#pragma once
//fixed by shonax
#include "..\includes.hpp"
#include "interfaces\IClientEntity.hpp"
#include "misc\EHandle.hpp"
#include "misc\UtlVector.hpp"
#include "math\QAngle.hpp"
#include "..\utils\netmanager.hpp"
#include "misc\CBoneAccessor.hpp"
#include "..\cheats\misc\fakelag.h"
#include "..\sdk\misc\Recv.hpp"
#define min(a, b) (((a) < (b)) ? (a) : (b))
#define max(a, b) (((a) > (b)) ? (a) : (b))
#define TIME_TO_TICKS(t) ((int)(0.5f + (float)(t) / m_globals()->m_intervalpertick))
#define TICKS_TO_TIME(t) (m_globals()->m_intervalpertick * (t))
#define NETVAR(type, name, table, netvar) \
type& name##() const { \
static int _##name = netvars::get().get_offset(table, netvar); \
return *(type*)((uintptr_t)this + _##name); \
}
#define PNETVAR(type, name, table, netvar) \
type* name##() const { \
static int _##name = netvars::get().get_offset(table, netvar); \
return (type*)((uintptr_t)this + _##name); \
}
#define OFFSET(type, name, offset)\
type &name##() const\
{\
return *(type*)(uintptr_t(this) + offset);\
}
class player_t;
struct datamap_t;
enum CSWeaponType
{
WEAPONTYPE_KNIFE = 0,
WEAPONTYPE_PISTOL,
WEAPONTYPE_SUBMACHINEGUN,
WEAPONTYPE_RIFLE,
WEAPONTYPE_SHOTGUN,
WEAPONTYPE_SNIPER_RIFLE,
WEAPONTYPE_MACHINEGUN,
WEAPONTYPE_C4,
WEAPONTYPE_PLACEHOLDER,
WEAPONTYPE_GRENADE,
WEAPONTYPE_UNKNOWN
};
class VarMapEntry_t
{
public:
unsigned short type;
unsigned short m_bNeedsToInterpolate;
void* data;
void* watcher;
};
struct VarMapping_t
{
VarMapping_t()
{
m_Entries = nullptr;
m_nInterpolatedEntries = 0;
m_lastInterpolationTime = 0.0f;
}
VarMapEntry_t* m_Entries;
int m_nInterpolatedEntries;
float m_lastInterpolationTime;
};
struct client_hit_verify_t
{
Vector position;
float time;
float expires;
};
class AnimationLayer;
class c_baseplayeranimationstate;
class entity_t;
class clientanimating_t;
class weapon_info_t
{
public:
char pad_0000[4]; //0x0000
char* ConsoleName; //0x0004
char pad_0008[12]; //0x0008
int iMaxClip1; //0x0014
char pad_0018[12]; //0x0018
int iMaxClip2; //0x0024
char pad_0028[4]; //0x0028
char* szWorldModel; //0x002C
char* szViewModel; //0x0030
char* szDropedModel; //0x0034
char pad_0038[4]; //0x0038
char* N00000984; //0x003C
char pad_0040[56]; //0x0040
char* szEmptySound; //0x0078
char pad_007C[4]; //0x007C
char* szBulletType; //0x0080
char pad_0084[4]; //0x0084
char* szHudName; //0x0088
char* szWeaponName; //0x008C
char pad_0090[60]; //0x0090
int WeaponType; //0x00CC
int iWeaponPrice; //0x00D0
int iKillAward; //0x00D4
char* szAnimationPrefex; //0x00D8
float flCycleTime; //0x00DC
float flCycleTimeAlt; //0x00E0
float flTimeToIdle; //0x00E4
float flIdleInterval; //0x00E8
bool bFullAuto; //0x00EC
char pad_00ED[3]; //0x00ED
int iDamage; //0x00F0
float headshotmultiplyier;
float flArmorRatio; //0x00F4
int iBullets; //0x00F8
float flPenetration; //0x00FC
float flFlinchVelocityModifierLarge; //0x0100
float flFlinchVelocityModifierSmall; //0x0104
float flRange; //0x0108
float flRangeModifier; //0x010C
char pad_0110[28]; //0x0110
int iCrosshairMinDistance; //0x012C
float flMaxPlayerSpeed; //0x0130
float flMaxPlayerSpeedAlt; //0x0134
char pad_0138[4]; //0x0138
float flSpread; //0x013C
float flSpreadAlt; //0x0140
float flInaccuracyCrouch; //0x0144
float flInaccuracyCrouchAlt; //0x0148
float flInaccuracyStand; //0x014C
float flInaccuracyStandAlt; //0x0150
float flInaccuracyJumpIntial; //0x0154
float flInaccaurcyJumpApex;
float flInaccuracyJump; //0x0158
float flInaccuracyJumpAlt; //0x015C
float flInaccuracyLand; //0x0160
float flInaccuracyLandAlt; //0x0164
float flInaccuracyLadder; //0x0168
float flInaccuracyLadderAlt; //0x016C
float flInaccuracyFire; //0x0170
float flInaccuracyFireAlt; //0x0174
float flInaccuracyMove; //0x0178
float flInaccuracyMoveAlt; //0x017C
float flInaccuracyReload; //0x0180
int iRecoilSeed; //0x0184
float flRecoilAngle; //0x0188
float flRecoilAngleAlt; //0x018C
float flRecoilVariance; //0x0190
float flRecoilAngleVarianceAlt; //0x0194
float flRecoilMagnitude; //0x0198
float flRecoilMagnitudeAlt; //0x019C
float flRecoilMagnatiudeVeriance; //0x01A0
float flRecoilMagnatiudeVerianceAlt; //0x01A4
float flRecoveryTimeCrouch; //0x01A8
float flRecoveryTimeStand; //0x01AC
float flRecoveryTimeCrouchFinal; //0x01B0
float flRecoveryTimeStandFinal; //0x01B4
int iRecoveryTransititionStartBullet; //0x01B8
int iRecoveryTransititionEndBullet; //0x01BC
bool bUnzoomAfterShot; //0x01C0
char pad_01C1[31]; //0x01C1
char* szWeaponClass; //0x01E0
char pad_01E4[56]; //0x01E4
float flInaccuracyPitchShift; //0x021C
float flInaccuracySoundThreshold; //0x0220
float flBotAudibleRange; //0x0224
char pad_0228[12]; //0x0228
bool bHasBurstMode; //0x0234
};
struct NoticeText_t
{
wchar_t text[512];
int unk0; // 0x400
float unk1; // 0x404
float unk2; // 0x408
int unk3; // 0x40C
float time; // 0x410
int unk4; // 0x414
float fade; // 0x418
int unk5; // 0x41C
};
struct KillFeed_t
{
char pad[0x7C];
CUtlVector <NoticeText_t> notices;
};
class entity_t : public IClientEntity
{
public:
NETVAR(int, body, crypt_str("CBaseAnimating"), crypt_str("m_nBody"));
NETVAR(int, m_nModelIndex, crypt_str("CBaseEntity"), crypt_str("m_nModelIndex"));
NETVAR(int, m_iTeamNum, crypt_str("CBaseEntity"), crypt_str("m_iTeamNum"));
NETVAR(Vector, m_vecOrigin, crypt_str("CBaseEntity"), crypt_str("m_vecOrigin"));
NETVAR(CHandle <player_t>, m_hOwnerEntity, crypt_str("CBaseEntity"), crypt_str("m_hOwnerEntity"));
NETVAR(int, m_CollisionGroup, crypt_str("CBaseEntity"), crypt_str("m_CollisionGroup"));
NETVAR(int, m_nSequence, crypt_str("CBaseAnimating"), crypt_str("m_nSequence"));
void set_m_bUseCustomBloomScale(byte value)
{
*reinterpret_cast<byte*>(uintptr_t(this) + (int)netvars::get().get_offset(crypt_str("CEnvTonemapController"), crypt_str("m_bUseCustomBloomScale"))) = value;
}
void set_m_flCustomBloomScale(float value)
{
*reinterpret_cast<float*>(uintptr_t(this) + (int)netvars::get().get_offset(crypt_str("CEnvTonemapController"), crypt_str("m_flCustomBloomScale"))) = value;
}
void set_m_bUseCustomAutoExposureMin(byte value)
{
*reinterpret_cast<byte*>(uintptr_t(this) + (int)netvars::get().get_offset(crypt_str("CEnvTonemapController"), crypt_str("m_bUseCustomAutoExposureMin"))) = value;
}
void set_m_flCustomAutoExposureMin(float value)
{
*reinterpret_cast<float*>(uintptr_t(this) + (int)netvars::get().get_offset(crypt_str("CEnvTonemapController"), crypt_str("m_flCustomAutoExposureMin"))) = value;
}
void set_m_bUseCustomAutoExposureMax(byte value)
{
*reinterpret_cast<byte*>(uintptr_t(this) + (int)netvars::get().get_offset(crypt_str("CEnvTonemapController"), crypt_str("m_bUseCustomAutoExposureMax"))) = value;
}
void set_m_flCustomAutoExposureMax(float value)
{
*reinterpret_cast<float*>(uintptr_t(this) + (int)netvars::get().get_offset(crypt_str("CEnvTonemapController"), crypt_str("m_flCustomAutoExposureMax"))) = value;
}
const matrix3x4_t& m_rgflCoordinateFrame()
{
static auto _m_rgflCoordinateFrame = netvars::get().get_offset(crypt_str("CBaseEntity"), crypt_str("m_CollisionGroup")) - 0x30;
