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Copy pathExterns.h
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Externs.h
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#pragma once
#include <Windows.h>
#include <math.h>
//¶¨ÒåÍæ¼Ò½á¹¹
struct Bones {
USHORT Head;
USHORT Neck;
USHORT Hip;
USHORT leftElbow, rightElbow;
USHORT leftHand, rightHand;
USHORT leftKnee, rightKnee;
USHORT leftHeel, rightHeel;
};
struct Vector3
{
float x, y, z;
Vector3 operator-(Vector3 v) const { return { x - v.x, y - v.y, z - v.z }; }
Vector3 operator+(Vector3 v) const { return { x + v.x, y + v.y, z + v.z }; }
Vector3 operator*(float s) const { return { x * s, y * s, z * s }; }
Vector3 operator/(float s) const { return { x / s, y / s, z / s }; }
Vector3& operator/=(float s) { x /= s; y /= s; z /= s; return *this; }
Vector3& operator+=(Vector3 v) { x += v.x; y += v.y; z += v.z; return *this; }
Vector3& operator-=(Vector3 v) { x -= v.x; y -= v.y; z -= v.z; return *this; }
void Normalize() { while (x > 89.0f) x -= 180.f; while (x < -89.0f) x += 180.f; while (y > 180.f) y -= 360.f; while (y < -180.f) y += 360.f; }
float Length() const { return sqrt(x * x + y * y + z * z); }
float Length2D() const { return sqrt(x * x + y * y); }
float DistTo(Vector3 v) const { return (*this - v).Length(); }
float Dist2D(Vector3 v) const { return (*this - v).Length2D(); }
};
struct Vector2
{
float x, y;
Vector2 operator-(Vector2 v) const { return { x - v.x, y - v.y }; }
Vector2 operator+(Vector2 v) const { return { x + v.x, y + v.y }; }
Vector2 operator*(float s) const { return { x * s, y * s }; }
Vector2 operator/(float s) const { return { x / s, y / s }; }
Vector2& operator/=(float s) { x /= s; y /= s; return *this; }
Vector2& operator+=(Vector2 v) { x += v.x; y += v.y; return *this; }
Vector2& operator-=(Vector2 v) { x -= v.x; y -= v.y; return *this; }
bool operator!=(Vector2 v) const { return x != v.x || y != v.y; }
void Normalize() { if (x > 89.0f) x -= 180.f; if (x < -89.0f) x += 180.f; if (y > 180.f) y -= 360.f; if (y < -180.f) y += 360.f; }
float Length2D() const { return sqrt(x * x + y * y); }
float Dist2D(Vector2 v) const { return (*this - v).Length2D(); }
};
struct Bones2D {
Vector2 Head;
Vector2 Neck;
Vector2 Chest;
Vector2 Hip;
Vector2 leftElbow, rightElbow;
Vector2 leftHand, rightHand;
Vector2 leftKnee, rightKnee;
Vector2 leftHeel, rightHeel;
};
//Entity
struct Entity
{
__int64 Ptr;
int Team;
int Shield;
int ShieldType;
int PROLevel;
Bones Bones;
Bones2D Bones2D;
__int64 BoneArray;
int Health;
char ModelName[128];
char nickName[256];
char class_name[33] ;
bool isPro;
uint64_t UserId;
};
struct ClientClass {
uint64_t pCreateFn;
uint64_t pCreateEventFn;
uint64_t pNetworkName;
uint64_t pRecvTable;
uint64_t pNext;
uint32_t ClassID;
uint32_t ClassSize;
};
struct ProUser {
bool isPro;
char nickName[256];
int PROLevel;
char Status [120];
};