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Entities.h
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Entities.h
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#pragma once
#include "Globalshhh.h"
#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 )
#define TICK_INTERVAL (Interfaces::Globals->interval_per_tick)
#define TIME_TO_TICKS( dt ) ( (int)( 0.5f + (float)(dt) / TICK_INTERVAL ) )
class IClientRenderable;
class IClientNetworkable;
class IClientUnknown;
class IClientThinkable;
class IClientEntity;
class CSWeaponInfo;
enum class TeamID : int
{
TEAM_UNASSIGNED,
TEAM_SPECTATOR,
TEAM_TERRORIST,
TEAM_COUNTER_TERRORIST,
};
class CCSGrenade
{
public:
float GetThrowTime()
{
return *(float*)((uintptr_t)this + 0x00003344);
}
};
class CSWeaponInfo
{
public:
void* pVTable;
char* pWeaponnamefordropinconsolepName; //0x0008
__int32 _pad0[3];
__int32 iMaxClip1; //0x0014
__int32 iMaxClip2; //0x0018
__int32 iDefaultClip1; //0x001C
__int32 iDefaultClip2; //0x0020
char _0x0024[8];
char* pWorldModel; //0x002C
char* pViewModel; //0x0030
char* pDroppedWorldModel; //0x0034
char _0x0038[80];
char* pAnimationPrefix; //0x0088
char* pPrintName2; //0x008C
char _0x0090[56];
__int32 iWeaponType; //0x00C8
__int32 iWeaponPrice; //0x00CC
__int32 iKillAward; //0x00D0
char* pPrintname; //0x00D4
char _0x00D8[16];
BYTE bFullAuto; //0x00E8
char _0x00E9[3];
__int32 m_iDamage; //0x00EC
float m_flArmorRatio; //0x00F0
char _0x00F4[4];
float m_flPenetration; //0x00F8
char _0x00FC[8];
float m_flRange; //0x0104
float m_flRangeModifier; //0x0108
char _0x010C[28];
__int32 iTeamNum; //0x0128
float flMaxSpeed; //0x012C
float flMaxSpeed2; //0x0130
char _0x0134[136];
__int32 iZoomLevels; //0x01BC
__int32 iZoomFOV[2]; //0x01C0
float flZoomTime[3]; //0x01C8
char _0x01D4[52];
char* pZoomInSound; //0x0208
char* pZoomOutSound; //0x020C
char _0x0210[24];
BYTE bHasBurstmode; //0x0228
BYTE bIsRevolver; //0x0229
char _0x022A[22];
};//Size=0x240
enum class CSGOClassID
{
CAK47 = 1,
CBaseAnimating = 2,
CBaseAnimatingOverlay = 3,
CBaseAttributableItem = 4,
CBaseButton = 5,
CBaseCombatCharacter = 6,
CBaseCombatWeapon = 7,
CBaseCSGrenade = 8,
CBaseCSGrenadeProjectile = 9,
CBaseDoor = 10,
CBaseEntity = 11,
CBaseFlex = 12,
CBaseGrenade = 13,
CBaseParticleEntity = 14,
CBasePlayer = 15,
CBasePropDoor = 16,
CBaseTeamObjectiveResource = 17,
CBaseTempEntity = 18,