return *(matrix3x4_t*)((uintptr_t)this + _m_rgflCoordinateFrame);
}
int GetPropInt(std::string& table, std::string& var)
{
static auto offset = netvars::get().get_offset(table.c_str(), var.c_str());
int val = *(int*)(uintptr_t(this) + (int)offset);
return val;
}
float GetPropFloat(std::string& table, std::string& var)
{
static auto offset = netvars::get().get_offset(table.c_str(), var.c_str());
float val = *(float*)(uintptr_t(this) + (int)offset);
return val;
}
bool GetPropBool(std::string& table, std::string& var)
{
static auto offset = netvars::get().get_offset(table.c_str(), var.c_str());
bool val = *(bool*)(uintptr_t(this) + (int)offset);
return val;
}
std::string GetPropString(std::string& table, std::string& var)
{
static auto offset = netvars::get().get_offset(table.c_str(), var.c_str());
char* val = (char*)(uintptr_t(this) + (int)offset);
return std::string(val);
}
void SetPropInt(std::string& table, std::string& var, int val)
{
*reinterpret_cast<int*>(uintptr_t(this) + (int)netvars::get().get_offset(table.c_str(), var.c_str())) = val;
}
void SetPropFloat(std::string& table, std::string& var, float val)
{
*reinterpret_cast<float*>(uintptr_t(this) + (int)netvars::get().get_offset(table.c_str(), var.c_str())) = val;
}
void SetPropBool(std::string& table, std::string& var, bool val)
{
*reinterpret_cast<float*>(uintptr_t(this) + (int)netvars::get().get_offset(table.c_str(), var.c_str())) = val;
}
datamap_t* GetPredDescMap();
std::array <float, 24>& m_flPoseParameter();
bool is_player();
void set_model_index(int index);
void set_abs_angles(const Vector& angle);
void set_abs_origin(const Vector& origin);
int getMuzzleAttachmentIndex1stPerson(entity_t* viewModel);
int getMuzzleAttachmentIndex3rdPerson();
};
class attributableitem_t : public entity_t
{
public:
NETVAR(int, m_iItemDefinitionIndex, crypt_str("CBaseAttributableItem"), crypt_str("m_iItemDefinitionIndex"));
NETVAR(int, m_nFallbackStatTrak, crypt_str("CBaseAttributableItem"), crypt_str("m_nFallbackStatTrak"));
NETVAR(int, m_nFallbackPaintKit, crypt_str("CBaseAttributableItem"), crypt_str("m_nFallbackPaintKit"));
NETVAR(int, m_nFallbackSeed, crypt_str("CBaseAttributableItem"), crypt_str("m_nFallbackSeed"));
NETVAR(float, m_flFallbackWear, crypt_str("CBaseAttributableItem"), crypt_str("m_flFallbackWear"));
NETVAR(int, m_iAccountID, crypt_str("CBaseAttributableItem"), crypt_str("m_iAccountID"));
NETVAR(int, m_iItemIDHigh, crypt_str("CBaseAttributableItem"), crypt_str("m_iItemIDHigh"));
PNETVAR(char, m_szCustomName, crypt_str("CBaseAttributableItem"), crypt_str("m_szCustomName"));
NETVAR(int, m_OriginalOwnerXuidLow, crypt_str("CBaseAttributableItem"), crypt_str("m_OriginalOwnerXuidLow"));
NETVAR(int, m_OriginalOwnerXuidHigh, crypt_str("CBaseAttributableItem"), crypt_str("m_OriginalOwnerXuidHigh"));
NETVAR(int, m_iEntityQuality, crypt_str("CBaseAttributableItem"), crypt_str("m_iEntityQuality"));
};
class weapon_t : public attributableitem_t
{
public:
NETVAR(float, m_flNextPrimaryAttack, crypt_str("CBaseCombatWeapon"), crypt_str("m_flNextPrimaryAttack"));
NETVAR(float, m_flNextSecondaryAttack, crypt_str("CBaseCombatWeapon"), crypt_str("m_flNextSecondaryAttack"));
NETVAR(bool, initialized, crypt_str("CBaseAttributableItem"), crypt_str("m_bInitialized"));
NETVAR(int, weapon, crypt_str("CBaseViewModel"), crypt_str("m_hWeapon"));
NETVAR(short, m_iItemDefinitionIndex, crypt_str("CBaseCombatWeapon"), crypt_str("m_iItemDefinitionIndex"));
NETVAR(int, m_iClip1, crypt_str("CBaseCombatWeapon"), crypt_str("m_iClip1"));
NETVAR(int, m_iViewModelIndex, crypt_str("CBaseCombatWeapon"), crypt_str("m_iViewModelIndex"));
NETVAR(int, m_iWorldModelIndex, crypt_str("CBaseCombatWeapon"), crypt_str("m_iWorldModelIndex"));
NETVAR(float, m_fAccuracyPenalty, crypt_str("CWeaponCSBase"), crypt_str("m_fAccuracyPenalty"));
NETVAR(int, m_zoomLevel, crypt_str("CWeaponCSBaseGun"), crypt_str("m_zoomLevel"));
NETVAR(bool, m_bPinPulled, crypt_str("CBaseCSGrenade"), crypt_str("m_bPinPulled"));
NETVAR(float, m_fThrowTime, crypt_str("CBaseCSGrenade"), crypt_str("m_fThrowTime"));
NETVAR(float, m_flPostponeFireReadyTime, crypt_str("CWeaponCSBase"), crypt_str("m_flPostponeFireReadyTime"));
NETVAR(float, m_fLastShotTime, crypt_str("CWeaponCSBase"), crypt_str("m_fLastShotTime"));
NETVAR(float, m_flRecoilSeed, crypt_str("CWeaponCSBase"), crypt_str("m_flRecoilIndex"));
NETVAR(int, m_weaponMode, crypt_str("CWeaponCSBase"), crypt_str("m_weaponMode"));
NETVAR(CHandle <weapon_t>, m_hWeaponWorldModel, crypt_str("CBaseCombatWeapon"), crypt_str("m_hWeaponWorldModel"));
bool can_shift_tickbase(int tickbase_shift);
weapon_info_t* get_csweapon_info();
bool is_empty();
bool can_fire(bool check_revolver);
int get_weapon_group(bool rage);
bool is_rifle();
bool is_smg();
bool is_shotgun();
bool is_pistol();
bool is_sniper();
bool is_grenade();
bool is_knife();
bool is_non_aim();
bool can_double_tap();
int get_max_tickbase_shift();
float get_inaccuracy();
float get_spread();
void update_accuracy_penality();
char* get_icon();
std::string get_name();
};
class viewmodel_t;
class projectile_t : public entity_t
{
public:
NETVAR(Vector, m_vInitialVelocity, crypt_str("CBaseCSGrenadeProjectile"), crypt_str("m_vInitialVelocity"));
NETVAR(int, m_flAnimTime, crypt_str("CBaseCSGrenadeProjectile"), crypt_str("m_flAnimTime"));
NETVAR(int, m_nExplodeEffectTickBegin, crypt_str("CBaseCSGrenadeProjectile"), crypt_str("m_nExplodeEffectTickBegin"));
NETVAR(int, m_nBody, crypt_str("CBaseCSGrenadeProjectile"), crypt_str("m_nBody"));
NETVAR(int, m_nForceBone, crypt_str("CBaseCSGrenadeProjectile"), crypt_str("m_nForceBone"));
NETVAR(Vector, m_vecVelocity, crypt_str("CBaseGrenade"), crypt_str("m_vecVelocity"));
NETVAR(CHandle<player_t>, m_hThrower, "CBaseGrenade", "m_hThrower");
NETVAR(Vector, m_vecOrigin, crypt_str("CBaseCSGrenadeProjectile"), crypt_str("m_vecOrigin"));
OFFSET(float, m_flSpawnTime, netvars::get().get_offset(crypt_str("CBaseCSGrenadeProjectile"), crypt_str("m_vecExplodeEffectOrigin")) + 0xC);
};
class player_t : public entity_t
{
public:
// helper methods.
template< typename t >
inline t& get(size_t offset) { return *reinterpret_cast<t*>(reinterpret_cast<std::size_t>(this) + offset); }
enum indices : size_t {
GETREFEHANDLE = 2,
GETABSORIGIN = 10,
GETABSANGLES = 11,
TESTHITBOXES = 52,
SET_MODEL_INDEX = 75,
GETATTACHMENT = 84,
THINK = 139, // from that place and more +1 to idx for last upd
EYEANGLESPOSITION = 169,
ISFOLLOWINGENTITY = 178,
BUILDTRANSFORMATIONS = 190,
UPDATE_IK_LOCKS = 192,
CALCULATE_IK_LOCKS = 193,
DOEXTRABONEPROCESSING = 198,
STANDARDBLENDINGRULES = 206,
ACCUMULATELAYERS = 209,
SETSEQUENCY = 219,
STUDIOFRAMEADVANCE = 220,
GETLAYERSEQUENCYCICLERATE = 223,
UPDATECLIENTSIDEANIMATION = 224, // 55 8B EC 51 56 8B F1 80 BE ? ? ? ? ? 74 36
UPDATE_DISPATCH_LAYER = 247,
GETACTIVEWEAPON = 268,
WEAPONSHOOTPOSITION = 285,
CALCVIEW = 277,
PRETHINK = 318,
POSTTHINK = 319,
RUNPOSTTHINK = 320,
GETFOV = 327,
SELECT_ITEM = 330,
UPDATECOLLISIONBOUNDS = 340, // 56 57 8B F9 8B 0D ? ? ? ? F6 87 ? ? ? ? ?
