Osiris
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Rage/hvh - multipaste
All code used is courtesy of their respective owners.
New functions merged from other PRs here: note - functions from these PRs merged selectively, eg. not all functions in original PR are guaranteed to be ported over here
- #2065 - great ragebot put together by @Cyk-Fad
- #1922 - 400ms backtrack by @RyDeem
- #1546 - fakelag, bullet beams, proper aa and more by @DoomFishWasTaken + animsfix by @notgoodusername
- #1716 - hitchance for (legit) aimbot by @dapaster
- #1525 - fix for grenades while using AA by @notgoodusername
- #1707 - all backtrack tick drawn in backtrack chams by @ClaudiuHKS with fix by @RyDeem
New functions pasted from UC:
- Quickpeek: https://www.unknowncheats.me/forum/counterstrike-global-offensive/376779-quick-peek.html
Other new functions not by me:
- Asuswalls by @Turionic
New functions by me:
- Manual shot override in ragebot
- More accurate ScaleDamage() in ragebot
- Dehardcoded Hitchance() in ragebot, minor fixes over Esoterik's base based on several posts on UC
- Min dmg in ragebot is now clamped to enemy health
Discord for discussion related to this PR: https://discord.gg/9P3WQah
needs
- resolver
- aa is bipolar needs some fix
- asus world and props
- dt
- baim and min dmg overide key
- nade mesh and timer
I dont think 400ms backtracking is working properly at all I cant hit the backtrack
I tested desync chams doesn`t work and backtrack too
I tested desync chams doesn`t work and backtrack too
the guy literally said that desync chams aren't working
i might update my pull & push dt idk
i might update my pull & push dt idk
we will waiting for that
@DoomFishWasTaken
can u send me your discord?
i might update my pull & push dt idk
would be nice of you
needs
- resolver
- aa is bipolar needs some fix
- asus world and props
- dt
- baim and min dmg overide key
- nade mesh and timer
`void Visuals::transparentWorld() noexcept { if (!config->visuals.worldtrans && !config->visuals.proptrans) return;
for (short h = interfaces->materialSystem->firstMaterial(); h != interfaces->materialSystem->invalidMaterial(); h = interfaces->materialSystem->nextMaterial(h)) {
const auto mat = interfaces->materialSystem->getMaterial(h);
if (!mat || ((!config->visuals.Ignore_precache && !mat->isPrecached()) ^ (config->visuals.Precache_Only && mat->isPrecached())))
continue;
const std::string_view textureGroup = mat->getTextureGroupName();
if ((textureGroup.starts_with("World") && config->visuals.worldtrans)) {
mat->alphaModulate((config->visuals.alphaval / 1000.0f));
}
if ((textureGroup.starts_with("StaticProp") && config->visuals.proptrans)) {
ConVar* static_Prop = interfaces->cvar->findVar("r_DrawSpecificStaticProp");
static_Prop->setValue(0);
mat->alphaModulate((config->visuals.propalphaval / 1000.0f));
}
}
}`
Here just modify this to your liking, it's basic asuswalls for osiris
Here just modify this to your liking, it's basic asuswalls for osiris
Make a pr
crash for press mics
needs fov limiter, for semi rage
Here just modify this to your liking, it's basic asuswalls for osiris
Make a pr
for one function? Why?
for one function? Why?
Nvm i just broke my laptop
for one function? Why?
Nvm i just broke my laptop
Code by Turionic is working fine. Add missing entries to config (or ditch half of them like me), paste to Visuals.cpp, hook in render_start_scene.
Little info for everyone using my PR - I'm currently reworking ragebot based on https://www.unknowncheats.me/forum/counterstrike-global-offensive/255054-autowall-convar-scaling.html
ETA is a few days, expect much better wallbangs.
#2065 - great ragebot put together by @Cyk-Fad #1922 - 400ms backtrack by @RyDeem #1546 - fakelag, animsfix, dope bullet beams, proper aa and more by @DoomFishWasTaken
animfix is by @notgoodusename
Updated. Changelog:
+ force shoot in ragebot
+ hitchance in legit aimbot
+ mindmg in ragebot now clamped to enemy health
+ asuswalls
+ display best dmg & chance that can be dealt in current frame
+ reworked scaleDamage in ragebot
+ dehardcoded ragebot
+ render all frames in backtrack chams
Also i'm attempting to fix grenades with AA (simply by turning AA off if tossing a nade), it's in there but not working properly yet. Turn on "ShotCount" window in misc->debug, on first 2 lines are best damage & chance ragebot is able to do now. Setup a key to force a shot in ragebot. Profit. Quite useful in hvh when both players have ssg/awp and your min damage in ragebot is about 100 (eg. killshot) and you'd like to shot in that situation anyway. If your mindmg > enemy player health, it is now reduced automatically. Asus walls are quite hardcoded, full config of that in next update. I'm pretty happy about ragebot autowall progress i'm doing, scaleDamage now works properly (esoterik's base used is buggy on it's own). Note - still crashes sometimes, need to debug more.
