diff options
| author | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
|---|---|---|
| committer | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
| commit | 3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch) | |
| tree | 26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/internal_rewrite/c_base_player.hpp | |
| parent | e4729e4393d90271a3814c7a79950a660c48325a (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/internal_rewrite/c_base_player.hpp')
| -rw-r--r-- | cheat/internal_rewrite/c_base_player.hpp | 468 |
1 files changed, 468 insertions, 0 deletions
diff --git a/cheat/internal_rewrite/c_base_player.hpp b/cheat/internal_rewrite/c_base_player.hpp new file mode 100644 index 0000000..30bafde --- /dev/null +++ b/cheat/internal_rewrite/c_base_player.hpp @@ -0,0 +1,468 @@ +#pragma once +#include <array> + +#include "util.hpp" +#include "IClientEntityList.hpp" +#include "netvars.hpp" +#include "pattern.hpp" +#include "c_base_weapon.hpp" +#include "CUtlVector.hpp" +#include "IPhysicsSurfaceProps.hpp" +#include "settings.hpp" +#include "IPhysicsSurfaceProps.hpp" + +enum PlayerState_t { + FL_ONGROUND = 1 << 0, + FL_DUCKING = 1 << 1, + FL_WATERJUMP = 1 << 2, + FL_ONTRAIN = 1 << 3, + FL_INRAIN = 1 << 4, + FL_FROZEN = 1 << 5, + FL_ATCONTROLS = 1 << 6, + FL_CLIENT = 1 << 7, + FL_FAKECLIENT = 1 << 8, + FL_INWATER = 1 << 9, +}; + +enum PlayerHitboxes_t { + HITBOX_HEAD, + HITBOX_NECK, + HITBOX_PELVIS, + HITBOX_BODY, + HITBOX_THORAX, + HITBOX_CHEST, + HITBOX_UPPER_CHEST, + HITBOX_RIGHT_THIGH, + HITBOX_LEFT_THIGH, + HITBOX_RIGHT_CALF, + HITBOX_LEFT_CALF, + HITBOX_RIGHT_FOOT, + HITBOX_LEFT_FOOT, + HITBOX_RIGHT_HAND, + HITBOX_LEFT_HAND, + HITBOX_RIGHT_UPPER_ARM, + HITBOX_RIGHT_FOREARM, + HITBOX_LEFT_UPPER_ARM, + HITBOX_LEFT_FOREARM, + HITBOX_MAX, +}; + +enum MoveType_t { + 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 LifeState_t { + LIFE_ALIVE = 0, // alive + LIFE_DYING, // playing death animation or still falling off of a ledge waiting to hit ground + LIFE_DEAD, // dead. lying still. + LIFE_RESPAWNABLE, + LIFE_DISCARDBODY, +}; + +enum PoseParam_t { + STRAFE_YAW, + STAND, + LEAN_YAW, + SPEED, + LADDER_YAW, + LADDER_SPEED, + JUMP_FALL, + MOVE_YAW, + MOVE_BLEND_CROUCH, + MOVE_BLEND_WALK, + MOVE_BLEND_RUN, + BODY_YAW, + BODY_PITCH, + AIM_BLEND_STAND_IDLE, + AIM_BLEND_STAND_WALK, + AIM_BLEND_STAND_RUN, + AIM_BLEND_COURCH_IDLE, + AIM_BLEND_CROUCH_WALK, + DEATH_YAW +}; + +class IKContext { +public: + void Init( void* hdr, vec3_t& angles, vec3_t& origin, float curtime, int framecount, int boneMask ); + void UpdateTargets( vec3_t* pos, void* q, matrix3x4* bone_array, char* computed ); + void SolveDependencies( vec3_t* pos, void* q, matrix3x4* bone_array, char* computed ); + + //THANK YOU IDA + void ClearTargets( ) { + int max = *( int* )( ( uintptr_t )this + 4080 ); + int count = 0; + + if( max > 0 ) { + uintptr_t v60 = ( uintptr_t )( ( uintptr_t )this + 208 ); + do { + *( int* )( v60 ) = -9999; + v60 += 340; + ++count; + } while( count < max ); + } + } +}; + +class C_AnimationLayer { +private: + char pad_0x8_[ 0x8 ]; +public: + uint32_t m_unk1; + uint32_t m_unk2; + uint32_t m_unk3; + uint32_t m_nOrder; //0x0014 + uint32_t m_nSequence; //0x0018 + float m_flPrevCycle; //0x001C + float