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Request Autopeek src

Sal

Rookie HvHer
User ID
22847
Messages
88
Reactions
11
Level
14
Does someone have an autopeek that doesnt reverse player input? if yes, please share it.
 
Rookie HvHer
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movement.cpp:
void Movement::AutoPeek(CUserCmd* cmd, float wish_yaw) {
    if (g_input.GetKeyState(g_menu.main.aimbot.autopeek.get())) {
        if (start_position.IsZero()) {
            start_position = g_cl.m_local->GetAbsOrigin();

            if (!(g_cl.m_flags & FL_ONGROUND)) {
                CTraceFilterWorldOnly filter;
                CGameTrace trace;

                g_csgo.m_engine_trace->TraceRay(Ray(start_position, start_position - vec3_t(0.0f, 0.0f, 1000.0f)), MASK_SOLID, &filter, &trace);

                if (trace.m_fraction < 1.0f)
                    start_position = trace.m_endpos + vec3_t(0.0f, 0.0f, 2.0f);
            }
        }
        else {
            bool revolver_shoot = g_cl.m_weapon_id == REVOLVER && !g_cl.m_revolver_fire && (cmd->m_buttons & IN_ATTACK || cmd->m_buttons & IN_ATTACK2);

            if (g_cl.m_old_shot)
                fired_shot = true;

            if (fired_shot) {
                vec3_t current_position = g_cl.m_local->GetAbsOrigin();
                vec3_t difference = current_position - start_position;

                if (difference.length_2d() > 5.0f && difference.length_2d() < 300.0f) {
                    vec3_t velocity = vec3_t(difference.x * cos(wish_yaw / 180.0f * math::pi) + difference.y * sin(wish_yaw / 180.0f * math::pi), difference.y * cos(wish_yaw / 180.0f * math::pi) - difference.x * sin(wish_yaw / 180.0f * math::pi), difference.z);

                    if (difference.length_2d() < 50.0f) {
                        cmd->m_forward_move = -velocity.x * 20.0f;
                        cmd->m_side_move = velocity.y * 20.0f;
                    }
                    else if (difference.length_2d() < 100.0f) {
                        cmd->m_forward_move = -velocity.x * 10.0f;
                        cmd->m_side_move = velocity.y * 10.0f;
                    }
                    else if (difference.length_2d() < 150.0f) {
                        cmd->m_forward_move = -velocity.x * 5.0f;
                        cmd->m_side_move = velocity.y * 5.0f;
                    }
                    else if (difference.length_2d() < 250.0f) {
                        cmd->m_forward_move = -velocity.x * 2.0f;
                        cmd->m_side_move = velocity.y * 2.0f;
                    }
                    else {
                        cmd->m_forward_move = -velocity.x * 1.0f;
                        cmd->m_side_move = velocity.y * 1.0f;
                    }
                }
                else {
                    fired_shot = false;
                    start_position.clear();
                }
            }
        }
    }
    else {
        fired_shot = false;
        start_position.clear();
    }
}

vector3.h:
__forceinline bool  IsZero(float tolerance = 0.01f) const
    {
        return (this->x > -tolerance && this->x < tolerance&&
            this->y > -tolerance && this->y < tolerance&&
            this->z > -tolerance && this->z < tolerance);
    }

movement.h:
    void AutoPeek(CUserCmd* cmd, float wish_yaw);

    bool fired_shot;
    vec3_t start_position = vec3_t(0.0f, 0.0f, 0.0f);
 

Sal

Rookie HvHer
User ID
22847
Messages
88
Reactions
11
Level
14
movement.cpp:
void Movement::AutoPeek(CUserCmd* cmd, float wish_yaw) {
    if (g_input.GetKeyState(g_menu.main.aimbot.autopeek.get())) {
        if (start_position.IsZero()) {
            start_position = g_cl.m_local->GetAbsOrigin();

            if (!(g_cl.m_flags & FL_ONGROUND)) {
                CTraceFilterWorldOnly filter;
                CGameTrace trace;

                g_csgo.m_engine_trace->TraceRay(Ray(start_position, start_position - vec3_t(0.0f, 0.0f, 1000.0f)), MASK_SOLID, &filter, &trace);

                if (trace.m_fraction < 1.0f)
                    start_position = trace.m_endpos + vec3_t(0.0f, 0.0f, 2.0f);
            }
        }
        else {
            bool revolver_shoot = g_cl.m_weapon_id == REVOLVER && !g_cl.m_revolver_fire && (cmd->m_buttons & IN_ATTACK || cmd->m_buttons & IN_ATTACK2);

            if (g_cl.m_old_shot)
                fired_shot = true;

            if (fired_shot) {
                vec3_t current_position = g_cl.m_local->GetAbsOrigin();
                vec3_t difference = current_position - start_position;

                if (difference.length_2d() > 5.0f && difference.length_2d() < 300.0f) {
                    vec3_t velocity = vec3_t(difference.x * cos(wish_yaw / 180.0f * math::pi) + difference.y * sin(wish_yaw / 180.0f * math::pi), difference.y * cos(wish_yaw / 180.0f * math::pi) - difference.x * sin(wish_yaw / 180.0f * math::pi), difference.z);

                    if (difference.length_2d() < 50.0f) {
                        cmd->m_forward_move = -velocity.x * 20.0f;
                        cmd->m_side_move = velocity.y * 20.0f;
                    }
                    else if (difference.length_2d() < 100.0f) {
                        cmd->m_forward_move = -velocity.x * 10.0f;
                        cmd->m_side_move = velocity.y * 10.0f;
                    }
                    else if (difference.length_2d() < 150.0f) {
                        cmd->m_forward_move = -velocity.x * 5.0f;
                        cmd->m_side_move = velocity.y * 5.0f;
                    }
                    else if (difference.length_2d() < 250.0f) {
                        cmd->m_forward_move = -velocity.x * 2.0f;
                        cmd->m_side_move = velocity.y * 2.0f;
                    }
                    else {
                        cmd->m_forward_move = -velocity.x * 1.0f;
                        cmd->m_side_move = velocity.y * 1.0f;
                    }
                }
                else {
                    fired_shot = false;
                    start_position.clear();
                }
            }
        }
    }
    else {
        fired_shot = false;
        start_position.clear();
    }
}

vector3.h:
__forceinline bool  IsZero(float tolerance = 0.01f) const
    {
        return (this->x > -tolerance && this->x < tolerance&&
            this->y > -tolerance && this->y < tolerance&&
            this->z > -tolerance && this->z < tolerance);
    }

movement.h:
    void AutoPeek(CUserCmd* cmd, float wish_yaw);

    bool fired_shot;
    vec3_t start_position = vec3_t(0.0f, 0.0f, 0.0f);
courvix does this have an circle?
 

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