Вопрос Сможете ли вы пофиксить? (Osmium)

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Кто сможет фиксануть эту пасту?
Если смогли пофиксить, будьте добры, залейте сюда. Беcтолковым собакам сюда не лезть.

Сама паста (Osmium)
Для просмотра содержимого вам необходимо авторизоваться.


Если вы будете писать, мол я сам ничего не делаю и других прошу, отвечаю:
Я уже офсеты заменял, но автофайр не работает.
 
Последнее редактирование:
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
sdk.h
[hide=0]
class CWeaponData
{
public:
char _0x0000[2048];
__int32 m_iAmmoType; //0x07B0
char _0x0804[52];
__int32 m_iWeaponType; //0x0838
__int32 m_iTeam; //0x083C
__int32 m_iWeaponId; //0x0840
BYTE m_IsFullAuto; //0x0844
char _0x0845[3];
float m_flHeatPerShot; //0x0848
__int32 m_iWeaponPrice; //0x084C
float m_flArmorRatio; //0x0850
float m_flMaxPlayerSpeed; //0x0854
float m_flMaxPlayerSpeedAlt; //0x0858
__int32 m_iCrosshairMinDistance; //0x085C
__int32 m_iCrosshairDeltaDistance; //0x0860
float m_flPenetration; //0x0864
__int32 m_iDamage; //0x0868
float m_flRange; //0x086C
float m_flRangeModifier; //0x0870
__int32 m_iBullets; //0x0874
float m_flCycleTime; //0x0878
float m_flCycleTimeAlt; //0x087C
char _0x0880[416];
float m_flSpread; //0x0A20
float m_flSpreadAlt; //0x0A24
float m_flInaccuracyCrouch; //0x09D8
float m_flInaccuracyCrouchAlt; //0x09DC
float m_flInaccuracyStand; //0x09E0
float m_flInaccuracyStandAlt; //0x09E4
float m_flInaccuracyJump; //0x09E8
float m_flInaccuracyJumpAlt; //0x09EC
float m_flInaccuracyLand; //0x09F0
float m_flInaccuracyLandAlt; //0x09F4
float m_flInaccuracyLadder; //0x09F8
float m_flInaccuracyLadderAlt; //0x09FC
float m_flInaccuracyFire; //0x0A00
float m_flInaccuracyFireAlt; //0x0A04
float m_flInaccuracyMove; //0x0A08
float m_flInaccuracyMoveAlt; //0x0A0C
float m_flRecoveryTimeStand; //0x0A10
float m_flRecoveryTimeCrouch; //0x0A14
float m_flInaccuracyReload; //0x0A18
float m_flInaccuracyAltSwitch; //0x0A1C
float m_flRecoilAngle; //0x0A20
float m_flRecoilAngleAlt; //0x0A24
float m_flRecoilAngleVariance; //0x0A28
float m_flRecoilAngleVarianceAlt; //0x0A2C
float m_flRecoilMagnitude; //0x0A30
float m_flRecoilMagnitudeAlt; //0x0A34
float m_flRecoilMagnitudeVariance; //0x0A38
float m_flRecoilMagnitudeVarianceAlt; //0x0A3C
__int32 m_iRecoilSeed; //0x0A40
float m_flFlinchVelocityModifierLarge; //0x0A44
float m_flFlinchVelocityModifierSmall; //0x0A48
float m_flTimeToIdle; //0x0A4C
float m_flIdleInterval; //0x0A50
};
[/hide]
не знаю, что у тебя не так, но с этим у меня все работает
 
comeback?
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Ты волшебник чтоли? Почему ты смог починить, а другие не смогли? Даже те, у кого свои проекты. Штооооооооо
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Ты волшебник чтоли? Почему ты смог починить, а другие не смогли? Даже те, у кого свои проекты. Штооооооооо
ты чего нибудь менял в аимботе? попробуй в чистый исход скопипастить
 
comeback?
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
я могу скинуть в
лс
 
#ifndef __SDK_H__
#define __SDK_H__
#ifdef _MSC_VER
#pragma once
#endif
#include "stdafx.h"
#include "checksum_crc.h"
#include "const.h"
#include "NetVars.h"
#include "Vector.h"
#include "Offsets.h"
#define CHECK_VALID( _v ) 0
#define Assert( _exp ) ((void)0)
#define hackname "slayer"
#define TIME_TO_TICKS( dt ) ( ( int )( 0.5f + ( float )( dt ) / g_pGlobalVarsBase->interval_per_tick ) )
#define TICKS_TO_TIME( t ) ( g_pGlobalVarsBase->interval_per_tick *( t ) )
template <typename T>
__forceinline T Member(void *base, DWORD offset = 0)
{
return (T)((DWORD)base + offset);
}
namespace Global
{
extern SDK::QAngle VisualAngle;
extern SDK::QAngle pLocalAngles;
extern SDK::QAngle velocity;
extern SDK::QAngle AAA;
extern SDK::QAngle strafeang;
extern SDK::Vector vHitPosition;
extern SDK::CBaseEntity *GlobalpLocal;
extern float OldSimulationTime[65];
// extern SDK::StoredYaws m_flYaw[128];
extern bool strafing;
extern int missedshots;
extern int missedticks;
extern int command_number;
extern bool retarget;
extern bool retargetplayer[65];
extern int chokedticks;
extern int maxmissedshots;
extern int renderedticks;
extern int predictedticks;
extern int iSelectedPlayer;
extern bool SelectedPlayerIgnore[65];
extern float yAAA;
extern float xAAA;
extern int command;
extern int targ;
extern bool aiming;
extern bool xSwitch;
extern bool bSendPacket;
extern int tickcount;
}
typedef __int16 int16;
typedef unsigned __int16 uint16;
typedef __int32 int32;
typedef unsigned __int32 uint32;
typedef __int64 int64;
typedef unsigned __int64 uint64;
// intp is an integer that can accomodate a pointer
// (ie, sizeof(intp) >= sizeof(int) && sizeof(intp) >= sizeof(void *)
typedef intptr_t intp;
typedef uintptr_t uintp;
inline float BitsToFloat(uint32 i)
{
union Convertor_t
{
float f;
unsigned long ul;
}tmp;
tmp.ul = i;
return tmp.f;
}
#define FLOAT32_NAN_BITS (uint32)0x7FC00000 // not a number!
#define FLOAT32_NAN BitsToFloat( FLOAT32_NAN_BITS )
#define VEC_T_NAN FLOAT32_NAN
#define DECL_ALIGN(x) __declspec( align( x ) )
#define ALIGN4 DECL_ALIGN(4)
#define ALIGN8 DECL_ALIGN(8)
#define ALIGN16 DECL_ALIGN(16)
#define ALIGN32 DECL_ALIGN(32)
#define ALIGN128 DECL_ALIGN(128)
namespace SDK
{
class model_t;
struct mstudiobbox_t;
struct mstudiohitboxset_t;
struct mstudiobone_t;
struct studiohdr_t;
struct DrawModelState_t;
struct ModelRenderInfo_t;
struct surfacephysicsparams_t;
struct surfaceaudioparams_t;
struct surfacesoundnames_t;
struct surfacegameprops_t;
struct surfacedata_t;
class CEntityList;
class CGlobalVarsBase;
class IGameMovement;
class CGlowObjectManager;
class CHLClient;
class CUserCmd;
class CInput;
class IInputSystem;
class INetChannelInfo;
class IVEngineClient;
class CMoveHelper;
class IPrediction;
class IDebugOverlay;
class IEngineTrace;
struct FireBulletData;
class IGameEvent;
class IGameEventListner2;
class IGameEventManager2;
class KeyValues;
class IMaterial;
class IModelInfo;
class IModelRender;
class IRenderView;
class IPanel;
class ISurface;
class CRenderSurface;
class IMultiplayerPhysics;
class IBreakableWithPropData;
class IPhysicsSurfaceProps;
class IMaterialSystem;
class CHudTexture;
class CWeaponData;
class CBaseCombatWeapon;
class CBaseEntity;
class PlayerData;
class CTools;
class IViewRender;
class CBaseViewModel;
class CGlowObjectManager;
class ICVar;
class SpoofedConvar;
}
extern SDK::CEntityList* g_pEntityList;
extern SDK::CGlobalVarsBase* g_pGlobalVarsBase;
extern SDK::IGameMovement* g_pGameMovement;
extern SDK::CGlowObjectManager* g_pGlowObjectManager;
extern SDK::CHLClient* g_pClient;
extern SDK::CInput* g_pInput;
extern SDK::CMoveHelper* g_pMoveHelper;
extern SDK::IPrediction* g_pPrediction;
extern SDK::IDebugOverlay* g_pDebugOverlay;
extern SDK::IEngineTrace* g_pEngineTrace;
extern SDK::IGameEventManager2* g_pGameEventManager;
extern SDK::IModelInfo* g_pModelInfo;
extern SDK::IModelRender* g_pModelRender;
extern SDK::IRenderView* g_pRenderView;
extern SDK::ICVar* g_pICvar;
extern SDK::IMaterialSystem* g_pMaterialSystem;
extern SDK::IPhysicsSurfaceProps* g_pPhysSurface;
extern SDK::IPanel* g_pPanel;
extern SDK::ISurface* g_pSurface;
extern SDK::CRenderSurface* g_pRenderSurface;
extern SDK::CTools* g_pTools;
extern SDK::IViewRender* g_pViewRender;
extern SDK::CGlowObjectManager* m_pGlowManager;
extern SDK::SpoofedConvar* g_pSpoofConvar;
extern SDK::IInputSystem* g_pIInput;
extern SDK::INetChannelInfo* g_pINetChannelInfo;
extern SDK::IVEngineClient* g_pIVEngineClient;
template< typename Function > Function call_vfunc(PVOID Base, DWORD Index)
{
PDWORD* VTablePointer = (PDWORD*)Base;
PDWORD VTableFunctionBase = *VTablePointer;
DWORD dwAddress = VTableFunctionBase[Index];
return (Function)(dwAddress);
}
namespace SDK
{
struct matrix3x4_t
{
matrix3x4_t() {}
matrix3x4_t(
float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23)
{
m_flMatVal[0][0] = m00; m_flMatVal[0][1] = m01; m_flMatVal[0][2] = m02; m_flMatVal[0][3] = m03;
m_flMatVal[1][0] = m10; m_flMatVal[1][1] = m11; m_flMatVal[1][2] = m12; m_flMatVal[1][3] = m13;
m_flMatVal[2][0] = m20; m_flMatVal[2][1] = m21; m_flMatVal[2][2] = m22; m_flMatVal[2][3] = m23;
}
//-----------------------------------------------------------------------------
// Creates a matrix where the X axis = forward
// the Y axis = left, and the Z axis = up
//-----------------------------------------------------------------------------
void Init(const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin)
{
m_flMatVal[0][0] = xAxis.x; m_flMatVal[0][1] = yAxis.x; m_flMatVal[0][2] = zAxis.x; m_flMatVal[0][3] = vecOrigin.x;
m_flMatVal[1][0] = xAxis.y; m_flMatVal[1][1] = yAxis.y; m_flMatVal[1][2] = zAxis.y; m_flMatVal[1][3] = vecOrigin.y;
m_flMatVal[2][0] = xAxis.z; m_flMatVal[2][1] = yAxis.z; m_flMatVal[2][2] = zAxis.z; m_flMatVal[2][3] = vecOrigin.z;
}
//-----------------------------------------------------------------------------
// Creates a matrix where the X axis = forward
// the Y axis = left, and the Z axis = up
//-----------------------------------------------------------------------------
matrix3x4_t(const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin)
{
Init(xAxis, yAxis, zAxis, vecOrigin);
}
inline void SetOrigin(Vector const & p)
{
m_flMatVal[0][3] = p.x;
m_flMatVal[1][3] = p.y;
m_flMatVal[2][3] = p.z;
}
inline void Invalidate(void)
{
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 4; j++)
{
m_flMatVal[j] = VEC_T_NAN;
}
}
}
float *operator[](int i) { Assert((i >= 0) && (i < 3)); return m_flMatVal; }
const float *operator[](int i) const { Assert((i >= 0) && (i < 3)); return m_flMatVal; }
float *Base() { return &m_flMatVal[0][0]; }
const float *Base() const { return &m_flMatVal[0][0]; }
float m_flMatVal[3][4];
};
class ALIGN16 matrix3x4a_t : public matrix3x4_t
{
public:
/*
matrix3x4a_t() { if (((size_t)Base()) % 16 != 0) { Error( "matrix3x4a_t missaligned" ); } }
*/
matrix3x4a_t& operator=(const matrix3x4_t& src) { memcpy(Base(), src.Base(), sizeof(float) * 3 * 4); return *this; };
};
struct mstudiobbox_t
{
int bone; // 0x0
int group; // 0x4
Vector bbmin; // 0x8
Vector bbmax; // 0x14
int szhitboxnameindex; // 0x18
PAD(0x8); // 0x1C
char* GetHitboxName(void)
{
if (szhitboxnameindex == 0)
return "";
return ((char*)this) + szhitboxnameindex;
} // 0x28
PAD(0x18);
};
struct mstudiohitboxset_t
{
int sznameindex;
inline char* const GetName(void) const { return ((char*)this) + sznameindex; }
int numhitboxes;
int hitboxindex;
inline mstudiobbox_t* pHitbox(int i) const { return (mstudiobbox_t*)(((BYTE*)this) + hitboxindex) + i; };
};
struct mstudiobone_t
{
int sznameindex;
inline char * const GetName(void) const { return ((char *)this) + sznameindex; }
int parent;
int bonecontroller[6];
Vector pos;
float quat[4];
Vector rot;
Vector posscale;
Vector rotscale;
matrix3x4 poseToBone;
float qAlignment[4];
int flags;
int proctype;
int procindex; // procedural rule
mutable int physicsbone; // index into physically simulated bone
inline void * GetProcedure() const { if (procindex == 0) return NULL; else return (void *)(((BYTE *)this) + procindex); };
int surfacepropidx; // index into string tablefor property name
inline char * const GetSurfaceProps(void) const { return ((char *)this) + surfacepropidx; }
int contents; // See BSPFlags.h for the contents flags
int unused[8]; // remove as appropriate
};
class ConVar
{
public:
void InternalSetString(const char *str)
{
typedef void(__thiscall* SetStringFn)(void*, const char *);
CallVirtual< SetStringFn >(this, 17)(this, str);
}
char* GetName()
{
typedef char*(__thiscall* SetStringFn)(void*);
return CallVirtual< SetStringFn >(this, 5)(this);
}
void SetValue(const char* value)
{
typedef void(__thiscall* SetStringFn)(void*, const char*);
return CallVirtual<SetStringFn>(this, 14)(this, value);
}
void SetValue(int value)
{
typedef void(__thiscall* SetStringFn)(void*, int);
return CallVirtual<SetStringFn>(this, 16)(this, value);
}
char pad_0x0000[0x4]; //0x0000
ConVar* pNext; //0x0004
__int32 bRegistered; //0x0008
char* pszName; //0x000C
char* pszHelpString; //0x0010
__int32 nFlags; //0x0014
char pad_0x0018[0x4]; //0x0018
ConVar* pParent; //0x001C
char* pszDefaultValue; //0x0020
char* strString; //0x0024
__int32 StringLength; //0x0028
float fValue; //0x002C
__int32 nValue; //0x0030
__int32 bHasMin; //0x0034
float fMinVal; //0x0038
__int32 bHasMax; //0x003C
float fMaxVal; //0x0040
void* fnChangeCallback; //0x0044
};//Size=0x0048
typedef void(*FnChangeCallback_t)(ConVar *var, const char *pOldValue, float flOldValue);
class ICVar
{
public:
ConVar *FindVar(const char *var_name)
{
typedef ConVar*(__thiscall* FindVarFn)(void*, const char *);
return CallVirtual<FindVarFn>(this, 15)(this, var_name);
}
virtual void RegisterConCommand(ConVar *pCommandBase) = 0;
virtual void UnregisterConCommand(ConVar *pCommandBase) = 0;
// Value set
virtual void SetValue(const char *pValue) = 0;
virtual void SetValue(float flValue) = 0;
virtual void SetValue(int nValue) = 0;
// Return name of command
virtual const char *GetName(void) const = 0;