CBaseToggle = 19,
CBaseTrigger = 20,
CBaseViewModel = 21,
CBaseVPhysicsTrigger = 22,
CBaseWeaponWorldModel = 23,
CBeam = 24,
CBeamSpotlight = 25,
CBoneFollower = 26,
CBreakableProp = 27,
CBreakableSurface = 28,
CC4 = 29,
CCascadeLight = 30,
CChicken = 31,
CColorCorrection = 32,
CColorCorrectionVolume = 33,
CCSGameRulesProxy = 34,
CCSPlayer = 35,
CCSPlayerResource = 36,
CCSRagdoll = 37,
CCSTeam = 38,
CDEagle = 39,
CDecoyGrenade = 40,
CDecoyProjectile = 41,
CDynamicLight = 42,
CDynamicProp = 43,
CEconEntity = 44,
CEconWearable = 45,
CEmbers = 46,
CEntityDissolve = 47,
CEntityFlame = 48,
CEntityFreezing = 49,
CEntityParticleTrail = 50,
CEnvAmbientLight = 51,
CEnvDetailController = 52,
CEnvDOFController = 53,
CEnvParticleScript = 54,
CEnvProjectedTexture = 55,
CEnvQuadraticBeam = 56,
CEnvScreenEffect = 57,
CEnvScreenOverlay = 58,
CEnvTonemapController = 59,
CEnvWind = 60,
CFEPlayerDecal = 61,
CFireCrackerBlast = 62,
CFireSmoke = 63,
CFireTrail = 64,
CFish = 65,
CFlashbang = 66,
CFogController = 67,
CFootstepControl = 68,
CFunc_Dust = 69,
CFunc_LOD = 70,
CFuncAreaPortalWindow = 71,
CFuncBrush = 72,
CFuncConveyor = 73,
CFuncLadder = 74,
CFuncMonitor = 75,
CFuncMoveLinear = 76,
CFuncOccluder = 77,
CFuncReflectiveGlass = 78,
CFuncRotating = 79,
CFuncSmokeVolume = 80,
CFuncTrackTrain = 81,
CGameRulesProxy = 82,
CHandleTest = 83,
CHEGrenade = 84,
CHostage = 85,
CHostageCarriableProp = 86,
CIncendiaryGrenade = 87,
CInferno = 88,
CInfoLadderDismount = 89,
CInfoOverlayAccessor = 90,
CItem_Healthshot = 91,
CItemDogtags = 92,
CKnife = 93,
CKnifeGG = 94,
CLightGlow = 95,
CMaterialModifyControl = 96,
CMolotovGrenade = 97,
CMolotovProjectile = 98,
CMovieDisplay = 99,
CParticleFire = 100,
CParticlePerformanceMonitor = 101,
CParticleSystem = 102,
CPhysBox = 103,
CPhysBoxMultiplayer = 104,
CPhysicsProp = 105,
CPhysicsPropMultiplayer = 106,
CPhysMagnet = 107,
CPlantedC4 = 108,
CPlasma = 109,
CPlayerResource = 110,
CPointCamera = 111,
CPointCommentaryNode = 112,
CPointWorldText = 113,
CPoseController = 114,
CPostProcessController = 115,
CPrecipitation = 116,
CPrecipitationBlocker = 117,
CPredictedViewModel = 118,
CProp_Hallucination = 119,
CPropDoorRotating = 120,
CPropJeep = 121,
CPropVehicleDriveable = 122,
CRagdollManager = 123,
CRagdollProp = 124,
CRagdollPropAttached = 125,
CRopeKeyframe = 126,
CSCAR17 = 127,
CSceneEntity = 128,
