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 /gmod/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 'gmod/c_base_player.hpp')
| -rw-r--r-- | gmod/c_base_player.hpp | 258 |
1 files changed, 0 insertions, 258 deletions
diff --git a/gmod/c_base_player.hpp b/gmod/c_base_player.hpp deleted file mode 100644 index 085f4a2..0000000 --- a/gmod/c_base_player.hpp +++ /dev/null @@ -1,258 +0,0 @@ -#pragma once -#include "util.hpp" -#include "IClientEntityList.hpp" -#include "netvars.hpp" -#include "pattern.hpp" -#include "c_base_weapon.hpp" -#include "CUtlVector.hpp" -#include "settings.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 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, -}; - -class fire_bullets_info -{ -public: - int32_t shots; //0x0000 - vec3_t src; //0x0004 - vec3_t dir; //0x0010 - vec3_t spread; //0x001C - float distance; //0x0028 - int32_t ammo_type; //0x002C - int32_t tracer_freq; //0x0030 - float damage; //0x0034 - int32_t player_damager; //0x0038 - int32_t flags; //0x003C - char pad_0040[ 18 ]; //0x0040 -}; //Size: 0x0054 - - - -struct clientanimating_t { - void* m_pAnimating; - unsigned int m_fFlags; - clientanimating_t( void* _pAnim, unsigned int _flags ) : m_pAnimating( _pAnim ), m_fFlags( _flags ) {} -}; - - - -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 -}; - -class c_base_player { -private: - -public: - //NETVAR( m_YourFunctionName, "Name", "Table", extra, type ) - - NETVAR( m_nMoveType, "m_Collision", "DT_BaseEntity", -0x24, MoveType_t ); - NETVAR( m_iHealth, "m_iHealth", "DT_BaseEntity", 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_dwBoneMatrix, "m_nForceBone", "DT_BaseAnimating", 28, uintptr_t ); - NETVAR( m_bHasHelmet, "m_bHasHelmet", "DT_CSPlayer", 0, bool ); - NETVAR( m_ArmorValue, "m_ArmorValue", "DT_CSPlayer", 0, int ); - NETVAR( m_flNextAttack, "m_flNextAttack", "DT_BaseCombatCharacter", 0, float ); - NETVAR( m_angEyeAngles, "m_angEyeAngles[0]", "DT_CSPlayer", 0, vec3_t ); - NETVAR( m_AnimOverlay, "m_hLightingOrigin", "DT_BaseAnimating", 0x3c, int ); - 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_csgoAnimState, "m_bIsScoped", "DT_CSPlayer", -0xe, void* ); - NETVAR( m_flOldSimulationTime, "m_flSimulationTime", "DT_BaseEntity", 0x4, float ); - NETVAR( m_CoordinateFrame, "m_CollisionGroup", "DT_BaseEntity", -0x4C, 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_clrRender, "m_clrRender", "DT_BaseEntity", 0, clr_t ); - NETVAR( m_vecPunchAngle, "m_vecPunchAngle", "DT_BasePlayer", 0, vec3_t ); - - OFFSET( m_CachedBoneData, 0x28FC + sizeof( void* ), CUtlVector< matrix3x4 > ); - OFFSET( m_flSpawnTime, 0xa290, float ); - OFFSET( m_vecVelocity, 0xf4, vec3_t ); - -public: - static uintptr_t get_player_resource( ); - - /*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 bool is_alive( ) { - return m_iHealth( ) > 0; - } - - bool is_flashed( ); - bool is_reloading( ); - - __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 ); - } - - __forceinline void* get_animstate( ) { - static std::ptrdiff_t offset = g_netvars.get_netvar( fnv( "DT_CSPlayer" ), - fnv( "m_bIsScoped" ) ); - - if( !offset ) { - return nullptr; - } - - return *reinterpret_cast< void** >( uintptr_t( this ) + offset - 0xa ); - } - - __forceinline void disable_interpolaton( ) { - VarMapping_t* varmapping = ( VarMapping_t* )( uintptr_t( this ) + 0x24 ); - - for( int i{ }; i < varmapping->m_nInterpolatedEntries; ++i ) { - if( !varmapping->m_Entries.GetElements( ) ) { - continue; - } - - auto e = &varmapping->m_Entries.GetElements( )[ i ]; - - if( e ) - e->m_bNeedsToInterpolate = false; - } - - //this is the only thing that actually disables interpolation - //to re-enable it, u want to backup and restore m_nInterpolatedEntries - //theres no need to re-enable it because the game will do it for you - //as soon as you stop forcing it off - varmapping->m_nInterpolatedEntries = 0; - varmapping->m_lastInterpolationTime = 0.f; - } - - __forceinline void update_clientside_animation( ) { - bool backup = m_bClientSideAnimation( ); - m_bClientSideAnimation( ) = true; - util::get_vfunc< 218, void >( this ); - m_bClientSideAnimation( ) = backup; - } - - __forceinline void invalidate_bone_cache( ) { - m_flLastBoneSetupTime( ) = -FLT_MAX; - m_iMostRecentModelBoneCounter( ) -= 1; - m_nWriteableBones( ) = 0; - } - - __forceinline vec3_t get_eye_pos( ) { - vec3_t yes; - util::get_vfunc< void( __thiscall* )( void*, vec3_t& ) >( this, 286 )( this, yes ); - return yes; - } - - __forceinline bool is_valid( ) { - return !ce( )->IsDormant( ) && is_alive( ); - } - - c_base_player* get_observer_target( ); - const char* get_rank( ); - clr_t get_team_color( ); - 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 ); - bool is_visible( int hitbox ); - bool is_visible( const vec3_t& pos ); - 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 enforce_animations( ); - - void create_animstate( void* state ); - int get_seq_activity( int sequence ); - - void fix_animations( void* saved_state = nullptr ); - bool is_breaking_lc( ); -};
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