// Accessors.. not as efficient as using GetState()/GetInfo()
// if you call these methods multiple times on the same IConVar
virtual bool IsFlagSet(int nFlag) const = 0;
};
class CViewSetup
{
public:
int x, x_old;
int y, y_old;
int width, width_old;
int height, height_old;
bool m_bOrtho;
float m_OrthoLeft;
float m_OrthoTop;
float m_OrthoRight;
float m_OrthoBottom;
bool m_bCustomViewMatrix;
matrix3x4_t m_matCustomViewMatrix;
char pad_0x68[0x48];
float fov;
float fovViewmodel;
Vector origin;
QAngle angles;
float zNear;
float zFar;
float zNearViewmodel;
float zFarViewmodel;
float m_flAspectRatio;
float m_flNearBlurDepth;
float m_flNearFocusDepth;
float m_flFarFocusDepth;
float m_flFarBlurDepth;
float m_flNearBlurRadius;
float m_flFarBlurRadius;
int m_nDoFQuality;
int m_nMotionBlurMode;
float m_flShutterTime;
Vector m_vShutterOpenPosition;
QAngle m_shutterOpenAngles;
Vector m_vShutterClosePosition;
QAngle m_shutterCloseAngles;
float m_flOffCenterTop;
float m_flOffCenterBottom;
float m_flOffCenterLeft;
float m_flOffCenterRight;
int m_EdgeBlur;
};
struct studiohdr_t
{
int id;
int version;
int checksum;
char name[64];
int length;
Vector eyeposition;
Vector illumposition;
Vector hull_min;
Vector hull_max;
Vector view_bbmin;
Vector view_bbmax;
int flags;
int numbones;
int boneindex;
inline mstudiobone_t *pBone(int i) const { return (mstudiobone_t *)(((BYTE *)this) + boneindex) + i; };
int numbonecontrollers;
int bonecontrollerindex;
int numhitboxsets;
int hitboxsetindex;
mstudiohitboxset_t* pHitboxSet(int i) const
{
return (mstudiohitboxset_t*)(((BYTE*)this) + hitboxsetindex) + i;
}
inline mstudiobbox_t* pHitbox(int i, int set) const
{
mstudiohitboxset_t const* s = pHitboxSet(set);
if (!s)
return NULL;
return s->pHitbox(i);
}
inline int GetHitboxCount(int set) const
{
mstudiohitboxset_t const* s = pHitboxSet(set);
if (!s)
return 0;
return s->numhitboxes;
}
int numlocalanim;
int localanimindex;
int numlocalseq;
int localseqindex;
mutable int activitylistversion;
mutable int eventsindexed;
int numtextures;
int textureindex;
int numcdtextures;
int cdtextureindex;
int numskinref;
int numskinfamilies;
int skinindex;
int numbodyparts;
int bodypartindex;
int numlocalattachments;
int localattachmentindex;
int numlocalnodes;
int localnodeindex;
int localnodenameindex;
int numflexdesc;
int flexdescindex;
int numflexcontrollers;
int flexcontrollerindex;
int numflexrules;
int flexruleindex;
int numikchains;
int ikchainindex;
int nummouths;
int mouthindex;
int numlocalposeparameters;
int localposeparamindex;
int surfacepropindex;
int keyvalueindex;
int keyvaluesize;
int numlocalikautoplaylocks;
int localikautoplaylockindex;
float mass;
int contents;
int numincludemodels;
int includemodelindex;
mutable void *virtualModel;
int szanimblocknameindex;
int numanimblocks;
int animblockindex;
mutable void *animblockModel;
int bonetablebynameindex;
void *pVertexBase;
void *pIndexBase;
BYTE constdirectionallightdot;
BYTE rootLOD;
BYTE numAllowedRootLODs;
PAD(0x5);
int numflexcontrollerui;
int flexcontrolleruiindex;
float flVertAnimFixedPointScale;
PAD(0x4);
int studiohdr2index;
PAD(0x4);
};
struct DrawModelState_t
{
studiohdr_t* m_pStudioHdr;
unsigned long m_pStudioHWData;
CBaseEntity* m_pRenderable;
const matrix3x4* m_pModelToWorld;
unsigned long m_decals;
int m_drawFlags;
int m_lod;
};
struct ModelRenderInfo_t
{
Vector origin;
QAngle angles;
CBaseEntity* pRenderable;
const model_t* pModel;
const matrix3x4* pModelToWorld;
const matrix3x4* pLightingOffset;
const Vector* pLightingOrigin;
int flags;
int entity_index;
int skin;
int body;
int hitboxset;
unsigned short instance;
ModelRenderInfo_t(void)
{
pModelToWorld = NULL;
pLightingOffset = NULL;
pLightingOrigin = NULL;
}
};
struct GlowObject_t {
CBaseEntity* m_pEntity; // 0
Vector m_vGlowColor; // 4
float m_flGlowAlpha; // 16
unsigned char junk[16]; // 20
bool m_bShouldGlow; // 36
bool m_bUnknown; // 37
bool m_bFullBloomRender; // 38
unsigned char junk2[13]; // 39
}; // total size should be 52
struct surfacephysicsparams_t
{
float friction;
float elasticity; // collision elasticity - used to compute coefficient of restitution
float density; // physical density (in kg / m^3)
float thickness; // material thickness if not solid (sheet materials) in inches
float dampening;
};
struct surfaceaudioparams_t
{
float reflectivity; // like elasticity, but how much sound should be reflected by this surface
float hardnessFactor; // like elasticity, but only affects impact sound choices
float roughnessFactor; // like friction, but only affects scrape sound choices
float roughThreshold; // surface roughness > this causes "rough" scrapes, < this causes "smooth" scrapes
float hardThreshold; // surface hardness > this causes "hard" impacts, < this causes "soft" impacts
float hardVelocityThreshold; // collision velocity > this causes "hard" impacts, < this causes "soft" impacts
};
struct surfacesoundnames_t
{
unsigned short stepleft;
unsigned short stepright;
unsigned short impactSoft;
unsigned short impactHard;
unsigned short scrapeSmooth;
unsigned short scrapeRough;
unsigned short bulletImpact;
unsigned short rolling;
unsigned short breakSound;
unsigned short strainSound;
};
struct surfacegameprops_t
{
public:
float maxSpeedFactor;
float jumpFactor;
PAD(0x4);
float flPenetrationModifier;
float flDamageModifier;
unsigned short material;
PAD(0x3);
};
struct surfacedata_t
{
surfacephysicsparams_t physics;
surfaceaudioparams_t audio;
surfacesoundnames_t sounds;
surfacegameprops_t game;
};
class CEntityList
{
public:
CBaseEntity* GetBaseEntity(int iIndex)
{
VirtualFn(CBaseEntity*)(PVOID, int);
return CallVirtual< OriginalFn >(this, 3)(this, iIndex);
}
CBaseEntity* GetBaseEntityFromHandle(EHANDLE hEntity)
{
VirtualFn(CBaseEntity*)(PVOID, EHANDLE);
return CallVirtual< OriginalFn >(this, 4)(this, hEntity);
}
int GetHighestEntityIndex(void)
{
VirtualFn(int)(PVOID);
return CallVirtual< OriginalFn >(this, 6)(this);
}
};
class CGlobalVarsBase
{
public:
float realtime;
int framecount;
float absoluteframetime;
float unknown;
float curtime;
float frametime;
int maxclients;
int tickcount;
float interval_per_tick;
float interpolation_amount;
};
class IGameMovement
{
public:
void ProcessMovement(CBaseEntity* pBaseEntity, PVOID pMoveData)
{
VirtualFn(void)(PVOID, CBaseEntity*, PVOID);
CallVirtual< OriginalFn >(this, 1)(this, pBaseEntity, pMoveData);
}
};
class CHLClient
{
public:
ClientClass* GetFirstClass(void)
{
VirtualFn(ClientClass*)(PVOID);
return CallVirtual< OriginalFn >(this, 8)(this);
}
void RenderView(const CViewSetup &view, int nClearFlags, int whatToDraw)
{
VirtualFn(void)(PVOID, const CViewSetup&, int, int);
CallVirtual< OriginalFn >(this, 27)(this, view, nClearFlags, whatToDraw);
}
bool GetPlayerView(CViewSetup &playerView)
{
VirtualFn(bool)(PVOID, CViewSetup&);
return CallVirtual< OriginalFn >(this, 59)(this, playerView);
}
};
#define FLOW_OUTGOING 0
#define FLOW_INCOMING 1
#define MAX_FLOWS 2 // in & out
class INetChannelInfo
{
public:
enum {
GENERIC = 0, // must be first and is default group
LOCALPLAYER, // bytes for local player entity update
OTHERPLAYERS, // bytes for other players update
ENTITIES, // all other entity bytes
SOUNDS, // game sounds
EVENTS, // event messages
TEMPENTS, // temp entities
USERMESSAGES, // user messages
ENTMESSAGES, // entity messages
VOICE, // voice data
STRINGTABLE, // a stringtable update
MOVE, // client move cmds
STRINGCMD, // string command
SIGNON, // various signondata
TOTAL, // must be last and is not a real group
};
virtual const char *GetName(void) const = 0; // get channel name
virtual const char *GetAddress(void) const = 0; // get channel IP address as string
virtual float GetTime(void) const = 0; // current net time
virtual float GetTimeConnected(void) const = 0; // get connection time in seconds
virtual int GetBufferSize(void) const = 0; // netchannel packet history size
virtual int GetDataRate(void) const = 0; // send data rate in byte/sec
virtual bool IsLoopback(void) const = 0; // true if loopback channel
virtual bool IsTimingOut(void) const = 0; // true if timing out
virtual bool IsPlayback(void) const = 0; // true if demo playback
virtual float GetLatency(int flow) const = 0; // current latency (RTT), more accurate but jittering
virtual float GetAvgLatency(int flow) const = 0; // average packet latency in seconds
virtual float GetAvgLoss(int flow) const = 0; // avg packet loss[0..1]
virtual float GetAvgChoke(int flow) const = 0; // avg packet choke[0..1]
virtual float GetAvgData(int flow) const = 0; // data flow in bytes/sec
virtual float GetAvgPackets(int flow) const = 0; // avg packets/sec
virtual int GetTotalData(int flow) const = 0; // total flow in/out in bytes
virtual int GetTotalPackets(int flow) const = 0;
virtual int GetSequenceNr(int flow) const = 0; // last send seq number
virtual bool IsValidPacket(int flow, int frame_number) const = 0; // true if packet was not lost/dropped/chocked/flushed
virtual float GetPacketTime(int flow, int frame_number) const = 0; // time when packet was send
virtual int GetPacketBytes(int flow, int frame_number, int group) const = 0; // group size of this packet
virtual bool GetStreamProgress(int flow, int *received, int *total) const = 0; // TCP progress if transmitting
virtual float GetTimeSinceLastReceived(void) const = 0; // get time since last recieved packet in seconds
virtual float GetCommandInterpolationAmount(int flow, int frame_number) const = 0;
virtual void GetPacketResponseLatency(int flow, int frame_number, int *pnLatencyMsecs, int *pnChoke) const = 0;
virtual void GetRemoteFramerate(float *pflFrameTime, float *pflFrameTimeStdDeviation) const = 0;
virtual float GetTimeoutSeconds() const = 0;
};
class CUserCmd
{
public:
PAD(0x4);
int command_number;
int tick_count;
QAngle viewangles;
Vector aimdirection;
float forwardmove;
float sidemove;
float upmove;
int buttons;
BYTE impulse;
int weaponselect;
int weaponsubtype;
int random_seed;
short mousedx;
short mousedy;
bool hasbeenpredicted;
QAngle headangles;
Vector headoffset;
public:
CRC32_t GetChecksum(void) const
{
CRC32_t crc;
CRC32_Init(&crc);
CRC32_ProcessBuffer(&crc, &command_number, sizeof(command_number));
CRC32_ProcessBuffer(&crc, &tick_count, sizeof(tick_count));
CRC32_ProcessBuffer(&crc, &viewangles, sizeof(viewangles));
CRC32_ProcessBuffer(&crc, &aimdirection, sizeof(aimdirection)); //new
CRC32_ProcessBuffer(&crc, &forwardmove, sizeof(forwardmove));
CRC32_ProcessBuffer(&crc, &sidemove, sizeof(sidemove));
CRC32_ProcessBuffer(&crc, &upmove, sizeof(upmove));
CRC32_ProcessBuffer(&crc, &buttons, sizeof(buttons));
CRC32_ProcessBuffer(&crc, &impulse, sizeof(impulse));
CRC32_ProcessBuffer(&crc, &weaponselect, sizeof(weaponselect));
CRC32_ProcessBuffer(&crc, &weaponsubtype, sizeof(weaponsubtype));
CRC32_ProcessBuffer(&crc, &random_seed, sizeof(random_seed));
CRC32_ProcessBuffer(&crc, &mousedx, sizeof(mousedx));
CRC32_ProcessBuffer(&crc, &mousedy, sizeof(mousedy));
CRC32_Final(&crc);
return crc;
}
};
class IInputSystem
{
public:
// Attach, detach input system from a particular window
// This window should be the root window for the application
// Only 1 window should be attached at any given time.
virtual void AttachToWindow(void* hWnd) = 0;
virtual void DetachFromWindow() = 0;
// Enables/disables input. PollInputState will not update current
// button/analog states when it is called if the system is disabled.
virtual void EnableInput(bool bEnable) = 0;
};
struct LayerRecord
{
int m_sequence;
float m_cycle;
float m_weight;
int m_order;
LayerRecord()
{
m_sequence = 0;
m_cycle = 0;
m_weight = 0;
m_order = 0;
}
LayerRecord(const LayerRecord& src)
{
m_sequence = src.m_sequence;
m_cycle = src.m_cycle;
m_weight = src.m_weight;
m_order = src.m_order;
}
};
struct AimInfo
{
int TargetID;
Vector TargetHitboxPos;
bool ValidLog;
AimInfo()
{
TargetID = -1;
TargetHitboxPos = Vector(0,0,0);
ValidLog = false;
}
AimInfo(const AimInfo& src)
{
TargetID = src.TargetID;
TargetHitboxPos = src.TargetHitboxPos;
ValidLog = src.ValidLog;
}
};
struct LagRecord
{
public:
LagRecord()
{
m_fFlags = 0;
m_vecOrigin.Init();
m_vecAngles.Init();
m_vecMinsPreScaled.Init();
m_vecMaxsPreScaled.Init();
m_flSimulationTime = -1;
m_masterSequence = 0;
m_masterCycle = 0;
}
LagRecord(const LagRecord& src)
{
m_fFlags = src.m_fFlags;
m_vecOrigin = src.m_vecOrigin;
m_vecAngles = src.m_vecAngles;
m_vecMinsPreScaled = src.m_vecMinsPreScaled;
m_vecMaxsPreScaled = src.m_vecMaxsPreScaled;
m_flSimulationTime = src.m_flSimulationTime;
for (int layerIndex = 0; layerIndex < 15; ++layerIndex)
{
m_layerRecords[layerIndex] = src.m_layerRecords[layerIndex];
}
m_masterSequence = src.m_masterSequence;
m_masterCycle = src.m_masterCycle;
}
// Did player die this frame
int m_fFlags;
// Player position, orientation and bbox
SDK::Vector m_vecOrigin;
SDK::QAngle m_vecAngles;
SDK::Vector m_vecMinsPreScaled;
SDK::Vector m_vecMaxsPreScaled;
float m_flSimulationTime;
// Player animation details, so we can get the legs in the right spot.