CSensorGrenade = 129,
CSensorGrenadeProjectile = 130,
CShadowControl = 131,
CSlideshowDisplay = 132,
CSmokeGrenade = 133,
CSmokeGrenadeProjectile = 134,
CSmokeStack = 135,
CSpatialEntity = 136,
CSpotlightEnd = 137,
CSprite = 138,
CSpriteOriented = 139,
CSpriteTrail = 140,
CStatueProp = 141,
CSteamJet = 142,
CSun = 143,
CSunlightShadowControl = 144,
CTeam = 145,
CTeamplayRoundBasedRulesProxy = 146,
CTEArmorRicochet = 147,
CTEBaseBeam = 148,
CTEBeamEntPoint = 149,
CTEBeamEnts = 150,
CTEBeamFollow = 151,
CTEBeamLaser = 152,
CTEBeamPoints = 153,
CTEBeamRing = 154,
CTEBeamRingPoint = 155,
CTEBeamSpline = 156,
CTEBloodSprite = 157,
CTEBloodStream = 158,
CTEBreakModel = 159,
CTEBSPDecal = 160,
CTEBubbles = 161,
CTEBubbleTrail = 162,
CTEClientProjectile = 163,
CTEDecal = 164,
CTEDust = 165,
CTEDynamicLight = 166,
CTEEffectDispatch = 167,
CTEEnergySplash = 168,
CTEExplosion = 169,
CTEFireBullets = 170,
CTEFizz = 171,
CTEFootprintDecal = 172,
CTEFoundryHelpers = 173,
CTEGaussExplosion = 174,
CTEGlowSprite = 175,
CTEImpact = 176,
CTEKillPlayerAttachments = 177,
CTELargeFunnel = 178,
CTEMetalSparks = 179,
CTEMuzzleFlash = 180,
CTEParticleSystem = 181,
CTEPhysicsProp = 182,
CTEPlantBomb = 183,
CTEPlayerAnimEvent = 184,
CTEPlayerDecal = 185,
CTEProjectedDecal = 186,
CTERadioIcon = 187,
CTEShatterSurface = 188,
CTEShowLine = 189,
CTesla = 190,
CTESmoke = 191,
CTESparks = 192,
CTESprite = 193,
CTESpriteSpray = 194,
CTest_ProxyToggle_Networkable = 194,
CTestTraceline = 196,
CTEWorldDecal = 197,
CTriggerPlayerMovement = 198,
CTriggerSoundOperator = 199,
CVGuiScreen = 200,
CVoteController = 201,
CWaterBullet = 202,
CWaterLODControl = 203,
CWeaponAug = 204,
CWeaponAWP = 205,
CWeaponBaseItem = 206,
CWeaponBizon = 207,
CWeaponCSBase = 208,
CWeaponCSBaseGun = 209,
CWeaponCycler = 210,
CWeaponElite = 211,
CWeaponFamas = 212,
CWeaponFiveSeven = 213,
CWeaponG3SG1 = 214,
CWeaponGalil = 215,
CWeaponGalilAR = 216,
CWeaponGlock = 217,
CWeaponHKP2000 = 218,
CWeaponM249 = 219,
CWeaponM3 = 220,
CWeaponM4A1 = 221,
CWeaponMAC10 = 222,
CWeaponMag7 = 223,
CWeaponMP5Navy = 224,
CWeaponMP7 = 225,
CWeaponMP9 = 226,
CWeaponNegev = 227,
CWeaponNOVA = 228,
CWeaponP228 = 229,
CWeaponP250 = 230,
CWeaponP90 = 231,
CWeaponSawedoff = 232,
CWeaponSCAR20 = 233,
CWeaponScout = 234,
CWeaponSG550 = 235,
CWeaponSG552 = 236,
CWeaponSG556 = 237,
CWeaponSSG08 = 238,
