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Entities.h
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Entities.h
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/*
Syn's AyyWare Framework 2015
*/
#pragma once
#include "MiscDefinitions.h"
#include "ClientRecvProps.h"
#include "offsets.h"
#include "Vector.h"
#define TEAM_CS_T 2
#define TEAM_CS_CT 3
#define BONE_USED_BY_HITBOX 0x00000100
#define ptr( x, x1, x2 ) *(x*)( (DWORD)x1 + (DWORD)x2 )
class IClientRenderable;
class IClientNetworkable;
class IClientUnknown;
class IClientThinkable;
class IClientEntity;
class CSWeaponInfo;
struct WeaponInfo_t;
class CHudTexture
{
public:
char type[64]; //0x0000
char subtype[64]; //0x0040
char unknowndata00[2]; //0x0080
char charinFont; //0x0082
char unknowndata01[1]; //0x0083
};//Size=0x00AC
class CSWeaponInfo
{
public:
virtual ~CSWeaponInfo() {};
char pad_0x0000[0x4]; //0x0000
char* szWeaponName; //0x0004
char pad_0x0008[0xC]; //0x0008
__int32 iMaxClip1; //0x0014
char pad_0x0018[0xC]; //0x0018
__int32 max_reserved_ammo; //0x0024
char pad_0x0028[0x4]; //0x0028
char* m_WeaponMdlPath; //0x002C
char pad_0x0030[0x4]; //0x0030
char* m_DropWeaponMdlPath; //0x0034
char pad_0x0038[0x48]; //0x0038
char* m_BulletType; //0x0080
char pad_0x0084[0x4]; //0x0084
char* hud_name; //0x0088
char pad_0x008C[0x40]; //0x008C
__int32 m_WeaponType; //0x00CC
__int32 m_WeaponPrice; //0x00D0
__int32 m_WeaponReward; //0x00D4
char* m_WeaponGroupName; //0x00D8
char pad_0x00DC[0x10]; //0x00DC
unsigned char bFullAuto; //0x00EC
char pad_0x00ED[0x3]; //0x00ED
__int32 iDamage; //0x00F0
float flArmorRatio; //0x00F4
__int32 bullets;
float flPenetration; //0x00F8
char pad_0x00F8[0x8]; //0x00FC
float flRange; //0x0108
float flRangeModifier; //0x010C
char pad_0x0110[0x10]; //0x0110
unsigned char silencer; //0x0120
char pad_0x0121[0xF]; //0x0121
float flMaxPlayerSpeed; //0x0130
float flMaxPlayerSpeedAlt; //0x0134
char pad_0x0138[0x4C]; //0x0138
__int32 recoil_seed; //0x0184
char pad_0x0188[0x68]; //0x0188
char* m_WeaponTracesType; //0x01F0
char pad_0x01F4[0x638]; //0x01F4
};
enum class CSGOClassID
{
CAI_BaseNPC = 0,
CAK47,
CBaseAnimating,
CBaseAnimatingOverlay,
CBaseAttributableItem,
CBaseButton,
CBaseCombatCharacter,
CBaseCombatWeapon,
CBaseCSGrenade,
CBaseCSGrenadeProjectile,
CBaseDoor,
CBaseEntity,
CBaseFlex,
CBaseGrenade,
CBaseParticleEntity,
CBasePlayer,
CBasePropDoor,
CBaseTeamObjectiveResource,
CBaseTempEntity,
CBaseToggle,
CBaseTrigger,
CBaseViewModel,
CBaseVPhysicsTrigger,
CBaseWeaponWorldModel,
CBeam,
CBeamSpotlight,
CBoneFollower,
CBRC4Target,
CBreachCharge,
CBreachChargeProjectile,