GETAIMPUNCHANG = 346,
GETEYEPOSITION = 348,
GETAIMPUNCH = 409
};
CUserCmd*& m_pCurrentCommand();
NETVAR(bool, m_bClientSideAnimation, crypt_str("CBaseAnimating"), crypt_str("m_bClientSideAnimation"));
NETVAR(bool, m_bHasDefuser, crypt_str("CCSPlayer"), crypt_str("m_bHasDefuser"));
NETVAR(bool, m_bGunGameImmunity, crypt_str("CCSPlayer"), crypt_str("m_bGunGameImmunity"));
NETVAR(int, m_iShotsFired, crypt_str("CCSPlayer"), crypt_str("m_iShotsFired"));
NETVAR(Vector, m_angEyeAngles, crypt_str("CCSPlayer"), crypt_str("m_angEyeAngles[0]"));
NETVAR(Vector, m_angRotation, crypt_str("CBaseEntity"), crypt_str("m_angRotation"));
NETVAR(int, m_ArmorValue, crypt_str("CCSPlayer"), crypt_str("m_ArmorValue"));
NETVAR(int, m_iAccount, crypt_str("CCSPlayer"), crypt_str("m_iAccount"));
NETVAR(bool, m_bHasHelmet, crypt_str("CCSPlayer"), crypt_str("m_bHasHelmet"));
NETVAR(bool, m_bHasHeavyArmor, crypt_str("CCSPlayer"), crypt_str("m_bHasHeavyArmor"));
NETVAR(bool, m_bIsScoped, crypt_str("CCSPlayer"), crypt_str("m_bIsScoped"));
NETVAR(float, m_flLowerBodyYawTarget, crypt_str("CCSPlayer"), crypt_str("m_flLowerBodyYawTarget"));
NETVAR(float, m_flFlashDuration, crypt_str("CCSPlayer"), crypt_str("m_flFlashDuration"));
NETVAR(CBaseHandle, m_hVehicle, crypt_str("CBasePlayer"), crypt_str("m_hVehicle"));
NETVAR(int, m_iHealth, crypt_str("CBasePlayer"), crypt_str("m_iHealth"));
NETVAR(int, m_lifeState, crypt_str("CBasePlayer"), crypt_str("m_lifeState"));
NETVAR(int, m_fFlags, crypt_str("CBasePlayer"), crypt_str("m_fFlags"));
NETVAR(int, m_nHitboxSet, crypt_str("CBasePlayer"), crypt_str("m_nHitboxSet"));
NETVAR(int, m_nTickBase, crypt_str("CBasePlayer"), crypt_str("m_nTickBase"));
NETVAR(Vector, m_vecViewOffset, crypt_str("CBasePlayer"), crypt_str("m_vecViewOffset[0]"));
NETVAR(Vector, m_viewPunchAngle, crypt_str("CBasePlayer"), crypt_str("m_viewPunchAngle"));
NETVAR(Vector, m_aimPunchAngle, crypt_str("CBasePlayer"), crypt_str("m_aimPunchAngle"));
NETVAR(Vector, m_aimPunchAngleVel, crypt_str("CBasePlayer"), crypt_str("m_aimPunchAngleVel"));
NETVAR(CHandle <viewmodel_t>, m_hViewModel, crypt_str("CBasePlayer"), crypt_str("m_hViewModel[0]"));
NETVAR(Vector, m_vecVelocity, crypt_str("CBasePlayer"), crypt_str("m_vecVelocity[0]"));
NETVAR(Vector, m_vecMins, crypt_str("CBaseEntity"), crypt_str("m_vecMins"));
NETVAR(Vector, m_vecMaxs, crypt_str("CBaseEntity"), crypt_str("m_vecMaxs"));
NETVAR(float, m_flVelocityModifier, crypt_str("CCSPlayer"), crypt_str("m_flVelocityModifier"));
NETVAR(float, m_flSimulationTime, crypt_str("CBaseEntity"), crypt_str("m_flSimulationTime"));
OFFSET(float, m_flOldSimulationTime, netvars::get().get_offset(crypt_str("CBaseEntity"), crypt_str("m_flSimulationTime")) + 0x4);
NETVAR(float, m_flDuckSpeed, crypt_str("CCSPlayer"), crypt_str("m_flDuckSpeed"));
NETVAR(float, m_flDuckAmount, crypt_str("CCSPlayer"), crypt_str("m_flDuckAmount"));
NETVAR(bool, m_bDucked, crypt_str("CCSPlayer"), crypt_str("m_bDucked"));
NETVAR(bool, m_bDucking, crypt_str("CCSPlayer"), crypt_str("m_bDucking"));
NETVAR(float, m_flHealthShotBoostExpirationTime, crypt_str("CCSPlayer"), crypt_str("m_flHealthShotBoostExpirationTime"));
NETVAR(int, m_bInBombZone, crypt_str("CCSPlayer"), crypt_str("m_bInBombZone"));
NETVAR(float, m_flFallVelocity, crypt_str("CBasePlayer"), crypt_str("m_flFallVelocity"));
NETVAR(float, m_flStepSize, crypt_str("CBaseEntity"), crypt_str("m_flStepSize"));
NETVAR(float, m_flNextAttack, crypt_str("CBaseCombatCharacter"), crypt_str("m_flNextAttack"));
PNETVAR(CBaseHandle, m_hMyWearables, crypt_str("CBaseCombatCharacter"), crypt_str("m_hMyWearables"));
NETVAR(int, m_iObserverMode, crypt_str("CBasePlayer"), crypt_str("m_iObserverMode"));
NETVAR(CHandle <player_t>, m_hObserverTarget, crypt_str("CBasePlayer"), crypt_str("m_hObserverTarget"));
NETVAR(CHandle <weapon_t>, m_hActiveWeapon, crypt_str("CBaseCombatCharacter"), crypt_str("m_hActiveWeapon"));
NETVAR(CHandle <attributableitem_t>, m_hWeaponWorldModel, crypt_str("CBaseCombatWeapon"), crypt_str("m_hWeaponWorldModel"));
NETVAR(CHandle <entity_t>, m_hGroundEntity, crypt_str("CBasePlayer"), crypt_str("m_hGroundEntity"));
NETVAR(bool, m_bSpotted, crypt_str("CBaseEntity"), crypt_str("m_bSpotted"));
NETVAR(int, m_vphysicsCollisionState, crypt_str("CBasePlayer"), crypt_str("m_vphysicsCollisionState"));
NETVAR(bool, m_bIsWalking, crypt_str("CCSPlayer"), crypt_str("m_bIsWalking"));
NETVAR(bool, m_bIsDefusing, crypt_str("CCSPlayer"), crypt_str("m_bIsDefusing"));
VIRTUAL(think(void), 138, void(__thiscall*)(void*));
VIRTUAL(pre_think(void), 317, void(__thiscall*)(void*));
VIRTUAL(post_think(void), 318, void(__thiscall*)(void*));
VIRTUAL(set_local_view_angles(Vector& angle), 372, void(__thiscall*)(void*, Vector&), angle);
NETVAR(int, get_next_think_tick, crypt_str("CBasePlayer"), crypt_str("m_nNextThinkTick"));
NETVAR(float, m_flThirdpersonRecoil, crypt_str("CCSPlayer"), crypt_str("m_flThirdpersonRecoil"));
CBaseHandle* m_hMyWeapons()
{
return (CBaseHandle*)((uintptr_t)this + 0x2E08); //fixed
}
float GetMaxPlayerSpeed();
float& m_flSpawnTime()
{
return *(float*)((uintptr_t)this + 0x103C0); //fixed
}
Vector get_eye_pos()
{
return m_vecOrigin() + m_vecViewOffset();
}
uint32_t& m_iMostRecentModelBoneCounter();
float& m_flLastBoneSetupTime();
void select_item(const char* string, int sub_type);
bool using_standard_weapons_in_vechile();
bool physics_run_think(int index);
VarMapping_t* var_mapping();
c_baseplayeranimationstate* get_animation_state();
CStudioHdr* m_pStudioHdr();
bool setup_bones_fixed(matrix3x4_t* matrix, int mask);
bool CanSeePlayer(player_t* player, const Vector& pos);
Vector get_shoot_position();
void modify_eye_position(Vector& eye_position);
uint32_t& m_fEffects();
uint32_t& m_iEFlags();
float& m_surfaceFriction();
Vector& m_vecAbsVelocity();
int get_hitbox_bone_id(int hitbox_id);
Vector hitbox_position(int hitbox_id);
Vector hitbox_position_matrix(int hitbox_id, matrix3x4_t matrix[MAXSTUDIOBONES]);
AnimationLayer* get_animlayers();
CUtlVector <matrix3x4_t>& m_CachedBoneData();
CBoneAccessor& m_BoneAccessor();
void invalidate_bone_cache();
void set_abs_velocity(const Vector& velocity);
Vector get_render_angles();
void set_render_angles(const Vector& angles);
void update_clientside_animation();
bool is_alive();
bool valid(bool check_team, bool check_dormant = true);
int get_move_type();
int animlayer_count();
int sequence_activity(int sequence);
float get_max_desync_delta();
void invalidate_physics_recursive(int change_flags);
CUserCmd*& m_PlayerCommand() {
return *(CUserCmd**)(std::uintptr_t(this) + 0x3288);
}
__forceinline void RunPostThink() {
return call_virtual< void(__thiscall*)(decltype(this)) >(this, RUNPOSTTHINK)(this);
}
//Purpose: Called before player thinks
void RunPreThink();
