Esempio n. 1
0
        private static void Do(object sender, EventArgs f)
        {
            _timer.Stop();
            try {
                if (Program.OverallActive && 0 < (KeyStateManager.GetAsyncKeyState(Program.Settings.Aimkey) & 0x8000) &&
                    GameData.LocalPlayer.Health > 0 &&
                    !GameData.LocalPlayer.NotUseable())
                {
                    var fov = Program.Settings.FOV + GameData.LocalPlayer.ShotsFired * 3;
                    if (fov > 30)
                    {
                        fov = 30;
                    }

                    var target = GetNearestTargetByFov(fov);

                    if (target != null && target != _lastTarget &&
                        (DateTime.Now - _lastTimeAimed).TotalMilliseconds < 500)
                    {
                        target = null;
                    }

                    if (target != null)
                    {
                        if (DoAim())
                        {
                            _lastTarget     = target;
                            _lastTimeAimed  = DateTime.Now;
                            _timer.Interval = (int)HackMath.RandomNumber(Program.Settings.PausesBetweenAiming
                                                                         , Program.Settings.PausesBetweenAiming + 2);
                        }
                        else
                        {
                            _timer.Interval = 1;
                        }
                    }
                    else
                    {
                        _timer.Interval = 1;
                    }
                }
                else if (GameData.LocalPlayer.IsSniper() || GameData.LocalPlayer.IsPistol())
                {
                    _timer.Interval = 1;
                }
                else
                {
                    _timer.Interval = 20;
                }
            } catch {
                _timer.Interval = 1;
            }

            _timer.Start();
        }
Esempio n. 2
0
        public static GameData.Enemy GetNearestTargetByFov(float fov)
        {
            GameData.Enemy nearestEnemy = null;
            float          actualFov    = 10000f;

            foreach (var player in GameData.Enemies.GetList())
            {
                if (!player.Dormant && player.Health > 0 &&
                    (!Program.Settings.VisibleCheck || player.SpottedByLocalPlayer))
                {
                    var           realDistance  = GameData.LocalPlayer.Position.Distance(player.GetBone(8));
                    List <Vector> bones         = new List <Vector>();
                    var           lowestBone    = player.GetBone(5);
                    var           highestBone   = player.GetBone(130);
                    var           zVerschiebung = (highestBone.Z - lowestBone.Z) / 20;
                    var           xVerschiebung = (highestBone.X - lowestBone.X) / 20;
                    var           yVerschiebung = (highestBone.Y - lowestBone.Y) / 20;
                    for (var i = 0; i < 20; i++)
                    {
                        var vector = lowestBone.Clone();
                        vector.Z += zVerschiebung * i;
                        vector.X += xVerschiebung * i;
                        vector.Y += yVerschiebung * i;
                        bones.Add(vector);
                    }

                    for (var i = bones.Count - 1; i >= 0; i--)
                    {
                        var angle     = HackMath.AngleToTargetWithBonePosition(bones[i], 0, 0);
                        var fovToBone = angle.Distance(GameData.ClientState.ViewAngles) *
                                        (realDistance / 500);
                        if (fovToBone > 0.1f && fovToBone < fov && fovToBone < actualFov)
                        {
                            actualFov = fovToBone;

                            nearestEnemy    = player;
                            _boneToAimFor   = bones[i];
                            _activeDistance = realDistance;
                        }
                        else if (fov > 40)
                        {
                            break;
                        }
                    }
                }
            }

            return(nearestEnemy);
        }