Checking rendering items out of bounds when looking at the ground & removed handle hijack because of not working properly
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@@ -12,3 +12,8 @@ void Utils::update_console_title() {
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SetConsoleTitle(title.c_str());
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SetConsoleTitle(title.c_str());
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}
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}
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bool Utils::is_in_bounds(const Vector3& pos, int width, int heigh) {
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return pos.x >= 0 && pos.x <= width && pos.y >= 0 && pos.y <= heigh;
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}
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@@ -3,11 +3,13 @@
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#include <string>
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#include <string>
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#include "config.hpp"
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#include "config.hpp"
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#include "vector.hpp"
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class Utils {
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class Utils {
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private:
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private:
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public:
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public:
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void update_console_title();
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void update_console_title();
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bool is_in_bounds(const Vector3& pos, int width, int heigh);
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};
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};
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inline Utils utils;
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inline Utils utils;
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@@ -6,7 +6,6 @@
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#include "../classes/globals.hpp"
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#include "../classes/globals.hpp"
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namespace hack {
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namespace hack {
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std::vector<std::pair<std::string, std::string>> boneConnections = {
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std::vector<std::pair<std::string, std::string>> boneConnections = {
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{"neck_0", "spine_1"},
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{"neck_0", "spine_1"},
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{"spine_1", "spine_2"},
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{"spine_1", "spine_2"},
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@@ -27,7 +26,7 @@ namespace hack {
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void loop() {
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void loop() {
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std::lock_guard<std::mutex> lock(dataMutex);
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std::lock_guard<std::mutex> lock(reader_mutex);
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if (g_game.isC4Planted)
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if (g_game.isC4Planted)
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{
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{
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@@ -73,7 +72,12 @@ namespace hack {
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const Vector3 screenPos = g_game.world_to_screen(&player->origin);
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const Vector3 screenPos = g_game.world_to_screen(&player->origin);
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const Vector3 screenHead = g_game.world_to_screen(&player->head);
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const Vector3 screenHead = g_game.world_to_screen(&player->head);
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if (screenPos.z >= 0.01f) {
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if (
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screenPos.z < 0.01f ||
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!utils.is_in_bounds(screenPos, g_game.game_bounds.right, g_game.game_bounds.bottom)
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)
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continue;
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const float height = screenPos.y - screenHead.y;
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const float height = screenPos.y - screenHead.y;
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const float width = height / 2.4f;
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const float width = height / 2.4f;
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@@ -234,7 +238,6 @@ namespace hack {
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}
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}
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}
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}
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}
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}
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}
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// std::this_thread::sleep_for(std::chrono::milliseconds(1));
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// std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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}
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}
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}
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@@ -43,7 +43,7 @@ void CGame::init() {
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std::cout << "[cs2] Waiting for cs2.exe..." << std::endl;
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std::cout << "[cs2] Waiting for cs2.exe..." << std::endl;
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process = std::make_shared<pProcess>();
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process = std::make_shared<pProcess>();
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while (!process->AttachProcessHj("cs2.exe"))
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while (!process->AttachProcess("cs2.exe"))
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std::this_thread::sleep_for(std::chrono::seconds(1));
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std::this_thread::sleep_for(std::chrono::seconds(1));
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std::cout << "[cs2] Attached to cs2.exe\n" << std::endl;
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std::cout << "[cs2] Attached to cs2.exe\n" << std::endl;
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@@ -68,8 +68,7 @@ void CGame::close() {
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}
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}
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void CGame::loop() {
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void CGame::loop() {
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std::lock_guard<std::mutex> lock(reader_mutex);
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std::lock_guard<std::mutex> lock(dataMutex);
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if (updater::offsets::dwLocalPlayerController == 0x0)
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if (updater::offsets::dwLocalPlayerController == 0x0)
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throw std::runtime_error("Offsets have not been corretly set, cannot proceed.");
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throw std::runtime_error("Offsets have not been corretly set, cannot proceed.");
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@@ -77,4 +77,4 @@ private:
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inline CGame g_game;
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inline CGame g_game;
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inline std::mutex dataMutex;
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inline std::mutex reader_mutex;
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