__forceinline void PreThink() {
return call_virtual< void(__thiscall*)(decltype(this)) >(this, PRETHINK)(this);
}
__forceinline void Think() {
return call_virtual< void(__thiscall*)(decltype(this)) >(this, THINK)(this);
}
int& m_nNextThinkTick() {
static auto next_think = netvars::get().get_offset(crypt_str("CCSPlayer"), crypt_str("m_nNextThinkTick"));
return get <int>(next_think);
}
int& m_nFinalPredictedTick() {
static int fpt = (netvars::get().get_offset(crypt_str("CCSPlayer"), crypt_str("m_nTickBase")) + 0x4);
return get< int >(fpt);
}
//-----------------------------------------------------------------------------
// Purpose: Runs the PLAYER's thinking code if time. There is some play in the exact time the think
// function will be called, because it is called before any movement is done
// in a frame. Not used for pushmove objects, because they must be exact.
// Returns false if the entity removed itself.
void RunThink();
};
class C_BaseViewModel : public entity_t
{
public:
CBaseHandle get_viewmodel_weapon()
{
static auto offset = netvars::get().get_offset(crypt_str("CBaseViewModel"), crypt_str("m_hWeapon"));
return *(CBaseHandle*)(uintptr_t(this) + offset);
}
int m_nViewModelIndex()
{
static auto offset = netvars::get().get_offset(crypt_str("CBaseViewModel"), crypt_str("m_nViewModelIndex"));
return *(int*)(uintptr_t(this) + offset);
}
float& m_flCycle()
{
//static auto m_flCycle = utils::find_in_data_map(GetPredDescMap(), "m_flCycle");
static auto offset = netvars::get().get_offset(crypt_str("CCSPlayer"), crypt_str("m_flCycle"));
return *(float*)(uintptr_t(this) + offset);
}
float& m_flModelAnimTime()
{
//static auto offset = utils::find_in_data_map(GetPredDescMap(), "m_flAnimTime");
static auto offset = netvars::get().get_offset(crypt_str("CCSPlayer"), crypt_str("m_flAnimTime"));
return *(float*)(uintptr_t(this) + offset);
}
int& m_nAnimationParity()
{
static auto offset = netvars::get().get_offset(crypt_str("CBaseViewModel"), crypt_str("m_nAnimationParity"));
return *(int*)(uintptr_t(this) + offset);
}
CBaseHandle& m_hNetworkMoveParent()
{
static auto offset = netvars::get().get_offset(crypt_str("CBasePlayer"), crypt_str("m_hOwnerEntity"));
return *(CBaseHandle*)(uintptr_t(this) + offset - sizeof(CBaseHandle));
}
int& m_nSequence()
{
//static auto m_nSequence = utils::find_in_data_map(GetPredDescMap(), "m_nSequence");
static auto m_nSequence = netvars::get().get_offset(crypt_str("CPredictedViewModel"), crypt_str("m_nSequence"));
return *(int*)(uintptr_t(this) + m_nSequence);
}
void send_matching_seq(int seq)
{
return call_virtual<void(__thiscall*)(C_BaseViewModel*, int)>(this, 245)(this, seq);
}
};
class viewmodel_t : public entity_t
{
public:
NETVAR(int, m_nModelIndex, crypt_str("CBaseViewModel"), crypt_str("m_nModelIndex"));
NETVAR(int, m_nViewModelIndex, crypt_str("CBaseViewModel"), crypt_str("m_nViewModelIndex"));
NETVAR(CHandle <weapon_t>, m_hWeapon, crypt_str("CBaseViewModel"), crypt_str("m_hWeapon"));
NETVAR(CHandle <player_t>, m_hOwner, crypt_str("CBaseViewModel"), crypt_str("m_hOwner"));
NETVAR(int, m_nAnimationParity, crypt_str("CBaseViewModel"), crypt_str("m_nAnimationParity"));
float& m_flCycle();
float& m_flAnimTime();
void SendViewModelMatchingSequence(int sequence);
};
class CCSBomb : public entity_t
{
public:
NETVAR(float, m_flDefuseCountDown, crypt_str("CPlantedC4"), crypt_str("m_flDefuseCountDown"));
NETVAR(int, m_hBombDefuser, crypt_str("CPlantedC4"), crypt_str("m_hBombDefuser"));
NETVAR(float, m_flC4Blow, crypt_str("CPlantedC4"), crypt_str("m_flC4Blow"));
NETVAR(bool, m_bBombDefused, crypt_str("CPlantedC4"), crypt_str("m_bBombDefused"));
};
class ragdoll_t : public entity_t
{
public:
NETVAR(Vector, m_vecForce, crypt_str("CCSRagdoll"), crypt_str("m_vecForce"));
NETVAR(Vector, m_vecRagdollVelocity, crypt_str("CCSRagdoll"), crypt_str("m_vecRagdollVelocity"));
};
struct inferno_t : public entity_t
{
OFFSET(float, get_spawn_time, 0x20);
static float get_expiry_time()
{
return 7.03125f;
}
};
struct smoke_t : public entity_t
{
NETVAR(int, m_nSmokeEffectTickBegin, crypt_str("CSmokeGrenadeProjectile"), crypt_str("m_nSmokeEffectTickBegin"));
NETVAR(bool, m_bDidSmokeEffect, crypt_str("CSmokeGrenadeProjectile"), crypt_str("m_bDidSmokeEffect"));
static float get_expiry_time()
{
return 19.0f;
}
};
class CHudChat
{
public:
char pad_0x0000[0x4C];
int m_timesOpened;
char pad_0x0050[0x8];
bool m_isOpen;
char pad_0x0059[0x427];
void chat_print(const char* fmt, ...);
};
class AnimationLayer
{
public:
bool m_bClientBlend; //0x0000
float m_flBlendIn; //0x0004
void* m_pStudioHdr; //0x0008
int m_nDispatchSequence; //0x000C
int m_nDispatchSequence_2; //0x0010
uint32_t m_nOrder; //0x0014
uint32_t m_nSequence; //0x0018
float_t m_flPrevCycle; //0x001C
float_t m_flWeight; //0x0020
float_t m_flWeightDeltaRate; //0x0024
float_t m_flPlaybackRate; //0x0028
float_t m_flCycle; //0x002C
void* m_pOwner; //0x0030
char pad_0038[4]; //0x0034
};
class c_baseplayeranimationstate
{
public:
char pad[3];
char bUnknown; //0x4
char pad2[87];
weapon_t* m_pLastBoneSetupWeapon; //0x5C
player_t* m_pBaseEntity; //0x60
weapon_t* m_pActiveWeapon; //0x64
weapon_t* m_pLastActiveWeapon; //0x68
float m_flLastClientSideAnimationUpdateTime; //0x6C
int m_iLastClientSideAnimationUpdateFramecount; //0x70
float m_flUpdateTimeDelta; //0x74
float m_flEyeYaw; //0x78
float m_flPitch; //0x7C
float m_flGoalFeetYaw; //0x80
float m_flCurrentFeetYaw; //0x84
float m_flCurrentTorsoYaw; //0x88
float m_flUnknownVelocityLean; //0x8C //changes when moving/jumping/hitting ground
float m_flLeanAmount; //0x90
char pad4[4]; //NaN
float m_flFeetCycle; //0x98 0 to 1
float m_flFeetYawRate; //0x9C 0 to 1
float m_fUnknown2;
float m_fDuckAmount; //0xA4
float m_fLandingDuckAdditiveSomething; //0xA8
float m_fUnknown3; //0xAC
Vector m_vOrigin; //0xB0, 0xB4, 0xB8
Vector m_vLastOrigin; //0xBC, 0xC0, 0xC4
float m_vVelocityX; //0xC8
float m_vVelocityY; //0xCC
char pad5[4];
float m_flUnknownFloat1; //0xD4 Affected by movement and direction
char pad6[8];
float m_flUnknownFloat2; //0xE0 //from -1 to 1 when moving and affected by direction
float m_flUnknownFloat3; //0xE4 //from -1 to 1 when moving and affected by direction
float m_unknown; //0xE8
float m_velocity; //0xEC
float flUpVelocity; //0xF0
float m_flSpeedNormalized; //0xF4 //from 0 to 1
float m_flFeetSpeedForwardsOrSideWays; //0xF8 //from 0 to 2. something is 1 when walking, 2.something when running, 0.653 when crouch walking
float m_flFeetSpeedUnknownForwardOrSideways; //0xFC //from 0 to 3. something
float m_flTimeSinceStartedMoving; //0x100
float m_flTimeSinceStoppedMoving; //0x104
bool m_bOnGround; //0x108
bool m_bInHitGroundAnimation; //0x109
char pad7[10];
float m_flLastOriginZ; //0x114