CBreakableProp,
CBreakableSurface,
CBumpMine,
CBumpMineProjectile,
CC4,
CCascadeLight,
CChicken,
CColorCorrection,
CColorCorrectionVolume,
CCSGameRulesProxy,
CCSPlayer,
CCSPlayerResource,
CCSRagdoll,
CCSTeam,
CDangerZone,
CDangerZoneController,
CDEagle,
CDecoyGrenade,
CDecoyProjectile,
CDrone,
CDronegun,
CDynamicLight,
CDynamicProp,
CEconEntity,
CEconWearable,
CEmbers,
CEntityDissolve,
CEntityFlame,
CEntityFreezing,
CEntityParticleTrail,
CEnvAmbientLight,
CEnvDetailController,
CEnvDOFController,
CEnvGasCanister,
CEnvParticleScript,
CEnvProjectedTexture,
CEnvQuadraticBeam,
CEnvScreenEffect,
CEnvScreenOverlay,
CEnvTonemapController,
CEnvWind,
CFEPlayerDecal,
CFireCrackerBlast,
CFireSmoke,
CFireTrail,
CFish,
CFists,
CFlashbang,
CFogController,
CFootstepControl,
CFunc_Dust,
CFunc_LOD,
CFuncAreaPortalWindow,
CFuncBrush,
CFuncConveyor,
CFuncLadder,
CFuncMonitor,
CFuncMoveLinear,
CFuncOccluder,
CFuncReflectiveGlass,
CFuncRotating,
CFuncSmokeVolume,
CFuncTrackTrain,
CGameRulesProxy,
CGrassBurn,
CHandleTest,
CHEGrenade,
CHostage,
CHostageCarriableProp,
CIncendiaryGrenade,
CInferno,
CInfoLadderDismount,
CInfoMapRegion,
CInfoOverlayAccessor,
CItem_Healthshot,
CItemCash,
CItemDogtags,
CKnife,
CKnifeGG,
CLightGlow,
CMaterialModifyControl,
CMelee,
CMolotovGrenade,
CMolotovProjectile,
CMovieDisplay,
CParadropChopper,
CParticleFire,
CParticlePerformanceMonitor,
CParticleSystem,
CPhysBox,
CPhysBoxMultiplayer,
CPhysicsProp,
CPhysicsPropMultiplayer,
CPhysMagnet,
CPhysPropAmmoBox,
CPhysPropLootCrate,
CPhysPropRadarJammer,
CPhysPropWeaponUpgrade,
CPlantedC4,
CPlasma,
CPlayerPing,
CPlayerResource,
CPointCamera,
CPointCommentaryNode,
CPointWorldText,
CPoseController,
CPostProcessController,
CPrecipitation,
CPrecipitationBlocker,
CPredictedViewModel,
CProp_Hallucination,
CPropCounter,
CPropDoorRotating,
CPropJeep,
CPropVehicleDriveable,
CRagdollManager,
CRagdollProp,
CRagdollPropAttached,
CRopeKeyframe,
CSCAR17,
CSceneEntity,
CSensorGrenade,
CSensorGrenadeProjectile,
CShadowControl,
CSlideshowDisplay,
CSmokeGrenade,
CSmokeGrenadeProjectile,
CSmokeStack,
CSnowball,
CSnowballPile,
CSnowballProjectile,
CSpatialEntity,
CSpotlightEnd,
CSprite,
CSpriteOriented,
CSpriteTrail,
CStatueProp,
CSteamJet,
CSun,
CSunlightShadowControl,
CSurvivalSpawnChopper,
CTablet,
CTeam,
CTeamplayRoundBasedRulesProxy,
CTEArmorRicochet,
CTEBaseBeam,
CTEBeamEntPoint,
CTEBeamEnts,
CTEBeamFollow,
CTEBeamLaser,
CTEBeamPoints,
CTEBeamRing,
CTEBeamRingPoint,
CTEBeamSpline,
CTEBloodSprite,
CTEBloodStream,
CTEBreakModel,
CTEBSPDecal,
CTEBubbles,
CTEBubbleTrail,
CTEClientProjectile,
CTEDecal,
CTEDust,