LayerRecord m_layerRecords[15];
int m_masterSequence;
float m_masterCycle;
};
struct StoredYaws
{
public:
StoredYaws()
{
StoredYaw1 = 0;
StoredYaw2 = 0;
StoredYaw3 = 0;
UpdatedYaw = 0;
}
StoredYaws(const StoredYaws& src)
{
StoredYaw1 = src.StoredYaw1;
StoredYaw2 = src.StoredYaw2;
StoredYaw3 = src.StoredYaw3;
UpdatedYaw = src.UpdatedYaw;
}
float StoredYaw1 = 0;
float StoredYaw2 = 0;
float StoredYaw3 = 0;
int UpdatedYaw = 0;
};
class CInput
{
public:
class CVerifiedUserCmd
{
public:
CUserCmd m_cmd;
CRC32_t m_crc;
};
public:
void* pvftable; //0x00
bool m_fTrackIRAvailable; //0x04
bool m_fMouseInitialized; //0x05
bool m_fMouseActive; //0x06
bool m_fJoystickAdvancedInit; //0x07
char pad_0x08[0x2C]; //0x08
void* m_pKeys; //0x34
char pad_0x38[0x64]; //0x38
bool m_fCameraInterceptingMouse; //0x9C
bool m_fCameraInThirdPerson; //0x9D
bool m_fCameraMovingWithMouse; //0x9E
Vector m_vecCameraOffset; //0xA0
bool m_fCameraDistanceMove; //0xAC
int m_nCameraOldX; //0xB0
int m_nCameraOldY; //0xB4
int m_nCameraX; //0xB8
int m_nCameraY; //0xBC
bool m_CameraIsOrthographic; //0xC0
QAngle m_angPreviousViewAngles; //0xC4
QAngle m_angPreviousViewAnglesTilt; //0xD0
float m_flLastForwardMove; //0xDC
int m_nClearInputState; //0xE0
char pad_0xE4[0x8]; //0xE4
CUserCmd* m_pCommands; //0xEC
CVerifiedUserCmd* m_pVerifiedCommands; //0xF0
CUserCmd* GetUserCmd(int slot, int sequence_number)
{
VirtualFn(CUserCmd*)(PVOID, int, int);
return CallVirtual< OriginalFn >(this, 8)(this, slot, sequence_number);
}
};
class CMoveHelper
{
public:
void SetHost(CBaseEntity* pPlayer)
{
VirtualFn(void)(PVOID, CBaseEntity*);
CallVirtual< OriginalFn >(this, 1)(this, pPlayer);
}
};
class IPrediction
{
public:
bool InPrediction(void)
{
VirtualFn(bool)(PVOID);
return CallVirtual< OriginalFn >(this, 14)(this);
}
void RunCommand(CBaseEntity* pBaseEntity, CUserCmd* pCmd, PVOID pMoveHelper)
{
VirtualFn(void)(PVOID, CBaseEntity*, CUserCmd*, PVOID);
CallVirtual< OriginalFn >(this, 19)(this, pBaseEntity, pCmd, pMoveHelper);
}
void SetupMove(CBaseEntity* pBaseEntity, CUserCmd* pCmd, PVOID pEmpty, PVOID pMoveData)
{
VirtualFn(void)(PVOID, CBaseEntity*, CUserCmd*, PVOID, PVOID);
CallVirtual< OriginalFn >(this, 20)(this, pBaseEntity, pCmd, pEmpty, pMoveData);
}
void FinishMove(CBaseEntity* pBaseEntity, CUserCmd* pCmd, PVOID pMoveData)
{
VirtualFn(void)(PVOID, CBaseEntity*, CUserCmd*, PVOID);
CallVirtual< OriginalFn >(this, 21)(this, pBaseEntity, pCmd, pMoveData);
}
};
class IDebugOverlay
{
public:
int ScreenPoint(const Vector& vecOrigin, Vector& vecScreen)
{
VirtualFn(int)(PVOID, const Vector&, Vector&);
return CallVirtual< OriginalFn >(this, 13)(this, vecOrigin, vecScreen);
}
void AddSweptBoxOverlay(const Vector& start, const Vector& end, const Vector& mins, const Vector& max, const QAngle & angles, int r, int g, int b, int a, float flDuration)
{
VirtualFn(void)(PVOID, const Vector&, const Vector&, const Vector&, const Vector&, const QAngle&, int, int, int, int, float);
CallVirtual< OriginalFn >(this, 9)(this, start, end, mins, max, angles, r, g, b, a, flDuration);
}
void AddBoxOverlay2(const Vector& origin, const Vector& mins, const Vector& max, QAngle const& orientation, const Color& faceColor, const Color& edgeColor, float duration)
{
VirtualFn(void)(PVOID, const Vector&, const Vector&, const Vector&, QAngle const&, const Color&, const Color&, float);
CallVirtual< OriginalFn >(this, 21)(this, origin, mins, max, orientation, faceColor, edgeColor, duration);
}
void AddLineOverlay(const Vector& origin, const Vector& dest, int r, int g, int b, int a, bool noDepthTest, float flDuration)
{
VirtualFn(void)(PVOID, const Vector&, const Vector&, int, int, int, int, bool, float);
CallVirtual<OriginalFn>(this, 4)(this, origin, dest, r, g, b, a, noDepthTest, flDuration);
}
};
typedef struct InputContextHandle_t__ *InputContextHandle_t;
struct client_textmessage_t;
struct model_t;
class SurfInfo;
class CSentence;
class CAudioSource;
class AudioState_t;
class ISpatialQuery;
class CPhysCollide;
class IAchievementMgr;
class ISPSharedMemory;
class CGamestatsData;
typedef unsigned int VPANEL;
typedef void(*pfnDemoCustomDataCallback)(unsigned char *pData, size_t iSize);
class CSteamAPIContext;
struct Frustum_t;
typedef struct player_info_s
{
__int64 unknown; //0x0000
__int64 steamID64; //0x0008 - SteamID64
char szName[128]; //0x0010 - Player Name
int userId; //0x0090 - Unique Server Identifier
char szSteamID[20]; //0x0094 - STEAM_X:Y:Z
char pad_0x00A8[0x10]; //0x00A8
unsigned long iSteamID; //0x00B8 - SteamID
char unknown2[0x14C];
} player_info_t;
class IVEngineClient
{
public:
virtual int GetIntersectingSurfaces(const model_t *model, const Vector &vCenter, const float radius, const bool bOnlyVisibleSurfaces, SurfInfo *pInfos, const int nMaxInfos) = 0;
virtual Vector GetLightForPoint(const Vector &pos, bool bClamp) = 0;
virtual IMaterial* TraceLineMaterialAndLighting(const Vector &start, const Vector &end, Vector &diffuseLightColor, Vector& baseColor) = 0;
virtual const char* ParseFile(const char *data, char *token, int maxlen) = 0;
virtual bool CopyFile(const char *source, const char *destination) = 0;
virtual void GetScreenSize(int& width, int& height) = 0;
virtual void ServerCmd(const char *szCmdString, bool bReliable = true) = 0;
virtual void ClientCmd(const char *szCmdString) = 0;
virtual bool GetPlayerInfo(int ent_num, player_info_t *pinfo) = 0;
virtual int GetPlayerForUserID(int userID) = 0;
virtual client_textmessage_t* TextMessageGet(const char *pName) = 0; // 10
virtual bool Con_IsVisible(void) = 0;
virtual int GetLocalPlayer(void) = 0;
virtual const model_t* LoadModel(const char *pName, bool bProp = false) = 0;
virtual float GetLastTimeStamp(void) = 0;
virtual CSentence* GetSentence(CAudioSource *pAudioSource) = 0; // 15
virtual float GetSentenceLength(CAudioSource *pAudioSource) = 0;
virtual bool IsStreaming(CAudioSource *pAudioSource) const = 0;
virtual void GetViewAngles(QAngle& va) = 0;
virtual void SetViewAngles(QAngle& va) = 0;
virtual int GetMaxClients(void) = 0; // 20
virtual const char* Key_LookupBinding(const char *pBinding) = 0;
virtual const char* Key_BindingForKey(int &code) = 0;
virtual void Key_SetBinding(int, char const*) = 0;
virtual void StartKeyTrapMode(void) = 0;
virtual bool CheckDoneKeyTrapping(int &code) = 0;
virtual bool IsInGame(void) = 0;
virtual bool IsConnected(void) = 0;
virtual bool IsDrawingLoadingImage(void) = 0;
virtual void HideLoadingPlaque(void) = 0;
virtual void Con_NPrintf(int pos, const char *fmt, ...) = 0; // 30
virtual void Con_NXPrintf(const struct con_nprint_s *info, const char *fmt, ...) = 0;
virtual int IsBoxVisible(const Vector& mins, const Vector& maxs) = 0;
virtual int IsBoxInViewCluster(const Vector& mins, const Vector& maxs) = 0;
virtual bool CullBox(const Vector& mins, const Vector& maxs) = 0;
virtual void Sound_ExtraUpdate(void) = 0;
virtual const char* GetGameDirectory(void) = 0;
virtual const matrix3x4_t& WorldToScreenMatrix() = 0;
virtual const matrix3x4_t& WorldToViewMatrix() = 0;
virtual int GameLumpVersion(int lumpId) const = 0;
virtual int GameLumpSize(int lumpId) const = 0; // 40
virtual bool LoadGameLump(int lumpId, void* pBuffer, int size) = 0;
virtual int LevelLeafCount() const = 0;
virtual ISpatialQuery* GetBSPTreeQuery() = 0;
virtual void LinearToGamma(float* linear, float* gamma) = 0;
virtual float LightStyleValue(int style) = 0; // 45
virtual void ComputeDynamicLighting(const Vector& pt, const Vector* pNormal, Vector& color) = 0;
virtual void GetAmbientLightColor(Vector& color) = 0;
virtual int GetDXSupportLevel() = 0;
virtual bool SupportsHDR() = 0;
virtual void Mat_Stub(IMaterialSystem *pMatSys) = 0; // 50
virtual void GetChapterName(char *pchBuff, int iMaxLength) = 0;
virtual char const* GetLevelName(void) = 0;
virtual char const* GetLevelNameShort(void) = 0;
virtual char const* GetMapGroupName(void) = 0;
virtual struct IVoiceTweak_s* GetVoiceTweakAPI(void) = 0;
virtual void SetVoiceCasterID(unsigned int someint) = 0; // 56
virtual void EngineStats_BeginFrame(void) = 0;
virtual void EngineStats_EndFrame(void) = 0;
virtual void FireEvents() = 0;
virtual int GetLeavesArea(unsigned short *pLeaves, int nLeaves) = 0;
virtual bool DoesBoxTouchAreaFrustum(const Vector &mins, const Vector &maxs, int iArea) = 0; // 60
virtual int GetFrustumList(Frustum_t **pList, int listMax) = 0;
virtual bool ShouldUseAreaFrustum(int i) = 0;
virtual void SetAudioState(const AudioState_t& state) = 0;
virtual int SentenceGroupPick(int groupIndex, char *name, int nameBufLen) = 0;
virtual int SentenceGroupPickSequential(int groupIndex, char *name, int nameBufLen, int sentenceIndex, int reset) = 0;
virtual int SentenceIndexFromName(const char *pSentenceName) = 0;
virtual const char* SentenceNameFromIndex(int sentenceIndex) = 0;
virtual int SentenceGroupIndexFromName(const char *pGroupName) = 0;
virtual const char* SentenceGroupNameFromIndex(int groupIndex) = 0;
virtual float SentenceLength(int sentenceIndex) = 0;
virtual void ComputeLighting(const Vector& pt, const Vector* pNormal, bool bClamp, Vector& color, Vector *pBoxColors = NULL) = 0;
virtual void ActivateOccluder(int nOccluderIndex, bool bActive) = 0;
virtual bool IsOccluded(const Vector &vecAbsMins, const Vector &vecAbsMaxs) = 0; // 74
virtual int GetOcclusionViewId(void) = 0;
virtual void* SaveAllocMemory(size_t num, size_t size) = 0;
virtual void SaveFreeMemory(void *pSaveMem) = 0;
virtual INetChannelInfo* GetNetChannelInfo(void) = 0;
virtual void DebugDrawPhysCollide(const CPhysCollide *pCollide, IMaterial *pMaterial, const matrix3x4_t& transform, const Color &color) = 0; //79
virtual void CheckPoint(const char *pName) = 0; // 80
virtual void DrawPortals() = 0;
virtual bool IsPlayingDemo(void) = 0;
virtual bool IsRecordingDemo(void) = 0;
virtual bool IsPlayingTimeDemo(void) = 0;
virtual int GetDemoRecordingTick(void) = 0;
virtual int GetDemoPlaybackTick(void) = 0;
virtual int GetDemoPlaybackStartTick(void) = 0;
virtual float GetDemoPlaybackTimeScale(void) = 0;
virtual int GetDemoPlaybackTotalTicks(void) = 0;
virtual bool IsPaused(void) = 0; // 90
virtual float GetTimescale(void) const = 0;
virtual bool IsTakingScreenshot(void) = 0;
virtual bool IsHLTV(void) = 0;
virtual bool IsLevelMainMenuBackground(void) = 0;
virtual void GetMainMenuBackgroundName(char *dest, int destlen) = 0;
virtual void SetOcclusionParameters(const int /*OcclusionParams_t*/ &params) = 0; // 96
virtual void GetUILanguage(char *dest, int destlen) = 0;
virtual int IsSkyboxVisibleFromPoint(const Vector &vecPoint) = 0;
virtual const char* GetMapEntitiesString() = 0;
virtual bool IsInEditMode(void) = 0; // 100
virtual float GetScreenAspectRatio(int viewportWidth, int viewportHeight) = 0;
virtual bool REMOVED_SteamRefreshLogin(const char *password, bool isSecure) = 0; // 100
virtual bool REMOVED_SteamProcessCall(bool & finished) = 0;
virtual unsigned int GetEngineBuildNumber() = 0; // engines build
virtual const char * GetProductVersionString() = 0; // mods version number (steam.inf)
virtual void GrabPreColorCorrectedFrame(int x, int y, int width, int height) = 0;
virtual bool IsHammerRunning() const = 0;
virtual void ExecuteClientCmd(const char *szCmdString) = 0; //108
virtual bool MapHasHDRLighting(void) = 0;
virtual bool MapHasLightMapAlphaData(void) = 0;
virtual int GetAppID() = 0;
virtual Vector GetLightForPointFast(const Vector &pos, bool bClamp) = 0;
virtual void ClientCmd_Unrestricted(char const*, int, bool);
virtual void ClientCmd_Unrestricted(const char *szCmdString, bool bDelayed) = 0; // 114
virtual void SetRestrictServerCommands(bool bRestrict) = 0;
virtual void SetRestrictClientCommands(bool bRestrict) = 0;
virtual void SetOverlayBindProxy(int iOverlayID, void *pBindProxy) = 0;
virtual bool CopyFrameBufferToMaterial(const char *pMaterialName) = 0;
virtual void ReadConfiguration(const int iController, const bool readDefault) = 0;
virtual void SetAchievementMgr(IAchievementMgr *pAchievementMgr) = 0;
virtual IAchievementMgr* GetAchievementMgr() = 0;
virtual bool MapLoadFailed(void) = 0;
virtual void SetMapLoadFailed(bool bState) = 0;
virtual bool IsLowViolence() = 0;
virtual const char* GetMostRecentSaveGame(void) = 0;
virtual void SetMostRecentSaveGame(const char *lpszFilename) = 0;
virtual void StartXboxExitingProcess() = 0;
virtual bool IsSaveInProgress() = 0;
virtual bool IsAutoSaveDangerousInProgress(void) = 0;
virtual unsigned int OnStorageDeviceAttached(int iController) = 0;
virtual void OnStorageDeviceDetached(int iController) = 0;
virtual char* const GetSaveDirName(void) = 0;
virtual void WriteScreenshot(const char *pFilename) = 0;
virtual void ResetDemoInterpolation(void) = 0;
virtual int GetActiveSplitScreenPlayerSlot() = 0;
virtual int SetActiveSplitScreenPlayerSlot(int slot) = 0;
virtual bool SetLocalPlayerIsResolvable(char const *pchContext, int nLine, bool bResolvable) = 0;
virtual bool IsLocalPlayerResolvable() = 0;
virtual int GetSplitScreenPlayer(int nSlot) = 0;
virtual bool IsSplitScreenActive() = 0;
virtual bool IsValidSplitScreenSlot(int nSlot) = 0;
virtual int FirstValidSplitScreenSlot() = 0; // -1 == invalid
virtual int NextValidSplitScreenSlot(int nPreviousSlot) = 0; // -1 == invalid
virtual ISPSharedMemory* GetSinglePlayerSharedMemorySpace(const char *szName, int ent_num = (1 << 11)) = 0;
virtual void ComputeLightingCube(const Vector& pt, bool bClamp, Vector *pBoxColors) = 0;
virtual void RegisterDemoCustomDataCallback(const char* szCallbackSaveID, pfnDemoCustomDataCallback pCallback) = 0;
virtual void RecordDemoCustomData(pfnDemoCustomDataCallback pCallback, const void *pData, size_t iDataLength) = 0;
virtual void SetPitchScale(float flPitchScale) = 0;
virtual float GetPitchScale(void) = 0;
virtual bool LoadFilmmaker() = 0;
virtual void UnloadFilmmaker() = 0;
virtual void SetLeafFlag(int nLeafIndex, int nFlagBits) = 0;
virtual void RecalculateBSPLeafFlags(void) = 0;
virtual bool DSPGetCurrentDASRoomNew(void) = 0;
virtual bool DSPGetCurrentDASRoomChanged(void) = 0;
virtual bool DSPGetCurrentDASRoomSkyAbove(void) = 0;
virtual float DSPGetCurrentDASRoomSkyPercent(void) = 0;
virtual void SetMixGroupOfCurrentMixer(const char *szgroupname, const char *szparam, float val, int setMixerType) = 0;
virtual int GetMixLayerIndex(const char *szmixlayername) = 0;
virtual void SetMixLayerLevel(int index, float level) = 0;
virtual int GetMixGroupIndex(char const* groupname) = 0;
virtual void SetMixLayerTriggerFactor(int i1, int i2, float fl) = 0;
virtual void SetMixLayerTriggerFactor(char const* char1, char const* char2, float fl) = 0;
virtual bool IsCreatingReslist() = 0;
virtual bool IsCreatingXboxReslist() = 0;
virtual void SetTimescale(float flTimescale) = 0;
virtual void SetGamestatsData(CGamestatsData *pGamestatsData) = 0;
virtual CGamestatsData* GetGamestatsData() = 0;
virtual void GetMouseDelta(int &dx, int &dy, bool b) = 0; // unknown
virtual const char* Key_LookupBindingEx(const char *pBinding, int iUserId = -1, int iStartCount = 0, int iAllowJoystick = -1) = 0;
virtual int Key_CodeForBinding(char const*, int, int, int) = 0;
virtual void UpdateDAndELights(void) = 0;
virtual int GetBugSubmissionCount() const = 0;
virtual void ClearBugSubmissionCount() = 0;
virtual bool DoesLevelContainWater() const = 0;
virtual float GetServerSimulationFrameTime() const = 0;
virtual void SolidMoved(class IClientEntity *pSolidEnt, class ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin, bool accurateBboxTriggerChecks) = 0;
virtual void TriggerMoved(class IClientEntity *pTriggerEnt, bool accurateBboxTriggerChecks) = 0;
virtual void ComputeLeavesConnected(const Vector &vecOrigin, int nCount, const int *pLeafIndices, bool *pIsConnected) = 0;
virtual bool IsInCommentaryMode(void) = 0;
virtual void SetBlurFade(float amount) = 0;
virtual bool IsTransitioningToLoad() = 0;
virtual void SearchPathsChangedAfterInstall() = 0;
virtual void ConfigureSystemLevel(int nCPULevel, int nGPULevel) = 0;
virtual void SetConnectionPassword(char const *pchCurrentPW) = 0;
virtual CSteamAPIContext* GetSteamAPIContext() = 0;
virtual void SubmitStatRecord(char const *szMapName, unsigned int uiBlobVersion, unsigned int uiBlobSize, const void *pvBlob) = 0;
virtual void ServerCmdKeyValues(KeyValues *pKeyValues) = 0; // 203
virtual void SpherePaintSurface(const model_t* model, const Vector& location, unsigned char chr, float fl1, float fl2) = 0;
virtual bool HasPaintmap(void) = 0;
virtual void EnablePaintmapRender() = 0;
//virtual void TracePaintSurface( const model_t *model, const Vector& position, float radius, CUtlVector<Color>& surfColors ) = 0;
virtual void SphereTracePaintSurface(const model_t* model, const Vector& position, const Vector &vec2, float radius, /*CUtlVector<unsigned char, CUtlMemory<unsigned char, int>>*/ int& utilVecShit) = 0;
virtual void RemoveAllPaint() = 0;
virtual void PaintAllSurfaces(unsigned char uchr) = 0;
virtual void RemovePaint(const model_t* model) = 0;
virtual bool IsActiveApp() = 0;
virtual bool IsClientLocalToActiveServer() = 0;
virtual void TickProgressBar() = 0;
virtual InputContextHandle_t GetInputContext(int /*EngineInputContextId_t*/ id) = 0;
virtual void GetStartupImage(char* filename, int size) = 0;
virtual bool IsUsingLocalNetworkBackdoor(void) = 0;
virtual void SaveGame(const char*, bool, char*, int, char*, int) = 0;
virtual void GetGenericMemoryStats(/* GenericMemoryStat_t */ void **) = 0;
virtual bool GameHasShutdownAndFlushedMemory(void) = 0;
virtual int GetLastAcknowledgedCommand(void) = 0;
virtual void FinishContainerWrites(int i) = 0;
virtual void FinishAsyncSave(void) = 0;
virtual int GetServerTick(void) = 0;
virtual const char* GetModDirectory(void) = 0;
virtual bool AudioLanguageChanged(void) = 0;
virtual bool IsAutoSaveInProgress(void) = 0;
virtual void StartLoadingScreenForCommand(const char* command) = 0;
virtual void StartLoadingScreenForKeyValues(KeyValues* values) = 0;
virtual void SOSSetOpvarFloat(const char*, float) = 0;
virtual void SOSGetOpvarFloat(const char*, float &) = 0;
virtual bool IsSubscribedMap(const char*, bool) = 0;
virtual bool IsFeaturedMap(const char*, bool) = 0;
virtual void GetDemoPlaybackParameters(void) = 0;
virtual int GetClientVersion(void) = 0;
virtual bool IsDemoSkipping(void) = 0;
virtual void SetDemoImportantEventData(const KeyValues* values) = 0;
virtual void ClearEvents(void) = 0;
virtual int GetSafeZoneXMin(void) = 0;
virtual bool IsVoiceRecording(void) = 0;
virtual void ForceVoiceRecordOn(void) = 0;
virtual bool IsReplay(void) = 0;
};
class IEngineTrace
{
public:
struct cplane_t
{
Vector normal;
float dist;
BYTE type;
BYTE signBits;
BYTE pad[2];
};
struct csurface_t
{
const char* name;
short surfaceProps;
unsigned short flags;
};
struct Ray_t
{
VectorAligned m_Start; // starting point, centered within the extents
VectorAligned m_Delta; // direction + length of the ray
VectorAligned m_StartOffset; // Add this to m_Start to get the actual ray start
VectorAligned m_Extents; // Describes an axis aligned box extruded along a ray
const matrix3x4 *m_pWorldAxisTransform;
bool m_IsRay; // are the extents zero?
bool m_IsSwept; // is delta != 0?