CWeaponTaser = 239,
CWeaponTec9 = 240,
CWeaponTMP = 241,
CWeaponUMP45 = 242,
CWeaponUSP = 243,
CWeaponXM1014 = 244,
CWorld = 245,
DustTrail = 246,
MovieExplosion = 247,
ParticleSmokeGrenade = 248,
RocketTrail = 249,
SmokeTrail = 250,
SporeExplosion = 251,
SporeTrail = 252
};
enum CSWeaponType
{
WEAPONTYPE_KNIFE = 0,
WEAPONTYPE_PISTOL,
WEAPONTYPE_SUBMACHINEGUN,
WEAPONTYPE_RIFLE,
WEAPONTYPE_SHOTGUN,
WEAPONTYPE_SNIPER_RIFLE,
WEAPONTYPE_MACHINEGUN,
WEAPONTYPE_C4,
WEAPONTYPE_GRENADE,
WEAPONTYPE_UNKNOWN
};
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,
};
enum ItemDefinitionIndex : int
{
WEAPON_DEAGLE = 1,
WEAPON_ELITE = 2,
WEAPON_FIVESEVEN = 3,
WEAPON_GLOCK = 4,
WEAPON_AK47 = 7,
WEAPON_AUG = 8,
WEAPON_AWP = 9,
WEAPON_FAMAS = 10,
WEAPON_G3SG1 = 11,
WEAPON_GALILAR = 13,
WEAPON_M249 = 14,
WEAPON_M4A1 = 16,
WEAPON_MAC10 = 17,
WEAPON_P90 = 19,
WEAPON_UMP45 = 24,
WEAPON_XM1014 = 25,
WEAPON_BIZON = 26,
WEAPON_MAG7 = 27,
WEAPON_NEGEV = 28,
WEAPON_SAWEDOFF = 29,
WEAPON_TEC9 = 30,
WEAPON_TASER = 31,
WEAPON_HKP2000 = 32,
WEAPON_MP7 = 33,
WEAPON_MP9 = 34,
WEAPON_NOVA = 35,
WEAPON_P250 = 36,
WEAPON_SCAR20 = 38,
WEAPON_SG556 = 39,
WEAPON_SSG08 = 40,
WEAPON_KNIFE_CT = 42,
WEAPON_FLASHBANG = 43,
WEAPON_HEGRENADE = 44,
WEAPON_SMOKEGRENADE = 45,
WEAPON_MOLOTOV = 46,
WEAPON_DECOY = 47,
WEAPON_INCGRENADE = 48,
WEAPON_C4 = 49,
WEAPON_KNIFE_T = 59,
WEAPON_M4A1_SILENCER = 60,
WEAPON_USP_SILENCER = 61,
WEAPON_CZ75A = 63,
WEAPON_REVOLVER = 64,
WEAPON_KNIFE_BAYONET = 500,
WEAPON_KNIFE_FLIP = 505,
WEAPON_KNIFE_GUT = 506,
WEAPON_KNIFE_KARAMBIT = 507,
WEAPON_KNIFE_M9_BAYONET = 508,
WEAPON_KNIFE_TACTICAL = 509,
WEAPON_KNIFE_FALCHION = 512,
WEAPON_KNIFE_BOWIE = 514,
WEAPON_KNIFE_BUTTERFLY = 515,
WEAPON_KNIFE_PUSH = 516
};
class ICollideable
{
public:
virtual void pad0();
virtual const Vector& OBBMins() const;
virtual const Vector& OBBMaxs() const;
};
class ScriptCreatedItem
{
public:
CPNETVAR_FUNC(int*, ItemDefinitionIndex, 0xE67AB3B8); //m_iItemDefinitionIndex
CPNETVAR_FUNC(int*, ItemIDHigh, 0x714778A); //m_iItemIDHigh
CPNETVAR_FUNC(int*, ItemIDLow, 0x3A3DFC74); //m_iItemIDLow
CPNETVAR_FUNC(int*, AccountID, 0x24abbea8); //m_iAccountID
int GetItemDefinitionIndex()
{
return *(int*)((uintptr_t)this + 0x1D8);
}
};
class AttributeContainer
{
public:
CPNETVAR_FUNC(ScriptCreatedItem*, m_Item, 0x7E029CE5);
};
class C_BaseCombatWeapon
{
public:
