From 3d412a4b30a9f7c7f51ea6562e694315948bd3da Mon Sep 17 00:00:00 2001 From: boris Date: Wed, 28 Nov 2018 16:00:02 +1300 Subject: 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 --- cheat/gmod/IPrediction.hpp | 129 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 129 insertions(+) create mode 100644 cheat/gmod/IPrediction.hpp (limited to 'cheat/gmod/IPrediction.hpp') diff --git a/cheat/gmod/IPrediction.hpp b/cheat/gmod/IPrediction.hpp new file mode 100644 index 0000000..575e270 --- /dev/null +++ b/cheat/gmod/IPrediction.hpp @@ -0,0 +1,129 @@ +#pragma once +#include "vector.hpp" + +//forward declarations +class user_cmd_t; +class IClientEntity; + +class IMoveHelper { +private: + virtual void UnknownVirtual( ) = 0; +public: + virtual void SetHost( IClientEntity* host ) = 0; +}; + +class CMoveData { +public: + bool m_bFirstRunOfFunctions : 1; + bool m_bGameCodeMovedPlayer : 1; + bool m_bNoAirControl : 1; + + unsigned long m_nPlayerHandle; + int m_nImpulseCommand; + vec3_t m_vecViewAngles; + vec3_t m_vecAbsViewAngles; + int m_nButtons; + int m_nOldButtons; + float m_flForwardMove; + float m_flSideMove; + float m_flUpMove; + + float m_flMaxSpeed; + float m_flClientMaxSpeed; + + vec3_t m_vecVelocity; + vec3_t m_vecOldVelocity; + float somefloat; + vec3_t m_vecAngles; + vec3_t m_vecOldAngles; + + float m_outStepHeight; + vec3_t m_outWishVel; + vec3_t m_outJumpVel; + + vec3_t m_vecConstraintCenter; + float m_flConstraintRadius; + float m_flConstraintWidth; + float m_flConstraintSpeedFactor; + bool m_bConstraintPastRadius; + + void SetAbsOrigin( const vec3_t& vec ); + const vec3_t& GetAbsOrigin( ) const; + +private: + vec3_t m_vecAbsOrigin; // edict::origin + uint8_t pad_ending_001[0x160]; +}; + +class ICSGameMovement { +public: + void ProcessMovement( IClientEntity* ent, void* data ) { + using fn = void( __thiscall* )( void*, IClientEntity*, void* ); + return util::get_vfunc< fn >( this, 1 )( this, ent, data ); + } + + void StartTrackPredictionErrors( IClientEntity* ent ) { + using fn = void( __thiscall* )( void*, IClientEntity* ); + return util::get_vfunc< fn >( this, 2 )( this, ent ); + } + + void FinishTrackPredictionErrors( IClientEntity* ent ) { + using fn = void( __thiscall* )( void*, IClientEntity* ); + return util::get_vfunc< fn >( this, 3 )( this, ent ); + } +}; + +class IPrediction { +public: + virtual ~IPrediction( ) { }; + + virtual void Init( ) = 0; + virtual void Shutdown( ) = 0; + + // Run prediction + virtual void Update + ( + int startframe, // World update ( un-modded ) most recently received + bool validframe, // Is frame data valid + int incoming_acknowledged, // Last command acknowledged to have been run by server (un-modded) + int outgoing_command // Last command (most recent) sent to server (un-modded) + ) = 0; + + // We are about to get a network update from the server. We know the update #, so we can pull any + // data purely predicted on the client side and transfer it to the new from data state. + virtual void PreEntityPacketReceived( int commands_acknowledged, int current_world_update_packet ) = 0; + virtual void PostEntityPacketReceived( ) = 0; + virtual void PostNetworkDataReceived( int commands_acknowledged ) = 0; + + virtual void OnReceivedUncompressedPacket( ) = 0; + + // The engine needs to be able to access a few predicted values + virtual void GetViewOrigin( vec3_t& org ) = 0; + virtual void SetViewOrigin( vec3_t& org ) = 0; + virtual void GetViewAngles( vec3_t& ang ) = 0; + virtual void SetViewAngles( vec3_t& ang ) = 0; + virtual void GetLocalViewAngles( vec3_t& ang ) = 0; + virtual void SetLocalViewAngles( vec3_t& ang ) = 0; + + virtual bool InPrediction( ) const = 0; + virtual bool IsFirstTimePredicted( ) const = 0; + + virtual int GetIncomingPacketNumber( ) const = 0; + + virtual void RunCommand( IClientEntity *player, user_cmd_t *ucmd, IMoveHelper *moveHelper ) = 0; + + virtual void SetupMove( IClientEntity *player, user_cmd_t *ucmd, IMoveHelper *pHelper, CMoveData *move ) = 0; + virtual void FinishMove( IClientEntity *player, user_cmd_t *ucmd, CMoveData *move ) = 0; + virtual void SetIdealPitch( int nSlot, IClientEntity *player, const vec3_t& origin, const vec3_t& angles, const vec3_t& viewheight ) = 0; + + virtual void CheckError( int nSlot, IClientEntity *player, int commands_acknowledged ) = 0; + + virtual void _Update + ( + int nSlot, + bool received_new_world_update, + bool validframe, // Is frame data valid + int incoming_acknowledged, // Last command acknowledged to have been run by server (un-modded) + int outgoing_command // Last command (most recent) sent to server (un-modded) + ) = 0; +}; -- cgit v1.2.3