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authorboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
committerboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
commit3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch)
tree26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/gmod/c_base_player.cpp
parente4729e4393d90271a3814c7a79950a660c48325a (diff)
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever. i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'cheat/gmod/c_base_player.cpp')
-rw-r--r--cheat/gmod/c_base_player.cpp433
1 files changed, 433 insertions, 0 deletions
diff --git a/cheat/gmod/c_base_player.cpp b/cheat/gmod/c_base_player.cpp
new file mode 100644
index 0000000..caf1ea0
--- /dev/null
+++ b/cheat/gmod/c_base_player.cpp
@@ -0,0 +1,433 @@
+#include "c_base_player.hpp"
+#include "interface.hpp"
+#include "math.hpp"
+#include "context.hpp"
+#include "base_cheat.hpp"
+
+#undef max
+
+//CCSGOPlayerAnimState* c_base_player::sm_player_animstate[ 65 ];
+//
+//void CCSGOPlayerAnimState::update( float yaw, float pitch ) {
+// static auto fn_ptr = pattern::first_code_match( g_gmod.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 18 56 57 8B F9 F3 0F 11 54 24" ) );
+// uintptr_t alloc = ( uintptr_t )this;
+//
+//
+// //vectorcall is GAY
+// if( fn_ptr ) {
+// __asm {
+// push 0
+// mov ecx, alloc
+//
+// movss xmm1, dword ptr[ yaw ]
+// movss xmm2, dword ptr[ pitch ]
+//
+// call fn_ptr
+// }
+// }
+//}
+//
+//void CCSGOPlayerAnimState::reset( ) {
+// static auto fn_ptr = pattern::first_code_match( g_gmod.m_chl.dll( ), xors( "56 6A 01 68 ? ? ? ? 8B F1" ) );
+// if( fn_ptr ) {
+// auto fn = ( void( __thiscall* )( void* ) )( fn_ptr );
+// fn( this );
+// }
+//}
+//
+//uintptr_t c_base_player::get_player_resource( ) {
+// for( int i{ 1 }; i < g_gmod.m_entlist( )->GetHighestEntityIndex( ); ++i ) {
+// auto ent = g_gmod.m_entlist( )->GetClientEntity< IClientEntity >( i );
+// if( !ent ) continue;
+// auto class_ = ent->GetClientClass( );
+// if( class_ ) {
+// if( class_->m_class_id == CCSPlayerResource ) {
+// return uintptr_t( ent );
+// }
+// }
+// }
+//
+// return 0;
+//}
+//
+////use is_zero( ) on the vector to figure out if it returns a valid value
+//vec3_t c_base_player::get_hitbox_pos( int hitbox ) {
+// auto ce = this->ce( );
+//
+// const auto model = ce->GetModel( );
+// if( !model ) return vec3_t{ };
+//
+// auto hdr = g_gmod.m_model_info( )->GetStudiomodel( model );
+// if( !hdr ) return vec3_t{ };
+//
+// matrix3x4 bone_matrix[ 128 ];
+// if( !ce->SetupBones( bone_matrix, 128, 0x100, g_gmod.m_globals->m_curtime ) ) {
+// return vec3_t{ };
+// }
+//
+// auto set = hdr->pHitboxSet( m_nHitboxSet( ) );
+// if( !set ) return vec3_t{ };
+//
+// auto box = set->pHitbox( hitbox );
+// if( !box ) return vec3_t{ };
+//
+// vec3_t center = ( box->bbmin + box->bbmax ) * 0.5f;
+//
+// return math::vector_transform( center, bone_matrix[ box->bone ] );
+//}
+//
+
+c_base_player* c_base_player::get_observer_target( ) {
+ return g_gmod.m_entlist( )->GetClientEntityFromHandle( m_hObserverTarget( ) );
+}
+
+
+const char* c_base_player::get_rank( ) {
+ if( !g_ctx.m_lua )
+ return "";
+
+ const auto lua = g_ctx.m_lua;
+
+ this->ce( )->PushEntity( );
+ if( !lua->IsType( -1, LUA_TYPE::TYPE_ENTITY ) ) {
+ lua->Pop( 1 );
+ return "";
+ }
+
+ lua->GetField( -1, "GetUserGroup" );
+ if( !lua->IsType( -1, LUA_TYPE::TYPE_FUNCTION ) ) {
+ lua->Pop( 2 );
+ return "";
+ }
+
+ lua->Push( -2 ); // have to push the current entity.