CNETVAR_FUNC(float, GetNextPrimaryAttack, 0xDB7B106E); //m_flNextPrimaryAttack
CNETVAR_FUNC(int, GetAmmoInClip, 0x97B6F70C); //m_iClip1
CNETVAR_FUNC(HANDLE, GetOwnerHandle, 0xC32DF98D); //m_hOwner
CNETVAR_FUNC(float, GetAccuracyPenalty, 0xE2958A63); //m_fAccuracyPenalty
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);
int ammo()
{
return *(int*)((uintptr_t)this + GET_NETVAR("DT_BaseCombatWeapon", "m_iClip1"));
}
float m_flPostponeFireReadyTime()
{
return *(float*)((uintptr_t)this + GET_NETVAR("DT_WeaponCSBase", "m_flPostponeFireReadyTime"));
}
float GetInaccuracy()
{
typedef float(__thiscall* oInaccuracy)(PVOID);
return call_vfunc< oInaccuracy >(this, 470)
(this);
}
float GetSpread()
{
typedef float(__thiscall *OrigFn)(void *);
return call_vfunc<OrigFn>(this, 439)(this);
}
int* GetEntityQuality()
{
return (int*)((DWORD)this + 0x2D70 + 0x40 + 0x1DC);
}
int GetWeaponID2()
{
return *(int*)((DWORD)this + 0x00002F88);
}
void PreDataUpdate(int updateType)
{
PVOID pNetworkable = (PVOID)((DWORD)(this) + 0x8);
typedef void(__thiscall* OriginalFn)(PVOID, int);
return call_vfunc<OriginalFn>(pNetworkable, 6)(pNetworkable, updateType);
}
void SetModelIndex(int modelIndex) {
typedef void(__thiscall* OriginalFn)(PVOID, int);
return call_vfunc<OriginalFn>(this, 75)(this, modelIndex);
}
void UpdateAccPenalty()
{
typedef void(__thiscall *OrigFn)(void *);
return call_vfunc<OrigFn>(this, 471)(this);
}
bool IsScoped(int x = 0)
{
return GetZoomLevel() > 0;
}
int GetFireReadyTime()
{
return *(int*)((DWORD)this + GET_NETVAR("DT_WeaponCSBase", "m_flPostponeFireReadyTime"));
}
CSWeaponInfo* GetCSWpnData()
{
if (!this)
return nullptr;
typedef CSWeaponInfo*(__thiscall* OriginalFn)(void*);
return call_vfunc< OriginalFn >(this, 447)(this);
return nullptr;
}
};
class CCSBomb
{
public:
CNETVAR_FUNC(HANDLE, GetOwnerHandle, 0xC32DF98D); //m_hOwner 0x29BC
CNETVAR_FUNC(float, GetC4BlowTime, 0xB5E0CA1C); //m_flC4Blow
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:
ICollideable* GetCollideable()
{
return (ICollideable*)((DWORD)this + 0x318);
}
virtual IClientNetworkable* GetClientNetworkable() = 0;
virtual IClientRenderable* GetClientRenderable() = 0;
virtual IClientEntity* GetIClientEntity() = 0;
virtual IClientEntity* GetBaseEntity() = 0;
virtual IClientThinkable* GetClientThinkable() = 0;
IClientRenderable* GetRenderable()
{