float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x118 from 0 to 1, is 1 when standing
float m_flStopToFullRunningFraction; //0x11C from 0 to 1, doesnt change when walking or crouching, only running
char pad8[4]; //NaN
float m_flMovingFraction; //0x124 affected while jumping and running, or when just jumping, 0 to 1
char pad9[4]; //NaN
float m_flUnknown3;
char pad10[528];
float& time_since_in_air()
{
return *(float*)((uintptr_t)this + 0x110);
}
float& yaw_desync_adjustment()
{
return *(float*)((uintptr_t)this + 0x334 + 0x4); //fixed shonax
}
};
enum Activity
{
ACT_RESET,
ACT_IDLE,
ACT_TRANSITION,
ACT_COVER,
ACT_COVER_MED,
ACT_COVER_LOW,
ACT_WALK,
ACT_WALK_AIM,
ACT_WALK_CROUCH,
ACT_WALK_CROUCH_AIM,
ACT_RUN,
ACT_RUN_AIM,
ACT_RUN_CROUCH,
ACT_RUN_CROUCH_AIM,
ACT_RUN_PROTECTED,
ACT_SCRIPT_CUSTOM_MOVE,
ACT_RANGE_ATTACK1,
ACT_RANGE_ATTACK2,
ACT_RANGE_ATTACK1_LOW,
ACT_RANGE_ATTACK2_LOW,
ACT_DIESIMPLE,
ACT_DIEBACKWARD,
ACT_DIEFORWARD,
ACT_DIEVIOLENT,
ACT_DIERAGDOLL,
ACT_FLY,
ACT_HOVER,
ACT_GLIDE,
ACT_SWIM,
ACT_JUMP,
ACT_HOP,
ACT_LEAP,
ACT_LAND,
ACT_CLIMB_UP,
ACT_CLIMB_DOWN,
ACT_CLIMB_DISMOUNT,
ACT_SHIPLADDER_UP,
ACT_SHIPLADDER_DOWN,
ACT_STRAFE_LEFT,
ACT_STRAFE_RIGHT,
ACT_ROLL_LEFT,
ACT_ROLL_RIGHT,
ACT_TURN_LEFT,
ACT_TURN_RIGHT,
ACT_CROUCH,
ACT_CROUCHIDLE,
ACT_STAND,
ACT_USE,
ACT_ALIEN_BURROW_IDLE,
ACT_ALIEN_BURROW_OUT,
ACT_SIGNAL1,
ACT_SIGNAL2,
ACT_SIGNAL3,
ACT_SIGNAL_ADVANCE,
ACT_SIGNAL_FORWARD,
ACT_SIGNAL_GROUP,
ACT_SIGNAL_HALT,
ACT_SIGNAL_LEFT,
ACT_SIGNAL_RIGHT,
ACT_SIGNAL_TAKECOVER,
ACT_LOOKBACK_RIGHT,
ACT_LOOKBACK_LEFT,
ACT_COWER,
ACT_SMALL_FLINCH,
ACT_BIG_FLINCH,
ACT_MELEE_ATTACK1,
ACT_MELEE_ATTACK2,
ACT_RELOAD,
ACT_RELOAD_START,
ACT_RELOAD_FINISH,
ACT_RELOAD_LOW,
ACT_ARM,
ACT_DISARM,
ACT_DROP_WEAPON,
ACT_DROP_WEAPON_SHOTGUN,
ACT_PICKUP_GROUND,
ACT_PICKUP_RACK,
ACT_IDLE_ANGRY,
ACT_IDLE_RELAXED,
ACT_IDLE_STIMULATED,
ACT_IDLE_AGITATED,
ACT_IDLE_STEALTH,
ACT_IDLE_HURT,
ACT_WALK_RELAXED,
ACT_WALK_STIMULATED,
ACT_WALK_AGITATED,
ACT_WALK_STEALTH,
ACT_RUN_RELAXED,
ACT_RUN_STIMULATED,
ACT_RUN_AGITATED,
ACT_RUN_STEALTH,
ACT_IDLE_AIM_RELAXED,
ACT_IDLE_AIM_STIMULATED,
ACT_IDLE_AIM_AGITATED,
ACT_IDLE_AIM_STEALTH,
ACT_WALK_AIM_RELAXED,
ACT_WALK_AIM_STIMULATED,
ACT_WALK_AIM_AGITATED,
ACT_WALK_AIM_STEALTH,
ACT_RUN_AIM_RELAXED,
ACT_RUN_AIM_STIMULATED,
ACT_RUN_AIM_AGITATED,
ACT_RUN_AIM_STEALTH,
ACT_CROUCHIDLE_STIMULATED,
ACT_CROUCHIDLE_AIM_STIMULATED,
ACT_CROUCHIDLE_AGITATED,
ACT_WALK_HURT,
ACT_RUN_HURT,
ACT_SPECIAL_ATTACK1,
ACT_SPECIAL_ATTACK2,
ACT_COMBAT_IDLE,
ACT_WALK_SCARED,
ACT_RUN_SCARED,
ACT_VICTORY_DANCE,
ACT_DIE_HEADSHOT,
ACT_DIE_CHESTSHOT,
ACT_DIE_GUTSHOT,
ACT_DIE_BACKSHOT,
ACT_FLINCH_HEAD,
ACT_FLINCH_CHEST,
ACT_FLINCH_STOMACH,
ACT_FLINCH_LEFTARM,
ACT_FLINCH_RIGHTARM,
ACT_FLINCH_LEFTLEG,
ACT_FLINCH_RIGHTLEG,
ACT_FLINCH_PHYSICS,
ACT_FLINCH_HEAD_BACK,
ACT_FLINCH_HEAD_LEFT,
ACT_FLINCH_HEAD_RIGHT,
ACT_FLINCH_CHEST_BACK,
ACT_FLINCH_STOMACH_BACK,
ACT_FLINCH_CROUCH_FRONT,
ACT_FLINCH_CROUCH_BACK,
ACT_FLINCH_CROUCH_LEFT,
ACT_FLINCH_CROUCH_RIGHT,
ACT_IDLE_ON_FIRE,
ACT_WALK_ON_FIRE,
ACT_RUN_ON_FIRE,
ACT_RAPPEL_LOOP,
ACT_180_LEFT,
ACT_180_RIGHT,
ACT_90_LEFT,
ACT_90_RIGHT,
ACT_STEP_LEFT,
ACT_STEP_RIGHT,
ACT_STEP_BACK,
ACT_STEP_FORE,
ACT_GESTURE_RANGE_ATTACK1,
ACT_GESTURE_RANGE_ATTACK2,
ACT_GESTURE_MELEE_ATTACK1,
ACT_GESTURE_MELEE_ATTACK2,
ACT_GESTURE_RANGE_ATTACK1_LOW,
ACT_GESTURE_RANGE_ATTACK2_LOW,
ACT_MELEE_ATTACK_SWING_GESTURE,
ACT_GESTURE_SMALL_FLINCH,
ACT_GESTURE_BIG_FLINCH,
ACT_GESTURE_FLINCH_BLAST,
ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
ACT_GESTURE_FLINCH_BLAST_DAMAGED,
ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
ACT_GESTURE_FLINCH_HEAD,
ACT_GESTURE_FLINCH_CHEST,
ACT_GESTURE_FLINCH_STOMACH,
ACT_GESTURE_FLINCH_LEFTARM,
ACT_GESTURE_FLINCH_RIGHTARM,
ACT_GESTURE_FLINCH_LEFTLEG,
ACT_GESTURE_FLINCH_RIGHTLEG,
ACT_GESTURE_TURN_LEFT,
ACT_GESTURE_TURN_RIGHT,
ACT_GESTURE_TURN_LEFT45,
ACT_GESTURE_TURN_RIGHT45,
ACT_GESTURE_TURN_LEFT90,
ACT_GESTURE_TURN_RIGHT90,
ACT_GESTURE_TURN_LEFT45_FLAT,
ACT_GESTURE_TURN_RIGHT45_FLAT,
ACT_GESTURE_TURN_LEFT90_FLAT,
ACT_GESTURE_TURN_RIGHT90_FLAT,
ACT_BARNACLE_HIT,
ACT_BARNACLE_PULL,
ACT_BARNACLE_CHOMP,
ACT_BARNACLE_CHEW,
ACT_DO_NOT_DISTURB,
ACT_SPECIFIC_SEQUENCE,
ACT_VM_DRAW,
ACT_VM_HOLSTER,
ACT_VM_IDLE,
ACT_VM_FIDGET,
ACT_VM_PULLBACK,
ACT_VM_PULLBACK_HIGH,
ACT_VM_PULLBACK_LOW,
ACT_VM_THROW,
ACT_VM_PULLPIN,
ACT_VM_PRIMARYATTACK,
ACT_VM_SECONDARYATTACK,
ACT_VM_RELOAD,
ACT_VM_DRYFIRE,
ACT_VM_HITLEFT,
ACT_VM_HITLEFT2,
ACT_VM_HITRIGHT,
ACT_VM_HITRIGHT2,
ACT_VM_HITCENTER,
ACT_VM_HITCENTER2,
ACT_VM_MISSLEFT,
ACT_VM_MISSLEFT2,
ACT_VM_MISSRIGHT,
ACT_VM_MISSRIGHT2,
ACT_VM_MISSCENTER,
ACT_VM_MISSCENTER2,
ACT_VM_HAULBACK,
ACT_VM_SWINGHARD,
ACT_VM_SWINGMISS,
ACT_VM_SWINGHIT,
ACT_VM_IDLE_TO_LOWERED,
ACT_VM_IDLE_LOWERED,
ACT_VM_LOWERED_TO_IDLE,
ACT_VM_RECOIL1,
ACT_VM_RECOIL2,
ACT_VM_RECOIL3,
ACT_VM_PICKUP,
ACT_VM_RELEASE,
ACT_VM_ATTACH_SILENCER,
ACT_VM_DETACH_SILENCER,
ACT_VM_EMPTY_FIRE,
ACT_VM_EMPTY_RELOAD,
ACT_VM_EMPTY_DRAW,
ACT_VM_EMPTY_IDLE,
ACT_SLAM_STICKWALL_IDLE,
ACT_SLAM_STICKWALL_ND_IDLE,
ACT_SLAM_STICKWALL_ATTACH,
ACT_SLAM_STICKWALL_ATTACH2,
ACT_SLAM_STICKWALL_ND_ATTACH,
ACT_SLAM_STICKWALL_ND_ATTACH2,
ACT_SLAM_STICKWALL_DETONATE,
ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
ACT_SLAM_STICKWALL_DRAW,
ACT_SLAM_STICKWALL_ND_DRAW,
ACT_SLAM_STICKWALL_TO_THROW,
ACT_SLAM_STICKWALL_TO_THROW_ND,
ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
ACT_SLAM_THROW_IDLE,
ACT_SLAM_THROW_ND_IDLE,
ACT_SLAM_THROW_THROW,
ACT_SLAM_THROW_THROW2,
ACT_SLAM_THROW_THROW_ND,
ACT_SLAM_THROW_THROW_ND2,
ACT_SLAM_THROW_DRAW,
ACT_SLAM_THROW_ND_DRAW,
ACT_SLAM_THROW_TO_STICKWALL,
ACT_SLAM_THROW_TO_STICKWALL_ND,
ACT_SLAM_THROW_DETONATE,
ACT_SLAM_THROW_DETONATOR_HOLSTER,
ACT_SLAM_THROW_TO_TRIPMINE_ND,
ACT_SLAM_TRIPMINE_IDLE,
ACT_SLAM_TRIPMINE_DRAW,
ACT_SLAM_TRIPMINE_ATTACH,
ACT_SLAM_TRIPMINE_ATTACH2,
ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
ACT_SLAM_TRIPMINE_TO_THROW_ND,
ACT_SLAM_DETONATOR_IDLE,
ACT_SLAM_DETONATOR_DRAW,
ACT_SLAM_DETONATOR_DETONATE,
ACT_SLAM_DETONATOR_HOLSTER,
ACT_SLAM_DETONATOR_STICKWALL_DRAW,
ACT_SLAM_DETONATOR_THROW_DRAW,
ACT_SHOTGUN_RELOAD_START,
ACT_SHOTGUN_RELOAD_FINISH,
ACT_SHOTGUN_PUMP,
ACT_SMG2_IDLE2,
ACT_SMG2_FIRE2,
ACT_SMG2_DRAW2,
ACT_SMG2_RELOAD2,
ACT_SMG2_DRYFIRE2,
ACT_SMG2_TOAUTO,
ACT_SMG2_TOBURST,
ACT_PHYSCANNON_UPGRADE,
ACT_RANGE_ATTACK_AR1,
ACT_RANGE_ATTACK_AR2,
ACT_RANGE_ATTACK_AR2_LOW,
ACT_RANGE_ATTACK_AR2_GRENADE,
ACT_RANGE_ATTACK_HMG1,
ACT_RANGE_ATTACK_ML,
ACT_RANGE_ATTACK_SMG1,
ACT_RANGE_ATTACK_SMG1_LOW,
ACT_RANGE_ATTACK_SMG2,
ACT_RANGE_ATTACK_SHOTGUN,
ACT_RANGE_ATTACK_SHOTGUN_LOW,
ACT_RANGE_ATTACK_PISTOL,
ACT_RANGE_ATTACK_PISTOL_LOW,
ACT_RANGE_ATTACK_SLAM,
ACT_RANGE_ATTACK_TRIPWIRE,
ACT_RANGE_ATTACK_THROW,
ACT_RANGE_ATTACK_SNIPER_RIFLE,
ACT_RANGE_ATTACK_RPG,
ACT_MELEE_ATTACK_SWING,
ACT_RANGE_AIM_LOW,