Ray_t() : m_pWorldAxisTransform(NULL) {}
void Init(Vector const& start, Vector const& end)
{
Assert(&end);
VectorSubtract(end, start, m_Delta);
m_IsSwept = (m_Delta.LengthSqr() != 0);
VectorClear(m_Extents);
m_pWorldAxisTransform = NULL;
m_IsRay = true;
// Offset m_Start to be in the center of the box...
VectorClear(m_StartOffset);
VectorCopy(start, m_Start);
}
void Init(Vector const& start, Vector const& end, Vector const& mins, Vector const& maxs)
{
Assert(&end);
VectorSubtract(end, start, m_Delta);
m_pWorldAxisTransform = NULL;
m_IsSwept = (m_Delta.LengthSqr() != 0);
VectorSubtract(maxs, mins, m_Extents);
m_Extents *= 0.5f;
m_IsRay = (m_Extents.LengthSqr() < 1e-6);
// Offset m_Start to be in the center of the box...
VectorAdd(mins, maxs, m_StartOffset);
m_StartOffset *= 0.5f;
VectorAdd(start, m_StartOffset, m_Start);
m_StartOffset *= -1.0f;
}
// compute inverse delta
Vector InvDelta() const
{
Vector vecInvDelta;
for (int iAxis = 0; iAxis < 3; ++iAxis)
{
if (m_Delta[iAxis] != 0.0f)
{
vecInvDelta[iAxis] = 1.0f / m_Delta[iAxis];
}
else
{
vecInvDelta[iAxis] = FLT_MAX;
}
}
return vecInvDelta;
}
private:
};
struct trace_t
{
Vector start;
Vector endpos;
cplane_t plane;
float fraction;
int contents;
WORD dispFlags;
bool allSolid;
bool startSolid;
float fractionLeftSolid;
csurface_t surface;
int hitgroup;
short physicsBone;
WORD m_nWorldSurfaceIndex;
CBaseEntity* m_pEnt;
int hitbox;
};
class ITraceFilter
{
public:
virtual bool ShouldHitEntity(PVOID pEntity, int contentsMask) = 0;
virtual TraceType_t GetTraceType() const = 0;
};
class CTraceFilterSkipTwoEntities : public ITraceFilter {
public:
CTraceFilterSkipTwoEntities(void *pPassEnt1, void *pPassEnt2) {
passentity1 = pPassEnt1;
passentity2 = pPassEnt2;
}
virtual bool ShouldHitEntity(void *pEntityHandle, int contentsMask) {
return !(pEntityHandle == passentity1 || pEntityHandle == passentity2);
}
virtual TraceType_t GetTraceType() const {
return TRACE_EVERYTHING;
}
void *passentity1;
void *passentity2;
};
class CTraceFilterWorldAndPropsOnly : public ITraceFilter
{
public:
bool ShouldHitEntity(PVOID pEntityHandle, int contentsMask)
{
return false;
}
virtual TraceType_t GetTraceType() const
{
return TRACE_EVERYTHING;
}
};
class CTraceFilter : public ITraceFilter
{
public:
CTraceFilter(PVOID pEntToSkip = NULL)
{
pSkip = pEntToSkip;
}
bool ShouldHitEntity(PVOID pEntityHandle, int contentsMask)
{
return !(pEntityHandle == pSkip);
}
virtual TraceType_t GetTraceType() const
{
return TRACE_EVERYTHING;
}
void* pSkip;
};
public:
int GetPointContents(const Vector& vecAbsPosition, UINT nMask, CBaseEntity** ppEntity = NULL)
{
VirtualFn(int)(PVOID, const Vector&, UINT, CBaseEntity**);
return CallVirtual< OriginalFn >(this, 0)(this, vecAbsPosition, nMask, ppEntity);
}
//void TraceRay( const Ray_t& ray, unsigned int nMask, ITraceFilter* pTraceFilter, trace_t* pTrace )
//{
// VirtualFn( void )( PVOID, const Ray_t&, unsigned int, ITraceFilter*, trace_t* );
// CallVirtual< OriginalFn >( this, 5 )( this, ray, nMask, pTraceFilter, pTrace );
//}
void TraceRay(const Ray_t &ray, unsigned int fMask, ITraceFilter* pTraceFilter, trace_t* pTrace)
{
typedef void(__thiscall* fnTraceRay)(void*, const Ray_t&, unsigned int, ITraceFilter*, trace_t*);
call_vfunc<fnTraceRay>(this, 5)(this, ray, fMask, pTraceFilter, pTrace);
}
void ClipRayToEntity(const Ray_t& ray, unsigned int nMask, CBaseEntity* pEntity, trace_t* pTrace)
{
VirtualFn(void)(PVOID, const Ray_t&, unsigned int, CBaseEntity*, trace_t*);
CallVirtual< OriginalFn >(this, 3)(this, ray, nMask, pEntity, pTrace);
}
};
class IGameEvent
{
public:
std::string GetName(void)
{
VirtualFn(const char*)(PVOID);
return std::string(CallVirtual< OriginalFn >(this, 1)(this));
}
bool GetBool(std::string strKeyName, bool bDefaultValue = false)
{
VirtualFn(bool)(PVOID, const char*, bool);
const char* c = strKeyName.c_str();
return CallVirtual< OriginalFn >(this, 5)(this, c, bDefaultValue);
}
int GetInt(std::string strKeyName, int iDefaultValue = 0)
{
VirtualFn(int)(PVOID, const char*, int);
const char* c = strKeyName.c_str();
return CallVirtual< OriginalFn >(this, 6)(this, c, iDefaultValue);
}
std::string GetString(std::string strKeyName, int iDefaultValue = 0)
{
VirtualFn(const char*)(PVOID, const char*, int);
const char* c = strKeyName.c_str();
return std::string(CallVirtual< OriginalFn >(this, 9)(this, c, iDefaultValue));
}
void SetString(std::string strKeyName, std::string strValue)
{
VirtualFn(void)(PVOID, const char*, const char*);
const char* c = strKeyName.c_str();
const char* c2 = strValue.c_str();
CallVirtual< OriginalFn >(this, 15)(this, c, c2);
}
};
class IGameEventListener2
{
public:
virtual ~IGameEventListener2(void) {}
virtual void FireGameEvent(IGameEvent* pGameEvent) = 0;
virtual int GetEventDebugID(void)
{
return m_nDebugId;
}
public:
int m_nDebugId;
};
class IGameEventManager2
{
public:
bool AddListener(IGameEventListener2* pListener, std::string strName, bool bServerSide)
{
VirtualFn(bool)(PVOID, IGameEventListener2*, const char*, bool);
const char* c = strName.c_str();
return CallVirtual< OriginalFn >(this, 3)(this, pListener, c, bServerSide);
}
void RemoveListener(IGameEventListener2* pListener)
{
VirtualFn(void)(PVOID, IGameEventListener2*);
CallVirtual< OriginalFn >(this, 5)(this, pListener);
}
bool FireEventClientSide(IGameEvent* pGameEvent)
{
VirtualFn(bool)(PVOID, IGameEvent*);
return CallVirtual< OriginalFn >(this, 8)(this, pGameEvent);
}
};
class IMaterial
{
public:
std::string GetName(void)
{
VirtualFn(const char*)(PVOID);
return std::string(CallVirtual< OriginalFn >(this, 0)(this));
}
std::string GetTextureGroupName(void)
{
VirtualFn(const char*)(PVOID);
return std::string(CallVirtual< OriginalFn >(this, 1)(this));
}
void IncrementReferenceCount(void)
{
VirtualFn(void)(PVOID);
CallVirtual< OriginalFn >(this, 12)(this);
}
void AlphaModulate(float alpha)
{
VirtualFn(void)(PVOID, float);
CallVirtual< OriginalFn >(this, 27)(this, alpha);
}
void ColorModulate(float r, float g, float b)
{
VirtualFn(void)(PVOID, float, float, float);
CallVirtual< OriginalFn >(this, 28)(this, r, g, b);
}
void SetMaterialVarFlag(MaterialVarFlags_t flag, bool on)
{
VirtualFn(void)(PVOID, MaterialVarFlags_t, bool);
CallVirtual< OriginalFn >(this, 29)(this, flag, on);
}
float GetAlphaModulation()
{
VirtualFn(float)(PVOID);
return CallVirtual< OriginalFn >(this, 44)(this);
}
void GetColorModulation(float* r, float* g, float* b)
{
VirtualFn(void)(PVOID, float*, float*, float*);
CallVirtual< OriginalFn >(this, 45)(this, r, g, b);
}
};
class IModelInfo
{
public:
const model_t* GetModel(int iMdlIndx)
{
VirtualFn(const model_t*)(PVOID, int);
return CallVirtual< OriginalFn >(this, 1)(this, iMdlIndx);
}
int GetModelIndex(std::string strModelName)
{
const char* c = strModelName.c_str();
VirtualFn(int)(PVOID, const char*);
return CallVirtual< OriginalFn >(this, 2)(this, c);
}
std::string GetModelName(const model_t* pModel)
{
VirtualFn(const char*)(PVOID, const model_t*);
return std::string(CallVirtual< OriginalFn >(this, 3)(this, pModel));
}
void GetModelRenderBounds(const model_t *model, Vector& mins, Vector& maxs)
{
VirtualFn(void)(PVOID, const model_t*, Vector&, Vector&);
CallVirtual< OriginalFn >(this, 7)(this, model, mins, maxs);
}
void GetModelMaterials(const model_t* pModel, int iCount, IMaterial** ppMaterial)
{
VirtualFn(void)(PVOID, const model_t*, int, IMaterial**);
CallVirtual< OriginalFn >(this, 17)(this, pModel, iCount, ppMaterial);
}
studiohdr_t* GetStudioModel(const model_t* pModel)
{
VirtualFn(studiohdr_t*)(PVOID, const model_t*);
return CallVirtual< OriginalFn >(this, 30)(this, pModel);
}
};
class IModelRender
{
public:
void DrawModelExecute(PVOID pContext, const DrawModelState_t& pState, const ModelRenderInfo_t& pInfo, matrix3x4* pCustomBoneToWorld)
{
VirtualFn(void)(PVOID, PVOID, const DrawModelState_t&, const ModelRenderInfo_t&, matrix3x4*);
CallVirtual< OriginalFn >(this, 21)(this, pContext, pState, pInfo, pCustomBoneToWorld);
}
void ForcedMaterialOverride(IMaterial *newMaterial, int nOverrideType = 0, int iUnknown = 0)
{
VirtualFn(void)(PVOID, IMaterial*, int, int);
CallVirtual< OriginalFn >(this, 1)(this, newMaterial, nOverrideType, iUnknown);
}
};
class IRenderView
{
public:
void SetBlend(float blend)
{
VirtualFn(void)(PVOID, float);
CallVirtual< OriginalFn >(this, 4)(this, blend);
}
void SetColorModulation(float const* blend)
{
VirtualFn(void)(PVOID, float const*);
CallVirtual< OriginalFn >(this, 6)(this, blend);
}
};
class IPanel
{
public:
std::string GetName(unsigned int VGUIPanel)
{
VirtualFn(const char*)(PVOID, unsigned int);
return std::string(CallVirtual< OriginalFn >(this, 36)(this, VGUIPanel));
}
};
class ISurface
{
public:
void DrawSetColor(Color color)
{
VirtualFn(void)(PVOID, Color);
CallVirtual< OriginalFn >(this, 14)(this, color);
}
void DrawFilledRect(int x0, int y0, int x1, int y1)
{
VirtualFn(void)(PVOID, int, int, int, int);
CallVirtual< OriginalFn >(this, 16)(this, x0, y0, x1, y1);
}
void DrawOutlinedRect(int x0, int y0, int x1, int y1)
{
VirtualFn(void)(PVOID, int, int, int, int);
CallVirtual< OriginalFn >(this, 18)(this, x0, y0, x1, y1);
}
void DrawLine(int x0, int y0, int x1, int y1)
{
VirtualFn(void)(PVOID, int, int, int, int);
CallVirtual< OriginalFn >(this, 19)(this, x0, y0, x1, y1);
}
void DrawSetTextFont(HFont font)
{
VirtualFn(void)(PVOID, HFont);
CallVirtual< OriginalFn >(this, 23)(this, font);
}
void DrawSetTextColor(Color color)
{
VirtualFn(void)(PVOID, Color);
CallVirtual< OriginalFn >(this, 24)(this, color);
}
void DrawSetTextPos(int x, int y)
{
VirtualFn(void)(PVOID, int, int);
CallVirtual< OriginalFn >(this, 26)(this, x, y);
}
void DrawPrintText(const wchar_t* pwszText, int nLenght, FontDrawType_t drawType = FONT_DRAW_DEFAULT)
{
VirtualFn(void)(PVOID, const wchar_t*, int, FontDrawType_t);
CallVirtual< OriginalFn >(this, 28)(this, pwszText, nLenght, drawType);
}
HFont FontCreate(void)
{
VirtualFn(HFont)(PVOID);
return CallVirtual< OriginalFn >(this, 71)(this);
}
bool SetFontGlyphSet(HFont font, std::string szWindowsFontName, int tall, int weight, int blur, int scanlines, int flags, int nRangeMin, int nRangeMax)
{
VirtualFn(bool)(PVOID, HFont, const char*, int, int, int, int, int, int, int);
return CallVirtual< OriginalFn >(this, 72)(this, font, szWindowsFontName.c_str(), tall, weight, blur, scanlines, flags, nRangeMin, nRangeMax);
}
bool GetTextSize(HFont font, std::string szText, int& width, int& tall)
{
std::wstring wszString(szText.begin(), szText.end());
VirtualFn(bool)(PVOID, HFont, const wchar_t*, int&, int&);
return CallVirtual< OriginalFn >(this, 79)(this, font, wszString.c_str(), width, tall);
}
void GetCursorPos(int& x, int& y)
{
VirtualFn(void)(PVOID, int&, int&);
CallVirtual< OriginalFn >(this, 100)(this, x, y);
}
void GetCursorPos(int* piOut)
{
GetCursorPos(piOut[0], piOut[1]);
}
void DrawOutlinedCircle(int x, int y, int radius, int segments)
{
VirtualFn(void)(PVOID, int, int, int, int);
CallVirtual< OriginalFn >(this, 103)(this, x, y, radius, segments);
}
void DrawUnicodeString(const wchar_t *pwString, FontDrawType_t drawType = FONT_DRAW_DEFAULT)
{
VirtualFn(void)(PVOID, const wchar_t*, FontDrawType_t);
CallVirtual< OriginalFn >(this, 132)(this, pwString, drawType);
}
};
class CRenderSurface
{
private:
class CSurfaceFont
{
public:
std::string m_strName;
std::string m_strWindowsFontName;
int m_iTall;
int m_iWeight;
int m_iBlur;
int m_iScanlines;
int m_iFlags;
int m_iRangeMin;
int m_iRangeMax;
ULONG m_Font;
};
typedef struct
{
int x, y, w, h;
}Corner_t;
Corner_t m_Corner[8];
bool m_bSurfaceFontsCreated;
ISurface* m_pSurface;
std::vector< CSurfaceFont > m_vSurfaceFonts;
private:
int TweakColor(int c1, int c2, int variation)
{
if (c1 == c2)
return c1;
else if (c1 < c2)
c1 += variation;
else
c1 -= variation;
return c1;
}
std::size_t GetSurfaceFontIndex(std::string strName)
{
if (strName.empty())
return -1;
for (std::size_t i = 0; i < m_vSurfaceFonts.size(); i++)
if (!m_vSurfaceFonts.m_strName.compare(strName))
return i;
return -1;
}
public:
CRenderSurface(ISurface* pSurface)
{
m_bSurfaceFontsCreated = false;
SetSurface(pSurface);
}
ULONG GetSurfaceFont(std::string strName)
{
std::size_t nSurfaceFont = GetSurfaceFontIndex(strName);
if (nSurfaceFont != -1)
return m_vSurfaceFonts[nSurfaceFont].m_Font;
return NULL;
}
//void DrawFilledQuadOneSided(Vector2D p0, Vector2D p1, Vector2D p2, Vector2D p3, Color c)