m_flWeight; //0x0020 + float m_flWeightDeltaRate; //0x0024 + float m_flPlaybackRate; //0x0028 + float m_flCycle; //0x2C + c_base_player* m_player; //0x30 + char pad_0x8[ 0x4 ]; //0x34 +}; //Size: 0x0038 + +struct clientanimating_t { + void* m_pAnimating; + unsigned int m_fFlags; + clientanimating_t( void* _pAnim, unsigned int _flags ) : m_pAnimating( _pAnim ), m_fFlags( _flags ) {} +}; + +struct CCSGOPlayerAnimState +{ + void update( float yaw, float pitch ); + void update_ex( float yaw, float pitch ); + void setup_velocity( float ); + void setup_aim_matrix( ); + void setup_weapon_action( ); + void setup_movement( ); + void setup_alive_loop( ); + void setup_whole_body_action( ); + void setup_flashed_reaction( ); + void setup_flinch( ); + bool cache_sequences( ); + + void reset( ); + + char pad[ 4 ]; + char bUnknown; //0x4 + char pad2[ 91 ]; + void* pBaseEntity; //0x60 + void* pActiveWeapon; //0x64 + void* pLastActiveWeapon; //0x68 + float m_flLastClientSideAnimationUpdateTime; //0x6C + int m_iLastClientSideAnimationUpdateFramecount; //0x70 + float m_flLastUpdateDelta; //0x74 //b8 + float m_flEyeYaw; //0x78 //c0 + float m_flPitch; //0x7C //b8 + float m_flGoalFeetYaw; //0x80 //c0 + float m_flCurrentFeetYaw; //0x84 //c8 + float m_flCurrentTorsoYaw; //0x88 //d0 + float m_flUnknownVelocityLean; //0x8C //changes when moving/jumping/hitting ground //d8 + float m_flLeanAmount; //0x90 //e0 + char pad4[ 4 ]; //NaN //e8 + float m_flFeetCycle; //0x98 0 to 1 //100 //f0 + float m_flFeetYawRate; //0x9C 0 to 1 //108 //f8 + char pad11[ 4 ]; + float m_fDuckAmount; //0xA4 //118 //108 + float m_fLandingDuckAdditiveSomething; //0xA8 //110 + float m_fUnknown3; //0xAC //118 + vec3_t m_vOrigin; //0xB0, 0xB4, 0xB8 //120 + vec3_t m_vLastOrigin; //0xBC, 0xC0, 0xC4 + vec3_t m_vecVelocity; + float m_flUnknownFloat1; //0xD4 Affected by movement and direction + char pad6[ 8 ]; + float m_flUnknownFloat2; //0xE0 //from -1 to 1 when moving and affected by direction + float m_flUnknownFloat3; //0xE4 //from -1 to 1 when moving and affected by direction + float m_unknown; //0xE8 + float m_velocity; //0xEC + float flUpVelocity; //0xF0 + float m_flSpeedNormalized; //0xF4 //from 0 to 1 + float m_flFeetSpeedForwardsOrSideWays; //0xF8 //from 0 to 2. something is 1 when walking, 2.something when running, 0.653 when crouch walking + float m_flFeetSpeedUnknownForwardOrSideways; //0xFC //from 0 to 3. something + float m_flTimeSinceStartedMoving; //0x100 + float m_flTimeSinceStoppedMoving; //0x104 + unsigned char m_bOnGround; //0x108 + unsigned char m_bInHitGroundAnimation; //0x109 + char pad7[ 10 ]; + float m_flLastOriginZ; //0x114 + float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x118 from 0 to 1, is 1 when standing + float m_flStopToFullRunningFraction; //0x11C from 0 to 1, doesnt change when walking or crouching, only running + char pad8[ 4 ]; //NaN + float m_flUnknownFraction; //0x124 affected while jumping and running, or when just jumping, 0 to 1 + char pad9[ 4 ]; //NaN + float m_flUnknown3; + char pad10[ 0x210 ]; +}; + +class VarMapEntry_t { +public: + unsigned short type; + unsigned short m_bNeedsToInterpolate; // Set to false when this var doesn't + // need Interpolate() called on it anymore. + void* data; + void* watcher; +}; + +struct