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#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;
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