CTEDynamicLight,
CTEEffectDispatch,
CTEEnergySplash,
CTEExplosion,
CTEFireBullets,
CTEFizz,
CTEFootprintDecal,
CTEFoundryHelpers,
CTEGaussExplosion,
CTEGlowSprite,
CTEImpact,
CTEKillPlayerAttachments,
CTELargeFunnel,
CTEMetalSparks,
CTEMuzzleFlash,
CTEParticleSystem,
CTEPhysicsProp,
CTEPlantBomb,
CTEPlayerAnimEvent,
CTEPlayerDecal,
CTEProjectedDecal,
CTERadioIcon,
CTEShatterSurface,
CTEShowLine,
CTesla,
CTESmoke,
CTESparks,
CTESprite,
CTESpriteSpray,
CTest_ProxyToggle_Networkable,
CTestTraceline,
CTEWorldDecal,
CTriggerPlayerMovement,
CTriggerSoundOperator,
CVGuiScreen,
CVoteController,
CWaterBullet,
CWaterLODControl,
CWeaponAug,
CWeaponAWP,
CWeaponBaseItem,
CWeaponBizon,
CWeaponCSBase,
CWeaponCSBaseGun,
CWeaponCycler,
CWeaponElite,
CWeaponFamas,
CWeaponFiveSeven,
CWeaponG3SG1,
CWeaponGalil,
CWeaponGalilAR,
CWeaponGlock,
CWeaponHKP2000,
CWeaponM249,
CWeaponM3,
CWeaponM4A1,
CWeaponMAC10,
CWeaponMag7,
CWeaponMP5Navy,
CWeaponMP7,
CWeaponMP9,
CWeaponNegev,
CWeaponNOVA,
CWeaponP228,
CWeaponP250,
CWeaponP90,
CWeaponSawedoff,
CWeaponSCAR20,
CWeaponScout,
CWeaponSG550,
CWeaponSG552,
CWeaponSG556,
CWeaponShield,
CWeaponSSG08,
CWeaponTaser,
CWeaponTec9,
CWeaponTMP,
CWeaponUMP45,
CWeaponUSP,
CWeaponXM1014,
CWorld,
CWorldVguiText,
DustTrail,
MovieExplosion,
ParticleSmokeGrenade,
RocketTrail,
SmokeTrail,
SporeExplosion,
SporeTrail,
};
enum moveTypes
{
MOVETYPE_NONE = 0, // never moves
MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.
MOVETYPE_WALK, // Player only - moving on the ground
MOVETYPE_STEP, // gravity, special edge handling -- monsters use this
MOVETYPE_FLY, // No gravity, but still collides with stuff
MOVETYPE_FLYGRAVITY, // flies through the air + is affected by gravity
MOVETYPE_VPHYSICS, // uses VPHYSICS for simulation
MOVETYPE_PUSH, // no clip to world, push and crush
MOVETYPE_NOCLIP, // No gravity, no collisions, still do velocity/avelocity
MOVETYPE_LADDER, // Used by players only when going onto a ladder
MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode
MOVETYPE_CUSTOM, // Allows the entity to describe its own physics
MOVETYPE_LAST = MOVETYPE_CUSTOM, // should always be defined as the last item in the list
MOVETYPE_MAX_BITS = 4
};
enum class CSGOHitboxID
{
Head = 0,
Neck,
NeckLower,
Pelvis,
Stomach,
LowerChest,
Chest,
UpperChest,
RightThigh,
LeftThigh,
RightShin,
LeftShin,
RightFoot,
LeftFoot,
RightHand,
LeftHand,
RightUpperArm,
RightLowerArm,
LeftUpperArm,
LeftLowerArm,
Max,
};
// Weapon IDs
enum ItemDefinitionIndex : int
{
WEAPON_NONE = 0,
WEAPON_DEAGLE,
WEAPON_ELITE,
WEAPON_FIVESEVEN,
WEAPON_GLOCK,
WEAPON_AK47 = 7,
WEAPON_AUG,
