Trace Bones && Visibility check

NordCFW

IT Specialist/Security Enthusiast
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Classes will need to be updated!
Code:
    BOOL Aimbot::IsVisible(Vec3* target) // Fragger
    {
        if( !pMySoldier->physics()||
            !pMySoldier->physics()->m_manager)
            return false;
    
        IPhysicsRayCaster* pIRC = pMySoldier->physics()->m_manager->rayCaster();
        if(!VALIDPOINTER( pIRC))
            return false;
        RayCastHit pRCH;
        __declspec(align(16)) Vec3 Me =  vAres.vMe;
        __declspec(align(16)) Vec3 enemy= *target;
        return !pIRC->physicsRayQuery("x", &Me , &enemy , &pRCH, NO_CHECK, NULL);   
    }

Code:
    BOOL Aimbot::TraceBones(ClientSoldierEntity *pSoldier, Vec3* vecout,int bone) // Fragger
    {
        if(!pSoldier)
            return FALSE;
        ClientRagdollComponent *pCRC = pSoldier->getComponent<fb::ClientRagdollComponent>( "ClientRagdollComponent" );
        if(!VALIDPOINTER(pCRC)) return FALSE;
        ant::UpdatePoseResultData pUPRD = pCRC->m_updatePoseResultData;
        if(!VALIDPOINTER(pUPRD.m_activeWorldTransforms)) return FALSE;
        memcpy_s(vecout,sizeof(Vec3),&(pUPRD.m_activeWorldTransforms[bone].transAndScale),sizeof(Vec3));
        return TRUE;
    }

Code:
    #pragma region "Bones"
        enum DudeBones
        {
            //Torso
            m_HIPS        =0x4,
            m_PELVIS    = 0x5,
            m_LOWERCHEST =0x6,
            m_UPPERCHEST = 0x7,
            //Head
            m_NECK = 0x2b,
            m_HEAD = 0x2d,
            m_TOPHEAD = 0x2e,
            m_FACE = 0x2f,
            //Left Side
            m_LEFTHIPS =  0xbd,
            m_LEFTSHOULDER = 0x8,
            m_LEFTARM = 0x9,
            m_LEFTHAND = 0xe,
            m_LEFTELBOW = 0x28,
            m_LEFTEYE = 0x3f,
            m_LEFTUPPERLEG = 0xb5,
            m_LEFTLEG = 0xb7,
            m_LEFTFOOT = 0xb8,
            m_LEFTKNEE = 0xbc,
            m_LEFTHIPROLL =0xbd,
            m_LEFTTOE = 0xba,
            m_LEFTUPPERARM = 0x29,
            //Right Side
            m_RIGHTHIPS = 0xcc,
            m_RIGHTEYE = 0x41,
            m_RIGHTSHOULDER =0x78,
            m_RIGHTARM = 0x79,
            m_RIGHTHAND = 0x7e,
            m_RIGHTELBOW = 0x98,
            m_RIGHTUPPERLEG = 0xc4,
            m_RIGHTLEG = 0xc6,
            m_RIGHTFOOT = 0xc7,
            m_RIGHTKNEE = 0xcb,
            m_RIGHTHIPROLL=0xcc,
            m_RIGHTTOE = 0xc9,
            m_RIGHTUPPERARM = 0x99,
            //WEAPON
            m_WEAPONBASE =0x9b,
            m_WEAPONSLIDE = 0x9e,
            m_WEAPONMAG = 0xa1
        };
    #pragma endregion
 
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