Вопрос CCSGOInput

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can anyone give last CCSGOInput struct with CUserCmd and CCSGOInput pattern for last game version?
 
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C++:
struct BasePB {
    void *vftable;
    uint32_t has_bits;
    uint64_t cached_size;
};
 
template< typename T >
struct RepeatedPtrField {
    struct Rep {
        int allocated_size;
        T *elements[ ( std::numeric_limits< int >::max( ) - 2 * sizeof( int ) ) /
                     sizeof( void * ) ];
    };
 
    void *arena;
    int current_size;
    int total_size;
    Rep *rep;
};
 
struct CMsgVector : BasePB {
    float x;
    float y;
    float z;
};
 
struct CMsgQAngle : BasePB {
    float x;
    float y;
    float z;
};
 
struct CInButtonStatePB : BasePB {
    uint64_t buttonstate1;
    uint64_t buttonstate2;
    uint64_t buttonstate3;
};
 
struct CSubtickMoveStep : BasePB {
    uint64_t button;
    bool pressed;
    float when;
};
 
struct CBaseUserCmdPB : BasePB {
    RepeatedPtrField< CSubtickMoveStep > subtick_moves;
    void *move_crc;// this is a string ptr, should prob of made it that but I DON'T CARE
    CInButtonStatePB *buttons_pb;
    CMsgQAngle *viewangles;
    int32_t command_number;
    int32_t tick_count;
    float forwardmove;
    float leftmove;
    float upmove;
    int32_t impulse;
    int32_t weaponselect;
    int32_t random_seed;
    int32_t mousedx;
    int32_t mousedy;
    bool hasbeenpredicted;
    uint32_t consumed_server_angle_changes;
    int32_t cmd_flags;
    uint32_t pawn_entity_handle;
};
 
struct CSGOInterpolationInfoPB : BasePB {
    float frac;
int32_t src_tick ;
int32_t dst_tick ;
};
 
structure CSGOInputHistoryEntryPB: BasePB {
CMsgQAngle * view_angles ;
CMsgVector * shoot_position ;
CMsgVector * target_head_pos_check ;
CMsgVector * target_abs_pos_check ;
CMsgQAngle * target_abs_ang_check ;
CSGOInterpolationInfoPB * cl_interp ;
CSGOInterpolationInfoPB * sv_interp0 ;
CSGOInterpolationInfoPB * sv_interp1 ;
CSGOInterpolationInfoPB * player_interp ;
int32_t render_tick_count ;
float render_tick_fraction ;
int32_t player_tick_count ;
float player_tick_fraction ;
int32_t frame_number ;
int32_t target_ent_index ;
};
 
structure CSGOUserCmdPB {
// didn't define vtable here cuz CUserCmd inherits it and i'm too lazy to do shit properly
uint32_t has_bits ;
uint64_t cached_size ;
    RepeatedPtrField< CSGOInputHistoryEntryPB > input_history;
CBaseUserCmdPB * base ;
int32_t attack3_start_history_index ;
int32_t attack1_start_history_index ;
int32_t attack2_start_history_index ;
};
 
// not protobufs
structure CInButtonState {
void * vftable ;
uint64_t buttonstate1 ;
uint64_t buttonstate2 ;
uint64_t buttonstate3 ;
};
 
structure CUserCmd {
void * vftable ;
CSGOUserCmdPB cmd ;
CInButtonState button_states ;
}; [/ CODE]
 
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C++:
struct BasePB {
    void *vftable;
    uint32_t has_bits;
    uint64_t cached_size;
};

template< typename T >
struct RepeatedPtrField {
    struct Rep {
        int allocated_size;
        T *elements[ ( std::numeric_limits< int >::max( ) - 2 * sizeof( int ) ) /
                     sizeof( void * ) ];
    };

    void *arena;
    int current_size;
    int total_size;
    Rep *rep;
};

struct CMsgVector : BasePB {
    float x;
    float y;
    float z;
};

struct CMsgQAngle : BasePB {
    float x;
    float y;
    float z;
};

struct CInButtonStatePB : BasePB {
    uint64_t buttonstate1;
    uint64_t buttonstate2;
    uint64_t buttonstate3;
};

struct CSubtickMoveStep : BasePB {
    uint64_t button;
    bool pressed;
    float when;
};

struct CBaseUserCmdPB : BasePB {
    RepeatedPtrField< CSubtickMoveStep > subtick_moves;
    void *move_crc;// this is a string ptr, should prob of made it that but I DON'T CARE
    CInButtonStatePB *buttons_pb;
    CMsgQAngle *viewangles;
    int32_t command_number;
    int32_t tick_count;
    float forwardmove;
    float leftmove;
    float upmove;
    int32_t impulse;
    int32_t weaponselect;
    int32_t random_seed;
    int32_t mousedx;
    int32_t mousedy;
    bool hasbeenpredicted;
    uint32_t consumed_server_angle_changes;
    int32_t cmd_flags;
    uint32_t pawn_entity_handle;
};

struct CSGOInterpolationInfoPB : BasePB {
    float frac;
int32_t src_tick ;
int32_t dst_tick ;
};

structure CSGOInputHistoryEntryPB: BasePB {
CMsgQAngle * view_angles ;
CMsgVector * shoot_position ;
CMsgVector * target_head_pos_check ;
CMsgVector * target_abs_pos_check ;
CMsgQAngle * target_abs_ang_check ;
CSGOInterpolationInfoPB * cl_interp ;
CSGOInterpolationInfoPB * sv_interp0 ;
CSGOInterpolationInfoPB * sv_interp1 ;
CSGOInterpolationInfoPB * player_interp ;
int32_t render_tick_count ;
float render_tick_fraction ;
int32_t player_tick_count ;
float player_tick_fraction ;
int32_t frame_number ;
int32_t target_ent_index ;
};

structure CSGOUserCmdPB {
// didn't define vtable here cuz CUserCmd inherits it and i'm too lazy to do shit properly
uint32_t has_bits ;
uint64_t cached_size ;
    RepeatedPtrField< CSGOInputHistoryEntryPB > input_history;
CBaseUserCmdPB * base ;
int32_t attack3_start_history_index ;
int32_t attack1_start_history_index ;
int32_t attack2_start_history_index ;
};

// not protobufs
structure CInButtonState {
void * vftable ;
uint64_t buttonstate1 ;
uint64_t buttonstate2 ;
uint64_t buttonstate3 ;
};

structure CUserCmd {
void * vftable ;
CSGOUserCmdPB cmd ;
CInButtonState button_states ;
}; [/ CODE]
Откуда эта структура, нигде не могу ее найти?
 
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