WEAPON_AWP,
WEAPON_FAMAS,
WEAPON_G3SG1,
WEAPON_GALILAR = 13,
WEAPON_M249,
WEAPON_M4A1 = 16,
WEAPON_MAC10,
WEAPON_P90 = 19,
WEAPON_MP5SD = 23,
WEAPON_UMP45,
WEAPON_XM1014,
WEAPON_BIZON,
WEAPON_MAG7,
WEAPON_NEGEV,
WEAPON_SAWEDOFF,
WEAPON_TEC9,
WEAPON_TASER,
WEAPON_HKP2000,
WEAPON_MP7,
WEAPON_MP9,
WEAPON_NOVA,
WEAPON_P250,
WEAPON_SHIELD,
WEAPON_SCAR20,
WEAPON_SG556,
WEAPON_SSG08,
WEAPON_KNIFEGG,
WEAPON_KNIFE,
WEAPON_FLASHBANG,
WEAPON_HEGRENADE,
WEAPON_SMOKEGRENADE,
WEAPON_MOLOTOV,
WEAPON_DECOY,
WEAPON_INCGRENADE,
WEAPON_C4,
WEAPON_HEALTHSHOT = 57,
WEAPON_KNIFE_T = 59,
WEAPON_M4A1_SILENCER,
WEAPON_USP_SILENCER,
WEAPON_CZ75A = 63,
WEAPON_REVOLVER,
WEAPON_TAGRENADE = 68,
WEAPON_FISTS,
WEAPON_BREACHCHARGE,
WEAPON_TABLET = 72,
WEAPON_MELEE = 74,
WEAPON_AXE,
WEAPON_HAMMER,
WEAPON_SPANNER = 78,
WEAPON_KNIFE_GHOST = 80,
WEAPON_FIREBOMB,
WEAPON_DIVERSION,
WEAPON_FRAG_GRENADE,
WEAPON_SNOWBALL,
WEAPON_BUMPMINE,
WEAPON_BAYONET = 500,
WEAPON_KNIFE_FLIP = 505,
WEAPON_KNIFE_GUT,
WEAPON_KNIFE_KARAMBIT,
WEAPON_KNIFE_M9_BAYONET,
WEAPON_KNIFE_TACTICAL,
WEAPON_KNIFE_FALCHION = 512,
WEAPON_KNIFE_SURVIVAL_BOWIE = 514,
WEAPON_KNIFE_BUTTERFLY,
WEAPON_KNIFE_PUSH,
WEAPON_KNIFE_URSUS = 519,
WEAPON_KNIFE_GYPSY_JACKKNIFE,
WEAPON_KNIFE_STILETTO = 522,
WEAPON_KNIFE_WIDOWMAKER
};
class ScriptCreatedItem
{
public:
CPNETVAR_FUNC(int*, ItemDefinitionIndex, 0xE67AB3B8); //m_iItemDefinitionIndex
CPNETVAR_FUNC(int*, ItemIDHigh, 0x714778A); //m_iItemIDHigh
CPNETVAR_FUNC(int*, ItemIDLow, 0x3A3DFC74); //m_iItemIDLow
};
class AttributeContainer
{
public:
CPNETVAR_FUNC(ScriptCreatedItem*, m_Item, 0x7E029CE5);
};
class CBaseCombatWeapon
{
public:
CNETVAR_FUNC(float, GetNextPrimaryAttack, 0xDB7B106E); //m_flNextPrimaryAttack
CNETVAR_FUNC(int, GetAmmoInClip, 0x97B6F70C); //m_iClip1
CNETVAR_FUNC(HANDLE, GetOwnerHandle, 0xC32DF98D); //m_hOwner
CNETVAR_FUNC(Vector, GetOrigin, 0x1231CE10); //m_vecOrigin
CPNETVAR_FUNC(int*, FallbackPaintKit, 0xADE4C870); // m_nFallbackPaintKit
CPNETVAR_FUNC(int*, FallbackSeed, 0xC2D0683D); // m_nFallbackSeed
CPNETVAR_FUNC(float*, FallbackWear, 0xA263576C); //m_flFallbackWear
CPNETVAR_FUNC(int*, FallbackStatTrak, 0x1ED78768); //m_nFallbackStatTrak
CPNETVAR_FUNC(int*, OwnerXuidLow, 0xAD8D897F);
CPNETVAR_FUNC(int*, OwnerXuidHigh, 0x90511E77);
CPNETVAR_FUNC(int*, ViewModelIndex, 0x7F7C89C1);
CPNETVAR_FUNC(int*, ModelIndex, 0x27016F83);
CPNETVAR_FUNC(int*, WorldModelIndex, 0x4D8AD9F3);
CPNETVAR_FUNC(char*, szCustomName, 0x0);
CPNETVAR_FUNC(AttributeContainer*, m_AttributeManager, 0xCFFCE089);
CNETVAR_FUNC(int, GetZoomLevel, 0x26553F1A);
float GetInaccuracy()
{
