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BasePlayer.cpp
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214 lines (172 loc) · 5.89 KB
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#include "BasePlayer.hpp"
BasePlayer::BasePlayer() {}
BasePlayer::BasePlayer(BaseEntity entity){
this->dwBase = entity.dwBase;
}
BasePlayer::BasePlayer(int _dwBase) {
this->dwBase = _dwBase;
};
void BasePlayer::operator=(BasePlayer entity) {
this->dwBase = entity.dwBase;
}
int BasePlayer::get(){
return this->dwBase;
}
TeamNum BasePlayer::m_iTeamNum() {
auto team = mem.Read<int>(get() + Offsets::netvars::m_iTeamNum);
//std::cout << "BasePlayer::m_iTeamNum(): " << team << std::endl;
if (team == 1 || team == 2 || team == 3) {
return TeamNum(team);
};
return NO_TEAM;
}
int BasePlayer::m_iHealth() {
auto health = mem.Read<int>(get() + Offsets::netvars::m_iHealth);
//std::cout << "BasePlayer::m_iHealth(): " << health << std::endl;
return health;
}
int BasePlayer::m_dwBoneMatrix() {
//std::cout << "BasePlayer::m_dwBoneMatrix()" << std::endl;
return mem.Read<int>(get() + Offsets::netvars::m_dwBoneMatrix);
}
Vector3 BasePlayer::getBonePos(Skeleton bone){
auto bonePos = Vector3(mem.Read<BoneVector>(m_dwBoneMatrix() + 0x30 * bone + 0x0C));
return bonePos;
}
Vector3 BasePlayer::m_vecOrigin() {
auto vec = Vector3(mem.Read<Vec3>(get() + Offsets::netvars::m_vecOrigin));
//std::cout << "BasePlayer::m_vecOrigin(): (" << vec << ")\n";
return vec;
}
Vector3 BasePlayer::m_vecViewOffset() {
auto vec = Vector3(mem.Read<Vec3>(get() + Offsets::netvars::m_vecViewOffset));
//std::cout << "BasePlayer::m_vecViewOffset(): (" << vec << ")\n";
return vec;
}
int BasePlayer::m_bSpottedByMask() {
auto spottedByMask = mem.Read<int>(get() + Offsets::netvars::m_bSpottedByMask);
//std::cout << "BasePlayer::m_bSpottedByMask(): " << std::bitset<sizeof spottedByMask>(spottedByMask) << std::endl;
return spottedByMask;
}
bool BasePlayer::isBspVisibleFrom(Vector3 origin){
for (auto bone: ALL_BONES){
if (bsp_parser.is_visible(origin.toMatrix(), getBonePos(bone).toMatrix())) {
return true;
}
}
return false;
}
bool BasePlayer::m_bSpotted() {
auto spotted = (bool)mem.Read<BOOL>(get() + Offsets::netvars::m_bSpotted);
//std::cout << "BasePlayer::m_bSpotted(): " << spotted << std::endl;
return spotted;
}
void BasePlayer::m_bSpotted(bool value) {
mem.Write(get() + Offsets::netvars::m_bSpotted, BOOL(value));
}
bool BasePlayer::m_bSpottedByMask(int id) {
return m_bSpottedByMask() & (1 << id);
}
int BasePlayer::m_iShotsFired() {
auto shotsFired = mem.Read<int>(get() + Offsets::netvars::m_iShotsFired);
//std::cout << "BasePlayer::m_iShotsFired(): " << shotsFired << std::endl;
return shotsFired;
}
Vector2 BasePlayer::m_aimPunchAngle() {
auto vec = Vector2(mem.Read<Vec2>(get() + Offsets::netvars::m_aimPunchAngle));;
//std::cout << "BasePlayer::m_aimPunchAngle(): (" << vec << ")\n";
return vec;
}
void BasePlayer::m_aimPunchAngle(Vector2& ang) {
//std::cout << "m_aimPunchAngle()" << std::endl;
mem.Write(get() + Offsets::netvars::m_aimPunchAngle, ang.toVec2());