ACT_RANGE_AIM_SMG1_LOW,
ACT_RANGE_AIM_PISTOL_LOW,
ACT_RANGE_AIM_AR2_LOW,
ACT_COVER_PISTOL_LOW,
ACT_COVER_SMG1_LOW,
ACT_GESTURE_RANGE_ATTACK_AR1,
ACT_GESTURE_RANGE_ATTACK_AR2,
ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE,
ACT_GESTURE_RANGE_ATTACK_HMG1,
ACT_GESTURE_RANGE_ATTACK_ML,
ACT_GESTURE_RANGE_ATTACK_SMG1,
ACT_GESTURE_RANGE_ATTACK_SMG1_LOW,
ACT_GESTURE_RANGE_ATTACK_SMG2,
ACT_GESTURE_RANGE_ATTACK_SHOTGUN,
ACT_GESTURE_RANGE_ATTACK_PISTOL,
ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW,
ACT_GESTURE_RANGE_ATTACK_SLAM,
ACT_GESTURE_RANGE_ATTACK_TRIPWIRE,
ACT_GESTURE_RANGE_ATTACK_THROW,
ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
ACT_GESTURE_MELEE_ATTACK_SWING,
ACT_IDLE_RIFLE,
ACT_IDLE_SMG1,
ACT_IDLE_ANGRY_SMG1,
ACT_IDLE_PISTOL,
ACT_IDLE_ANGRY_PISTOL,
ACT_IDLE_ANGRY_SHOTGUN,
ACT_IDLE_STEALTH_PISTOL,
ACT_IDLE_PACKAGE,
ACT_WALK_PACKAGE,
ACT_IDLE_SUITCASE,
ACT_WALK_SUITCASE,
ACT_IDLE_SMG1_RELAXED,
ACT_IDLE_SMG1_STIMULATED,
ACT_WALK_RIFLE_RELAXED,
ACT_RUN_RIFLE_RELAXED,
ACT_WALK_RIFLE_STIMULATED,
ACT_RUN_RIFLE_STIMULATED,
ACT_IDLE_AIM_RIFLE_STIMULATED,
ACT_WALK_AIM_RIFLE_STIMULATED,
ACT_RUN_AIM_RIFLE_STIMULATED,
ACT_IDLE_SHOTGUN_RELAXED,
ACT_IDLE_SHOTGUN_STIMULATED,
ACT_IDLE_SHOTGUN_AGITATED,
ACT_WALK_ANGRY,
ACT_POLICE_HARASS1,
ACT_POLICE_HARASS2,
ACT_IDLE_MANNEDGUN,
ACT_IDLE_MELEE,
ACT_IDLE_ANGRY_MELEE,
ACT_IDLE_RPG_RELAXED,
ACT_IDLE_RPG,
ACT_IDLE_ANGRY_RPG,
ACT_COVER_LOW_RPG,
ACT_WALK_RPG,
ACT_RUN_RPG,
ACT_WALK_CROUCH_RPG,
ACT_RUN_CROUCH_RPG,
ACT_WALK_RPG_RELAXED,
ACT_RUN_RPG_RELAXED,
ACT_WALK_RIFLE,
ACT_WALK_AIM_RIFLE,
ACT_WALK_CROUCH_RIFLE,
ACT_WALK_CROUCH_AIM_RIFLE,
ACT_RUN_RIFLE,
ACT_RUN_AIM_RIFLE,
ACT_RUN_CROUCH_RIFLE,
ACT_RUN_CROUCH_AIM_RIFLE,
ACT_RUN_STEALTH_PISTOL,
ACT_WALK_AIM_SHOTGUN,
ACT_RUN_AIM_SHOTGUN,
ACT_WALK_PISTOL,
ACT_RUN_PISTOL,
ACT_WALK_AIM_PISTOL,
ACT_RUN_AIM_PISTOL,
ACT_WALK_STEALTH_PISTOL,
ACT_WALK_AIM_STEALTH_PISTOL,
ACT_RUN_AIM_STEALTH_PISTOL,
ACT_RELOAD_PISTOL,
ACT_RELOAD_PISTOL_LOW,
ACT_RELOAD_SMG1,
ACT_RELOAD_SMG1_LOW,
ACT_RELOAD_SHOTGUN,
ACT_RELOAD_SHOTGUN_LOW,
ACT_GESTURE_RELOAD,
ACT_GESTURE_RELOAD_PISTOL,
ACT_GESTURE_RELOAD_SMG1,
ACT_GESTURE_RELOAD_SHOTGUN,
ACT_BUSY_LEAN_LEFT,
ACT_BUSY_LEAN_LEFT_ENTRY,
ACT_BUSY_LEAN_LEFT_EXIT,
ACT_BUSY_LEAN_BACK,
ACT_BUSY_LEAN_BACK_ENTRY,
ACT_BUSY_LEAN_BACK_EXIT,
ACT_BUSY_SIT_GROUND,
ACT_BUSY_SIT_GROUND_ENTRY,
ACT_BUSY_SIT_GROUND_EXIT,
ACT_BUSY_SIT_CHAIR,
ACT_BUSY_SIT_CHAIR_ENTRY,
ACT_BUSY_SIT_CHAIR_EXIT,
ACT_BUSY_STAND,
ACT_BUSY_QUEUE,
ACT_DUCK_DODGE,
ACT_DIE_BARNACLE_SWALLOW,
ACT_GESTURE_BARNACLE_STRANGLE,
ACT_PHYSCANNON_DETACH,
ACT_PHYSCANNON_ANIMATE,
ACT_PHYSCANNON_ANIMATE_PRE,
ACT_PHYSCANNON_ANIMATE_POST,
ACT_DIE_FRONTSIDE,
ACT_DIE_RIGHTSIDE,
ACT_DIE_BACKSIDE,
ACT_DIE_LEFTSIDE,
ACT_DIE_CROUCH_FRONTSIDE,
ACT_DIE_CROUCH_RIGHTSIDE,
ACT_DIE_CROUCH_BACKSIDE,
ACT_DIE_CROUCH_LEFTSIDE,
ACT_OPEN_DOOR,
ACT_DI_ALYX_ZOMBIE_MELEE,
ACT_DI_ALYX_ZOMBIE_TORSO_MELEE,
ACT_DI_ALYX_HEADCRAB_MELEE,
ACT_DI_ALYX_ANTLION,
ACT_DI_ALYX_ZOMBIE_SHOTGUN64,
ACT_DI_ALYX_ZOMBIE_SHOTGUN26,
ACT_READINESS_RELAXED_TO_STIMULATED,
ACT_READINESS_RELAXED_TO_STIMULATED_WALK,
ACT_READINESS_AGITATED_TO_STIMULATED,
ACT_READINESS_STIMULATED_TO_RELAXED,
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED,
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK,
ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED,
ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED,
ACT_IDLE_CARRY,
ACT_WALK_CARRY,
ACT_STARTDYING,
ACT_DYINGLOOP,
ACT_DYINGTODEAD,
ACT_RIDE_MANNED_GUN,
ACT_VM_SPRINT_ENTER,
ACT_VM_SPRINT_IDLE,
ACT_VM_SPRINT_LEAVE,
ACT_FIRE_START,
ACT_FIRE_LOOP,
ACT_FIRE_END,
ACT_CROUCHING_GRENADEIDLE,
ACT_CROUCHING_GRENADEREADY,
ACT_CROUCHING_PRIMARYATTACK,
ACT_OVERLAY_GRENADEIDLE,
ACT_OVERLAY_GRENADEREADY,
ACT_OVERLAY_PRIMARYATTACK,
ACT_OVERLAY_SHIELD_UP,
ACT_OVERLAY_SHIELD_DOWN,
ACT_OVERLAY_SHIELD_UP_IDLE,
ACT_OVERLAY_SHIELD_ATTACK,
ACT_OVERLAY_SHIELD_KNOCKBACK,
ACT_SHIELD_UP,
ACT_SHIELD_DOWN,
ACT_SHIELD_UP_IDLE,
ACT_SHIELD_ATTACK,
ACT_SHIELD_KNOCKBACK,
ACT_CROUCHING_SHIELD_UP,
ACT_CROUCHING_SHIELD_DOWN,
ACT_CROUCHING_SHIELD_UP_IDLE,
ACT_CROUCHING_SHIELD_ATTACK,
ACT_CROUCHING_SHIELD_KNOCKBACK,
ACT_TURNRIGHT45,
ACT_TURNLEFT45,
ACT_TURN,
ACT_OBJ_ASSEMBLING,
ACT_OBJ_DISMANTLING,
ACT_OBJ_STARTUP,
ACT_OBJ_RUNNING,
ACT_OBJ_IDLE,
ACT_OBJ_PLACING,
ACT_OBJ_DETERIORATING,
ACT_OBJ_UPGRADING,
ACT_DEPLOY,
ACT_DEPLOY_IDLE,
ACT_UNDEPLOY,
ACT_CROSSBOW_DRAW_UNLOADED,
ACT_GAUSS_SPINUP,
ACT_GAUSS_SPINCYCLE,
ACT_VM_PRIMARYATTACK_SILENCED,
ACT_VM_RELOAD_SILENCED,
ACT_VM_DRYFIRE_SILENCED,
ACT_VM_IDLE_SILENCED,
ACT_VM_DRAW_SILENCED,
ACT_VM_IDLE_EMPTY_LEFT,
ACT_VM_DRYFIRE_LEFT,
ACT_VM_IS_DRAW,
ACT_VM_IS_HOLSTER,
ACT_VM_IS_IDLE,
ACT_VM_IS_PRIMARYATTACK,
ACT_PLAYER_IDLE_FIRE,
ACT_PLAYER_CROUCH_FIRE,
ACT_PLAYER_CROUCH_WALK_FIRE,
ACT_PLAYER_WALK_FIRE,
ACT_PLAYER_RUN_FIRE,
ACT_IDLETORUN,
ACT_RUNTOIDLE,
ACT_VM_DRAW_DEPLOYED,
ACT_HL2MP_IDLE_MELEE,
ACT_HL2MP_RUN_MELEE,
ACT_HL2MP_IDLE_CROUCH_MELEE,
ACT_HL2MP_WALK_CROUCH_MELEE,
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE,
ACT_HL2MP_GESTURE_RELOAD_MELEE,
ACT_HL2MP_JUMP_MELEE,
ACT_VM_FIZZLE,
ACT_MP_STAND_IDLE,
ACT_MP_CROUCH_IDLE,
ACT_MP_CROUCH_DEPLOYED_IDLE,
ACT_MP_CROUCH_DEPLOYED,
ACT_MP_DEPLOYED_IDLE,
ACT_MP_RUN,
ACT_MP_WALK,
ACT_MP_AIRWALK,
ACT_MP_CROUCHWALK,
ACT_MP_SPRINT,
ACT_MP_JUMP,
ACT_MP_JUMP_START,
ACT_MP_JUMP_FLOAT,
ACT_MP_JUMP_LAND,
ACT_MP_JUMP_IMPACT_N,
ACT_MP_JUMP_IMPACT_E,
ACT_MP_JUMP_IMPACT_W,
ACT_MP_JUMP_IMPACT_S,
ACT_MP_JUMP_IMPACT_TOP,
ACT_MP_DOUBLEJUMP,
ACT_MP_SWIM,
ACT_MP_DEPLOYED,
ACT_MP_SWIM_DEPLOYED,
ACT_MP_VCD,
ACT_MP_ATTACK_STAND_PRIMARYFIRE,
ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED,
ACT_MP_ATTACK_STAND_SECONDARYFIRE,
ACT_MP_ATTACK_STAND_GRENADE,
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED,
ACT_MP_ATTACK_CROUCH_SECONDARYFIRE,
ACT_MP_ATTACK_CROUCH_GRENADE,
ACT_MP_ATTACK_SWIM_PRIMARYFIRE,
ACT_MP_ATTACK_SWIM_SECONDARYFIRE,
ACT_MP_ATTACK_SWIM_GRENADE,
ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE,
ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE,
ACT_MP_ATTACK_AIRWALK_GRENADE,
ACT_MP_RELOAD_STAND,
ACT_MP_RELOAD_STAND_LOOP,
ACT_MP_RELOAD_STAND_END,
ACT_MP_RELOAD_CROUCH,
ACT_MP_RELOAD_CROUCH_LOOP,
ACT_MP_RELOAD_CROUCH_END,
ACT_MP_RELOAD_SWIM,
ACT_MP_RELOAD_SWIM_LOOP,
ACT_MP_RELOAD_SWIM_END,
ACT_MP_RELOAD_AIRWALK,
ACT_MP_RELOAD_AIRWALK_LOOP,
ACT_MP_RELOAD_AIRWALK_END,
ACT_MP_ATTACK_STAND_PREFIRE,
ACT_MP_ATTACK_STAND_POSTFIRE,
ACT_MP_ATTACK_STAND_STARTFIRE,
ACT_MP_ATTACK_CROUCH_PREFIRE,
ACT_MP_ATTACK_CROUCH_POSTFIRE,
ACT_MP_ATTACK_SWIM_PREFIRE,
ACT_MP_ATTACK_SWIM_POSTFIRE,
ACT_MP_STAND_PRIMARY,
ACT_MP_CROUCH_PRIMARY,
ACT_MP_RUN_PRIMARY,
ACT_MP_WALK_PRIMARY,
ACT_MP_AIRWALK_PRIMARY,
ACT_MP_CROUCHWALK_PRIMARY,
ACT_MP_JUMP_PRIMARY,
ACT_MP_JUMP_START_PRIMARY,
ACT_MP_JUMP_FLOAT_PRIMARY,
