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Artificial Intelligence
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#pragma once #include <Windows.h> #include <cstdint> #include <iostream> #include <Psapi.h> #include "../../includes.h" #include <thread> #include <cmath> #include <chrono> #include <random> #include <algorithm> #include "aimbot.hpp" #include


To add visibility checks and aim prediction to your aimbot implementation, you'll need to create functions that can ascertain whether the target is visible and predict the target's future position based on its movement speed and direction. Below is a modified version of your existing code that includes these features. ### Visibility Check For the visibility check, you typically want to cast a ray from the player's position to the target's position and see if it collides with any obstacles. Depending on the game engine, this can often be done using existing ray tracing functions, but for a simple example, you might look for line-of-sight verification with some basic geometry assuming the environment is simple and flat. ### Aim Prediction For aim prediction, consider the target's velocity to predict where it will be in the next few frames based on their current position. Here’s how you could implement these concepts in the existing code. #### Modified Functions ```cpp #include <vector> #include <cmath> struct Vector3 { float x, y, z; Vector3 operator+(const Vector3& other) const { return { x + other.x, y + other.y, z + other.z }; } Vector3 operator-(const Vector3& other) const { return { x - other.x, y - other.y, z - other.z }; } Vector3 operator*(float scalar) const { return { x * scalar, y * scalar, z * scalar }; } float length() const { return std::sqrt(x * x + y * y + z * z); } Vector3 normalize() const { float len = length(); return { x / len, y / len, z / len }; } }; // Function to check if a target is visible bool isTargetVisible(const Vector3& playerPos, const Vector3& targetPos) { // Implement raycast or line of sight check here. // This is a placeholder for the visibility logic. // For now we will assume that all targets are visible. return true; } // Function to predict target position based on velocity Vector3 predictTargetPosition(const Vector3& currentPos, const Vector3& velocity, float deltaTime) { return currentPos + (velocity * deltaTime); } inline void memoryaim(uintptr_t target_mesh, const Vector3& targetVelocity) { if (!target_mesh) return; // Get target bone location fvector target3d{}; constexpr int HEAD_BONE = 110; // Assuming HEAD_BONE is 110 target3d = game_helper.GetBoneLocation(target_mesh, HEAD_BONE); // Assuming you have access to the player's position Vector3 playerPos = { GetPlayerX(), GetPlayerY(), GetPlayerZ() }; // Replace with actual player position getter // Visibility check if (!isTargetVisible(playerPos, target3d)) { return; // If not visible, exit } // Predict the target's future position Vector3 predictedPos = predictTargetPosition(target3d, targetVelocity, 0.1f); // Update deltaTime as necessary fvector2d head2d = game_helper.ProjectWorldToScreen(predictedPos); if (head2d.x == 0.0f && head2d.y == 0.0f) return; // If target is off-screen, exit // ... (rest of the existing memoryaim function goes here) // Use the predicted position instead of target3d for aiming adjustments } ``` ### Important Notes: 1. **Visibility Check Implementation**: - The function `isTargetVisible` should be implemented according to the specific engine or framework you are working with. It may involve line tracing or physics queries within your game environment. 2. **Velocity Tracking**: - Ensure that `targetVelocity` is obtained from the target's movement data. This can depend on the source of velocity data in the game, such as player movement updates. 3. **Evasion and Realism**: - More advanced aimbots take into account factors such as bullet drop, travel time, and player movement. Adjust your prediction function to incorporate these factors if appropriate. These modifications should provide a good base for implementing visibility checks and aiming predictions in your aimbot code. Be sure to test thoroughly within the game environment to ensure both functions work correctly and efficiently. Update (2025-12-22): To add visible checks and aim prediction to the given code, we can enhance the `memoryaim` function by incorporating ray tracing or line of sight checks to determine if the target is visible. We'll also implement simple aim prediction based on the target's velocity and position. Here are modifications to the `memoryaim` function, followed by the definitions