}
Vector2 BasePlayer::m_viewPunchAngle() {
auto vec = Vector2(mem.Read<Vec2>(get() + Offsets::netvars::m_viewPunchAngle));;
//std::cout << "BasePlayer::m_viewPunchAngle(): (" << vec << ")\n";
return vec;
}
void BasePlayer::m_viewPunchAngle(Vector2& ang) {
//std::cout << "m_viewPunchAngle()" << std::endl;
mem.Write(get() + Offsets::netvars::m_viewPunchAngle, ang.toVec2());
}
int BasePlayer::m_hActiveWeapon() {
auto activeWeapon = mem.Read<int>(get() + Offsets::netvars::m_hActiveWeapon);
//std::cout << "BasePlayer::m_hActiveWeapon(): " << activeWeapon << std::endl;
return activeWeapon;
}
int BasePlayer::m_fFlags(){
return mem.Read<int>(get() + Offsets::netvars::m_fFlags);
}
void BasePlayer::m_clrRender(colorRGBA color) {
//std::cout << "m_clrRender()" << std::endl;
struct SClrColor{ BYTE r; BYTE g; BYTE b; BYTE a; } clrColor;
clrColor.r = color.r;
clrColor.g = color.g;
clrColor.b = color.b;
clrColor.a = color.a;
mem.Write(get() + Offsets::netvars::m_clrRender, clrColor);
}
bool BasePlayer::m_bIsDefusing(){
return mem.Read<bool>(get() + Offsets::netvars::m_bIsDefusing);
}
int BasePlayer::m_ArmorValue(){
return mem.Read<int>(get() + Offsets::netvars::m_ArmorValue);
}
int BasePlayer::m_iCompetitiveWins(){
return mem.Read<int>(get() + Offsets::netvars::m_iCompetitiveWins);
}
bool BasePlayer::m_bHasDefuser(){
return mem.Read<bool>(get() + Offsets::netvars::m_bHasDefuser);
}
bool BasePlayer::m_bIsScoped(){
return mem.Read<bool>(get() + Offsets::netvars::m_bIsScoped);
}
bool BasePlayer::m_bHasHelmet(){
return mem.Read<bool>(get() + Offsets::netvars::m_bHasHelmet);
}
int BasePlayer::m_nTickBase(){
return mem.Read<int>(get() + Offsets::netvars::m_nTickBase);
}
LifeState BasePlayer::m_lifeState(){
auto lifeState = mem.Read<int>(get() + Offsets::netvars::m_lifeState);
if (lifeState >= 0 && lifeState <= 2) {
return LifeState(lifeState);
}
return INVALID_LIFESTATE;
}
float BasePlayer::m_flFlashMaxAlpha() {
auto flashMaxAlpha = mem.Read<float>(get() + Offsets::netvars::m_flFlashMaxAlpha);
return flashMaxAlpha;
}
void BasePlayer::m_flFlashMaxAlpha(float v){
mem.Write(get() + Offsets::netvars::m_flFlashMaxAlpha, v);
}
float BasePlayer::m_flFlashDuration() {
auto m_flFlashDuration = mem.Read<float>(get() + Offsets::netvars::m_flFlashDuration);
return m_flFlashDuration;
}
float BasePlayer::m_flFlashAlpha() {
auto m_flFlashAlpha = mem.Read<float>(get() + Offsets::netvars::m_flFlashMaxAlpha - 0xC);
return m_flFlashAlpha;
}
int BasePlayer::m_hViewModel(){
return mem.Read<int>(get() + Offsets::netvars::m_hViewModel);
}
std::vector<int> BasePlayer::myWeapons(){
std::vector<int> weapons;
for (int i = 0; i < 8; i++){
int weaponID = myWeaponByID(i) & 0xfff;
weapons.push_back(weaponID);
}
return weapons;
}
int BasePlayer::myWeaponByID(int id) {
return mem.Read<int>(get() + Offsets::netvars::m_hMyWeapons + id * 0x4);
}
int BasePlayer::m_iObserverMode(){
return mem.Read<int>(get() + Offsets::netvars::m_iObserverMode);
}
void BasePlayer::m_iObserverMode(int v){
mem.Write(get() + Offsets::netvars::m_iObserverMode, v);
}