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//|_ _ _. _ ._ |_ _. _ |
//| | (/_ (_| \/ (/_ | | | | (_| (_ |<
#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<F32>( m_dwBoneMatrix( ) + 0x30 * bone_id + 0x0c ),
csgop->read<F32>( m_dwBoneMatrix( ) + 0x30 * bone_id + 0x1c ),
csgop->read<F32>( 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 );
};
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