return reinterpret_cast<IClientRenderable*>((DWORD)this + 0x4);
}
};
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;
};
enum DrawModelFlags_t
{
STUDIO_NONE = 0x00000000,
STUDIO_RENDER = 0x00000001,
STUDIO_VIEWXFORMATTACHMENTS = 0x00000002,
STUDIO_DRAWTRANSLUCENTSUBMODELS = 0x00000004,
STUDIO_TWOPASS = 0x00000008,
STUDIO_STATIC_LIGHTING = 0x00000010,
STUDIO_WIREFRAME = 0x00000020,
STUDIO_ITEM_BLINK = 0x00000040,
STUDIO_NOSHADOWS = 0x00000080,
STUDIO_WIREFRAME_VCOLLIDE = 0x00000100,
STUDIO_NOLIGHTING_OR_CUBEMAP = 0x00000200,
STUDIO_SKIP_FLEXES = 0x00000400,
STUDIO_DONOTMODIFYSTENCILSTATE = 0x00000800,
// Not a studio flag, but used to flag model as a non-sorting brush model
STUDIO_TRANSPARENCY = 0x80000000,
// Not a studio flag, but used to flag model as using shadow depth material override
STUDIO_SHADOWDEPTHTEXTURE = 0x40000000,
// Not a studio flag, but used to flag model as doing custom rendering into shadow texture
STUDIO_SHADOWTEXTURE = 0x20000000,
STUDIO_SKIP_DECALS = 0x10000000,
};
class AnimationLayer
{
public:
char pad_0000[20];
uint32_t m_nOrder; //0x0014
uint32_t m_nSequence; //0x0018
float_t m_flPrevCycle; //0x001C
float_t m_flWeight; //0x0020
float_t m_flWeightDeltaRate; //0x0024
float_t m_flPlaybackRate; //0x0028
float_t m_flCycle; //0x002C
void *m_pOwner; //0x0030 // player's thisptr
char pad_0038[4]; //0x0034
};
enum Activity
{
ACT_RESET,
ACT_IDLE,
ACT_TRANSITION,
ACT_COVER,
ACT_COVER_MED,
ACT_COVER_LOW,
ACT_WALK,
ACT_WALK_AIM,
ACT_WALK_CROUCH,
ACT_WALK_CROUCH_AIM,
ACT_RUN,
ACT_RUN_AIM,
ACT_RUN_CROUCH,
ACT_RUN_CROUCH_AIM,
ACT_RUN_PROTECTED,
ACT_SCRIPT_CUSTOM_MOVE,
ACT_RANGE_ATTACK1,
ACT_RANGE_ATTACK2,
ACT_RANGE_ATTACK1_LOW,
ACT_RANGE_ATTACK2_LOW,
ACT_DIESIMPLE,
ACT_DIEBACKWARD,
ACT_DIEFORWARD,
ACT_DIEVIOLENT,
ACT_DIERAGDOLL,
ACT_FLY,
ACT_HOVER,
ACT_GLIDE,
ACT_SWIM,
ACT_JUMP,
ACT_HOP,
ACT_LEAP,
ACT_LAND,
ACT_CLIMB_UP,
ACT_CLIMB_DOWN,
ACT_CLIMB_DISMOUNT,
ACT_SHIPLADDER_UP,
ACT_SHIPLADDER_DOWN,
ACT_STRAFE_LEFT,
ACT_STRAFE_RIGHT,
ACT_ROLL_LEFT,
ACT_ROLL_RIGHT,
ACT_TURN_LEFT,
ACT_TURN_RIGHT,
ACT_CROUCH,
ACT_CROUCHIDLE,
ACT_STAND,
ACT_USE,
ACT_ALIEN_BURROW_IDLE,
ACT_ALIEN_BURROW_OUT,
ACT_SIGNAL1,
ACT_SIGNAL2,
ACT_SIGNAL3,
ACT_SIGNAL_ADVANCE,
ACT_SIGNAL_FORWARD,
ACT_SIGNAL_GROUP,
ACT_SIGNAL_HALT,
ACT_SIGNAL_LEFT,
ACT_SIGNAL_RIGHT,
ACT_SIGNAL_TAKECOVER,
ACT_LOOKBACK_RIGHT,
ACT_LOOKBACK_LEFT,
ACT_COWER,
ACT_SMALL_FLINCH,