//{
// vertex_t verts[4];
// static int Texture = g_pMaterialSystem->CreateNewTextureID(true);
// byte buffer[4] = { (byte)c.r(), (byte)c.g(), (byte)c.b(), (byte)c.a() };
// g_pMaterialSystem->DrawSetTextureRGBA(Texture, buffer, 1, 1);
// g_pMaterialSystem->DrawSetColor(255, 255, 255, 255);
// g_pMaterialSystem->DrawSetTexture(Texture);
// verts[0].Init(p0);
// verts[1].Init(p1);
// verts[2].Init(p2);
// verts[3].Init(p3);
// g_pMaterialSystem->DrawTexturedPolygon(4, verts);
//}
void AddFont(std::string strName, std::string strFont, int iWidth, int iWeight, int iBlur, int iScanLines, int iFlags, int iRangeMin = 0, int iRangeMax = 0)
{
if (!m_bSurfaceFontsCreated)
{
if (GetSurfaceFontIndex(strName) != -1)
return;
CSurfaceFont font;
font.m_strName = strName;
font.m_strWindowsFontName = strFont;
font.m_iTall = iWidth;
font.m_iWeight = iWeight;
font.m_iBlur = iBlur;
font.m_iScanlines = iScanLines;
font.m_iFlags = iFlags;
font.m_iRangeMin = iRangeMin;
font.m_iRangeMax = iRangeMax;
m_vSurfaceFonts.push_back(font);
}
}
void RenderBones(Vector* vBones, Color color) {
this->Line((int)vBones[0].x, (int)vBones[0].y, (int)vBones[1].x, (int)vBones[1].y, color); // head to neck
this->Line((int)vBones[1].x, (int)vBones[1].y, (int)vBones[2].x, (int)vBones[2].y, color); // neck to lower neck
this->Line((int)vBones[2].x, (int)vBones[2].y, (int)vBones[7].x, (int)vBones[7].y, color); // lower neck to upper chest
this->Line((int)vBones[7].x, (int)vBones[7].y, (int)vBones[6].x, (int)vBones[6].y, color); // upper chest to chest
this->Line((int)vBones[6].x, (int)vBones[6].y, (int)vBones[18].x, (int)vBones[18].y, color);
this->Line((int)vBones[6].x, (int)vBones[6].y, (int)vBones[16].x, (int)vBones[16].y, color);
this->Line((int)vBones[16].x, (int)vBones[16].y, (int)vBones[17].x, (int)vBones[17].y, color);
this->Line((int)vBones[17].x, (int)vBones[17].y, (int)vBones[14].x, (int)vBones[14].y, color);
this->Line((int)vBones[18].x, (int)vBones[18].y, (int)vBones[15].x, (int)vBones[15].y, color);
this->Line((int)vBones[6].x, (int)vBones[6].y, (int)vBones[5].x, (int)vBones[5].y, color);
this->Line((int)vBones[5].x, (int)vBones[5].y, (int)vBones[4].x, (int)vBones[4].y, color);
this->Line((int)vBones[4].x, (int)vBones[4].y, (int)vBones[3].x, (int)vBones[3].y, color);
this->Line((int)vBones[3].x, (int)vBones[3].y, (int)vBones[9].x, (int)vBones[9].y, color);
this->Line((int)vBones[3].x, (int)vBones[3].y, (int)vBones[8].x, (int)vBones[8].y, color);
this->Line((int)vBones[9].x, (int)vBones[9].y, (int)vBones[11].x, (int)vBones[11].y, color);
this->Line((int)vBones[11].x, (int)vBones[11].y, (int)vBones[13].x, (int)vBones[13].y, color);
this->Line((int)vBones[8].x, (int)vBones[8].y, (int)vBones[10].x, (int)vBones[10].y, color);
this->Line((int)vBones[10].x, (int)vBones[10].y, (int)vBones[12].x, (int)vBones[12].y, color);
}
void BorderBox(int x, int y, int w, int h, int thickness, Color color)
{
this->Rect(x, y, w, thickness, color);
this->Rect(x, y, thickness, h, color);
this->Rect(x + w, y, thickness, h, color);
this->Rect(x, y + h, w + thickness, thickness, color);
}
void BorderBoxOutlined(int x, int y, int w, int h, int thickness, Color color, Color outlined)
{
this->BorderBox(x, y, w, h, thickness, color);
this->BorderBox(x - 1, y - 1, w + 2, h + 2, 1, outlined);
this->BorderBox(x + 1, y + 1, w - 2, h - 2, 1, outlined);
}
void BorderBoxOutlinedTextBordered(int x, int y, int w, int h, int thickness, Color color, Color outlined, const char* meme)
{
RECT txtSize = this->GetTextSizeREC("FONT_MENU", meme);
this->Line(x, y, x + 12, y, outlined);
this->Line(x + 15 + txtSize.right + 5, y, x + w, y, outlined);
this->Line(x, y, x, y + h, outlined);
this->Line(x, y + h, x + w, y + h, outlined);
this->Line(x + w, y, x + w, y + h, outlined);
}
void BorderBoxOutlinedText(int x, int y, int w, int h, int thickness, Color color, Color outlined, const char* meme)
{
//this->BorderBox(x, y, w, h, 1, color);
//this->BorderBox(x - 1, y - 1, w + 2, h + 2, 1, outlined);
//this->BorderBox(x + 1, y + 1, w - 2, h - 2, 1, outlined);
//this->String(x + 5, y, outlined, "FONT_TABNOTE", meme);
RECT txtSize = this->GetTextSizeREC("FONT_MENU", meme);
//this->Rect(x + 2, y + 2, w - 4, h - 4, Color(outlined.r(), outlined.g(), outlined.b(), 15));
this->String(x + 15, y - (txtSize.bottom / 2), color, "FONT_MENU", meme);
this->Line(x, y, x + 12, y, outlined);
this->Line(x + 15 + txtSize.right + 5, y, x + w, y, outlined);
this->Line(x, y, x, y + h, outlined);
this->Line(x, y + h, x + w, y + h, outlined);
this->Line(x + w, y, x + w, y + h, outlined);
g_pRenderSurface->BorderBoxOutlinedTextBordered(x - 1, y - 1, w + 2, h + 2, 1, SDK::Color(75, 75, 75), SDK::Color(15, 15, 15), meme);
}
void Circle(int x, int y, int radius, int segments, Color color)
{
m_pSurface->DrawSetColor(color);
m_pSurface->DrawOutlinedCircle(x, y, radius, segments);
}
void CornerBox(int x, int y, int w, int h, Color color, bool outlined, int indicatorH = 5, int indicatorW = 5)
{
m_Corner[0].x = x;
m_Corner[0].y = y;
m_Corner[0].w = w / indicatorW;
m_Corner[0].h = 1;
m_Corner[1].x = x + w - (w / indicatorW);
m_Corner[1].y = y;
m_Corner[1].w = w / indicatorW;
m_Corner[1].h = 1;
m_Corner[2].x = x;
m_Corner[2].y = y + h;
m_Corner[2].w = w / indicatorW;
m_Corner[2].h = 1;
m_Corner[3].x = x + w - (w / indicatorW);
m_Corner[3].y = y + h;
m_Corner[3].w = w / indicatorW;
m_Corner[3].h = 1;
m_Corner[4].x = x;
m_Corner[4].y = y;
m_Corner[4].w = 1;
m_Corner[4].h = h / indicatorH;
m_Corner[5].x = x + w - 1;
m_Corner[5].y = y;
m_Corner[5].w = 1;
m_Corner[5].h = h / indicatorH;
m_Corner[6].x = x;
m_Corner[6].y = y + h - (h / indicatorH);
m_Corner[6].w = 1;
m_Corner[6].h = h / indicatorH;
m_Corner[7].x = x + w - 1;
m_Corner[7].y = y + h - (h / indicatorH) + 1;
m_Corner[7].w = 1;
m_Corner[7].h = h / indicatorH;
if (outlined)
for (int i = 0; i < 8; i++)
{
Rect(m_Corner.x - 1, m_Corner.y - 1, m_Corner.w + 2, m_Corner.h + 2, Color(0, 0, 0, 255));
Rect(m_Corner.x + 1, m_Corner.y + 1, m_Corner.w - 2, m_Corner.h - 2, Color(0, 0, 0, 255));
}
for (int i = 0; i < 8; i++)
Rect(m_Corner.x, m_Corner.y, m_Corner.w, m_Corner.h, color);
}
void GardientRect(int x, int y, int w, int h, Color color1, Color color2, int variation)
{
Rect(x, y, w, h, color1);
BYTE first = color2.r();
BYTE second = color2.g();
BYTE third = color2.b();
for (int i = 0; i < h; i++)
{
float fi = i, fh = h;
float a = fi / fh;
DWORD ia = a * 255;
Rect(x, y + i, w, 1, Color(first, second, third, ia));
}
}
void GradientSideways(int x, int y, int w, int h, Color color1, Color color2, int variation)
{
int r1 = color1.r();
int g1 = color1.g();
int b1 = color1.b();
int a1 = color1.a();
int r2 = color2.r();
int g2 = color2.g();
int b2 = color2.b();
int a2 = color2.a();
for (int i = 0; i <= w; i++)
{
Rect(x + i, y, 1, h, Color(r1, g1, b1, a1));
r1 = TweakColor(r1, r2, variation);
g1 = TweakColor(g1, g2, variation);
b1 = TweakColor(b1, b2, variation);
a1 = TweakColor(a1, a2, variation);
}
}
void GetTextSize(std::string szFontWrapperName, std::string szString, int& iWidth, int& iHeight)
{
if (szFontWrapperName.empty() || szString.empty())
return;
UINT nFont = GetSurfaceFont(szFontWrapperName);
if (!nFont)
return;
GetTextSize(nFont, szString, iWidth, iHeight);
}
void GetTextSize(ULONG Font, std::string szString, int& iWidth, int& iHeight)
{
if (szString.empty())
return;
if (!Font)
return;
m_pSurface->GetTextSize(Font, szString, iWidth, iHeight);
}
RECT GetTextSizeREC(std::string szFontWrapperName, std::string text)
{
UINT font = GetSurfaceFont(szFontWrapperName);
RECT rect; int x, y;
m_pSurface->GetTextSize(font, text, x, y);
rect.left = x; rect.bottom = y;
rect.right = x;
return rect;
}
void GetTextSize(std::string szFontWrapperName, std::string szString, int* iTextSize)
{
GetTextSize(szFontWrapperName, szString, iTextSize[0], iTextSize[1]);
}
void Line(int x0, int y0, int x1, int y1, Color color)
{
m_pSurface->DrawSetColor(color);
m_pSurface->DrawLine(x0, y0, x1, y1);
}
void Rect(int x, int y, int w, int h, Color color)
{
m_pSurface->DrawSetColor(color);
m_pSurface->DrawFilledRect(x, y, x + w, y + h);
}
void RectOutlinedColored(int x, int y, int w, int h, int thickness, Color color)
{
this->BorderBox(x - thickness, y - thickness, w + thickness, h + thickness, thickness, color);
}
void Rect2(int x, int y, int w, int h, int r, int g, int b, int a)
{
Color color = Color(r, g, b, a);
m_pSurface->DrawSetColor(color);
m_pSurface->DrawFilledRect(x, y, x + w, y + h);
}
void Rect3(int x, int y, int w, int h, Color color)
{
m_pSurface->DrawSetColor(color);
m_pSurface->DrawFilledRect(x, y, x + w, y + h);
}
void LineRGBA(int x1, int y1, int x2, int y2, int r, int g, int b, int a)
{
Color color = Color(r, g, b, a);
g_pSurface->DrawSetColor(color);
g_pSurface->DrawLine(x1, y1, x2, y2);
}
void RectOutlined(int x, int y, int w, int h, int thickness, Color color, Color outlined)
{
this->Rect(x, y, w, h, color);
this->BorderBox(x - thickness, y - thickness, w + thickness, h + thickness, thickness, outlined);
}
void RectOutlined2(int x, int y, int w, int h, int thickness, Color outlined)
{
this->BorderBox(x - thickness, y - thickness, w + thickness, h + thickness, thickness, outlined);
}
void StringOutlined(int x, int y, Color color, std::string szFontWrapperName, const char* fmt, ...)
{
ULONG SurfaceFont = GetSurfaceFont(szFontWrapperName);
if (!SurfaceFont)
return;
va_list args;
va_start(args, fmt);
char szBuffer[1024];
vsprintf_s(szBuffer, fmt, args);
va_end(args);
this->StringOutlined(x, y, color, SurfaceFont, szBuffer);
}
std::wstring stringToWide(const std::string& text)
{
std::wstring wide(text.length(), L' ');
std::copy(text.begin(), text.end(), wide.begin());
return wide;
}
int Width(std::string font, const char* input, ...)
{
INT iWide = 0;
INT iTall = 0;
ULONG SurfaceFont = GetSurfaceFont(font);
m_pSurface->GetTextSize(SurfaceFont, input, iWide, iTall);
return iWide;
}
void DrawStringA(std::string font, bool center, int x, int y, SDK::Color color, const char *input, ...)
{
CHAR szBuffer[MAX_PATH];
if (!input)
return;
ULONG SurfaceFont = GetSurfaceFont(font);
if (!SurfaceFont)
return;
vsprintf_s(szBuffer, input, (char*)&input + _INTSIZEOF(input));
if (center)
x -= Width(font, szBuffer) / 2;
y += 4;
m_pSurface->DrawSetTextColor(color);
m_pSurface->DrawSetTextFont(SurfaceFont);
m_pSurface->DrawSetTextPos(x, y);
std::wstring wide = stringToWide(std::string(szBuffer));
m_pSurface->DrawPrintText(wide.c_str(), wide.length());
}
void String(int x, int y, Color color, ULONG font, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
char szBuffer[1024];
vsprintf_s(szBuffer, fmt, args);
m_pSurface->DrawSetTextPos(x, y);
m_pSurface->DrawSetTextFont(font);
m_pSurface->DrawSetTextColor(color);
int nChars = MultiByteToWideChar(CP_ACP, 0, szBuffer, -1, NULL, 0);
const WCHAR *pwcsName;
pwcsName = new WCHAR[nChars];
MultiByteToWideChar(CP_ACP, 0, szBuffer, -1, (LPWSTR)pwcsName, nChars);
va_end(args);
m_pSurface->DrawPrintText(pwcsName, wcslen(pwcsName));
}
void String(int x, int y, Color color, std::string szFontWrapperName, const char* fmt, ...)
{
ULONG SurfaceFont = GetSurfaceFont(szFontWrapperName);
if (!SurfaceFont)
return;
va_list args;
va_start(args, fmt);
char szBuffer[1024];
vsprintf_s(szBuffer, fmt, args);
this->String(x, y, color, SurfaceFont, szBuffer);
}
void LennyFace(int x, int y, Color color, std::string szFontWrapperName, int iLennyFaceNumer)
{
ULONG SurfaceFont = GetSurfaceFont(szFontWrapperName);
if (!SurfaceFont)
return;
m_pSurface->DrawSetTextPos(x, y);
m_pSurface->DrawSetTextFont(SurfaceFont);
m_pSurface->DrawSetTextColor(color);
wchar_t* wcsLenny = L"LOL";
switch (iLennyFaceNumer) {
case 1:
wcsLenny = L"( ͡° ͜ʖ ͡°)";
break;
case 2:
wcsLenny = L"[$( ͡° ͜ʖ ͡°)$]";
break;
case 3:
wcsLenny = L"(▀̿Ĺ̯▀̿ ̿)";
break;
case 4:
wcsLenny = L"( ͡°( ͡° ͜ʖ( ͡° ͜ʖ ͡°)ʖ ͡°) ͡°)";
break;
case 5:
wcsLenny = L"▄︻┻̿═━一";
break;
}
m_pSurface->DrawUnicodeString(wcsLenny);
}
void UnicodeString(int x, int y, Color color, std::string szFontWrapperName, wchar_t* wcText)
{
ULONG SurfaceFont = GetSurfaceFont(szFontWrapperName);
if (!SurfaceFont)
return;
m_pSurface->DrawSetTextPos(x, y);
m_pSurface->DrawSetTextFont(SurfaceFont);
m_pSurface->DrawSetTextColor(color);
m_pSurface->DrawUnicodeString(wcText);
}
void StringOutlined(int x, int y, Color color, ULONG font, const char* fmt, ...)
