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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/internal_rewrite/context.hpp
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/internal_rewrite/context.hpp')
-rw-r--r--cheat/internal_rewrite/context.hpp85
1 files changed, 85 insertions, 0 deletions
diff --git a/cheat/internal_rewrite/context.hpp b/cheat/internal_rewrite/context.hpp
new file mode 100644
index 0000000..27f1a42
--- /dev/null
+++ b/cheat/internal_rewrite/context.hpp
@@ -0,0 +1,85 @@
+#pragma once
+#include <deque>
+
+#include "util.hpp"
+#include "sdk.hpp"
+
+NAMESPACE_REGION( context )
+
+struct shot_data_t {
+ vec3_t m_local_pos;
+ vec3_t m_angle;
+ vec3_t m_enemy_pos;
+ int m_enemy_index;
+ int m_resolver_shots;
+ bool m_resolver_state;
+ bool m_missed{ false };
+ struct {
+ vec3_t min;
+ vec3_t max;
+ float radius;
+ } m_hitbox;
+ int m_hitgroup;
+ bool m_handled{ };
+ int m_hit{ };
+ int m_damage{ };
+ bool m_logged{ };
+ matrix3x4 m_matrix[ 128 ];
+};
+
+//replacement to the old global:: namespace
+class c_context {
+public:
+ //run localplayer check, pointer, is valid etc
+ bool run_frame( );
+ float pred_time( );
+
+ void on_cmove_end( user_cmd_t* cmd );
+ bool create_snapshot( user_cmd_t* );
+ //calculate accurate tickbase
+ bool calculate_tickbase( );
+
+ user_cmd_t* get_last_cmd( ) {
+ return m_snapshot.empty( ) ? nullptr : &m_snapshot.front( );
+ }
+
+ bool precache_model( const char* model );
+
+public:
+ c_base_player* m_local{ };
+ int m_stage{ };
+ //accurate tickbase
+ int m_tickbase{ };
+
+ bool m_revolver_shot{ };
+
+ bool m_drawing_postscreenspace{ };
+ bool m_has_incremented_shots{ };
+ bool m_drawing_screneend{ };
+ float m_weapon_spread{ };
+ float m_weapon_inaccuracy{ };
+
+ bool m_has_fired_this_frame{ };
+
+ float m_absyaw{ };
+ vec3_t m_last_realangle{ };
+ vec3_t m_last_fakeangle{ };
+ vec3_t m_thirdperson_angle{ };
+ vec3_t m_last_origin{ };
+
+ float m_fov{ 90.f };
+public:
+ void reset_shot_queue( );
+
+ int m_last_shot_ack;
+ int m_last_shot;
+
+ std::array< shot_data_t, 128 > m_shot_data;
+ std::vector< int > m_cmd_numbers;
+private:
+ std::deque< user_cmd_t > m_snapshot;
+};
+
+END_REGION
+
+extern context::c_context g_ctx; \ No newline at end of file