ACT_BIG_FLINCH,
ACT_MELEE_ATTACK1,
ACT_MELEE_ATTACK2,
ACT_RELOAD,
ACT_RELOAD_START,
ACT_RELOAD_FINISH,
ACT_RELOAD_LOW,
ACT_ARM,
ACT_DISARM,
ACT_DROP_WEAPON,
ACT_DROP_WEAPON_SHOTGUN,
ACT_PICKUP_GROUND,
ACT_PICKUP_RACK,
ACT_IDLE_ANGRY,
ACT_IDLE_RELAXED,
ACT_IDLE_STIMULATED,
ACT_IDLE_AGITATED,
ACT_IDLE_STEALTH,
ACT_IDLE_HURT,
ACT_WALK_RELAXED,
ACT_WALK_STIMULATED,
ACT_WALK_AGITATED,
ACT_WALK_STEALTH,
ACT_RUN_RELAXED,
ACT_RUN_STIMULATED,
ACT_RUN_AGITATED,
ACT_RUN_STEALTH,
ACT_IDLE_AIM_RELAXED,
ACT_IDLE_AIM_STIMULATED,
ACT_IDLE_AIM_AGITATED,
ACT_IDLE_AIM_STEALTH,
ACT_WALK_AIM_RELAXED,
ACT_WALK_AIM_STIMULATED,
ACT_WALK_AIM_AGITATED,
ACT_WALK_AIM_STEALTH,
ACT_RUN_AIM_RELAXED,
ACT_RUN_AIM_STIMULATED,
ACT_RUN_AIM_AGITATED,
ACT_RUN_AIM_STEALTH,
ACT_CROUCHIDLE_STIMULATED,
ACT_CROUCHIDLE_AIM_STIMULATED,
ACT_CROUCHIDLE_AGITATED,
ACT_WALK_HURT,
ACT_RUN_HURT,
ACT_SPECIAL_ATTACK1,
ACT_SPECIAL_ATTACK2,
ACT_COMBAT_IDLE,
ACT_WALK_SCARED,
ACT_RUN_SCARED,
ACT_VICTORY_DANCE,
ACT_DIE_HEADSHOT,
ACT_DIE_CHESTSHOT,
ACT_DIE_GUTSHOT,
ACT_DIE_BACKSHOT,
ACT_FLINCH_HEAD,
ACT_FLINCH_CHEST,
ACT_FLINCH_STOMACH,
ACT_FLINCH_LEFTARM,
ACT_FLINCH_RIGHTARM,
ACT_FLINCH_LEFTLEG,
ACT_FLINCH_RIGHTLEG,
ACT_FLINCH_PHYSICS,
ACT_FLINCH_HEAD_BACK,
ACT_FLINCH_HEAD_LEFT,
ACT_FLINCH_HEAD_RIGHT,
ACT_FLINCH_CHEST_BACK,
ACT_FLINCH_STOMACH_BACK,
ACT_FLINCH_CROUCH_FRONT,
ACT_FLINCH_CROUCH_BACK,
ACT_FLINCH_CROUCH_LEFT,
ACT_FLINCH_CROUCH_RIGHT,
ACT_IDLE_ON_FIRE,
ACT_WALK_ON_FIRE,
ACT_RUN_ON_FIRE,
ACT_RAPPEL_LOOP,
ACT_180_LEFT,
ACT_180_RIGHT,
ACT_90_LEFT,
ACT_90_RIGHT,
ACT_STEP_LEFT,
ACT_STEP_RIGHT,
ACT_STEP_BACK,
ACT_STEP_FORE,
ACT_GESTURE_RANGE_ATTACK1,
ACT_GESTURE_RANGE_ATTACK2,
ACT_GESTURE_MELEE_ATTACK1,
ACT_GESTURE_MELEE_ATTACK2,
ACT_GESTURE_RANGE_ATTACK1_LOW,
ACT_GESTURE_RANGE_ATTACK2_LOW,
ACT_MELEE_ATTACK_SWING_GESTURE,
ACT_GESTURE_SMALL_FLINCH,
ACT_GESTURE_BIG_FLINCH,
ACT_GESTURE_FLINCH_BLAST,
ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
ACT_GESTURE_FLINCH_BLAST_DAMAGED,
ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
ACT_GESTURE_FLINCH_HEAD,
ACT_GESTURE_FLINCH_CHEST,
ACT_GESTURE_FLINCH_STOMACH,
ACT_GESTURE_FLINCH_LEFTARM,
ACT_GESTURE_FLINCH_RIGHTARM,
ACT_GESTURE_FLINCH_LEFTLEG,
ACT_GESTURE_FLINCH_RIGHTLEG,
ACT_GESTURE_TURN_LEFT,
ACT_GESTURE_TURN_RIGHT,
ACT_GESTURE_TURN_LEFT45,
ACT_GESTURE_TURN_RIGHT45,
ACT_GESTURE_TURN_LEFT90,
ACT_GESTURE_TURN_RIGHT90,
