the initial commit to the repo.

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NukedBart 2025-10-25 01:27:14 +08:00
parent 025c032b8c
commit 1b757591b9
264 changed files with 21882 additions and 0 deletions

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using System;
using EFT;
using EFT.InventoryLogic;
using EscapeFromTarkovCheat.Data;
using EscapeFromTarkovCheat.Utils;
using UnityEngine;
using static Systems.Effects.Effects;
namespace EscapeFromTarkovCheat.Feauters
{
class Aimbot : MonoBehaviour
{
public void Update()
{
if (Settings.NoRecoil)
NoRecoil();
if (Main.GameWorld != null && Settings.Aimbot && Input.GetKey(Settings.AimbotKey))
this.Aim();
}
private void Aim()
{
Vector3 target = Vector3.zero;
float distanceOfTarget = 9999f;
foreach (GamePlayer gamePlayer in Main.GamePlayers)
{
if (gamePlayer == null)
// 未开局 : Not loaded
continue;
if (Main.LocalPlayer.HandsController == null)
// 卡手 : Invalid hand
continue;
Weapon weapon = Main.LocalPlayer.HandsController.Item as Weapon;
if (weapon == null)
// 无武器 : No weapon
continue;
AmmoTemplate currentAmmoTemplate = weapon.CurrentAmmoTemplate;
if (currentAmmoTemplate == null)
// 无弹药 : Out of ammo
continue;
Vector3 destination = GameUtils.GetBonePosByEID(gamePlayer.Player, BoneType.HumanHead);
float distance = Vector3.Distance(Main.MainCamera.transform.position, gamePlayer.Player.Transform.position);
if (distance > Settings.AimbotRange)
// 大于瞄准范围 : Too far
continue;
if (destination == Vector3.zero)
// 无法找到头部 : Head not found
continue;
if (Aimbot.CalculateInFov(destination) > Settings.AimbotFOV)
// 不在瞄准圈内 : Not in fov
continue;
if (Settings.VisibleOnly && !GameUtils.IsPlayerVisible(gamePlayer.Player))
// 开启仅瞄准可见时不可见 : Not visible while Visible Only is toggled on
continue;
if (distanceOfTarget > distance) // 寻找最近 : Aim at the nearest
{
distanceOfTarget = distance;
float timeToHit = distance / currentAmmoTemplate.InitialSpeed; // 子弹飞行时间 : Time to hit the target
destination.x += gamePlayer.Player.Velocity.x * timeToHit; // 速度时间预判,下同 : Add some drifts to the target for hitting moving targets
destination.y += gamePlayer.Player.Velocity.y * timeToHit;
target = destination; // 建立瞄准点 : Construct the final aiming point
}
}
if (target != Vector3.zero)
{
Aimbot.AimAtPos(target);
}
}
private void NoRecoil()
{
if (Main.LocalPlayer == null)
return;
if (Main.LocalPlayer.ProceduralWeaponAnimation == null)
return;
var effect = Main.LocalPlayer.ProceduralWeaponAnimation.Shootingg?.CurrentRecoilEffect;
if (effect == null)
return;
effect.CameraRotationRecoilEffect.Intensity = 0f;
effect.HandPositionRecoilEffect.Intensity = 0f;
effect.HandRotationRecoilEffect.Intensity = 0f;
}
public void OnGUI()
{
if (Settings.AimbotDrawFOV)
{
Render.DrawCircle(new Vector2((float)Screen.width / 2f, (float)Screen.height / 2f), Screen.width * Settings.AimbotFOV / 75, 64, Color.red, true, 1);
}
}
public static float CalculateInFov(Vector3 position1)
{
Vector3 position2 = Main.MainCamera.transform.position;
Vector3 forward = Main.MainCamera.transform.forward;
Vector3 normalized = (position1 - position2).normalized;
return Mathf.Acos(Mathf.Clamp(Vector3.Dot(forward, normalized), -1f, 1f)) * 57.29578f;
}
public static void AimAtPos(Vector3 position)
{
if (Settings.SilentAim)
{
Main.LocalPlayer.ProceduralWeaponAnimation.ShotNeedsFovAdjustments = false;
Vector3 normalizedPosition = (position - Main.LocalPlayer.Fireport.position).normalized;
Vector3 shotDirection = Main.LocalPlayer.Fireport.InverseTransformVector(normalizedPosition);
Main.LocalPlayer.ProceduralWeaponAnimation._shotDirection = shotDirection;
}
else
{
Vector3 b = Main.LocalPlayer.Fireport.position - Main.LocalPlayer.Fireport.up * 1f;
Vector3 eulerAngles = Quaternion.LookRotation((position - b).normalized).eulerAngles;
if (eulerAngles.x > 180f)
{
eulerAngles.x -= 360f;
}
Main.LocalPlayer.MovementContext.Rotation = new Vector2(eulerAngles.y, eulerAngles.x);
}
}
}
}