VarMapping_t { + CUtlVector< VarMapEntry_t > m_Entries; + int m_nInterpolatedEntries; // +0x14 + float m_lastInterpolationTime; // +0x18 +}; + +struct ent_animdata_t { + std::array< C_AnimationLayer, 13 > m_animlayers; + std::array< C_AnimationLayer, 13 > m_last_layers; + std::array< float, 24 > m_poseparams; + matrix3x4 m_bones[ 128 ]; + int m_activity; + float m_simtime; + float m_last_simtime; + vec3_t m_last_interp_origin; + float m_fraction; + vec3_t m_interp_origin; + vec3_t m_last_origin; + vec3_t m_last_velocity; + vec3_t m_anim_velocity; + bool m_valid{ }; + float m_last_duck; + int m_prev_flags; + int m_anim_flags; + float m_adjust_rate; + float m_adjust_cycle; + bool m_is_stopping; + float m_last_animtime; +}; + +class c_base_player { +private: + static ent_animdata_t sm_animdata[ 65 ]; +public: + //NETVAR( m_YourFunctionName, "Name", "Table", extra, type ) + + NETVAR( m_nMoveType, "m_nRenderMode", "DT_BaseEntity", 1, MoveType_t ); + NETVAR( m_iAccount, "m_iAccount", "DT_CSPlayer", 0, int ); + NETVAR( m_iHealth, "m_iHealth", "DT_BasePlayer", 0, int ); + NETVAR( m_lifeState, "m_lifeState", "DT_BasePlayer", 0, uint8_t ); + NETVAR( m_nTickBase, "m_nTickBase", "DT_BasePlayer", 0, int ); + NETVAR( m_fFlags, "m_fFlags", "DT_BasePlayer", 0, int ); + NETVAR( m_vecVelocity, "m_vecVelocity[0]", "DT_BasePlayer", 0, vec3_t ); + NETVAR( m_nHitboxSet, "m_nHitboxSet", "DT_BaseAnimating", 0, int ); + NETVAR( m_vecOrigin, "m_vecOrigin", "DT_BaseEntity", 0, vec3_t ); + NETVAR( m_vecViewOffset, "m_vecViewOffset[0]", "DT_BasePlayer", 0, vec3_t ); + NETVAR( m_hActiveWeapon, "m_hActiveWeapon", "DT_BaseCombatCharacter", 0, ulong_t ); + NETVAR( m_iTeamNum, "m_iTeamNum", "DT_BaseEntity", 0, int ); + NETVAR( m_bHasHelmet, "m_bHasHelmet", "DT_CSPlayer", 0, bool ); + NETVAR( m_bHasDefuser, "m_bHasDefuser", "DT_CSPlayer", 0, bool ); + NETVAR( m_ArmorValue, "m_ArmorValue", "DT_CSPlayer", 0, int ); + NETVAR( m_flNextAttack, "m_flNextAttack", "DT_BaseCombatCharacter", 0, float ); + NETVAR( m_flLowerBodyYawTarget, "m_flLowerBodyYawTarget", "DT_CSPlayer", 0, float ); + NETVAR( m_angEyeAngles, "m_angEyeAngles[0]", "DT_CSPlayer", 0, vec3_t ); + NETVAR( m_AnimOverlay, "m_hLightingOrigin", "DT_BaseAnimating", 0x3c, CUtlVector< C_AnimationLayer > ); + NETVAR( m_flSimulationTime, "m_flSimulationTime", "DT_BaseEntity", 0, float ); + NETVAR( m_flCycle, "m_flCycle", "DT_BaseAnimating", 0, float ); + NETVAR( m_nSequence, "m_nSequence", "DT_BaseAnimating", 0, int ); + PNETVAR( m_flPoseParameter, "m_flPoseParameter", "DT_BaseAnimating", 0, float ); + NETVAR( m_bClientSideAnimation, "m_bClientSideAnimation", "DT_BaseAnimating", 0, bool ); + NETVAR( m_flLastBoneSetupTime, "m_hLightingOrigin", "DT_BaseAnimating", -0x20, float ); + NETVAR( m_iMostRecentModelBoneCounter, "m_nForceBone", "DT_BaseAnimating", 0x4, int ); + NETVAR( m_nWriteableBones, "m_nForceBone", "DT_BaseAnimating", 0x20, int ); + NETVAR( m_vecThirdpersonAngles, "deadflag", "DT_BasePlayer", 0x4, vec3_t ); + NETVAR( m_hObserverTarget, "m_hObserverTarget", "DT_BasePlayer", 0, uint32_t ); + NETVAR( m_iObserverMode, "m_iObserverMode", "DT_BasePlayer", 0, int ); + NETVAR( m_flOldSimulationTime, "m_flSimulationTime", "DT_BaseEntity", 0x4, float ); + NETVAR( m_CoordinateFrame, "m_CollisionGroup", "DT_BaseEntity", -0x30, matrix3x4 ); + NETVAR( m_vecMins, "m_vecMins", "DT_BaseEntity", 0, vec3_t ); + NETVAR( m_vecMaxs, "m_vecMaxs", "DT_BaseEntity", 0, vec3_t ); + NETVAR( m_bIsScoped, "m_bIsScoped", "DT_CSPlayer", 0, bool ); + NETVAR( m_viewPunchAngle, "m_viewPunchAngle", "DT_BasePlayer", 0, vec3_t ); + NETVAR( m_flMaxFlashAlpha, "m_flFlashMaxAlpha", "DT_CSPlayer", 0, float ); + NETVAR( m_flFlashDuration, "m_flFlashDuration", "DT_CSPlayer", 0, float ); + NETVAR( m_flFlashTime, "m_flFlashMaxAlpha", "DT_CSPlayer", -0x10, float ); + NETVAR( m_bGunGameImmunity, "m_bGunGameImmunity", "DT_CSPlayer", 0, bool ); + NETVAR( m_hViewModel, "m_hViewModel[0]", "DT_BasePlayer", 0, uint32_t ); + NETVAR( m_bSpotted, "m_bSpotted", "DT_CSPlayer", 0, bool ); + NETVAR( m_pSurfaceData, "m_flLaggedMovementValue", "DT_CSPlayer", 0x18, surfacedata_t* ); + NETVAR( m_vecBaseVelocity, "m_vecBaseVelocity", "DT_CSPlayer", 0, vec3_t ); + NETVAR( m_vecAbsVelocity, "m_vecVelocity", "DT_CSPlayer", 0x12, vec3_t ); + NETVAR( m_flGravity, "m_iTeamNum", "DT_CSPlayer", -0x14, float ); + NETVAR( m_surfaceFriction, "m_vecLadderNormal", "DT_CSPlayer", -0x4, float ); + NETVAR( m_flDuckAmount, "m_flDuckAmount", "DT_CSPlayer", 0, float ); + NETVAR( m_flDuckSpeed, "m_flDuckSpeed", "DT_CSPlayer", 0, float ); + PNETVAR( m_hMyWearables, "m_hMyWearables", "DT_BaseCombatCharacter", 0, uint32_t ); + PNETVAR( m_hMyWeapons, "m_hMyWeapons", "DT_BaseCombatCharacter", 0, uint32_t ); + NETVAR( m_hGroundEntity, "m_hGroundEntity", "DT_CSPlayer", 0, uint32_t ); + NETVAR( m_flConstraintRadius, "m_flConstraintRadius", "DT_CSPlayer", 0, float ); + + OFFSET( m_CachedBoneData, 0x28FC + sizeof( void* ), CUtlVector< matrix3x4 > ); + OFFSET( m_flSpawnTime, 0xA2C0, float ); + OFFSET( m_IKContext, 0x265c, IKContext* ); +public: + static uintptr_t get_player_resource( ); + static uintptr_t get_game_rules( ); + static bool& s_bInvalidateBoneCache( ); + static int& g_iModelBoneCounter( ); + + /*makes it much more organized: functions from IClientEntity + dont interfere with our defined functions*/ + + __forceinline IClientEntity* ce( ) { + return reinterpret_cast< IClientEntity* >( this ); + } + + __forceinline operator IClientEntity*( ) { + return reinterpret_cast< IClientEntity* >( this ); + } + + template < typename t > + __forceinline t& get( std::ptrdiff_t offset ) { + return *reinterpret_cast< t* >( uintptr_t( this ) + offset ); + } + + __forceinline auto& get_animdata( ) { + return sm_animdata[ ce( )->GetIndex( ) ]; + } + + __forceinline bool is_alive( ) { + return m_iHealth( ) > 0 && m_lifeState( ) == LIFE_ALIVE; + } + + __forceinline void update_ik_locks( float curtime ) { + return util::get_vfunc< 186, void >( this, curtime ); + } + + __forceinline void calculate_ik_locks( float curtime ) { + return util::get_vfunc< 187, void >( this, curtime ); + } + + __forceinline void standard_blending_rules( void* hdr, vec3_t* pos, void* q, float curtime, int bone_mask ) { + return util::get_vfunc< 200, void >( this, hdr, pos, q, curtime, bone_mask ); + } + + __forceinline void build_transformations( void* hdr, vec3_t* pos, void* q, const matrix3x4& transform, int bone_mask, char* computed ) { + return util::get_vfunc< 184, void >( this, hdr, pos, q, transform, bone_mask, computed ); + } + + __forceinline bool has_valid_anim( ) { + if( m_bClientSideAnimation( ) ) + return true; + + return sm_animdata[ ce( )->GetIndex( ) ].m_valid; + } + + bool is_flashed( ); + bool is_reloading( ); + + int get_ping( ); + + __forceinline auto& m_aimPunchAngle( bool real = false ) { + static vec3_t backup_var{ }; + static auto offset = g_netvars.get_netvar( fnv( "DT_BasePlayer" ), fnv( "m_aimPunchAngle" ) ); + if( g_settings.misc.no_recoil( ) && !real ) { + backup_var = { 0.f, 0.f, 0.f }; + return backup_var; + } + + return get< vec3_t >( offset ); + } + + void set_local_view_angles( vec3_t *angle ); + bool run_physics_think( int n ); + void pre_think( ); + void think( ); + + __forceinline vec3_t get_anim_velocity( ) { + auto index = ce( )->GetIndex( ); + return sm_animdata[ index ].m_anim_velocity; + } + + __forceinline CCSGOPlayerAnimState* get_animstate( ) { + static std::ptrdiff_t offset = g_netvars.get_netvar( fnv( "DT_CSPlayer" ), + fnv( "m_bIsScoped" ) ); + + if( !offset ) { + return nullptr; + } + + return *reinterpret_cast< CCSGOPlayerAnimState** >( uintptr_t( this ) + offset - 0xa ); + } + + __forceinline void update_clientside_animation( ) { + bool backup = m_bClientSideAnimation( ); + m_bClientSideAnimation( ) = true; + util::get_vfunc< 218, void >( this ); + m_bClientSideAnimation( ) = backup; + } + + void invalidate_bone_cache( ); + + __forceinline vec3_t get_eye_pos( ) { + vec3_t yes; + //fuck references Lol + util::get_vfunc< void( __thiscall* )( void*, vec3_t& ) >( this, 277 )( this, yes ); + + //thanks senator!! !11 + return yes; + } + + __forceinline bool is_player( ) { + if( !this ) + return false; + + ClientClass* client_class = ce( )->GetClientClass( ); + return client_class && client_class->m_class_id == CCSPlayer; + } + + __forceinline bool is_valid( ) { + return !!this && is_player( ) && !ce( )->IsDormant( ) && is_alive( ); + } + + bool is_fakewalking( ); + player_info_t get_info( ); + void get_name_safe( char* buf ); + c_base_weapon* get_weapon( ); + vec3_t get_hitbox_pos( int hitbox ); + vec3_t get_hitbox_mins( int hitbox ); + vec3_t get_hitbox_maxs( int hitbox ); + bool is_visible( int hitbox ); + bool can_attack( bool ignore_rapid = false ); + int get_choked_ticks( ); + float get_hitbox_radius( int hitbox ); + + void set_abs_origin( vec3_t origin ); + void set_abs_angles( vec3_t angles ); + void set_abs_velocity( vec3_t velocity ); + void calc_abs_velocity( ); + + void set_needs_interpolate( bool interp ); + void do_ent_interpolation( bool reset ); + + void invalidate_physics_recursive( int flags ); + void create_animstate( CCSGOPlayerAnimState* state ); + void setup_bones_ex( matrix3x4* matrix_out, int bone_mask, float curtime ); + int get_seq_activity( int sequence ); + + void fix_animations( bool reset = false, bool resolver_change = false ); + void validate_animation_layers( ); + void compute_move_cycle( bool reset, bool moving ); + void calculate_duckamount( bool reset ); + void cache_anim_data( bool layers = true ); + void restore_anim_data( bool layers = false ); + void handle_taser_animation( ); + void calc_anim_velocity( bool reset ); + void fix_jump_fall( bool reset ); + + bool is_breaking_lc( ); +};
\ No newline at end of file |