+
+ lua->Call( 1, 1 );
+ if( !lua->IsType( -1, LUA_TYPE::_TYPE_STRING ) ) {
+ lua->Pop( 2 );
+ return "";
+ }
+
+ const char* rank = lua->GetString( -1 );
+
+ lua->Pop( 2 );
+
+ return rank;
+}
+
+clr_t c_base_player::get_team_color( ) {
+ if( !g_ctx.m_lua )
+ return clr_t{ };
+
+ const auto lua = g_ctx.m_lua;
+
+ clr_t ret{ };
+
+ lua->GetField( LUA_GLOBALSINDEX, xors( "team" ) ); // team
+ if( !lua->IsType( -1, LUA_TYPE::TYPE_TABLE ) ) {
+ lua->Pop( 1 );
+ return clr_t{ };
+ }
+
+ lua->GetField( -1, xors( "GetColor" ) ); // team, GetColor
+ if( !lua->IsType( -1, LUA_TYPE::TYPE_FUNCTION ) ) {
+ lua->Pop( 2 );
+ return clr_t{ };
+ }
+
+ lua->PushNumber( ( double )m_iTeamNum( ) ); // team, GetColor, team_number
+ lua->Call( 1, 1 ); // team, color_table
+ if( !lua->IsType( -1, LUA_TYPE::TYPE_TABLE ) ) {
+ lua->Pop( 2 );
+ return clr_t{ };
+ }
+
+ lua->PushString( xors( "r" ) ); // team, color_table, "r"
+ lua->GetTable( -2 ); // team, color_table, r_value
+ if( !lua->IsType( -1, LUA_TYPE::TYPE_NUMBER ) ) {
+ lua->Pop( 3 );
+ return clr_t{ };
+ }
+
+ ret.r( ) = lua->GetNumber( -1 );
+ lua->Pop( 1 );
+
+ lua->PushString( xors( "g" ) ); // team, color_table, "g"
+ lua->GetTable( -2 ); // team, color_table, g_value
+ if( !lua->IsType( -1, LUA_TYPE::TYPE_NUMBER ) ) {
+ lua->Pop( 3 );
+ return clr_t{ };
+ }
+
+ ret.g( ) = lua->GetNumber( -1 );
+ lua->Pop( 1 );
+
+ lua->PushString( xors( "b" ) ); // team, color_table, "b"
+ lua->GetTable( -2 ); // team, color_table, b_value
+ if( !lua->IsType( -1, LUA_TYPE::TYPE_NUMBER ) ) {
+ lua->Pop( 3 );
+ return clr_t{ };
+ }
+
+ ret.b( ) = lua->GetNumber( -1 );
+ lua->Pop( 3 ); // stack cleaned up.
+
+ return ret;
+}
+
+c_base_weapon* c_base_player::get_weapon( ) {
+ return g_gmod.m_entlist( )->GetClientEntityFromHandle< c_base_weapon >( m_hActiveWeapon( ) );
+}
+bool c_base_player::is_visible( const vec3_t& pos ) {
+ vec3_t start = g_ctx.m_local->get_eye_pos( );
+ return util::trace_ray( start, pos, g_ctx.m_local->ce( ), this->ce( ) );
+}
+
+//
+//bool c_base_player::is_visible( int hitbox ) {
+// vec3_t start = g_ctx.m_local->get_eye_pos( );
+// vec3_t end = get_hitbox_pos( hitbox );
+//
+// if( !end ) return false;
+// return util::trace_ray( start, end, g_ctx.m_local->ce( ), this->ce( ) );
+//}
+//
+//float c_base_player::get_hitbox_radius( int hitbox ) {
+// auto model = ce( )->GetModel( );
+// auto hdr = g_gmod.m_model_info( )->GetStudiomodel( model );
+// auto set = hdr->pHitboxSet( m_nHitboxSet( ) );
+//
+// if( !model || !hdr || !set )
+// return 0.f;
+//
+// auto box = set->pHitbox( hitbox );
+//
+// if( box ) {
+// auto dist = box->bbmin.dist_to( box->bbmax );
+// return dist + box->m_flRadius > 0 ? box->m_flRadius : 0.f;
+// }
+//
+// return 0.f;
+//}
+//
+//bool c_base_player::is_fakewalking( ) {
+// auto walk_layer = m_AnimOverlay( ).GetElements( )[ 6 ];
+// auto velocity = m_vecVelocity( ).length2d( );
+// bool on_ground = m_fFlags( ) & FL_ONGROUND;
+// if( walk_layer.m_flWeight < 0.03f && velocity > 0.1f && on_ground ) {
+// return true;
+// }
+//
+// return false;
+//}
+//
+//int c_base_player::get_choked_ticks( ) {
+// auto simtime = m_flSimulationTime( );
+//
+// return TIME_TO_TICKS( g_gmod.m_globals->m_curtime - simtime ) + 1;
+//}
+//
+//bool c_base_player::is_breaking_lc( ) {
+// auto choked = get_choked_ticks( );