{
std::string szBuffer;
va_list args;
va_start(args, fmt);
int iSize = _vscprintf(fmt, args);
szBuffer.resize(iSize);
vsnprintf_s((char*)szBuffer.data(), iSize, _TRUNCATE, fmt, args);
va_end(args);
this->String(x - 1, y, Color(0, 0, 0, 255), font, szBuffer.c_str());
this->String(x, y - 1, Color(0, 0, 0, 255), font, szBuffer.c_str());
this->String(x + 1, y, Color(0, 0, 0, 255), font, szBuffer.c_str());
this->String(x, y + 1, Color(0, 0, 0, 255), font, szBuffer.c_str());
this->String(x, y, color, font, szBuffer.c_str());
va_end(args);
}
void CreateAllFonts(void)
{
if (!m_bSurfaceFontsCreated)
{
for (std::size_t i = 0; i < m_vSurfaceFonts.size(); i++)
{
m_vSurfaceFonts.at(i).m_Font = m_pSurface->FontCreate();
m_pSurface->SetFontGlyphSet(m_vSurfaceFonts.at(i).m_Font,
m_vSurfaceFonts.at(i).m_strWindowsFontName.c_str(),
m_vSurfaceFonts.at(i).m_iTall,
m_vSurfaceFonts.at(i).m_iWeight,
m_vSurfaceFonts.at(i).m_iBlur,
m_vSurfaceFonts.at(i).m_iScanlines,
m_vSurfaceFonts.at(i).m_iFlags,
m_vSurfaceFonts.at(i).m_iRangeMin,
m_vSurfaceFonts.at(i).m_iRangeMax);
}
m_bSurfaceFontsCreated = true;
}
}
void SetSurface(ISurface* pSurface)
{
m_pSurface = pSurface;
}
};
class ILagCompensation
{
public:
};
class IMultiplayerPhysics
{
public:
virtual int GetMultiplayerPhysicsMode(void) = 0;
virtual float GetMass(void) = 0;
virtual bool IsAsleep(void) = 0;
};
class IBreakableWithPropData
{
public:
// Damage modifiers
virtual void SetDmgModBullet(float flDmgMod) = 0;
virtual void SetDmgModClub(float flDmgMod) = 0;
virtual void SetDmgModExplosive(float flDmgMod) = 0;
virtual float GetDmgModBullet(void) = 0;
virtual float GetDmgModClub(void) = 0;
virtual float GetDmgModExplosive(void) = 0;
// Explosive
virtual void SetExplosiveRadius(float flRadius) = 0;
virtual void SetExplosiveDamage(float flDamage) = 0;
virtual float GetExplosiveRadius(void) = 0;
virtual float GetExplosiveDamage(void) = 0;
// Physics damage tables
virtual void SetPhysicsDamageTable(char* iszTableName) = 0;
virtual char* GetPhysicsDamageTable(void) = 0;
// Breakable chunks
virtual void SetBreakableModel(char* iszModel) = 0;
virtual char* GetBreakableModel(void) = 0;
virtual void SetBreakableSkin(int iSkin) = 0;
virtual int GetBreakableSkin(void) = 0;
virtual void SetBreakableCount(int iCount) = 0;
virtual int GetBreakableCount(void) = 0;
virtual void SetMaxBreakableSize(int iSize) = 0;
virtual int GetMaxBreakableSize(void) = 0;
// LOS blocking
virtual void SetPropDataBlocksLOS(bool bBlocksLOS) = 0;
virtual void SetPropDataIsAIWalkable(bool bBlocksLOS) = 0;
// Interactions
virtual void SetInteraction(propdata_interactions_t Interaction) = 0;
virtual bool HasInteraction(propdata_interactions_t Interaction) = 0;
// Multi player physics mode
virtual void SetPhysicsMode(int iMode) = 0;
virtual int GetPhysicsMode() = 0;
// Multi player breakable spawn behavior
virtual void SetMultiplayerBreakMode(mp_break_t mode) = 0;
virtual mp_break_t GetMultiplayerBreakMode(void) const = 0;
// Used for debugging
virtual void SetBasePropData(char* iszBase) = 0;
virtual char* GetBasePropData(void) = 0;
};
class IPhysicsSurfaceProps
{
public:
virtual ~IPhysicsSurfaceProps(void) {}
// parses a text file containing surface prop keys
virtual int ParseSurfaceData(const char *pFilename, const char *pTextfile) = 0;
// current number of entries in the database
virtual int SurfacePropCount(void) const = 0;
virtual int GetSurfaceIndex(const char *pSurfacePropName) const = 0;
virtual void GetPhysicsProperties(int surfaceDataIndex, float *density, float *thickness, float *friction, float *elasticity) const = 0;
virtual surfacedata_t *GetSurfaceData(int surfaceDataIndex) = 0;
virtual const char *GetString(unsigned short stringTableIndex) const = 0;
virtual const char *GetPropName(int surfaceDataIndex) const = 0;
// sets the global index table for world materials
// UNDONE: Make this per-CPhysCollide
virtual void SetWorldMaterialIndexTable(int *pMapArray, int mapSize) = 0;
// NOTE: Same as GetPhysicsProperties, but maybe more convenient
virtual void GetPhysicsParameters(int surfaceDataIndex, surfacephysicsparams_t *pParamsOut) const = 0;
};
class KeyValues
{
public:
static void SetUseGrowableStringTable(bool bUseGrowableTable);
KeyValues(const char *setName)
{
Init();
SetName(setName);
}
class AutoDelete
{
public:
explicit inline AutoDelete(KeyValues *pKeyValues) : m_pKeyValues(pKeyValues) {}
explicit inline AutoDelete(const char *pchKVName) : m_pKeyValues(new KeyValues(pchKVName)) {}
inline ~AutoDelete(void) { if (m_pKeyValues) m_pKeyValues->deleteThis(); }
inline void Assign(KeyValues *pKeyValues) { m_pKeyValues = pKeyValues; }
KeyValues *operator->() { return m_pKeyValues; }
operator KeyValues *() { return m_pKeyValues; }
private:
AutoDelete(AutoDelete const &x); // forbid
AutoDelete & operator= (AutoDelete const &x); // forbid
KeyValues *m_pKeyValues;
};
const char *GetName() const;
void SetName(const char *setName)
{
m_iKeyName = 2;
}
int GetNameSymbol() const { return m_iKeyName; }
void UsesEscapeSequences(bool state); // default false
void UsesConditionals(bool state); // default true
KeyValues *FindKey(const char *keyName, bool bCreate = false);
KeyValues *FindKey(int keySymbol) const;
KeyValues *CreateNewKey(); // creates a new key, with an autogenerated name. name is guaranteed to be an integer, of value 1 higher than the highest other integer key name
void AddSubKey(KeyValues *pSubkey); // Adds a subkey. Make sure the subkey isn't a child of some other keyvalues
void RemoveSubKey(KeyValues *subKey); // removes a subkey from the list, DOES NOT DELETE IT
KeyValues *GetFirstSubKey() { return m_pSub; } // returns the first subkey in the list
KeyValues *GetNextKey() { return m_pPeer; } // returns the next subkey
void SetNextKey(KeyValues * pDat);
KeyValues *FindLastSubKey(); // returns the LAST subkey in the list. This requires a linked list iteration to find the key. Returns NULL if we don't have any children
KeyValues* GetFirstTrueSubKey();
KeyValues* GetNextTrueSubKey();
KeyValues* GetFirstValue(); // When you get a value back, you can use GetX and pass in NULL to get the value.
KeyValues* GetNextValue();
// Data access
int GetInt(const char *keyName = NULL, int defaultValue = 0);
float GetFloat(const char *keyName = NULL, float defaultValue = 0.0f);
const char *GetString(const char *keyName = NULL, const char *defaultValue = "");
const wchar_t *GetWString(const char *keyName = NULL, const wchar_t *defaultValue = L"");
void *GetPtr(const char *keyName = NULL, void *defaultValue = (void*)0);
bool GetBool(const char *keyName = NULL, bool defaultValue = false);
bool IsEmpty(const char *keyName = NULL);
// Data access
int GetInt(int keySymbol, int defaultValue = 0);
float GetFloat(int keySymbol, float defaultValue = 0.0f);
const char *GetString(int keySymbol, const char *defaultValue = "");
const wchar_t *GetWString(int keySymbol, const wchar_t *defaultValue = L"");
void *GetPtr(int keySymbol, void *defaultValue = (void*)0);
bool IsEmpty(int keySymbol);
// Key writing
void SetWString(const char *keyName, const wchar_t *value);
void SetString(const char *keyName, const char *value);
void SetInt(const char *keyName, int value);
void SetUint64(const char *keyName, UINT value);
void SetFloat(const char *keyName, float value);
void SetPtr(const char *keyName, void *value);
void SetBool(const char *keyName, bool value) { SetInt(keyName, value ? 1 : 0); }
KeyValues& operator=(KeyValues& src);
// Adds a chain... if we don't find stuff in this keyvalue, we'll look
// in the one we're chained to.
void ChainKeyValue(KeyValues* pChain);
// Allocate & create a new copy of the keys
KeyValues *MakeCopy(void) const;
// Make a new copy of all subkeys, add them all to the passed-in keyvalues
void CopySubkeys(KeyValues *pParent) const;
// Clear out all subkeys, and the current value
void Clear(void);
// Data type
enum types_t
{
TYPE_NONE = 0,
TYPE_STRING,
TYPE_INT,
TYPE_FLOAT,
TYPE_PTR,
TYPE_WSTRING,
TYPE_COLOR,
TYPE_UINT64,
TYPE_NUMTYPES,
};
types_t GetDataType(const char *keyName = NULL);
// Virtual deletion function - ensures that KeyValues object is deleted from correct heap
void deleteThis();
void SetStringValue(char const *strValue);
// unpack a key values list into a structure
void UnpackIntoStructure(struct KeyValuesUnpackStructure const *pUnpackTable, void *pDest, size_t DestSizeInBytes);
// Process conditional keys for widescreen support.
bool ProcessResolutionKeys(const char *pResString);
// Dump keyvalues recursively into a dump context
bool Dump(class IKeyValuesDumpContext *pDump, int nIndentLevel = 0);
// Merge in another KeyValues, keeping "our" settings
void RecursiveMergeKeyValues(KeyValues *baseKV);
public:
KeyValues(KeyValues&); // prevent copy constructor being used
// prevent delete being called except through deleteThis()
~KeyValues();
KeyValues* CreateKey(const char *keyName);
KeyValues* CreateKeyUsingKnownLastChild(const char *keyName, KeyValues *pLastChild);
void AddSubkeyUsingKnownLastChild(KeyValues *pSubKey, KeyValues *pLastChild);
void RecursiveCopyKeyValues(KeyValues& src);
void RemoveEverything();
void Init()
{
m_iKeyName = -1;
m_iDataType = TYPE_NONE;
m_pSub = NULL;
m_pPeer = NULL;
m_pChain = NULL;
m_sValue = NULL;
m_wsValue = NULL;
m_pValue = NULL;
m_bHasEscapeSequences = false;
// for future proof
memset(unused, 0, sizeof(unused));
}
void FreeAllocatedValue();
void AllocateValueBlock(int size);
int m_iKeyName; // keyname is a symbol defined in KeyValuesSystem
// These are needed out of the union because the API returns string pointers
char *m_sValue;
wchar_t *m_wsValue;
// we don't delete these
union
{
int m_iValue;
float m_flValue;
void *m_pValue;
unsigned char m_Color[4];
};
char m_iDataType;
char m_bHasEscapeSequences; // true, if while parsing this KeyValue, Escape Sequences are used (default false)
char m_bEvaluateConditionals; // true, if while parsing this KeyValue, conditionals blocks are evaluated (default true)
char unused[1];
KeyValues *m_pPeer; // pointer to next key in list
KeyValues *m_pSub; // pointer to Start of a new sub key list
KeyValues *m_pChain;// Search here if it's not in our list
private:
// Statics to implement the optional growable string table
// Function pointers that will determine which mode we are in
static int(*s_pfGetSymbolForString)(const char *name, bool bCreate);
static const char *(*s_pfGetStringForSymbol)(int symbol);
public:
// Functions that invoke the default behavior
static int GetSymbolForStringClassic(const char *name, bool bCreate = true);
static const char *GetStringForSymbolClassic(int symbol);
// Functions that use the growable string table
static int GetSymbolForStringGrowable(const char *name, bool bCreate = true);
static const char *GetStringForSymbolGrowable(int symbol);
// Functions to get external access to whichever of the above functions we're going to call.
static int CallGetSymbolForString(const char *name, bool bCreate = true) { return s_pfGetSymbolForString(name, bCreate); }
static const char *CallGetStringForSymbol(int symbol) { return s_pfGetStringForSymbol(symbol); }
bool LoadFromBuffer(KeyValues *pThis, const char *pszFirst, const char *pszSecond, PVOID pSomething = 0, PVOID pAnother = 0, PVOID pLast = 0)
{
typedef bool(__thiscall *LoadFromBuffer_t)(KeyValues*, const char*, const char*, PVOID, PVOID, PVOID);
static LoadFromBuffer_t callLoadBuff = (LoadFromBuffer_t)(Offsets::m_dwLoadFromBuffer);
return callLoadBuff(pThis, pszFirst, pszSecond, pSomething, pAnother, pLast);
}//wait i will check my code
};
class IMaterialSystem
{
public:
IMaterial* CreateMaterial(const char* pMaterialName, KeyValues* pVMTKeyValues)
{
VirtualFn(IMaterial*)(PVOID, const char*, KeyValues*);
return CallVirtual< OriginalFn >(this, 83)(this, pMaterialName, pVMTKeyValues);
}
IMaterial* FindMaterial(const char* pMaterialName, const char* pTextureGroupName, bool complain = true, const char* pComplainPrefix = 0)
{
VirtualFn(IMaterial*)(PVOID, const char*, const char*, bool, const char*);
return CallVirtual< OriginalFn >(this, 84)(this, pMaterialName, pTextureGroupName, complain, pComplainPrefix);
}
MaterialHandle_t FirstMaterial()
{
VirtualFn(MaterialHandle_t)(PVOID);
return CallVirtual< OriginalFn >(this, 86)(this);
}
MaterialHandle_t NextMaterial(MaterialHandle_t h)
{
VirtualFn(MaterialHandle_t)(PVOID, MaterialHandle_t);
return CallVirtual< OriginalFn >(this, 87)(this, h);
}
MaterialHandle_t InvalidMaterial()
{
VirtualFn(MaterialHandle_t)(PVOID);
return CallVirtual< OriginalFn >(this, 88)(this);
}
IMaterial* GetMaterial(MaterialHandle_t h)
{
VirtualFn(IMaterial*)(PVOID, MaterialHandle_t);
return CallVirtual< OriginalFn >(this, 89)(this, h);
}
int GetNumMaterials()
{
VirtualFn(int)(PVOID);
return CallVirtual< OriginalFn >(this, 90)(this);
}
};
class CHudTexture
{
char szShortName[64]; //0x0000
char szTextureFile[64]; //0x0040
bool bRenderUsingFont; //0x0080
bool bPrecached; //0x0081
char cCharacterInFont; //0x0082
BYTE pad_0x0083; //0x0083
int hFont; //0x0084
int iTextureId; //0x0088
float afTexCoords[4]; //0x008C
int iPosX[4]; //0x009C
}; //Size=0x00AC
class CWeaponData
{
public:
char _0x0000[2048];
__int32 m_iAmmoType; //0x07B0
char _0x0804[52];
__int32 m_iWeaponType; //0x0838
__int32 m_iTeam; //0x083C
__int32 m_iWeaponId; //0x0840
BYTE m_IsFullAuto; //0x0844
char _0x0845[3];
float m_flHeatPerShot; //0x0848
__int32 m_iWeaponPrice; //0x084C
float m_flArmorRatio; //0x0850
float m_flMaxPlayerSpeed; //0x0854
float m_flMaxPlayerSpeedAlt; //0x0858
__int32 m_iCrosshairMinDistance; //0x085C
__int32 m_iCrosshairDeltaDistance; //0x0860
float m_flPenetration; //0x0864
__int32 m_iDamage; //0x0868
float m_flRange; //0x086C
float m_flRangeModifier; //0x0870
__int32 m_iBullets; //0x0874
float m_flCycleTime; //0x0878
float m_flCycleTimeAlt; //0x087C
char _0x0880[416];
float m_flSpread; //0x0A20
float m_flSpreadAlt; //0x0A24
float m_flInaccuracyCrouch; //0x09D8
float m_flInaccuracyCrouchAlt; //0x09DC
float m_flInaccuracyStand; //0x09E0
float m_flInaccuracyStandAlt; //0x09E4
float m_flInaccuracyJump; //0x09E8
float m_flInaccuracyJumpAlt; //0x09EC
float m_flInaccuracyLand; //0x09F0
float m_flInaccuracyLandAlt; //0x09F4
float m_flInaccuracyLadder; //0x09F8
float m_flInaccuracyLadderAlt; //0x09FC
float m_flInaccuracyFire; //0x0A00
float m_flInaccuracyFireAlt; //0x0A04
float m_flInaccuracyMove; //0x0A08
float m_flInaccuracyMoveAlt; //0x0A0C
float m_flRecoveryTimeStand; //0x0A10
float m_flRecoveryTimeCrouch; //0x0A14
float m_flInaccuracyReload; //0x0A18
float m_flInaccuracyAltSwitch; //0x0A1C
float m_flRecoilAngle; //0x0A20
float m_flRecoilAngleAlt; //0x0A24
float m_flRecoilAngleVariance; //0x0A28
float m_flRecoilAngleVarianceAlt; //0x0A2C
float m_flRecoilMagnitude; //0x0A30