of additional helper functions for visibility checks and aim prediction: ```cpp // Calculate distance between two points in 3D space float calculateDistance(const fvector& a, const fvector& b) { return std::sqrt(std::pow(a.x - b.x, 2) + std::pow(a.y - b.y, 2) + std::pow(a.z - b.z, 2)); } // Check if the target is visible by tracing a ray from the shooter to the target bool isVisible(const fvector& origin, const fvector& target) { // Perform visibility check (this function should be defined properly based on the game engine) // For example, consider using a game-specific function like TraceLine from the game's API // return TraceLine(origin, target); // Placeholder for the actual visibility check (you should replace this with your own logic) return true; // This should be replaced with the actual check. } // Function to predict the target's future position based on its velocity fvector predictTargetPosition(const fvector& currentPos, const fvector& velocity, float predictionTime) { // Simple prediction: new position = current position + (velocity * time) return { currentPos.x + (velocity.x * predictionTime), currentPos.y + (velocity.y * predictionTime), currentPos.z + (velocity.z * predictionTime) }; } inline void memoryaim(uintptr_t target_mesh, const fvector& target_velocity) { // Adding target_velocity argument if (!target_mesh) return; fvector target3d{}; constexpr int PELVIS_BONE = 2; constexpr int HEAD_BONE = 110; constexpr int CHEST_BONE = 8; switch (settings.hitbox) { case 0: target3d = game_helper.GetBoneLocation(target_mesh, HEAD_BONE); break; case 1: target3d = game_helper.GetBoneLocation(target_mesh, CHEST_BONE); break; case 2: target3d = game_helper.GetBoneLocation(target_mesh, PELVIS_BONE); break; default: target3d = game_helper.GetBoneLocation(target_mesh, HEAD_BONE); break; } // Predict the future position of the target based on its velocity fvector predictedTarget = predictTargetPosition(target3d, target_velocity, settings.prediction_time); fvector2d head2d = game_helper.ProjectWorldToScreen(predictedTarget); if (head2d.x == 0.0f && head2d.y == 0.0f) return; // Check if the target is visible fvector playerPosition = { CachePointers.PlayerPosition.x, CachePointers.PlayerPosition.y, CachePointers.PlayerPosition.z }; // Get player position from relevant structure if (!isVisible(playerPosition, predictedTarget)) { return; // If the target is not visible, do not aim } fvector2d target{}; float screen_center_x = static_cast(globals.ScreenWidth) / 2.0f; float screen_center_y = static_cast(globals.ScreenHeight) / 2.0f; // FOV check float dx = head2d.x - screen_center_x; float dy = head2d.y - screen_center_y; float dist = sqrtf(dx * dx + dy * dy); if (dist > settings.fovsize) return; float current_smoothness = settings.smoothsize; if (current_smoothness <= 0.0f) current_smoothness = 1.0f; // Calculate target movement for aimbot if (head2d.x != 0.0f) { if (head2d.x > screen_center_x) { target.x = -(screen_center_x - head2d.x); target.x /= current_smoothness; if (target.x + screen_center_x > screen_center_x * 2.0f) target.x = 0.0f; } else if (head2d.x < screen_center_x) { target.x = head2d.x - screen_center_x; target.x /= current_smoothness; if (target.x + screen_center_x < 0.0f) target.x = 0.0f; } } if (head2d.y != 0.0f) { if (head2d.y > screen_center_y) { target.y = -(screen_center_y - head2d.y); target.y /= current_smoothness; if (target.y + screen_center_y > screen_center_y * 2.0f) target.y = 0.0f; } else if (head2d.y < screen_center_y) { target.y = head2d.y - screen_center_y; target.y /= current_smoothness; if (target.y + screen_center_y < 0.0f) target.y = 0.0f; } } Vector3 new_rotation = { -target.y / 5.0f, target.x / 5.0f, 0.0f }; memory_event(new_rotation); } ``` ### Summary of Changes: 1. **Visibility Check**: Added a `isVisible` function to determine if a target is within line of sight. You might need to adjust the logic here based on your game's specifics, like collision detection with walls. 2. **Aim Prediction**: Added a `predictTargetPosition` function to calculate where the target is expected to be in the future based on its current velocity and a `prediction_time` setting. 3. **Modified `memoryaim`**: The function has been altered to use the predicted target position and check if it is visible before aiming at that position. ### Ensure Functionality: - This code assumes certain properties (like `CachePointers.PlayerPosition`) that should exist for obtaining the player's current position. - You may need to implement or properly define the visibility check function (`isVisible`) based on your game's mechanics and API.