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Entity.hpp
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#pragma once
//#include "harCs.hpp"
class WeapInfo_t;
class Entity;
class EntityWeapon;
class Collideable;
enum MoveTip
{
MOVETYPE_NONE = 0,
MOVETYPE_ISOMETRIC,
MOVETYPE_WALK,
MOVETYPE_STEP,
MOVETYPE_FLY,
MOVETYPE_FLYGRAVITY,
MOVETYPE_VPHYSICS,
MOVETYPE_PUSH,
MOVETYPE_NOCLIP,
MOVETYPE_LADDER,
MOVETYPE_OBSERVER,
MOVETYPE_CUSTOM,
MOVETYPE_LAST = MOVETYPE_CUSTOM,
MOVETYPE_MAX_BITS = 4
};
class Entity
{
public:
int getTeam();
bool isPlayer();
DWORD getGlowIndex();
bool isStationary();
bool isImmune();
bool getLifeState();
int &getFlags();
int getMoveTip();
int getFiredShots();
int getTickBase();
int getArmVal();
bool getHelm();
bool getHeavArm();
Vector3 getVel();
Vector3 predict(Vector3 v0);
Vector3 getVektPunch();
Vector3 getVecAechse();
Vector3 getViewOriginal();
int getCompRank(int idx);
int getCompWins(int idx);
bool getGameResConnected(int idx);
int getGameResTeam(int idx);
std::wstring getName(int idx);
int getLeben();
Vector3 getSkeletById(int idx);
int getSkeletByName(const char *imeKost);
EntityWeapon *getWeapon();
UINT *getWeapons();
int getWeaponId();
int *getModelIdx();
DWORD getViewModel();
Client *getClientCls();
int getIdx();
model_t *getModel();
bool setupBones(matrix3x4_t *kostToWorldOut, int maxKosti, int kostMaska, float curtime);
bool setupBonesEx(Entity *player, int kostMaska, matrix3x4_t *kostToWorldOut);
Collideable *getCollideable();
DWORD getRgflCoordinateFrame();
Vector3 *getHeadRot();
float &getLowBodYtarg();
int getHitboxSet();
Vector3 &getEyeAechse();
bool isAlive();
bool isZum();
int getOwner();
float &getSimulTime();
float &getCycle();
int &getSequence();
Vector3 &getAbsOriginal();
Vector3 &getNetOriginal();
Vector3 &getAbsAechse();
void setAbsOriginal(Vector3 origin);
void setAbsAechse(Vector3 aechse);
Vector3 const &getRenderOrigin();
QAngle const &getRenderAechse();
float &getPoseParams(int idx);
void *getObsTarget();
int getChockedPackets();
int getChockedTicks();
float &getSurfaceFriction();
float &getStepSize();
float &getMaxSpeed();
float &getFallVel();
float &getAnimTime();
float &getOldSimulTime();
int &getDucked();
int &getDucking();
float &getDuckAmnt();
float &getDuckSpeed();
void standardBlendingRules(studiohdr_t *studiohdr, Vector3 *pos, Quaternion *q, float curtime, int kostMaska);
void buildTransformations(studiohdr_t *studiohdr, Vector3 *pos, Quaternion *q, const matrix3x4_t &cameraTransform, int kostMaska, byte *computed);
void updateClientSideAnimation();
DWORD *getVarMap();
};
class WeapInfo_t
{
public:
char pad00[0xC8];
__int32 weapon_type;
char padCC[0x20];
__int32 m_iDamage;
float m_fArmorRatio;
char padF4[0x4];
float m_fPenetration;
char padFC[0x8];
float m_fRange;
float m_fRangeModifier;
char pad10C[0x10];
bool m_bHasSilencer;
};
class EntityWeapon
{
public:
float getAccurPen();
float getNextPrimAtt();
float getInac();
float getSir();
void upAccurPen();
bool isEmpty();
bool isReload();
WeapInfo_t *getWeapInfo();
int *getItemDefIdx();
int *getItemIdHigh();
char *getCustName();
int *getFallbackPK();
int *getFallbackS();
float *getFallbackW();
int *getFallbackST();
int *getAccId();
};
class Collideable
{
public:
virtual void unk0();
virtual Vector3 &vecMins() const;
virtual Vector3 &vecMax() const;
};