+// auto velocity = m_vecVelocity( );
+// auto ipt = g_gmod.m_globals->m_interval_per_tick;
+//
+// vec3_t travel_origin = m_vecOrigin( ) + velocity * ( ipt * choked );
+// return travel_origin.dist_to_sqr( m_vecOrigin( ) ) > 4096.f;
+//}
+//
+//bool c_base_player::can_attack( bool ignore_rapid ) {
+// if( g_ctx.m_has_fired_this_frame ) return false;
+// if( !is_alive( ) ) return false;
+//
+// auto weapon = get_weapon( );
+// if( !weapon ) return false;
+//
+// float time = g_ctx.pred_time( );
+//
+// float next_attack = m_flNextAttack( );
+// if( next_attack > time ) return false;
+//
+// float next_primary_attack = weapon->m_flNextPrimaryAttack( );
+// if( next_primary_attack > time ) return false;
+//
+// if( weapon->m_iItemDefinitionIndex( ) == WEAPON_R8REVOLVER ) {
+// float ready_time = weapon->m_flPostponeFireReadyTime( );
+// if( ready_time == FLT_MAX ) return false;
+//
+// float time_to_shoot = ready_time - time;
+// return TIME_TO_TICKS( time_to_shoot ) < 1;
+// }
+//
+// return true;
+//}
+//
+//int c_base_player::get_seq_activity( int sequence ) {
+// static uintptr_t fn_offset = pattern::first_code_match( g_gmod.m_chl.dll( ), xors( "55 8B EC 83 7D 08 FF 56 8B F1 74 3D" ) );
+// auto fn = ( int( __thiscall* )( void*, int ) )( fn_offset );
+//
+// return fn ? fn( this, sequence ) : -2;
+//}
+//
+//void c_base_player::set_abs_angles( vec3_t angles ) {
+// static uintptr_t fn_addr = pattern::first_code_match( g_gmod.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 64 53 56 57 8B F1 E8" ) );
+// auto fn = ( void( __thiscall* )( void*, vec3_t& ) )( fn_addr );
+//
+// return fn( this, angles );
+//}
+//
+//void c_base_player::set_abs_origin( vec3_t origin ) {
+// static uintptr_t fn_addr = pattern::first_code_match( g_gmod.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 51 53 56 57 8B F1" ) );
+// auto fn = ( void( __thiscall* )( void*, vec3_t& ) )( fn_addr );
+//
+// return fn( this, origin );
+//}
+//
+//void c_base_player::create_animstate( CCSGOPlayerAnimState* state ) {
+// static auto fn_addr = pattern::first_code_match( g_gmod.m_chl.dll( ), xors( "55 8B EC 56 8B F1 B9 ? ? ? ? C7 46" ) );
+// auto fn = ( void( __thiscall* )( CCSGOPlayerAnimState*, decltype( this ) ) )( fn_addr );
+//
+// fn( state, this );
+//}
+//
+//void c_base_player::enforce_animations( ) {
+// int idx = this->ce( )->GetIndex( );
+// auto animstate = sm_player_animstate[ idx ];
+//
+// if( animstate && animstate->pBaseEntity == this ) {
+// memcpy( get_animstate( ), animstate, sizeof( CCSGOPlayerAnimState ) );
+// }
+//
+// //get< bool >( 0x38CD ) = false;
+// //get< bool >( 0x35F8 ) = false;
+// //m_bClientSideAnimation( ) = false;
+//}
+//
+//void c_base_player::fix_animations( CCSGOPlayerAnimState* saved_state ) {
+// bool valid = false;
+// int idx = this->ce( )->GetIndex( );
+//
+// C_AnimationLayer anim_backup[ 13 ]{ };
+// float pose_param_backup[ 24 ]{ };
+//
+// memcpy( anim_backup,
+// m_AnimOverlay( ).GetElements( ),
+// sizeof( anim_backup ) );
+//
+// memcpy( pose_param_backup,
+// m_flPoseParameter( ),
+// sizeof( pose_param_backup ) );
+//
+// auto sequence_backup = m_nSequence( );
+// auto flags_backup = m_fFlags( );
+// auto cycle_backup = m_flCycle( );
+// auto eye_angles = m_angEyeAngles( );
+// auto render_angles = ce( )->GetRenderAngles( );
+// auto origin = m_vecOrigin( );
+//