float m_flRecoilMagnitudeAlt; //0x0A34
float m_flRecoilMagnitudeVariance; //0x0A38
float m_flRecoilMagnitudeVarianceAlt; //0x0A3C
__int32 m_iRecoilSeed; //0x0A40
float m_flFlinchVelocityModifierLarge; //0x0A44
float m_flFlinchVelocityModifierSmall; //0x0A48
float m_flTimeToIdle; //0x0A4C
float m_flIdleInterval; //0x0A50
};//Size=0x1038
class CBaseCombatWeapon
{
public:
bool IsPistol(void)
{
return GetItemSchemaWeaponType() == WEAPON_TYPE_PISTOLS ? true : false;
}
bool IsTaser(void)
{
return GetItemSchemaWeaponType() == WEAPON_TYPE_TASER ? true : false;
}
bool IsShotgun(void)
{
return GetItemSchemaWeaponType() == WEAPON_TYPE_SHOTGUN ? true : false;
}
bool IsSMG(void)
{
return GetItemSchemaWeaponType() == WEAPON_TYPE_SMG ? true : false;
}
bool IsRifle(void)
{
return GetItemSchemaWeaponType() == WEAPON_TYPE_RIFLE ? true : false;
}
bool IsMG(void)
{
return GetItemSchemaWeaponType() == WEAPON_TYPE_MG ? true : false;
}
bool IsSniper(void)
{
return GetItemSchemaWeaponType() == WEAPON_TYPE_SNIPER ? true : false;
}
bool IsGrenade(void)
{
return GetItemSchemaWeaponType() == WEAPON_TYPE_GRENADE;
}
bool IsKnife(void)
{
return GetItemSchemaWeaponType() == WEAPON_TYPE_KNIFE ? true : false;
}
bool IsValid(bool bTaserIsValid = false)
{
int iItemSchemaWeaponType = GetItemSchemaWeaponType();
switch (iItemSchemaWeaponType)
{
case WEAPON_TYPE_PISTOLS:
break;
case WEAPON_TYPE_SHOTGUN:
break;
case WEAPON_TYPE_SMG:
break;
case WEAPON_TYPE_RIFLE:
break;
case WEAPON_TYPE_MG:
break;
case WEAPON_TYPE_SNIPER:
break;
case WEAPON_TYPE_TASER:
if (bTaserIsValid)
break;
else return false;
default:
return false;
}
return(GetClip1() > 0);
}
int GetBurstShotsRemaining(int offsetIndex)
{
static int offsets[OFFSETINDECES_MAX] = { 0, 0 };
if (!offsets[OFFSETINDEX_GLOCK]
|| !offsets[OFFSETINDEX_FAMAS])
{
offsets[OFFSETINDEX_GLOCK] = g_pNetVars->GetOffset("DT_WeaponGlock", "m_iBurstShotsRemaining");
offsets[OFFSETINDEX_FAMAS] = g_pNetVars->GetOffset("DT_WeaponFamas", "m_iBurstShotsRemaining");
}
return *Member<int*>(this, offsets[offsetIndex]);
}
bool HasBurstShotsRemaining(int offsetIndex)
{
return (GetBurstShotsRemaining(offsetIndex) > 0);
}
bool IsSpecialMode(int offsetIndex)
{
static int offsets[OFFSETINDECES_MAX] = { 0, 0 };
if (!offsets[OFFSETINDEX_GLOCK]
|| !offsets[OFFSETINDEX_FAMAS]
|| !offsets[OFFSETINDEX_M4A1]
|| !offsets[OFFSETINDEX_USP])
{
offsets[OFFSETINDEX_GLOCK] = g_pNetVars->GetOffset("DT_WeaponGlock", "m_bBurstMode");
offsets[OFFSETINDEX_FAMAS] = g_pNetVars->GetOffset("DT_WeaponFamas", "m_bBurstMode");
offsets[OFFSETINDEX_M4A1] = g_pNetVars->GetOffset("DT_WeaponM4A1", "m_bSilencerOn");
offsets[OFFSETINDEX_USP] = g_pNetVars->GetOffset("DT_WeaponUSP", "m_bSilencerOn");
}
return *Member<bool*>(this, offsets[offsetIndex]);
}
bool IsAutomatic(bool bAutoSniper = false)
{
if (bAutoSniper)
{
int iItemSchemaId = GetItemDefinitionIndex();
if (iItemSchemaId == WEAPON_SCAR20 || WEAPON_G3SG1)
return true;
}
int iItemSchemaWeaponType = GetItemSchemaWeaponType();
switch (iItemSchemaWeaponType)
{
case WEAPON_TYPE_SMG:
return true;
case WEAPON_TYPE_RIFLE:
return true;
case WEAPON_TYPE_MG:
return true;
default:
break;
}
return false;
}
bool HitChance(float flChance)
{
if (flChance >= 99.f)
flChance = 99.f;
if (flChance < 1)
flChance = 1;
float flSpread = GetSpread();
return((((100.f - flChance) * 0.65f) * 0.01125) >= flSpread);
}
CWeaponData* GetWeaponData(void)
{
VirtualFn(CWeaponData*)(PVOID);
return CallVirtual< OriginalFn >(this, 456)(this);
}
float GetSpread(void)
{
VirtualFn(float)(PVOID);
return CallVirtual< OriginalFn >(this, 485)(this);
}
float GetInaccuracy(void)
{
VirtualFn(float)(PVOID);
return CallVirtual< OriginalFn >(this, 484)(this);
}
float &GetAccuracyPenalty(void)
{
static int offset = g_pNetVars->GetOffset("DT_WeaponCSBase", "m_fAccuracyPenalty");
return *(float*)((DWORD)this + offset);
}
float GetNextPrimaryAttack(void)
{
return *(float*)((DWORD)this + Offsets::m_flNextPrimaryAttack);
}
int GetClip1(void)
{
return *(int*)((DWORD)this + Offsets::m_iClip1);
}
int GetItemDefinitionIndex(void)
{
return *(int*)((DWORD)this + Offsets::m_iItemDefinitionIndex);
}
int GetItemSchemaWeaponType(void)
{
int iItemSchemaId = GetItemDefinitionIndex();
switch (iItemSchemaId)
{
case WEAPON_DEAGLE:
return WEAPON_TYPE_PISTOLS;
case WEAPON_DUALS:
return WEAPON_TYPE_PISTOLS;
case WEAPON_FIVE7:
return WEAPON_TYPE_PISTOLS;
case WEAPON_GLOCK:
return WEAPON_TYPE_PISTOLS;
case WEAPON_AK47:
return WEAPON_TYPE_RIFLE;
case WEAPON_AUG:
return WEAPON_TYPE_RIFLE;
case WEAPON_AWP:
return WEAPON_TYPE_SNIPER;
case WEAPON_FAMAS:
return WEAPON_TYPE_RIFLE;
case WEAPON_G3SG1:
return WEAPON_TYPE_SNIPER;
case WEAPON_GALIL:
return WEAPON_TYPE_RIFLE;
case WEAPON_M249:
return WEAPON_TYPE_MG;
case WEAPON_M4A1:
return WEAPON_TYPE_RIFLE;
case WEAPON_MAC10:
return WEAPON_TYPE_SMG;
case WEAPON_P90:
return WEAPON_TYPE_SMG;
case WEAPON_UMP45:
return WEAPON_TYPE_SMG;
case WEAPON_XM1014:
return WEAPON_TYPE_SHOTGUN;
case WEAPON_BIZON:
return WEAPON_TYPE_SMG;
case WEAPON_MAG7:
return WEAPON_TYPE_SHOTGUN;
case WEAPON_NEGEV:
return WEAPON_TYPE_MG;
case WEAPON_SAWEDOFF:
return WEAPON_TYPE_SHOTGUN;
case WEAPON_TEC9:
return WEAPON_TYPE_PISTOLS;
case WEAPON_TASER:
return WEAPON_TYPE_TASER;
case WEAPON_P2000:
return WEAPON_TYPE_PISTOLS;
case WEAPON_REVOLVER:
return WEAPON_TYPE_SHOTGUN;
case WEAPON_MP7:
return WEAPON_TYPE_SMG;
case WEAPON_MP9:
return WEAPON_TYPE_SMG;
case WEAPON_NOVA:
return WEAPON_TYPE_SHOTGUN;
case WEAPON_P250:
return WEAPON_TYPE_PISTOLS;
case WEAPON_SCAR20:
return WEAPON_TYPE_SNIPER;
case WEAPON_SG553:
return WEAPON_TYPE_RIFLE;
case WEAPON_SCOUT:
return WEAPON_TYPE_SNIPER;
case WEAPON_KNIFE_T:
return WEAPON_TYPE_KNIFE;
case WEAPON_FLASH:
return WEAPON_TYPE_GRENADE;
case WEAPON_HE:
return WEAPON_TYPE_GRENADE;
case WEAPON_SMOKE:
return WEAPON_TYPE_GRENADE;
case WEAPON_MOLOTOV:
return WEAPON_TYPE_GRENADE;
case WEAPON_DECOY:
return WEAPON_TYPE_GRENADE;
case WEAPON_INC:
return WEAPON_TYPE_GRENADE;
case WEAPON_C4:
return WEAPON_TYPE_GRENADE;
case WEAPON_KNIFE_CT:
return WEAPON_TYPE_KNIFE;
case WEAPON_M4A1S:
return WEAPON_TYPE_RIFLE;
case WEAPON_USPS:
return WEAPON_TYPE_PISTOLS;
case WEAPON_CZ75:
return WEAPON_TYPE_PISTOLS;
case WEAPON_KNIFE_BAYONET:
return WEAPON_TYPE_KNIFE;
case WEAPON_KNIFE_FLIP:
return WEAPON_TYPE_KNIFE;
case WEAPON_KNIFE_GUT:
return WEAPON_TYPE_KNIFE;
case WEAPON_KNIFE_KARAMBIT:
return WEAPON_TYPE_KNIFE;
case WEAPON_KNIFE_M9BAYONET:
return WEAPON_TYPE_KNIFE;
case WEAPON_KNIFE_FALCHION:
return WEAPON_TYPE_KNIFE;
case WEAPON_KNIFE_BUTTERFLY:
return WEAPON_TYPE_KNIFE;
case WEAPON_KNIFE_SHADOWDAGGERS:
return WEAPON_TYPE_KNIFE;
default:
break;
}
return WEAPON_TYPE_INVALID;
}
int GetWeaponId(void)
{
return GetItemDefinitionIndex();
}
void UpdateAccuracyPenalty(void)
{
VirtualFn(void)(PVOID);
CallVirtual< OriginalFn >(this, 486)(this);
}
int GetOwner(void)
{
return *(int*)((DWORD)this + Offsets::m_hOwnerEntity);
}
void SetPattern(int skin, int quality, int seed, int stattrak, const char* name)
{
*(int*)((DWORD)this + Offsets::m_nFallbackPaintKit) = skin;
*(int*)((DWORD)this + Offsets::m_iEntityQuality) = quality;
*(int*)((DWORD)this + Offsets::m_nFallbackSeed) = seed;
*(int*)((DWORD)this + Offsets::m_nFallbackStatTrak) = stattrak;
*(float*)((DWORD)this + Offsets::m_flFallbackWear) = 0.0001;
if (name != "") {
char* a = (char*)((DWORD)this + Offsets::m_szCustomName);
sprintf_s(a, 32, "%s", name);
}
*(int*)((DWORD)this + Offsets::m_iItemIDHigh) = -1;
}
};
class CBaseEntity
{
public:
CBaseCombatWeapon* GetWeapon(void)
{
EHANDLE hWeapon = GetActiveWeapon();
if (!hWeapon)
return nullptr;
return (CBaseCombatWeapon*)g_pEntityList->GetBaseEntityFromHandle(hWeapon);
}
bool IsValid2()
{
bool bRetVal = (GetHealth() >= 1 && !IsDormant()) ? true : false;
return bRetVal;
}
bool IsValid()
{
bool bRetVal = (GetHealth() >= 1 && !IsDormant()) ? true : false;
if (IsProtected())
bRetVal = false;
return bRetVal;
}
float GetFlashDuration()
{
static auto FlashDur = g_pNetVars->GetOffset("DT_CSPlayer", "m_flFlashDuration");
return *(float*)((DWORD)this + FlashDur);
}
bool IsFlashed()
{
return GetFlashDuration() > 0 ? true : false;
}
int GetIndex()
{
int iEntIndex;
PVOID pEnt = (PVOID)this;
__asm
{
MOV ECX, this
MOV EAX, DWORD PTR DS : [ECX + 0x8]
MOV EDX, DWORD PTR DS : [EAX + 0x28]
LEA ESI, DWORD PTR DS : [ECX + 0x8]
MOV ECX, ESI
CALL EDX
MOV iEntIndex, EAX
}
return iEntIndex;
}
int SetFov(int fovvalue)
{
static int iOffset = g_pNetVars->GetOffset("DT_BasePlayer", "m_iDefaultFOV");
*(int*)((DWORD)this + iOffset) = fovvalue;
static int iOffset2 = g_pNetVars->GetOffset("DT_CSPlayer", "m_bIsScoped");
bool scopecheck = *(bool*)((DWORD)this + iOffset2);
if (!scopecheck)
{
static int iOffset3 = g_pNetVars->GetOffset("DT_BasePlayer", "m_iFOV");
*(int*)((DWORD)this + iOffset3) = fovvalue;
}
return true;
}
bool IsDormant(void)
{
VirtualFn(bool)(PVOID);
PVOID pNetworkable = GetNetworkable();
return CallVirtual< OriginalFn >(pNetworkable, 9)(pNetworkable);
}
bool IsScoped(void)
{
return *(bool*)((DWORD)this + Offsets::m_bIsScoped);
}
bool HasHelmet(void)
{
return *(bool*)((DWORD)this + Offsets::m_bHasHelmet);
}
bool IsBroken(void)
{
return *(bool*)((DWORD)this + Offsets::m_bIsBroken);
}
bool IsDefusing(void)
{
return *(bool*)((DWORD)this + Offsets::m_bIsDefusing);
}
bool IsChicken(void)
{
return this->GetClientClass()->GetClassID() == 30;
}
bool IsProtected(void)
{
return *(bool*)((DWORD)this + Offsets::m_bGunGameImmunity);
}
bool SetupBones(matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime)
{
*(int*)((uintptr_t) this + Offsets::m_nWriteableBones) = 0;
*(int*)((uintptr_t) this + Offsets::m_iDidCheckForOcclusion) = reinterpret_cast<int*>(Offsets::m_dOcclusionArray)[1];
reinterpret_cast<void(__fastcall*)(void*)>(Offsets::InvalidateBoneCache)(this);
__asm
{
mov edi, this
lea ecx, dword ptr ds : [edi + 0x4]
mov edx, dword ptr ds : [ecx]
push currentTime
push boneMask
push nMaxBones
push pBoneToWorldOut
call dword ptr ds : [edx + 0x34]
}
}
bool SetupBones2(CBaseEntity *pAnimating, matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime)
{
bool bRet;
__asm
{
PUSH currentTime
PUSH boneMask
PUSH nMaxBones
PUSH pBoneToWorldOut
MOV ECX, DWORD PTR DS : [pAnimating]
ADD ECX, 4
MOV EDX, DWORD PTR DS : [pAnimating]
MOV EAX, DWORD PTR DS : [EDX + 4]
MOV EDX, DWORD PTR DS : [EAX + 0x34]
CALL EDX
MOV bRet, AL
}
return bRet;
}
BYTE GetFlags(void)
{
return *(BYTE*)((DWORD)this + Offsets::m_fFlags);
}
BYTE GetLifeState(void)
{
return *(BYTE*)((DWORD)this + Offsets::m_lifeState);
}
BYTE GetMoveType(void)
{
return *(BYTE*)((DWORD)this + Offsets::m_moveType);
}
int GetCash()
{
static int iOffset = g_pNetVars->GetOffset("DT_CSPlayer", "m_iAccount");
return *(int*)((DWORD)this + iOffset);
}
Color GetTeamColor(bool bIsVisible = false)
{
int iTeam = GetTeam();
Color color = (iTeam == 2) ? Color(253, 239, 4) : Color(98, 249, 26);
return color;
}
Color GetHealthColor(void)
{
if (!this->IsValid())
return Color(175, 175, 175);
float flHealth = (float)GetHealth();
float r = 255.f - flHealth * 2.55f;
float g = flHealth * 2.55f;
return Color(int(r), int(g), 0);
}
ClientClass* GetClientClass(void)
{
VirtualFn(ClientClass*)(PVOID);
PVOID pNetworkable = GetNetworkable();
return CallVirtual< OriginalFn >(pNetworkable, 2)(pNetworkable);
}
EHANDLE GetActiveWeapon(void)
{
return *(EHANDLE*)((DWORD)this + Offsets::m_hActiveWeapon);
}
EHANDLE* GetWeapons(void)
{
return (EHANDLE*)((DWORD)this + Offsets::m_hMyWeapons);
}
int GetArmorValue(void)
{
return *(int*)((DWORD)this + Offsets::m_ArmorValue);
}
int GetCollisionGroup(void)
{
return *(int*)((DWORD)this + Offsets::m_CollisionGroup);
}
int GetMoney(void)
{
return *(int*)((DWORD)this + Offsets::m_iAccount);
}
int GetHealth(void)
{
return *(int*)((DWORD)this + Offsets::m_iHealth);
}
int GetMyWeapons(void)
{
static int offset = (g_pNetVars->GetOffset("DT_BaseCombatCharacter", "m_LastHitGroup") + 0x84);
return *(int*)((DWORD)this + offset);
}
int GetTeam(void)
{
return *(int*)((DWORD)this + Offsets::m_iTeamNum);
}
int &GetTickBase(void)
{
return *(int*)((DWORD)this + Offsets::m_nTickBase);
}
void SetCurrentCommand(CUserCmd *cmd)
{
// *Member<CUserCmd**>(this, 0x101C) = cmd;
static int offset = g_pNetVars->GetOffset("DT_BasePlayer", "m_hConstraintEntity");
*Member<CUserCmd**>(this, (offset - 0xC)) = cmd;
}
int GetShotsFired(void)
{
return *(int*)((DWORD)this + Offsets::m_iShotsFired);
}
model_t* GetModel(void)
{
VirtualFn(model_t*)(PVOID);
PVOID pRenderable = GetRenderable();
return CallVirtual< OriginalFn >(pRenderable, 8)(pRenderable);
}
void GetRenderBounds(Vector &mins, Vector &maxs)
{
VirtualFn(void)(PVOID, Vector&, Vector&);
PVOID pRenderable = GetRenderable();
CallVirtual< OriginalFn >(pRenderable, 17)(pRenderable, mins, maxs);
}
PVOID GetRenderable(void)
{
return (PVOID)((DWORD)this + 0x4);
}
PVOID GetNetworkable(void)
{
return (PVOID)((DWORD)this + 0x8);
}
UINT PhysicsSolidMaskForEntity(void)
{
VirtualFn(UINT)(PVOID);
return CallVirtual< OriginalFn >(this, 148)(this);
}
QAngle& GetAbsAngles(void)
{
VirtualFn(QAngle&)(PVOID);
return CallVirtual< OriginalFn >(this, 11)(this);
}
Vector& GetAbsOrigin(void)
{
VirtualFn(Vector&)(PVOID);
return CallVirtual< OriginalFn >(this, 10)(this);
}
Vector& m_vecNetworkOrigin() {
static int offset = g_pNetVars->GetOffset("DT_CSPlayer", "m_flFriction") - sizeof(Vector);
return *(Vector*)((DWORD)this + offset);
}
Vector GetEyePosition(void)
{
return GetAbsOrigin() + *(Vector*)((DWORD)this + Offsets::m_vecViewOffset);
}
float& m_flOldSimulationTime() {
static int offset = g_pNetVars->GetOffset("DT_BaseEntity", "m_flSimulationTime") + 0x4;
return *(float*)((DWORD)this + offset);
}
float& m_flSimulationTime() {
static int offset = g_pNetVars->GetOffset("DT_BaseEntity", "m_flSimulationTime");
return *(float*)((DWORD)this + offset);
}
Vector* GetOriginPtr()
{
static int m_vecOrigin = g_pNetVars->GetOffset("DT_BaseEntity", "m_vecOrigin");
return (Vector*)((DWORD)this + m_vecOrigin);
}
int GetChokedPackets() {
if (m_flSimulationTime() > Global::OldSimulationTime[this->GetIndex()])
return TIME_TO_TICKS(fabs(m_flSimulationTime() - Global::OldSimulationTime[this->GetIndex()]));
return 0;
}
int GetChokedTicks() {
if (m_flSimulationTime() > Global::OldSimulationTime[this->GetIndex()])
return fabs(m_flSimulationTime() - Global::OldSimulationTime[this->GetIndex()]);
return 0;
}
Vector GetEyeAngles()
{
static int iOffset = g_pNetVars->GetOffset("DT_CSPlayer", "m_angEyeAngles[0]");
return *(Vector*)((DWORD)this + iOffset);
}
Vector GetViewOffset()
{
static int iOffset = g_pNetVars->GetOffset("DT_BasePlayer", "m_vecViewOffset[0]");
return *(Vector*)((DWORD)this + iOffset);
}
QAngle GetEyeAnglesXY()
{
return *(QAngle*)((DWORD)this + g_pNetVars->GetOffset("DT_CSPlayer", "m_angEyeAngles"));
