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Автор темы
- #1
C++:
auto g_ChatElement = FindHudElement<C_BasePlayer::C_BaseHudChat>("CHudChat");
C++:
class C_BasePlayer : public C_BaseEntity
{
public:
static __forceinline C_BasePlayer* GetPlayerByUserId(int id)
{
return static_cast<C_BasePlayer*>(GetEntityByIndex(g_EngineClient->GetPlayerForUserID(id)));
}
static __forceinline C_BasePlayer* GetPlayerByIndex(int i)
{
return static_cast<C_BasePlayer*>(GetEntityByIndex(i));
}
NETVAR(bool, m_bHasDefuser, "DT_CSPlayer", "m_bHasDefuser");
NETVAR(bool, m_bGunGameImmunity, "DT_CSPlayer", "m_bGunGameImmunity");
NETVAR(int32_t, m_iShotsFired, "DT_CSPlayer", "m_iShotsFired");
NETVAR(QAngle, m_angEyeAngles, "DT_CSPlayer", "m_angEyeAngles[0]");
NETVAR(int, m_ArmorValue, "DT_CSPlayer", "m_ArmorValue");
NETVAR(bool, m_bHasHeavyArmor, "DT_CSPlayer", "m_bHasHeavyArmor");
NETVAR(bool, m_bHasHelmet, "DT_CSPlayer", "m_bHasHelmet");
NETVAR(bool, m_bIsScoped, "DT_CSPlayer", "m_bIsScoped");;
NETVAR(float, m_flLowerBodyYawTarget, "DT_CSPlayer", "m_flLowerBodyYawTarget");
NETVAR(int32_t, m_iHealth, "DT_BasePlayer", "m_iHealth");
NETVAR(int32_t, m_lifeState, "DT_BasePlayer", "m_lifeState");
NETVAR(int32_t, m_fFlags, "DT_BasePlayer", "m_fFlags");
NETVAR(int32_t, m_nTickBase, "DT_BasePlayer", "m_nTickBase");
NETVAR(Vector, m_vecViewOffset, "DT_BasePlayer", "m_vecViewOffset[0]");
NETVAR(QAngle, m_viewPunchAngle, "DT_BasePlayer", "m_viewPunchAngle");
NETVAR(QAngle, m_aimPunchAngle, "DT_BasePlayer", "m_aimPunchAngle");
NETVAR(CHandle<C_BaseViewModel>, m_hViewModel, "DT_BasePlayer", "m_hViewModel[0]");
NETVAR(Vector, m_vecVelocity, "DT_BasePlayer", "m_vecVelocity[0]");
NETVAR(float, m_flMaxspeed, "DT_BasePlayer", "m_flMaxspeed");
NETVAR(CHandle<C_BasePlayer>, m_hObserverTarget, "DT_BasePlayer", "m_hObserverTarget");
NETVAR(float, m_flFlashMaxAlpha, "DT_CSPlayer", "m_flFlashMaxAlpha");
NETVAR(int32_t, m_nHitboxSet, "DT_BaseAnimating", "m_nHitboxSet");
NETVAR(CHandle<C_BaseCombatWeapon>, m_hActiveWeapon, "DT_BaseCombatCharacter", "m_hActiveWeapon");
NETVAR(int32_t, m_iAccount, "DT_CSPlayer", "m_iAccount");
NETVAR(float, m_flFlashDuration, "DT_CSPlayer", "m_flFlashDuration");
NETVAR(float, m_flSimulationTime, "DT_BaseEntity", "m_flSimulationTime");
NETVAR(float, m_flCycle, "DT_BaseAnimating", "m_flCycle");
NETVAR(int, m_nSequence, "DT_BaseViewModel", "m_nSequence");
NETVAR(float, m_flNextAttack, "DT_BaseCombatCharacter", "m_flNextAttack");
//NETVAR(int, m_iAccount, "DT_CSPlayer", "m_iAccount");
class C_BaseHudChat
{
public:
enum ChatFilters
{
CHAT_FILTER_NONE = 0,
CHAT_FILTER_JOINLEAVE = 0x000001,
CHAT_FILTER_NAMECHANGE = 0x000002,
CHAT_FILTER_PUBLICCHAT = 0x000004,
CHAT_FILTER_SERVERMSG = 0x000008,
CHAT_FILTER_TEAMCHANGE = 0x000010,
CHAT_FILTER_ACHIEVEMENT = 0x000020,
};
void ChatPrintf(int iPlayerIndex, int iFilter, const char* fmt, ...)