Did u fix legit aa chams? also enemy chams are not working when backtrack is activated https://streamable.com/3dqd66
Maybe add quick peek it will help when using scout/awp Example https://www.unknowncheats.me/forum/counterstrike-global-offensive/376779-quick-peek.html
Updated. Changelog:
+ quickpeek
Thanks for the tip @aljawary. To use, enable ragebot for the spefic gun (ssg/awp..), setup quickpeek key (say "E"), then press and hold that key when behind a corner - a white circle is rendered at that position. Once you / ragebot takes a shot you will start to automatically move back to that circle (eg. startposition). Startposition of quickpeek start vector is also rendered in "shotsCount" window (gotta rename this).
preview: https://www.youtube.com/watch?v=V9ERuVvPXvg&feature=youtu.be
Did u fix legit aa chams? also enemy chams are not working when backtrack is activated https://streamable.com/3dqd66
When you have backtrack activated, turn on backtrack chams. I'm rendering all frames of backtrack and the very first frame of that is at the player's model.
when proper resolver?
needs
- resolver
- aa is bipolar needs some fix
- asus world and props - done, needs more config
- dt - afaik DoomFishWasTaken is now working on dt, will port if he releases publicly
- baim and min dmg overide key - done
- nade mesh and timer
@newcommerdontblame resolver after I get this to point where I don't get CTD for a day.
Updated. Changelog:
+ quickpeek
Thanks for the tip @aljawary. To use, enable ragebot for the spefic gun (ssg/awp..), setup quickpeek key (say "E"), then press and hold that key when behind a corner - a white circle is rendered at that position. Once you / ragebot takes a shot you will start to automatically move back to that circle (eg. startposition). Startposition of quickpeek start vector is also rendered in "shotsCount" window (gotta rename this).
preview: https://www.youtube.com/watch?v=V9ERuVvPXvg&feature=youtu.be
idk when i switch to snipers its not working but only work when change to knife https://streamable.com/qjvb3y
Updated. Changelog:
+ quickpeek
Thanks for the tip @aljawary. To use, enable ragebot for the spefic gun (ssg/awp..), setup quickpeek key (say "E"), then press and hold that key when behind a corner - a white circle is rendered at that position. Once you / ragebot takes a shot you will start to automatically move back to that circle (eg. startposition). Startposition of quickpeek start vector is also rendered in "shotsCount" window (gotta rename this). preview: https://www.youtube.com/watch?v=V9ERuVvPXvg&feature=youtu.beidk when i switch to snipers its not working but only work when change to knife https://streamable.com/qjvb3y
enable ragebot specifically for the gun you are using (ragebot->[select your weapon]->enable->config). It won't work with only 'all' enabled.
u can add fov value changer for people play semirage too +++
i tried to make indicators for aimbot if u can improve this like (here is my pr #2076)
if legitbot off = "AIM" indicator red( its for users who playin at on key) if legitbot on if its only aimlock = shows FOV value in indicator but green if its silent aim = shows FOV value but its red
Same as ragebot for semirage
it could be nice as skeet when its finished :) https://prnt.sc/u2xktm
I'm aiming more towards this:
All that remains is to get w2s pos of first wall to be penetrated and draw dmg/hitchance on it. best possible dmg + hitchance are already exposed in ragebot since my second update of this PR.
Here is a quick 'n dirty update to ragebot that stores position of the first penetration point and returns that. It's so noisy 'cause I'm updating it every frame and as ragebot just casts 256 random rays the best projected ray varies greatly. Most probably I will select the best ray in like every 20 frames and project that (and update ragebot accordingly).
https://www.youtube.com/watch?v=3_HxETCCBeA&feature=youtu.be
"This branch has conflicts that must be resolved" does this cause issues or should I not worry about it?
"This branch has conflicts that must be resolved" does this cause issues or should I not worry about it?
Your clone is mergin other branches incorrectly. Simply download and build my own clone.
- download this https://github.com/lofcz/Osiris
- open in vs
- set build to release
- compile & inject