ACT_GESTURE_TURN_LEFT45_FLAT,
ACT_GESTURE_TURN_RIGHT45_FLAT,
ACT_GESTURE_TURN_LEFT90_FLAT,
ACT_GESTURE_TURN_RIGHT90_FLAT,
ACT_BARNACLE_HIT,
ACT_BARNACLE_PULL,
ACT_BARNACLE_CHOMP,
ACT_BARNACLE_CHEW,
ACT_DO_NOT_DISTURB,
ACT_SPECIFIC_SEQUENCE,
ACT_VM_DRAW,
ACT_VM_HOLSTER,
ACT_VM_IDLE,
ACT_VM_FIDGET,
ACT_VM_PULLBACK,
ACT_VM_PULLBACK_HIGH,
ACT_VM_PULLBACK_LOW,
ACT_VM_THROW,
ACT_VM_PULLPIN,
ACT_VM_PRIMARYATTACK,
ACT_VM_SECONDARYATTACK,
ACT_VM_RELOAD,
ACT_VM_DRYFIRE,
ACT_VM_HITLEFT,
ACT_VM_HITLEFT2,
ACT_VM_HITRIGHT,
ACT_VM_HITRIGHT2,
ACT_VM_HITCENTER,
ACT_VM_HITCENTER2,
ACT_VM_MISSLEFT,
ACT_VM_MISSLEFT2,
ACT_VM_MISSRIGHT,
ACT_VM_MISSRIGHT2,
ACT_VM_MISSCENTER,
ACT_VM_MISSCENTER2,
ACT_VM_HAULBACK,
ACT_VM_SWINGHARD,
ACT_VM_SWINGMISS,
ACT_VM_SWINGHIT,
ACT_VM_IDLE_TO_LOWERED,
ACT_VM_IDLE_LOWERED,
ACT_VM_LOWERED_TO_IDLE,
ACT_VM_RECOIL1,
ACT_VM_RECOIL2,
ACT_VM_RECOIL3,
ACT_VM_PICKUP,
ACT_VM_RELEASE,
ACT_VM_ATTACH_SILENCER,
ACT_VM_DETACH_SILENCER,
ACT_VM_EMPTY_FIRE,
ACT_VM_EMPTY_RELOAD,
ACT_VM_EMPTY_DRAW,
ACT_VM_EMPTY_IDLE,
ACT_SLAM_STICKWALL_IDLE,
ACT_SLAM_STICKWALL_ND_IDLE,
ACT_SLAM_STICKWALL_ATTACH,
ACT_SLAM_STICKWALL_ATTACH2,
ACT_SLAM_STICKWALL_ND_ATTACH,
ACT_SLAM_STICKWALL_ND_ATTACH2,
ACT_SLAM_STICKWALL_DETONATE,
ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
ACT_SLAM_STICKWALL_DRAW,
ACT_SLAM_STICKWALL_ND_DRAW,
ACT_SLAM_STICKWALL_TO_THROW,
ACT_SLAM_STICKWALL_TO_THROW_ND,
ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
ACT_SLAM_THROW_IDLE,
ACT_SLAM_THROW_ND_IDLE,
ACT_SLAM_THROW_THROW,
ACT_SLAM_THROW_THROW2,
ACT_SLAM_THROW_THROW_ND,
ACT_SLAM_THROW_THROW_ND2,
ACT_SLAM_THROW_DRAW,
ACT_SLAM_THROW_ND_DRAW,
ACT_SLAM_THROW_TO_STICKWALL,
ACT_SLAM_THROW_TO_STICKWALL_ND,
ACT_SLAM_THROW_DETONATE,
ACT_SLAM_THROW_DETONATOR_HOLSTER,
ACT_SLAM_THROW_TO_TRIPMINE_ND,
ACT_SLAM_TRIPMINE_IDLE,
ACT_SLAM_TRIPMINE_DRAW,
ACT_SLAM_TRIPMINE_ATTACH,
ACT_SLAM_TRIPMINE_ATTACH2,
ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
ACT_SLAM_TRIPMINE_TO_THROW_ND,
ACT_SLAM_DETONATOR_IDLE,
ACT_SLAM_DETONATOR_DRAW,
ACT_SLAM_DETONATOR_DETONATE,
ACT_SLAM_DETONATOR_HOLSTER,
ACT_SLAM_DETONATOR_STICKWALL_DRAW,
ACT_SLAM_DETONATOR_THROW_DRAW,
ACT_SHOTGUN_RELOAD_START,
ACT_SHOTGUN_RELOAD_FINISH,
ACT_SHOTGUN_PUMP,
ACT_SMG2_IDLE2,
ACT_SMG2_FIRE2,
ACT_SMG2_DRAW2,
ACT_SMG2_RELOAD2,
ACT_SMG2_DRYFIRE2,
ACT_SMG2_TOAUTO,
ACT_SMG2_TOBURST,
ACT_PHYSCANNON_UPGRADE,