//|_ _ _. _ ._ |_ _. _ | //| | (/_ (_| \/ (/_ | | | | (_| (_ |< #pragma once #include "csgoentity.h" class CSGOPLAYER : public CSGOENTITY { public: CSGOPLAYER( U32 base ) : CSGOENTITY( base ) {} CSGOPLAYER( const CSGOENTITY& other ) : CSGOENTITY( other.base ) {} CSGOPLAYER() = default; // this doesnt need to be a part of the aimbot. VEC3 get_bone_pos( I32 bone_id ) { return VEC3{ csgop->read( m_dwBoneMatrix( ) + 0x30 * bone_id + 0x0c ), csgop->read( m_dwBoneMatrix( ) + 0x30 * bone_id + 0x1c ), csgop->read( m_dwBoneMatrix( ) + 0x30 * bone_id + 0x2c ) }; } NETVAR( m_bSpottedByMask , "DT_BaseEntity", I32 ); NETVAR( m_aimPunchAngle , "DT_BasePlayer", VEC3 ); NETVAR( m_hActiveWeapon , "DT_BasePlayer", U32 ); NETVAR( m_iHealth , "DT_BasePlayer", I32 ); NETVAR( m_vecOrigin , "DT_BasePlayer", VEC3 ); NETVAR( m_clrRender , "DT_CSPlayer" , BYTECOLOR ); NETVAR( m_flFlashMaxAlpha, "DT_CSPlayer" , F32 ); NETVAR( m_iShotsFired , "DT_CSPlayer" , I32 ); NETVAR( m_iTeamNum , "DT_CSPlayer" , I32 ); NETVAR( m_lifeState , "DT_CSPlayer" , I32 ); OFFSET( m_vecViewOffset , "m_vecViewOffset[0]", "DT_CSPlayer", VEC3, 0 ); };