ACT_MP_JUMP_LAND_PRIMARY,
ACT_MP_SWIM_PRIMARY,
ACT_MP_DEPLOYED_PRIMARY,
ACT_MP_SWIM_DEPLOYED_PRIMARY,
ACT_MP_ATTACK_STAND_PRIMARY,
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED,
ACT_MP_ATTACK_CROUCH_PRIMARY,
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,
ACT_MP_ATTACK_SWIM_PRIMARY,
ACT_MP_ATTACK_AIRWALK_PRIMARY,
ACT_MP_RELOAD_STAND_PRIMARY,
ACT_MP_RELOAD_STAND_PRIMARY_LOOP,
ACT_MP_RELOAD_STAND_PRIMARY_END,
ACT_MP_RELOAD_CROUCH_PRIMARY,
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP,
ACT_MP_RELOAD_CROUCH_PRIMARY_END,
ACT_MP_RELOAD_SWIM_PRIMARY,
ACT_MP_RELOAD_SWIM_PRIMARY_LOOP,
ACT_MP_RELOAD_SWIM_PRIMARY_END,
ACT_MP_RELOAD_AIRWALK_PRIMARY,
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP,
ACT_MP_RELOAD_AIRWALK_PRIMARY_END,
ACT_MP_ATTACK_STAND_GRENADE_PRIMARY,
ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY,
ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY,
ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY,
ACT_MP_STAND_SECONDARY,
ACT_MP_CROUCH_SECONDARY,
ACT_MP_RUN_SECONDARY,
ACT_MP_WALK_SECONDARY,
ACT_MP_AIRWALK_SECONDARY,
ACT_MP_CROUCHWALK_SECONDARY,
ACT_MP_JUMP_SECONDARY,
ACT_MP_JUMP_START_SECONDARY,
ACT_MP_JUMP_FLOAT_SECONDARY,
ACT_MP_JUMP_LAND_SECONDARY,
ACT_MP_SWIM_SECONDARY,
ACT_MP_ATTACK_STAND_SECONDARY,
ACT_MP_ATTACK_CROUCH_SECONDARY,
ACT_MP_ATTACK_SWIM_SECONDARY,
ACT_MP_ATTACK_AIRWALK_SECONDARY,
ACT_MP_RELOAD_STAND_SECONDARY,
ACT_MP_RELOAD_STAND_SECONDARY_LOOP,
ACT_MP_RELOAD_STAND_SECONDARY_END,
ACT_MP_RELOAD_CROUCH_SECONDARY,
ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,
ACT_MP_RELOAD_CROUCH_SECONDARY_END,
ACT_MP_RELOAD_SWIM_SECONDARY,
ACT_MP_RELOAD_SWIM_SECONDARY_LOOP,
ACT_MP_RELOAD_SWIM_SECONDARY_END,
ACT_MP_RELOAD_AIRWALK_SECONDARY,
ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP,
ACT_MP_RELOAD_AIRWALK_SECONDARY_END,
ACT_MP_ATTACK_STAND_GRENADE_SECONDARY,
ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY,
ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY,
ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY,
ACT_MP_STAND_MELEE,
ACT_MP_CROUCH_MELEE,
ACT_MP_RUN_MELEE,
ACT_MP_WALK_MELEE,
ACT_MP_AIRWALK_MELEE,
ACT_MP_CROUCHWALK_MELEE,
ACT_MP_JUMP_MELEE,
ACT_MP_JUMP_START_MELEE,
ACT_MP_JUMP_FLOAT_MELEE,
ACT_MP_JUMP_LAND_MELEE,
ACT_MP_SWIM_MELEE,
ACT_MP_ATTACK_STAND_MELEE,
ACT_MP_ATTACK_STAND_MELEE_SECONDARY,
ACT_MP_ATTACK_CROUCH_MELEE,
ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,
ACT_MP_ATTACK_SWIM_MELEE,
ACT_MP_ATTACK_AIRWALK_MELEE,
ACT_MP_ATTACK_STAND_GRENADE_MELEE,
ACT_MP_ATTACK_CROUCH_GRENADE_MELEE,
ACT_MP_ATTACK_SWIM_GRENADE_MELEE,
ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE,
ACT_MP_STAND_ITEM1,
ACT_MP_CROUCH_ITEM1,
ACT_MP_RUN_ITEM1,
ACT_MP_WALK_ITEM1,
ACT_MP_AIRWALK_ITEM1,
ACT_MP_CROUCHWALK_ITEM1,
ACT_MP_JUMP_ITEM1,
ACT_MP_JUMP_START_ITEM1,
ACT_MP_JUMP_FLOAT_ITEM1,
ACT_MP_JUMP_LAND_ITEM1,
ACT_MP_SWIM_ITEM1,
ACT_MP_ATTACK_STAND_ITEM1,
ACT_MP_ATTACK_STAND_ITEM1_SECONDARY,
ACT_MP_ATTACK_CROUCH_ITEM1,
ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY,
ACT_MP_ATTACK_SWIM_ITEM1,
ACT_MP_ATTACK_AIRWALK_ITEM1,
ACT_MP_STAND_ITEM2,
ACT_MP_CROUCH_ITEM2,
ACT_MP_RUN_ITEM2,
ACT_MP_WALK_ITEM2,
ACT_MP_AIRWALK_ITEM2,
ACT_MP_CROUCHWALK_ITEM2,
ACT_MP_JUMP_ITEM2,
ACT_MP_JUMP_START_ITEM2,
ACT_MP_JUMP_FLOAT_ITEM2,
ACT_MP_JUMP_LAND_ITEM2,
ACT_MP_SWIM_ITEM2,
ACT_MP_ATTACK_STAND_ITEM2,
ACT_MP_ATTACK_STAND_ITEM2_SECONDARY,
ACT_MP_ATTACK_CROUCH_ITEM2,
ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY,
ACT_MP_ATTACK_SWIM_ITEM2,
ACT_MP_ATTACK_AIRWALK_ITEM2,
ACT_MP_GESTURE_FLINCH,
ACT_MP_GESTURE_FLINCH_PRIMARY,
ACT_MP_GESTURE_FLINCH_SECONDARY,
ACT_MP_GESTURE_FLINCH_MELEE,
ACT_MP_GESTURE_FLINCH_ITEM1,
ACT_MP_GESTURE_FLINCH_ITEM2,
ACT_MP_GESTURE_FLINCH_HEAD,
ACT_MP_GESTURE_FLINCH_CHEST,
ACT_MP_GESTURE_FLINCH_STOMACH,
ACT_MP_GESTURE_FLINCH_LEFTARM,
ACT_MP_GESTURE_FLINCH_RIGHTARM,
ACT_MP_GESTURE_FLINCH_LEFTLEG,
ACT_MP_GESTURE_FLINCH_RIGHTLEG,
ACT_MP_GRENADE1_DRAW,
ACT_MP_GRENADE1_IDLE,
ACT_MP_GRENADE1_ATTACK,
ACT_MP_GRENADE2_DRAW,
ACT_MP_GRENADE2_IDLE,
ACT_MP_GRENADE2_ATTACK,
ACT_MP_PRIMARY_GRENADE1_DRAW,
ACT_MP_PRIMARY_GRENADE1_IDLE,
ACT_MP_PRIMARY_GRENADE1_ATTACK,
ACT_MP_PRIMARY_GRENADE2_DRAW,
ACT_MP_PRIMARY_GRENADE2_IDLE,
ACT_MP_PRIMARY_GRENADE2_ATTACK,
ACT_MP_SECONDARY_GRENADE1_DRAW,
ACT_MP_SECONDARY_GRENADE1_IDLE,
ACT_MP_SECONDARY_GRENADE1_ATTACK,
ACT_MP_SECONDARY_GRENADE2_DRAW,
ACT_MP_SECONDARY_GRENADE2_IDLE,
ACT_MP_SECONDARY_GRENADE2_ATTACK,
ACT_MP_MELEE_GRENADE1_DRAW,
ACT_MP_MELEE_GRENADE1_IDLE,
ACT_MP_MELEE_GRENADE1_ATTACK,
ACT_MP_MELEE_GRENADE2_DRAW,
ACT_MP_MELEE_GRENADE2_IDLE,
ACT_MP_MELEE_GRENADE2_ATTACK,
ACT_MP_ITEM1_GRENADE1_DRAW,
ACT_MP_ITEM1_GRENADE1_IDLE,
ACT_MP_ITEM1_GRENADE1_ATTACK,
ACT_MP_ITEM1_GRENADE2_DRAW,
ACT_MP_ITEM1_GRENADE2_IDLE,
ACT_MP_ITEM1_GRENADE2_ATTACK,
ACT_MP_ITEM2_GRENADE1_DRAW,
ACT_MP_ITEM2_GRENADE1_IDLE,
ACT_MP_ITEM2_GRENADE1_ATTACK,
ACT_MP_ITEM2_GRENADE2_DRAW,
ACT_MP_ITEM2_GRENADE2_IDLE,
ACT_MP_ITEM2_GRENADE2_ATTACK,
ACT_MP_STAND_BUILDING,
ACT_MP_CROUCH_BUILDING,
ACT_MP_RUN_BUILDING,
ACT_MP_WALK_BUILDING,
ACT_MP_AIRWALK_BUILDING,
ACT_MP_CROUCHWALK_BUILDING,
ACT_MP_JUMP_BUILDING,
ACT_MP_JUMP_START_BUILDING,
ACT_MP_JUMP_FLOAT_BUILDING,
ACT_MP_JUMP_LAND_BUILDING,
ACT_MP_SWIM_BUILDING,
ACT_MP_ATTACK_STAND_BUILDING,
ACT_MP_ATTACK_CROUCH_BUILDING,
ACT_MP_ATTACK_SWIM_BUILDING,
ACT_MP_ATTACK_AIRWALK_BUILDING,
ACT_MP_ATTACK_STAND_GRENADE_BUILDING,
ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING,
ACT_MP_ATTACK_SWIM_GRENADE_BUILDING,
ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING,
ACT_MP_STAND_PDA,
ACT_MP_CROUCH_PDA,
ACT_MP_RUN_PDA,
ACT_MP_WALK_PDA,
ACT_MP_AIRWALK_PDA,
ACT_MP_CROUCHWALK_PDA,
ACT_MP_JUMP_PDA,
ACT_MP_JUMP_START_PDA,
ACT_MP_JUMP_FLOAT_PDA,
ACT_MP_JUMP_LAND_PDA,
ACT_MP_SWIM_PDA,
ACT_MP_ATTACK_STAND_PDA,
ACT_MP_ATTACK_SWIM_PDA,
ACT_MP_GESTURE_VC_HANDMOUTH,
ACT_MP_GESTURE_VC_FINGERPOINT,
ACT_MP_GESTURE_VC_FISTPUMP,
ACT_MP_GESTURE_VC_THUMBSUP,
ACT_MP_GESTURE_VC_NODYES,
ACT_MP_GESTURE_VC_NODNO,
ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY,
ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY,
ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY,
ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY,
ACT_MP_GESTURE_VC_NODYES_PRIMARY,
ACT_MP_GESTURE_VC_NODNO_PRIMARY,
ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY,
ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY,
ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY,
ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY,
ACT_MP_GESTURE_VC_NODYES_SECONDARY,
ACT_MP_GESTURE_VC_NODNO_SECONDARY,
ACT_MP_GESTURE_VC_HANDMOUTH_MELEE,
ACT_MP_GESTURE_VC_FINGERPOINT_MELEE,
ACT_MP_GESTURE_VC_FISTPUMP_MELEE,
ACT_MP_GESTURE_VC_THUMBSUP_MELEE,
ACT_MP_GESTURE_VC_NODYES_MELEE,
ACT_MP_GESTURE_VC_NODNO_MELEE,
