenSize);

            Vector2[] square0 = { s00, s01, s02, s03, s00 };

            for (int x = 0; x < square0.Length - 1; x++)
            {
                DrawFactory.DrawLine(square0[x].X, square0[x].Y, square0[x + 1].X, square0[x + 1].Y, 2, color);
            }


            // top rectangle
            p00.Z += h; s00 = WorldToScreen(p00, screenSize);
            p01.Z += h; s01 = WorldToScreen(p01, screenSize);
            p02.Z += h; s02 = WorldToScreen(p02, screenSize);
            p03.Z += h; s03 = WorldToScreen(p03, screenSize);

            Vector2[] square1 = { s00, s01, s02, s03, s00 };
            for (int x = 0; x < square1.Length - 1; x++)
            {
                DrawFactory.DrawLine(square1[x].X, square1[x].Y, square1[x + 1].X, square1[x + 1].Y, 2, color);
            }


            // upper/lower rectangles get connected
            DrawFactory.DrawLine(square0[0].X, square0[0].Y, square1[0].X, square1[0].Y, 2, color);
            DrawFactory.DrawLine(square0[1].X, square0[1].Y, square1[1].X, square1[1].Y, 2, color);
            DrawFactory.DrawLine(square0[2].X, square0[2].Y, square1[2].X, square1[2].Y, 2, color);
            DrawFactory.DrawLine(square0[3].X, square0[3].Y, square1[3].X, square1[3].Y, 2, color);
        }