typedef float(__thiscall* oInaccuracy)(PVOID);
return call_vfunc< oInaccuracy >(this, 478)(this);
}
float GetInnacc()
{
typedef float(__thiscall *OrigFn)(void *);
return call_vfunc<OrigFn>(this, 478)(this);
}
void UpdateAccPenalty()
{
typedef void(__thiscall *OrigFn)(void *);
return call_vfunc<OrigFn>(this, 479)(this);
}
bool IsScoped(int x = 0)
{
return GetZoomLevel() > 0;
}
CSWeaponInfo* GetCSWpnData()
{
if (!this) return nullptr;
typedef CSWeaponInfo*(__thiscall* OriginalFn)(void*);
return call_vfunc<OriginalFn>(this, 456)(this);
}
};
class CCSBomb
{
public:
CNETVAR_FUNC(HANDLE, GetOwnerHandle, 0xC32DF98D); //m_hOwner 0x29BC
CNETVAR_FUNC(float, GetC4BlowTime, 0x297C); //m_flC4Blow 0x297C
CNETVAR_FUNC(float, GetC4DefuseCountDown, 0x2994); //m_flDefuseCountDown 0x2994
};
class CLocalPlayerExclusive
{
public:
CNETVAR_FUNC(Vector, GetViewPunchAngle, 0x68F014C0);//m_viewPunchAngle
CNETVAR_FUNC(Vector, GetAimPunchAngle, 0xBF25C290);//m_aimPunchAngle
CNETVAR_FUNC(Vector, GetAimPunchAngleVel, 0x8425E045);//m_aimPunchAngleVel
};
class CollisionProperty
{
public:
CNETVAR_FUNC(Vector, GetMins, 0xF6F78BAB);//m_vecMins
CNETVAR_FUNC(Vector, GetMaxs, 0xE47C6FC4);//m_vecMaxs
CNETVAR_FUNC(unsigned char, GetSolidType, 0xB86722A1);//m_nSolidType
CNETVAR_FUNC(unsigned short, GetSolidFlags, 0x63BB24C1);//m_usSolidFlags
CNETVAR_FUNC(int, GetSurroundsType, 0xB677A0BB); //m_nSurroundType
bool IsSolid()
{
return (GetSolidType() != SOLID_NONE) && ((GetSolidFlags() & FSOLID_NOT_SOLID) == 0);
}
};
class IClientRenderable
{
public:
//virtual void* GetIClientUnknown() = 0;
virtual Vector const& GetRenderOrigin(void) = 0;
virtual Vector const& GetRenderAngles(void) = 0;
virtual bool ShouldDraw(void) = 0;
virtual bool IsTransparent(void) = 0;
virtual bool UsesPowerOfTwoFrameBufferTexture() = 0;
virtual bool UsesFullFrameBufferTexture() = 0;
virtual void GetShadowHandle() const = 0;
virtual void* RenderHandle() = 0;
virtual const model_t* GetModel() const = 0;
virtual int DrawModel(int flags) = 0;
virtual int GetBody() = 0;
virtual void ComputeFxBlend() = 0;
bool SetupBones(matrix3x4 *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime)
{
typedef bool(__thiscall* oSetupBones)(PVOID, matrix3x4*, int, int, float);
return call_vfunc< oSetupBones>(this, 13)(this, pBoneToWorldOut, nMaxBones, boneMask, currentTime);
}
};
class IClientNetworkable
{
public:
virtual IClientUnknown* GetIClientUnknown() = 0;
virtual void Release() = 0;
virtual ClientClass* GetClientClass() = 0;// FOR NETVARS FIND YOURSELF ClientClass* stuffs
virtual void NotifyShouldTransmit( /* ShouldTransmitState_t state*/) = 0;