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1,
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1,
ACT_MP_GESTURE_VC_FISTPUMP_ITEM1,
ACT_MP_GESTURE_VC_THUMBSUP_ITEM1,
ACT_MP_GESTURE_VC_NODYES_ITEM1,
ACT_MP_GESTURE_VC_NODNO_ITEM1,
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2,
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2,
ACT_MP_GESTURE_VC_FISTPUMP_ITEM2,
ACT_MP_GESTURE_VC_THUMBSUP_ITEM2,
ACT_MP_GESTURE_VC_NODYES_ITEM2,
ACT_MP_GESTURE_VC_NODNO_ITEM2,
ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING,
ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING,
ACT_MP_GESTURE_VC_FISTPUMP_BUILDING,
ACT_MP_GESTURE_VC_THUMBSUP_BUILDING,
ACT_MP_GESTURE_VC_NODYES_BUILDING,
ACT_MP_GESTURE_VC_NODNO_BUILDING,
ACT_MP_GESTURE_VC_HANDMOUTH_PDA,
ACT_MP_GESTURE_VC_FINGERPOINT_PDA,
ACT_MP_GESTURE_VC_FISTPUMP_PDA,
ACT_MP_GESTURE_VC_THUMBSUP_PDA,
ACT_MP_GESTURE_VC_NODYES_PDA,
ACT_MP_GESTURE_VC_NODNO_PDA,
ACT_VM_UNUSABLE,
ACT_VM_UNUSABLE_TO_USABLE,
ACT_VM_USABLE_TO_UNUSABLE,
ACT_PRIMARY_VM_DRAW,
ACT_PRIMARY_VM_HOLSTER,
ACT_PRIMARY_VM_IDLE,
ACT_PRIMARY_VM_PULLBACK,
ACT_PRIMARY_VM_PRIMARYATTACK,
ACT_PRIMARY_VM_SECONDARYATTACK,
ACT_PRIMARY_VM_RELOAD,
ACT_PRIMARY_VM_DRYFIRE,
ACT_PRIMARY_VM_IDLE_TO_LOWERED,
ACT_PRIMARY_VM_IDLE_LOWERED,
ACT_PRIMARY_VM_LOWERED_TO_IDLE,
ACT_SECONDARY_VM_DRAW,
ACT_SECONDARY_VM_HOLSTER,
ACT_SECONDARY_VM_IDLE,
ACT_SECONDARY_VM_PULLBACK,
ACT_SECONDARY_VM_PRIMARYATTACK,
ACT_SECONDARY_VM_SECONDARYATTACK,
ACT_SECONDARY_VM_RELOAD,
ACT_SECONDARY_VM_DRYFIRE,
ACT_SECONDARY_VM_IDLE_TO_LOWERED,
ACT_SECONDARY_VM_IDLE_LOWERED,
ACT_SECONDARY_VM_LOWERED_TO_IDLE,
ACT_MELEE_VM_DRAW,
ACT_MELEE_VM_HOLSTER,
ACT_MELEE_VM_IDLE,
ACT_MELEE_VM_PULLBACK,
ACT_MELEE_VM_PRIMARYATTACK,
ACT_MELEE_VM_SECONDARYATTACK,
ACT_MELEE_VM_RELOAD,
ACT_MELEE_VM_DRYFIRE,
ACT_MELEE_VM_IDLE_TO_LOWERED,
ACT_MELEE_VM_IDLE_LOWERED,
ACT_MELEE_VM_LOWERED_TO_IDLE,
ACT_PDA_VM_DRAW,
ACT_PDA_VM_HOLSTER,
ACT_PDA_VM_IDLE,
ACT_PDA_VM_PULLBACK,
ACT_PDA_VM_PRIMARYATTACK,
ACT_PDA_VM_SECONDARYATTACK,
ACT_PDA_VM_RELOAD,
ACT_PDA_VM_DRYFIRE,
ACT_PDA_VM_IDLE_TO_LOWERED,
ACT_PDA_VM_IDLE_LOWERED,
ACT_PDA_VM_LOWERED_TO_IDLE,
ACT_ITEM1_VM_DRAW,
ACT_ITEM1_VM_HOLSTER,
ACT_ITEM1_VM_IDLE,
ACT_ITEM1_VM_PULLBACK,
ACT_ITEM1_VM_PRIMARYATTACK,
ACT_ITEM1_VM_SECONDARYATTACK,
ACT_ITEM1_VM_RELOAD,
ACT_ITEM1_VM_DRYFIRE,
ACT_ITEM1_VM_IDLE_TO_LOWERED,
ACT_ITEM1_VM_IDLE_LOWERED,
ACT_ITEM1_VM_LOWERED_TO_IDLE,
ACT_ITEM2_VM_DRAW,
ACT_ITEM2_VM_HOLSTER,
ACT_ITEM2_VM_IDLE,
ACT_ITEM2_VM_PULLBACK,
ACT_ITEM2_VM_PRIMARYATTACK,
ACT_ITEM2_VM_SECONDARYATTACK,
ACT_ITEM2_VM_RELOAD,
ACT_ITEM2_VM_DRYFIRE,
ACT_ITEM2_VM_IDLE_TO_LOWERED,
ACT_ITEM2_VM_IDLE_LOWERED,
ACT_ITEM2_VM_LOWERED_TO_IDLE,
ACT_RELOAD_SUCCEED,
ACT_RELOAD_FAIL,
ACT_WALK_AIM_AUTOGUN,
ACT_RUN_AIM_AUTOGUN,
ACT_IDLE_AUTOGUN,
ACT_IDLE_AIM_AUTOGUN,
ACT_RELOAD_AUTOGUN,
ACT_CROUCH_IDLE_AUTOGUN,
ACT_RANGE_ATTACK_AUTOGUN,
ACT_JUMP_AUTOGUN,
ACT_IDLE_AIM_PISTOL,
ACT_WALK_AIM_DUAL,
ACT_RUN_AIM_DUAL,
ACT_IDLE_DUAL,
ACT_IDLE_AIM_DUAL,
ACT_RELOAD_DUAL,
ACT_CROUCH_IDLE_DUAL,
ACT_RANGE_ATTACK_DUAL,
ACT_JUMP_DUAL,
ACT_IDLE_SHOTGUN,
ACT_IDLE_AIM_SHOTGUN,
ACT_CROUCH_IDLE_SHOTGUN,
ACT_JUMP_SHOTGUN,
ACT_IDLE_AIM_RIFLE,
ACT_RELOAD_RIFLE,
ACT_CROUCH_IDLE_RIFLE,
ACT_RANGE_ATTACK_RIFLE,
ACT_JUMP_RIFLE,
ACT_SLEEP,
ACT_WAKE,
ACT_FLICK_LEFT,
ACT_FLICK_LEFT_MIDDLE,
ACT_FLICK_RIGHT_MIDDLE,
ACT_FLICK_RIGHT,
ACT_SPINAROUND,
ACT_PREP_TO_FIRE,
ACT_FIRE,
ACT_FIRE_RECOVER,
ACT_SPRAY,
ACT_PREP_EXPLODE,
ACT_EXPLODE,
ACT_DOTA_IDLE,
ACT_DOTA_RUN,
ACT_DOTA_ATTACK,
ACT_DOTA_ATTACK_EVENT,
ACT_DOTA_DIE,
ACT_DOTA_FLINCH,
ACT_DOTA_DISABLED,
ACT_DOTA_CAST_ABILITY_1,
ACT_DOTA_CAST_ABILITY_2,
ACT_DOTA_CAST_ABILITY_3,
ACT_DOTA_CAST_ABILITY_4,
ACT_DOTA_OVERRIDE_ABILITY_1,
ACT_DOTA_OVERRIDE_ABILITY_2,
ACT_DOTA_OVERRIDE_ABILITY_3,
ACT_DOTA_OVERRIDE_ABILITY_4,
ACT_DOTA_CHANNEL_ABILITY_1,
ACT_DOTA_CHANNEL_ABILITY_2,
ACT_DOTA_CHANNEL_ABILITY_3,
ACT_DOTA_CHANNEL_ABILITY_4,
ACT_DOTA_CHANNEL_END_ABILITY_1,
ACT_DOTA_CHANNEL_END_ABILITY_2,
ACT_DOTA_CHANNEL_END_ABILITY_3,
ACT_DOTA_CHANNEL_END_ABILITY_4,
ACT_MP_RUN_SPEEDPAINT,
ACT_MP_LONG_FALL,
ACT_MP_TRACTORBEAM_FLOAT,
ACT_MP_DEATH_CRUSH,
ACT_MP_RUN_SPEEDPAINT_PRIMARY,
ACT_MP_DROWNING_PRIMARY,
ACT_MP_LONG_FALL_PRIMARY,
ACT_MP_TRACTORBEAM_FLOAT_PRIMARY,
ACT_MP_DEATH_CRUSH_PRIMARY,
ACT_DIE_STAND,
ACT_DIE_STAND_HEADSHOT,
ACT_DIE_CROUCH,
ACT_DIE_CROUCH_HEADSHOT,
ACT_CSGO_NULL,
ACT_CSGO_DEFUSE,
ACT_CSGO_DEFUSE_WITH_KIT,
ACT_CSGO_FLASHBANG_REACTION,
ACT_CSGO_FIRE_PRIMARY,
ACT_CSGO_FIRE_PRIMARY_OPT_1,
ACT_CSGO_FIRE_PRIMARY_OPT_2,
ACT_CSGO_FIRE_SECONDARY,
ACT_CSGO_FIRE_SECONDARY_OPT_1,
ACT_CSGO_FIRE_SECONDARY_OPT_2,
ACT_CSGO_RELOAD,
ACT_CSGO_RELOAD_START,
ACT_CSGO_RELOAD_LOOP,
ACT_CSGO_RELOAD_END,
ACT_CSGO_OPERATE,
ACT_CSGO_DEPLOY,
ACT_CSGO_CATCH,
ACT_CSGO_SILENCER_DETACH,
ACT_CSGO_SILENCER_ATTACH,
ACT_CSGO_TWITCH,
ACT_CSGO_TWITCH_BUYZONE,
ACT_CSGO_PLANT_BOMB,
ACT_CSGO_IDLE_TURN_BALANCEADJUST,
ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING,
ACT_CSGO_ALIVE_LOOP,
ACT_CSGO_FLINCH,
ACT_CSGO_FLINCH_HEAD,
ACT_CSGO_FLINCH_MOLOTOV,
ACT_CSGO_JUMP,
ACT_CSGO_FALL,
ACT_CSGO_CLIMB_LADDER,
ACT_CSGO_LAND_LIGHT,
ACT_CSGO_LAND_HEAVY,
ACT_CSGO_EXIT_LADDER_TOP,
ACT_CSGO_EXIT_LADDER_BOTTOM,
};
class INetworkStringTable
{
public:
virtual ~INetworkStringTable(void) {};
Table Info
virtual const char* GetTableName(void) const = 0;
virtual int GetTableId(void) const = 0;
virtual int GetNumStrings(void) const = 0;
virtual int GetMaxStrings(void) const = 0;
virtual int GetEntryBits(void) const = 0;
Networking
virtual void SetTick(int tick) = 0;
virtual bool ChangedSinceTick(int tick) const = 0;
Accessors (length -1 means don't change user data if string already exits)
virtual int AddString(bool bIsServer, const char* value, int length = -1, const void* userdata = 0) = 0;
virtual const char* GetString(int stringNumber) = 0;
virtual void SetStringUserData(int stringNumber, int length, const void* userdata) = 0;
virtual const void* GetStringUserData(int stringNumber, int* length) = 0;
virtual int FindStringIndex(char const* string) = 0; returns INVALID_STRING_INDEX if not found
Callbacks
virtual void SetStringChangedCallback(void* object, void* changeFunc) = 0;
};
class CNetworkStringTableContainer
{
template <typename T, typename ... args_t>
constexpr T CallVFunc(void* thisptr, std::size_t nIndex, args_t... argList)
{
using VirtualFnz = T(__thiscall*)(void*, decltype(argList)...);
return (*static_cast<VirtualFnz**>(thisptr))[nIndex](thisptr, argList...);
}
public:
INetworkStringTable* FindTable(const char* tableName)
{
typedef INetworkStringTable* (__thiscall* oFindTable)(PVOID, const char*);
return CallVFunc< oFindTable >(this, 3)(this, tableName);
}
};
inline CNetworkStringTableContainer* ClientStringTableContainer = new CNetworkStringTableContainer();