OsirisAndExtra
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Freestanding
without it, u can get tapped by rawetrip bruh
without it, u can get tapped by rawetrip bruh
I rape rawetrip users with stock osiris wdym?
without it, u can get tapped by rawetrip bruh
I rape rawetrip users with stock osiris wdym?
ideal ticking with rawetrip?
without it, u can get tapped by rawetrip bruh
I rape rawetrip users with stock osiris wdym?
ideal ticking with rawetrip?
?
without it, u can get tapped by rawetrip bruh
I rape rawetrip users with stock osiris wdym?
ideal ticking with rawetrip?
?
bro all rawetrip users i met either have a resolver from a lua or have ideal tick lua
void antiaim::freestanding() {
std::vector< angle_data > points;
auto local_position = g_LocalPlayer->GetEyePos();
std::vector< float > scanned = {};
for( auto i = 0; i <= 64; i++ ) {
auto enemy = dynamic_cast< C_BasePlayer* >(g_EntityList->GetClientEntity( i ));
if( enemy == nullptr ) continue;
if( enemy == g_LocalPlayer ) continue;
if( !enemy->IsAlive() ) continue;
if( enemy->m_iTeamNum() == g_LocalPlayer->m_iTeamNum() ) continue;
if( enemy->IsDormant() ) continue;
if( !enemy->IsPlayer() ) continue;
QAngle view;
local_position.AngleTo( enemy->GetEyePos(), view );
std::vector< angle_data > angs;
for( auto y = 0; y < 8; y++ ) {
auto ang = quick_normalize( ( y * 45 ) + view.yaw, -180.f, 180.f );
auto found = false; // check if we already have a similar angle
for( auto i2 : scanned )
if( abs( quick_normalize( i2 - ang, -180.f, 180.f ) ) < 20.f )
found = true;
if( found )
continue;
points.emplace_back( ang, -1.f );
scanned.push_back( ang );
}
//points.push_back(base_angle_data(view.y, angs)); // base yaws and angle data (base yaw needed for lby breaking etc)
}
for( auto i = 0; i <= 64; i++ ) {
auto enemy = dynamic_cast< C_BasePlayer* >(g_EntityList->GetClientEntity( i ));
if( enemy == nullptr ) continue;
if( enemy == g_LocalPlayer ) continue;
if( !enemy->IsAlive() ) continue;
if( enemy->m_iTeamNum() == g_LocalPlayer->m_iTeamNum() ) continue;
if( enemy->IsDormant() ) continue;
if( !enemy->IsPlayer() ) continue;
auto found = false;
auto points_copy = points; // copy data so that we compare it to the original later to find the lowest thickness
auto enemy_eyes = enemy->GetEyePos();
for( auto &z : points_copy ) // now we get the thickness for all of the data
{
const QAngle tmp( 10, z.angle, 0.0f );
c_vector head;
Math::AngleVectors( tmp, head );
head *= figure it out urself;
head += local_position;
float distance = -1;
auto enemy_weapon = enemy->m_hActiveWeapon().Get();
if( enemy_weapon ) {
auto weapon_data = enemy_weapon->GetCSWeaponData();
if( weapon_data )
distance = weapon_data->flRange;
}
float local_thickness = autowall::Get().get_thickness( head, enemy_eyes, distance );
z.thickness = local_thickness;
if( local_thickness > 0 ) // if theres a thickness of 0 dont use this data
{
found = true;
}
}
if( !found ) // dont use, completely visible to this player or data is invalid
continue;
for( unsigned int z = 0; points_copy.size() > z; z++ )
if( points_copy[z].thickness < points[z].thickness || points[z].thickness == -1 )
// find the lowest thickness so that we can hide our head best for all entities
points[z].thickness = points_copy[z].thickness;
}
float best = 0;
for( auto &i : points )
if( ( i.thickness > best || i.thickness == -1 ) && i.thickness != 0 )
// find the best hiding spot (highest thickness)
{
best = i.thickness;
g_Cmd->viewangles.yaw = i.angle;
}
}