virtual void OnPreDataChanged( /*DataUpdateType_t updateType*/) = 0;
virtual void OnDataChanged( /*DataUpdateType_t updateType*/) = 0;
virtual void PreDataUpdate( /*DataUpdateType_t updateType*/) = 0;
virtual void PostDataUpdate( /*DataUpdateType_t updateType*/) = 0;
virtual void unknown();
virtual bool IsDormant(void) = 0;
virtual int GetIndex(void) const = 0;
virtual void ReceiveMessage(int classID /*, bf_read &msg*/) = 0;
virtual void* GetDataTableBasePtr() = 0;
virtual void SetDestroyedOnRecreateEntities(void) = 0;
};
class IClientUnknown
{
public:
virtual void* GetCollideable() = 0;
virtual IClientNetworkable* GetClientNetworkable() = 0;
virtual IClientRenderable* GetClientRenderable() = 0;
virtual IClientEntity* GetIClientEntity() = 0;
virtual IClientEntity* GetBaseEntity() = 0;
virtual IClientThinkable* GetClientThinkable() = 0;
};
class IClientThinkable
{
public:
virtual IClientUnknown* GetIClientUnknown() = 0;
virtual void ClientThink() = 0;
virtual void* GetThinkHandle() = 0;
virtual void SetThinkHandle(void* hThink) = 0;
virtual void Release() = 0;
};
class __declspec (novtable)IClientEntity : public IClientUnknown, public IClientRenderable, public IClientNetworkable, public IClientThinkable
{
public:
public:
virtual void Release(void) = 0;
virtual void blahblahpad(void) = 0;
virtual Vector& GetAbsOrigin(void) const = 0;//in broken place use GetOrigin Below
virtual const Vector& GetAbsAngles(void) const = 0;
//--- NetVars ---//
int GetGlowIndex()
{
return *(int*)(this + 0xA310);
}
CPNETVAR_FUNC(CLocalPlayerExclusive*, localPlayerExclusive, 0x7177BC3E);// m_Local
CPNETVAR_FUNC(CollisionProperty*, collisionProperty, 0xE477CBD0);//m_Collision
CNETVAR_FUNC(float, GetLowerBodyYaw, 0xE6996CCF); //m_flLowerBodyYawTarget
CNETVAR_FUNC(int, GetFlags, 0xE456D580); //m_fFlags
CNETVAR_FUNC(float, GetTargetYaw, 0xE6996CCF)
CNETVAR_FUNC(Vector, GetOrigin, 0x1231CE10); //m_vecOrigin 0x0134
CNETVAR_FUNC(Vector, GetRotation, 0x6BEA197A); //m_angRotation
CNETVAR_FUNC(int, GetTeamNum, 0xC08B6C6E); //m_iTeamNum
CNETVAR_FUNC(int, GetMaxHealth, 0xC52E1C28); //m_iMaxHealth
CNETVAR_FUNC(int, GetHealth, 0xA93054E3); //m_iHealth
CNETVAR_FUNC(float, GetFlashDuration, 0x4B5938D5); //m_flFlashDuration
CNETVAR_FUNC(float, GetFlashAlpha, 0xFE79FB98); //m_flFlashMaxAlpha
CNETVAR_FUNC(unsigned char, GetLifeState, 0xD795CCFC); //m_lifeState
CNETVAR_FUNC(HANDLE, GetActiveWeaponHandle, 0xB4FECDA3); //m_hActiveWeapon
CNETVAR_FUNC(int, GetTickBase, 0xD472B079); //m_nTickBase
CNETVAR_FUNC(Vector, GetViewOffset, 0xA9F74931); //m_vecViewOffset[0]
CNETVAR_FUNC(Vector, GetViewPunch, 0x68F014C0);