+// //these change but idk what they are
+// m_bClientSideAnimation( ) = true;
+// this->invalidate_bone_cache( );
+//
+// auto backup_curtime = g_gmod.m_globals->m_curtime;
+// auto backup_frametime = g_gmod.m_globals->m_frametime;
+// auto backup_interp = g_gmod.m_globals->m_interpolation_amount;
+//
+// g_gmod.m_globals->m_curtime = m_flSimulationTime( ) - util::get_lerptime( );
+// g_gmod.m_globals->m_frametime = TICK_INTERVAL( );
+//
+// int framecount = g_gmod.m_globals->m_framecount;
+//
+// auto csgo_animstate = get_animstate( );
+// if( csgo_animstate ) {
+// if( !saved_state ) {
+// if( !sm_player_animstate[ idx ] ) {
+// sm_player_animstate[ idx ] = ( CCSGOPlayerAnimState* )g_gmod.m_alloc->Alloc( sizeof( CCSGOPlayerAnimState ) );
+// this->create_animstate( sm_player_animstate[ idx ] );
+// }
+// else if( sm_player_animstate[ idx ]->pBaseEntity != this ) {
+// sm_player_animstate[ idx ]->reset( );
+// this->create_animstate( sm_player_animstate[ idx ] );
+// sm_player_animstate[ idx ]->pBaseEntity = this;
+// }
+// else {
+// valid = true;
+// sm_player_animstate[ idx ]->m_iLastClientSideAnimationUpdateFramecount = 0;
+// sm_player_animstate[ idx ]->m_flLastClientSideAnimationUpdateTime = 0.f;
+// sm_player_animstate[ idx ]->update( eye_angles.y, eye_angles.x );
+// }
+// }
+// }
+// else {
+// g_con->log( xors( "couldnt update animstate for player %d!" ), ce( )->GetIndex( ) );
+// return;
+// }
+//
+// //call updateclientsideanimation
+// util::get_vfunc< 218, void >( this );
+//
+// if( saved_state )
+// memcpy( csgo_animstate, saved_state, sizeof( CCSGOPlayerAnimState ) );
+// else if( valid )
+// memcpy( csgo_animstate, sm_player_animstate[ idx ], sizeof( CCSGOPlayerAnimState ) );
+//
+// this->ce( )->GetRenderAngles( ).y = std::remainderf( ce( )->GetRenderAngles( ).y, 360.f );
+// this->ce( )->GetRenderOrigin( ) = m_vecOrigin( );
+// set_abs_angles( this->ce( )->GetRenderAngles( ) );
+// set_abs_origin( m_vecOrigin( ) );
+// m_fFlags( ) = flags_backup;
+// m_flCycle( ) = cycle_backup;
+// m_nSequence( ) = sequence_backup;
+//
+// //*( int* )( uintptr_t( this ) + 0xa30 ) = 0;
+// //m_nWriteableBones( ) = 0;
+//
+// memcpy( m_AnimOverlay( ).GetElements( ),
+// anim_backup,
+// sizeof( anim_backup ) );
+//
+// memcpy( m_flPoseParameter( ),
+// pose_param_backup,
+// sizeof( pose_param_backup ) );
+//
+// m_flLastBoneSetupTime( ) = 0.f;
+// m_iMostRecentModelBoneCounter( ) = 0;
+//
+// ce( )->SetupBones( nullptr, -1, 0x100, m_flSimulationTime( ) );
+//
+// m_flLastBoneSetupTime( ) = std::numeric_limits< float >::quiet_NaN( );
+// m_iMostRecentModelBoneCounter( ) = 0;
+//
+// g_gmod.m_globals->m_curtime = backup_curtime;
+// g_gmod.m_globals->m_frametime = backup_frametime;
+//
+// m_bClientSideAnimation( ) = false;
+//}
+//
+player_info_t c_base_player::get_info( ) {
+ player_info_t info;
+ g_gmod.m_engine( )->GetPlayerInfo( ce( )->GetIndex( ), &info );
+
+ return info;
+}
+
+void c_base_player::get_name_safe( char* buf ) {
+ player_info_t info;
+ if( g_gmod.m_engine( )->GetPlayerInfo( this->ce( )->GetIndex( ), &info ) ) {
+ for( size_t i{ }; i < 32; ++i ) {
+ switch( info.name[ i ] ) {
+ case '"':
+ case '\\':
+ case ';':
+ case '\n':
+ buf[ i ] = ' ';
+ break;
+ default:
+ buf[ i ] = info.name[ i ];
+ break;
+ }
+ }
+
+ buf[ 31 ] = 0;
+ }
+} \ No newline at end of file