{
char msg[1024];
va_list args;
va_start(args, fmt);
vsnprintf(msg, 1024, fmt, args);
CallVFunction<void(__cdecl*)(void*, int, int, const char*, ...)>(this, 27)(this, iPlayerIndex, iFilter, fmt);
va_end(args);
}
};
NETVAR(QAngle, m_angAbsAngles, "DT_BaseEntity", "m_angAbsAngles");
NETVAR(Vector, m_angAbsOrigin, "DT_BaseEntity", "m_angAbsOrigin");
NETVAR(float, m_flDuckSpeed, "DT_BasePlayer", "m_flDuckSpeed");
NETVAR(float, m_flDuckAmount, "DT_BasePlayer", "m_flDuckAmount");
std::array<float, 24> &m_flPoseParameter() const {
static int _m_flPoseParameter = NetvarSys::Get().GetOffset("DT_BaseAnimating", "m_flPoseParameter");
return *(std::array<float, 24>*)((uintptr_t)this + _m_flPoseParameter);
}
PNETVAR(CHandle<C_BaseCombatWeapon>, m_hMyWeapons, "DT_BaseCombatCharacter", "m_hMyWeapons");
PNETVAR(CHandle<C_BaseAttributableItem>, m_hMyWearables, "DT_BaseCombatCharacter", "m_hMyWearables");
PNETVAR(char, m_szLastPlaceName, "DT_BasePlayer", "m_szLastPlaceName");
NETPROP(m_flLowerBodyYawTargetProp, "DT_CSPlayer", "m_flLowerBodyYawTarget");
CUserCmd*& m_pCurrentCommand();
/*gladiator v2*/
void InvalidateBoneCache();
int GetNumAnimOverlays();
AnimationLayer *GetAnimOverlays();
AnimationLayer *GetAnimOverlay(int i);
int GetSequenceActivity(int sequence);
CCSGOPlayerAnimState *GetPlayerAnimState();
static void UpdateAnimationState(CCSGOPlayerAnimState *state, QAngle angle);
static void ResetAnimationState(CCSGOPlayerAnimState *state);
void CreateAnimationState(CCSGOPlayerAnimState *state);
float_t &m_surfaceFriction()
{
static unsigned int _m_surfaceFriction = Utils::FindInDataMap(GetPredDescMap(), "m_surfaceFriction");
return *(float_t*)((uintptr_t)this + _m_surfaceFriction);
}
Vector &m_vecBaseVelocity()
{
static unsigned int _m_vecBaseVelocity = Utils::FindInDataMap(GetPredDescMap(), "m_vecBaseVelocity");
return *(Vector*)((uintptr_t)this + _m_vecBaseVelocity);
}
float_t &m_flMaxspeed()
{
static unsigned int _m_flMaxspeed = Utils::FindInDataMap(GetPredDescMap(), "m_flMaxspeed");
return *(float_t*)((uintptr_t)this + _m_flMaxspeed);
}
float& C_BasePlayer::m_flHealthShotBoostExpirationTime()
{
static int m_flHealthShotBoostExpirationTime = NetvarSys::Get().GetOffset("DT_CSPlayer", "m_flHealthShotBoostExpirationTime");
return *(float*)((uintptr_t)this + m_flHealthShotBoostExpirationTime);
}
Vector GetEyePos();
player_info_t GetPlayerInfo();
bool IsAlive();
bool IsFlashed();
bool HasC4();
Vector GetHitboxPos(int hitbox_id);
mstudiobbox_t * GetHitbox(int hitbox_id);
bool GetHitboxPos(int hitbox, Vector &output);
Vector GetBonePos(int bone);
bool CanSeePlayer(C_BasePlayer* player, int hitbox);
bool CanSeePlayer(C_BasePlayer* player, const Vector& pos);
void UpdateClientSideAnimation();
Vector abs_origin();
int m_nMoveType();
QAngle * GetVAngles();
float_t m_flSpawnTime();
};