CNETVAR_FUNC(Vector, GetPunch, 0xBF25C290);
CNETVAR_FUNC(Vector, GetVelocity, 0x40C1CA24); //m_vecVelocity[0]
CNETVAR_FUNC(bool, HasGunGameImmunity, 0x6AD6FA0D); //m_bGunGameImmunity
CNETVAR_FUNC(int, ArmorValue, 0x3898634); //m_ArmorValue
CNETVAR_FUNC(bool, HasHelmet, 0x7B97F18A); //m_bHasHelmet
CNETVAR_FUNC(int, GetObserverMode, 0x2441D093); // m_iObserverMode
CNETVAR_FUNC(HANDLE, GetObserverTargetHandle, 0x8660FD83); //m_hObserverTarget
CNETVAR_FUNC(int, GetShotsFired, 0x3F2F6C66); //m_nTickBase
CNETVAR_FUNC(float, GetSimulationTime, 0xC4560E44); //m_flSimulationTime
CNETVAR_FUNC(float, GetAnimTime, 0xD27E8416);
CNETVAR_FUNC(bool, IsScoped, 0x61B9C22C); //m_bIsScoped
//CNETVAR_FUNC(int, GetPlayerCompRank, 0x75671F7F);
// ----------------------------------------------//
bool IsAlive()
{
return (GetLifeState() == LIFE_ALIVE && GetHealth() > 0);
}
int GetMoveType()
{
if (!this)
return 0;
return ptr(int, this, 0x258);
}
QAngle* GetEyeAnglesPointer()
{
return reinterpret_cast<QAngle*>((DWORD)this + (DWORD)0xB344);
}
QAngle GetEyeAngles()
{
return *reinterpret_cast<QAngle*>((DWORD)this + (DWORD)0xB344);
}
QAngle GetEyeAnglesXY()
{
return *(QAngle*)((DWORD)this + GET_NETVAR("DT_CSPlayer", "m_angEyeAngles"));
}
Vector GetBonePos(int i)
{
matrix3x4 boneMatrix[128];
if (this->SetupBones(boneMatrix, 128, BONE_USED_BY_HITBOX, GetTickCount64()))
{
return Vector(boneMatrix[i][0][3], boneMatrix[i][1][3], boneMatrix[i][2][3]);
}
return Vector(0, 0, 0);
}
Vector GetHeadPos()
{
return this->GetBonePos(6);
}
Vector GetHeadAngle()
{
return GetAbsOrigin() + GetViewOffset();
}
bool IsPlayer()
{
return GetClientClass()->m_ClassID == (int)CSGOClassID::CCSPlayer;
}
Vector GetOrigin2() {
return *(Vector*)((DWORD)this + 0x00000134);
}
Vector GetViewAngles2() {
return *(Vector*)((DWORD)this + 0x00000104);
}
Vector GetAbsOrigin2() {
__asm {
MOV ECX, this
MOV EAX, DWORD PTR DS : [ECX]
CALL DWORD PTR DS : [EAX + 0x28]
}
}
Vector GetAbsAngles2() {
__asm {
MOV ECX, this;
MOV EAX, DWORD PTR DS : [ECX];
CALL DWORD PTR DS : [EAX + 0x2C]
}
}
Vector GetEyePosition() {
Vector Origin = *(Vector*)((DWORD)this + 0x138);
Vector View = *(Vector*)((DWORD)this + 0x108);
return(Origin + View);
}
Vector GetAimPunch() {
return *(Vector*)((DWORD)this + 0x302C);
}
bool IsImmune() {
return *(bool*)((DWORD)this + 0x392C);
}
ClientClass *GetClientClass2() {
PVOID Networkable = (PVOID)((DWORD)(this) + 0x8);
using Original = ClientClass*(__thiscall*)(PVOID);
return call_vfunc<Original>(Networkable, 2)(Networkable);
}
HANDLE GetWeaponHandle() {
return *(HANDLE*)((DWORD)this + 0x2EF8);
}
};