}
void VectorTransform(Vector& in1, matrix3x4_t& in2, Vector &out)
{
out.x = in1.Dots(in2.m_flMatVal[0]) + in2.m_flMatVal[0][3];
out.y = in1.Dots(in2.m_flMatVal[1]) + in2.m_flMatVal[1][3];
out.z = in1.Dots(in2.m_flMatVal[2]) + in2.m_flMatVal[2][3];
}
float GenerateRandomFloat(float Min, float Max)
{
float randomized = (float)rand() / (float)RAND_MAX;
return Min + randomized * (Max - Min);
}
Vector GetHitboxMaxs(int Hitbox)
{
matrix3x4_t matrix[128];
if (!this->SetupBones(matrix, 128, 0x00000100, 0))
return Vector(0, 0, 0);
studiohdr_t* hdr = g_pModelInfo->GetStudioModel(this->GetModel());
if (!hdr)
return Vector(0, 0, 0);
mstudiohitboxset_t* set = hdr->pHitboxSet(this->GetHitboxSet());//hdr->pHitboxSet(0);
mstudiobbox_t* hitbox = set->pHitbox(Hitbox);
if (!hitbox)
return Vector(0, 0, 0);
return hitbox->bbmax;
}
Vector GetHitboxMins(int Hitbox)
{
matrix3x4_t matrix[128];
if (!this->SetupBones(matrix, 128, 0x00000100, 0))
return Vector(0, 0, 0);
studiohdr_t* hdr = g_pModelInfo->GetStudioModel(this->GetModel());
if (!hdr)
return Vector(0, 0, 0);
mstudiohitboxset_t* set = hdr->pHitboxSet(this->GetHitboxSet());//hdr->pHitboxSet(0);
mstudiobbox_t* hitbox = set->pHitbox(Hitbox);
if (!hitbox)
return Vector(0, 0, 0);
return hitbox->bbmin;
}
Vector GetHitboxPosition(int Hitbox)
{
matrix3x4_t matrix[128];
if (!this->SetupBones(matrix, 128, 0x00000100, 0))
return Vector(0, 0, 0);
studiohdr_t* hdr = g_pModelInfo->GetStudioModel(this->GetModel());
if (!hdr)
return Vector(0, 0, 0);
mstudiohitboxset_t* set = hdr->pHitboxSet(this->GetHitboxSet());//hdr->pHitboxSet(0);
mstudiobbox_t* hitbox = set->pHitbox(Hitbox);
if (!hitbox)
return Vector(0, 0, 0);
Vector vMin, vMax, vCenter, sCenter;
VectorTransform(hitbox->bbmin, matrix[hitbox->bone], vMin);
VectorTransform(hitbox->bbmax, matrix[hitbox->bone], vMax);
vCenter = (vMin + vMax) * 0.5;
if (!vCenter)
return Vector(0, 0, 0);
Vector VHandle[30];
if (!vCenter)
return Vector(0, 0, 0);
return vCenter;
}
Vector &GetVelocity(void)
{
return *(Vector*)((DWORD)this + Offsets::m_vecVelocity);
}
QAngle GetViewPunch(void)
{
return *(QAngle*)((DWORD)this + Offsets::m_viewPunchAngle);
}
QAngle GetAimPunch(void)
{
return *(QAngle*)((DWORD)this + Offsets::m_aimPunchAngle);
}
CBaseViewModel* GetViewModel(void)
{
return (CBaseViewModel*)g_pEntityList->GetBaseEntityFromHandle(*(PDWORD)((DWORD)this + Offsets::m_hViewModel));
}
float &GetFallVelocity(void)
{
static int offset = g_pNetVars->GetOffset("DT_BasePlayer", "m_flFallVelocity");
return *(float*)((DWORD)this + offset);
}
int GetHitboxSet(void)
{
return *(int*)((DWORD)this + Offsets::m_nHitboxSet);
}
};
/*class CBaseViewModel
{
public:
int GetModelIndex( void )
{
return *(int*)((DWORD)this + Offsets::m_nModelIndex);
}
DWORD GetOwner( void )
{
return *(PDWORD)((DWORD)this + Offsets::m_hOwner);
}
DWORD GetWeapon( void ) {
return *(PDWORD)((DWORD)this + Offsets::m_hWeapon);
}
void SetWeaponModel(const char* Filename, CBaseEntity* Weapon)
{
VirtualFn( void )(PVOID, const char*, CBaseEntity*);
CallVirtual< OriginalFn >(this, 241)(this, Filename, Weapon);
}
};
*/
class PlayerData
{
public:
bool m_bActive; // enable list for this player
std::string m_strName; // entity name
int m_iIndex; // entity index
bool m_bFriend; // Is a friend? ignore him
int m_iCustomHitbox; // Custom aim hitbox
int m_iCustomSmartAim; // Number of bullets needed to enable smart aim
int m_iCustomSmartAimHitbox; // Custom aim smart hitbox
int m_iTotalHits; // Number of total hits
int m_iTotalMisses; // Number of total misses
int m_iCurrentHits; // current shots hit since last change
int m_iCurrentMisses; // current shots missed since the last change
float m_flPitch; // custom pitch
float m_flYaw; // custom yaw
public:
void Reset(void)
{
m_bActive = false;
m_strName.clear();
m_iIndex = 0;
m_bFriend = false;
m_iCustomHitbox = 0;
m_iCustomSmartAim = 0;
m_iCustomSmartAimHitbox = 0;
m_iTotalHits = 0;
m_iTotalMisses = 0;
m_iCurrentHits = 0;
m_iCurrentMisses = 0;
m_flPitch = 0.f;
m_flYaw = 0.f;
}
};
inline int UtlMemory_CalcNewAllocationCount(int nAllocationCount, int nGrowSize, int nNewSize, int nBytesItem)
{
if (nGrowSize)
nAllocationCount = ((1 + ((nNewSize - 1) / nGrowSize)) * nGrowSize);
else
{
if (!nAllocationCount)
nAllocationCount = (31 + nBytesItem) / nBytesItem;
while (nAllocationCount < nNewSize)
nAllocationCount *= 2;
}
return nAllocationCount;
}
template< class T, class I = int >
class CUtlMemory
{
public:
T& operator[](I i)
{
return m_pMemory;
}
T* Base()
{
return m_pMemory;
}
int NumAllocated() const
{
return m_nAllocationCount;
}
void Grow(int num = 1)
{
if (IsExternallyAllocated())
return;
int nAllocationRequested = m_nAllocationCount + num;
int nNewAllocationCount = UtlMemory_CalcNewAllocationCount(m_nAllocationCount, m_nGrowSize, nAllocationRequested, sizeof(T));
if ((int)(I)nNewAllocationCount < nAllocationRequested)
{
if ((int)(I)nNewAllocationCount == 0 && (int)(I)(nNewAllocationCount - 1) >= nAllocationRequested)
--nNewAllocationCount;
else
{
if ((int)(I)nAllocationRequested != nAllocationRequested)
return;
while ((int)(I)nNewAllocationCount < nAllocationRequested)
nNewAllocationCount = (nNewAllocationCount + nAllocationRequested) / 2;
}
}
m_nAllocationCount = nNewAllocationCount;
if (m_pMemory)
m_pMemory = (T*)realloc(m_pMemory, m_nAllocationCount * sizeof(T));
else
m_pMemory = (T*)malloc(m_nAllocationCount * sizeof(T));
}
bool IsExternallyAllocated() const
{
return m_nGrowSize < 0;
}
protected:
T* m_pMemory;
int m_nAllocationCount;
int m_nGrowSize;
};
template <class T>
inline T* Construct(T* pMemory)
{
return ::new(pMemory) T;
}
template <class T>
inline void Destruct(T* pMemory)
{
pMemory->~T();
}
template< class T, class A = CUtlMemory<T> >
class CUtlVector
{
typedef A CAllocator;
public:
T& operator[](int i)
{
return m_Memory;
}
T& Element(int i)
{
return m_Memory;
}
T* Base()
{
return m_Memory.Base();
}
int Count() const
{
return m_Size;
}
void RemoveAll()
{
for (int i = m_Size; --i >= 0; )
Destruct(&Element(i));
m_Size = 0;
}
int AddToTail()
{
return InsertBefore(m_Size);
}
int InsertBefore(int elem)
{
GrowVector();
ShiftElementsRight(elem);
Construct(&Element(elem));
return elem;
}
protected:
void GrowVector(int num = 1)
{
if (m_Size + num > m_Memory.NumAllocated())
m_Memory.Grow(m_Size + num - m_Memory.NumAllocated());
m_Size += num;
ResetDbgInfo();
}
void ShiftElementsRight(int elem, int num = 1)
{
int numToMove = m_Size - elem - num;
if ((numToMove > 0) && (num > 0))
memmove(&Element(elem + num), &Element(elem), numToMove * sizeof(T));
}
CAllocator m_Memory;
int m_Size;
T* m_pElements;
inline void ResetDbgInfo()
{
m_pElements = Base();
}
};
class CGlowObjectManager
{
public:
int RegisterGlowObject(CBaseEntity *pEntity, const Color &GlowColor, bool bRenderWhenOccluded, bool bRenderWhenUnoccluded, int nSplitScreenSlot)
{
int nIndex;
if (m_nFirstFreeSlot == GlowObjectDefinition_t::END_OF_FREE_LIST)
{
nIndex = m_GlowObjectDefinitions.AddToTail();
}
else
{
nIndex = m_nFirstFreeSlot;
m_nFirstFreeSlot = m_GlowObjectDefinitions[nIndex].m_nNextFreeSlot;
}
m_GlowObjectDefinitions[nIndex].m_hEntity = pEntity;
m_GlowObjectDefinitions[nIndex].m_vGlowColor = Vector((float)GlowColor.r() / 255.0f, (float)GlowColor.g() / 255.0f, (float)GlowColor.b() / 255.0f);
m_GlowObjectDefinitions[nIndex].m_flGlowAlpha = (float)GlowColor.a() / 255.f;
m_GlowObjectDefinitions[nIndex].flUnk = 0.0f;
m_GlowObjectDefinitions[nIndex].m_flBloomAmount = 1.0f;
m_GlowObjectDefinitions[nIndex].localplayeriszeropoint3 = 0.0f;
m_GlowObjectDefinitions[nIndex].m_bRenderWhenOccluded = bRenderWhenOccluded;
m_GlowObjectDefinitions[nIndex].m_bRenderWhenUnoccluded = bRenderWhenUnoccluded;
m_GlowObjectDefinitions[nIndex].m_bFullBloomRender = false;
m_GlowObjectDefinitions[nIndex].m_nFullBloomStencilTestValue = 0;
m_GlowObjectDefinitions[nIndex].m_nSplitScreenSlot = nSplitScreenSlot;
m_GlowObjectDefinitions[nIndex].m_nNextFreeSlot = GlowObjectDefinition_t::ENTRY_IN_USE;
return nIndex;
}
void UnregisterGlowObject(int nGlowObjectHandle)
{
if (!m_GlowObjectDefinitions[nGlowObjectHandle].IsUnused())
return;
m_GlowObjectDefinitions[nGlowObjectHandle].m_nNextFreeSlot = m_nFirstFreeSlot;
m_GlowObjectDefinitions[nGlowObjectHandle].m_hEntity = NULL;
m_nFirstFreeSlot = nGlowObjectHandle;
}
int HasGlowEffect(CBaseEntity* pEntity)
{
for (int i = 0; i < m_GlowObjectDefinitions.Count(); ++i)
{
if (!m_GlowObjectDefinitions.IsUnused() && m_GlowObjectDefinitions.m_hEntity == pEntity)
return i;
}
return NULL;
}
class GlowObjectDefinition_t
{
public:
void Set(Color color)
{
m_vGlowColor = Vector((float)color.r() / 255.0f, (float)color.g() / 255.0f, (float)color.b() / 255.0f);
m_flGlowAlpha = (float)color.a() / 255.0f;
m_bRenderWhenOccluded = true;
m_bRenderWhenUnoccluded = false;
m_flBloomAmount = 1.0f;
}
CBaseEntity* GetEnt()
{
return m_hEntity;
}
bool IsUnused() const { return m_nNextFreeSlot != GlowObjectDefinition_t::ENTRY_IN_USE; }
public:
CBaseEntity* m_hEntity;
Vector m_vGlowColor;
float m_flGlowAlpha;
char unknown[4]; //pad
float flUnk; //confirmed to be treated as a float while reversing glow functions
float m_flBloomAmount;
float localplayeriszeropoint3;
bool m_bRenderWhenOccluded;
bool m_bRenderWhenUnoccluded;
bool m_bFullBloomRender;
char unknown1[1]; //pad
int m_nFullBloomStencilTestValue; // 0x28
int iUnk; //appears like it needs to be zero
int m_nSplitScreenSlot; //Should be -1
// Linked list of free slots
int m_nNextFreeSlot;
// Special values for GlowObjectDefinition_t::m_nNextFreeSlot
static const int END_OF_FREE_LIST = -1;
static const int ENTRY_IN_USE = -2;
};
CUtlVector< GlowObjectDefinition_t > m_GlowObjectDefinitions;
int m_nFirstFreeSlot;
};
class CTools
{
private:
PlayerData m_PlayerData[128];
public:
CTools(void);
void ClampMovement(CUserCmd *pCmd);
ULONG FindPatternAlt(std::string szModuleName, PBYTE pbPattern, std::string szMask, ULONG uCodeBase, ULONG uSizeOfCode);
void Normalize(SDK::Vector &vIn, SDK::Vector &vOut);
void VectorTransform(Vector& in1, matrix3x4a_t& in2, Vector &out);
void AngleVectors(const SDK::Vector &angles, SDK::Vector *forward, SDK::Vector *right, SDK::Vector *up);
bool GetHitboxVector(CBaseEntity* pBaseEntity, int iHitbox, Vector& vecHitbox);
bool IsAbleToShoot(CBaseEntity* pBaseEntity, CBaseCombatWeapon* pWeapon);
bool IsBreakableEntity(CBaseEntity* pBaseEntity);
bool IsVisible(Vector& StartPos, Vector& EndPos, CBaseEntity* localPly, CBaseEntity* pEnt);
bool IsVisibles(int bone, CBaseEntity* pLocal, CBaseEntity* pEntity);
bool TraceDidHitWorld(IEngineTrace::trace_t* pTrace);
bool TraceDidHitNonWorldEntity(IEngineTrace::trace_t* pTrace);
bool TraceToExit(Vector& vecEnd, IEngineTrace::trace_t* pEnterTrace, Vector vecStart, Vector vecDir, IEngineTrace::trace_t* pExitTrace);
bool WorldToScreen(const Vector& vecOrigin, Vector& vecScreen);
CBaseEntity* GetLocalPlayer(void);
DWORD_PTR FindPattern(std::string strModuleName, PBYTE pbPattern, std::string strMask, DWORD_PTR nCodeBase = 0, DWORD_PTR nSizeOfCode = 0);
float DotProduct(const float *v1, const float *v2);
float DotProduct(const Vector& v1, const Vector& v2);
float GetDistance(const Vector& vecOrigin, const Vector& vecOther);
//float GetFoV(QAngle qAngles, Vector vecSource, Vector vecDestination, bool bDistanceBased = false);
float GetFoV(const QAngle& qViewAngle, const QAngle& qAimAngle);
float GetHitgroupDamageMult(int iHitgroup);
IMaterial* CreateMaterial(bool bFullbright, bool bIgnorez);
IMaterial* CreateMaterial(bool bShouldIgnoreZ, bool bFullBright, bool bIsWireframe);
mstudiobbox_t* GetHitboxData(CBaseEntity* pBaseEntity, int iHitbox);
bool GetHitboxVector2(CBaseEntity* target, int iBone, Hitbox* hitbox);
PlayerData* GetPlayerData(int iIndex);
QAngle GetAntiAimAngles(CBaseEntity* pBaseEntity, bool bEnemyOnly = true);
void AngleVectors(const QAngle& qAngles, Vector& vecForward);
void AngleVectors2(const QAngle & qAngles, Vector& vecForward, Vector& vecRight, Vector& vecUp);
void CalcAngle(const Vector& vecSource, const Vector& vecDestination, QAngle& qAngles);
void ClampAngles(QAngle& qAngles);
void UTIL_TraceLine(const Vector& vecStart, const Vector& vecEnd, unsigned int nMask, CBaseEntity* pCSIgnore, IEngineTrace::trace_t* pTrace);
void ForceFullUpdate(void);
void ForceMaterial(Color color, IMaterial* material, bool useColor = true, bool forceMaterial = true);
void MakeVector(QAngle qAngles, Vector& vecOut);
void MatrixToVector(const matrix3x4_t& pMatrix, Vector& out);
void NormalizeVector(Vector& vecIn);
void ScaleDamage(int iHitgroup, CBaseEntity* pBaseEntity, float flWeaponArmorRatio, float& flDamage);
void SinCos(float flRadians, float* pflSine, float* pflCosine);
void VectorAngles(const Vector &vecForward, Vector &vecAngles);
void VectorTransform(const float *in1, const matrix3x4_t& in2, float *out);
void VectorTransform(const Vector& in1, const matrix3x4_t& in2, Vector& out);
void ClearPlayerData(void);
void RandomSeed(UINT Seed);
float RandomFloat(float fMin, float fMax);
bool GetHitboxPosition(CBaseEntity* pBaseEntity, int iHitBox, Vector& vOut);
float GetFov(SDK::Vector ViewOffSet, SDK::Vector View, SDK::CBaseEntity* pEntity, int aHitBox);
void NormalizeDelta(SDK::Vector &vIn, SDK::Vector &vOut);
bool IsValids(int iEnt, SDK::CBaseEntity* pLocal, SDK::CUserCmd *pCmd);
bool NonVisIsValid(int iEnt, SDK::CBaseEntity* pLocal);
int AATARGE(SDK::CUserCmd *pCmd, SDK::CBaseEntity* pLocalEntity, SDK::CBaseCombatWeapon* pWeapon);
bool IsValidTARGET(int iEnt, SDK::CBaseEntity* pLocal);
};
}
#endif
/*COPY PASTES!!!*/
///NoSpread
/*
float fRand1 = RandomFloat( 0.f, 1.f ); // the game does some checks here, didn't bother to see if they ever return false
float fRandPi1 = RandomFloat( 0.f, 2.f * (float) M_PI );
float fRand2 = RandomFloat( 0.f, 1.f ); // the game does some checks here, didn't bother to see if they ever return false
float fRandPi2 = RandomFloat( 0.f, 2.f * (float) M_PI );
float fRandInaccuracy = fRand1 * pWeapon->GetInaccuracy();
float fRandSpread = fRand2 * pWeapon->GetSpread();
float fSpreadX = cos( fRandPi1 ) * fRandInaccuracy + cos( fRandPi2 ) * fRandSpread;
float fSpreadY = sin( fRandPi1 ) * fRandInaccuracy + sin( fRandPi2 ) * fRandSpread;
*/
 
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comeback?
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Под код/хайд ставь. Ну и не нужно было.
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
comeback?
Участник
Статус
Оффлайн
Регистрация
14 Янв 2017
Сообщения
581
Реакции[?]
197
Поинты[?]
0
Забаненный
Статус
Оффлайн
Регистрация
13 Мар 2017
Сообщения
83
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93
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
уже не работает :grinning:
 
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