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- #pragma once
- enum MoveType_t
- {
- 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 CBaseCombatWeapon;
- class CBaseEntity
- {
- public:
- char __pad[0x64];
- int index;
- int GetIndex();
- int GetHealth();
- int GetTeam();
- int GetFlags();
- int GetTickBase();
- int GetShotsFired();
- int iShotsFired(int i);
- int GetMoveType();
- int* GetModelIndex();
- int GetHitboxSet();
- int GetUserID();
- int GetArmor();
- int * GetCompetitiveRanking();
- int GetCollisionGroup();
- int PhysicsSolidMaskForEntity();
- int GetOwner();
- DWORD GetOwnerHandler();
- int GetGlowIndex();
- int GetBoneByName(const char* boneName);
- bool GetAlive();
- HANDLE GetViewModel();
- bool GetDormant();
- bool GetImmune();
- bool IsEnemy();
- bool IsVisible( int bone );
- bool m_visible;
- bool IsBroken();
- bool IsScoped();
- bool HasHelmet();
- bool IsFlashed();
- int GetPlayerC4();
- bool IsTargetingLocal();
- float GetFlashDuration();
- float GetBombTimer();
- QAngle GetViewPunch();
- QAngle GetPunch();
- QAngle GetEyeAngles();
- QAngle* GetHeadRotation();
- float* GetLowerBodyYawTarget();
- Vector GetOrigin();
- Vector GetEyePosition();
- Vector GetBonePositionz(int iBone);
- Vector GetBonePosition( int iBone );
- bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
- Vector GetVelocity();
- Vector GetPredicted( Vector p0 );
- ICollideable* GetCollideable();
- player_info_t GetPlayerInfo();
- model_t* GetModel();
- std::string GetName();
- std::string GetSteamID();
- std::string GetLastPlace();
- int& GetXUIDLow();
- int& GetXUIDHigh();
- CBaseCombatWeapon* GetWeapon();
- DWORD GetActiveWeapon();
- ClientClass* GetClientClass();
- HANDLE GetObserverTargetHandle();
- DWORD GetObserverTargetHandleD();
- };
- /* TGF
- class CHudTexture
- {
- public:
- char type[64]; //0x0000
- char subtype[64]; //0x0040
- char unknowndata00[2]; //0x0080
- char charinFont; //0x0082
- char unknowndata01[1]; //0x0083
- };//Size=0x00AC*/
- // AYY struct
- struct CHudTexture
- {
- char szShortName[64]; //0x0000
- char szTextureFile[64]; //0x0040
- bool bRenderUsingFont; //0x0080
- bool bPrecached; //0x0081
- char cCharacterInFont; //0x0082
- BYTE pad_0x0083; //0x0083
- int hFont; //0x0084
- int iTextureId; //0x0088
- float afTexCoords[4]; //0x008C
- int iPosX[4]; //0x009C
- }; //Size=0x00AC
- class WeaponInfo_t
- {
- public:
- char _0x0000[4];
- BYTE m_bParsedScript; //0x0004
- BYTE m_bLoadedHudElements; //0x0005
- BYTE m_szClassName; //0x0006
- char _0x0007[1961];
- __int32 m_iAmmoType; //0x07B0
- char _0x07B4[12];
- CHudTexture* m_pHudTexture_WeaponSilenced; //0x07C0
- CHudTexture* m_pHudTexture_Weapon; //0x07C4
- CHudTexture* m_pHudTexture_Ammo; //0x07C8
- char _0x07CC[4];
- CHudTexture* m_pHudTexture_Crosshair; //0x07D0
- char _0x07D4[20];
- __int32 m_iWeaponType; //0x07E8
- __int32 m_iTeam; //0x07EC
- __int32 m_iWeaponId; //0x07F0
- BYTE m_IsFullAuto; //0x07F4
- char _0x07F5[3];
- float m_flHeatPerShot; //0x07F8
- __int32 m_iWeaponPrice; //0x07FC
- float m_flArmorRatio; //0x0800
- float m_flMaxPlayerSpeed; //0x0804
- float m_flMaxPlayerSpeedAlt; //0x0808
- __int32 m_iCrosshairMinDistance; //0x080C
- __int32 m_iCrosshairDeltaDistance; //0x0810
- float m_flPenetration; //0x0814
- __int32 m_iDamage; //0x0818
- float m_flRange; //0x081C
- float m_flRangeModifier; //0x0820
- __int32 m_iBullets; //0x0824
- float m_flCycleTime; //0x0828
- float m_flCycleTimeAlt; //0x082C
- char _0x0830[416];
- float m_flSpread; //0x09D0
- float m_flSpreadAlt; //0x09D4
- float m_flInaccuracyCrouch; //0x09D8
- float m_flInaccuracyCrouchAlt; //0x09DC
- float m_flInaccuracyStand; //0x09E0
- float m_flInaccuracyStandAlt; //0x09E4
- float m_flInaccuracyJump; //0x09E8
- float m_flInaccuracyJumpAlt; //0x09EC
- float m_flInaccuracyLand; //0x09F0
- float m_flInaccuracyLandAlt; //0x09F4
- float m_flInaccuracyLadder; //0x09F8
- float m_flInaccuracyLadderAlt; //0x09FC
- float m_flInaccuracyFire; //0x0A00
- float m_flInaccuracyFireAlt; //0x0A04
- float m_flInaccuracyMove; //0x0A08
- float m_flInaccuracyMoveAlt; //0x0A0C
- float m_flRecoveryTimeStand; //0x0A10
- float m_flRecoveryTimeCrouch; //0x0A14
- float m_flInaccuracyReload; //0x0A18
- float m_flInaccuracyAltSwitch; //0x0A1C
- float m_flRecoilAngle; //0x0A20
- float m_flRecoilAngleAlt; //0x0A24
- float m_flRecoilAngleVariance; //0x0A28
- float m_flRecoilAngleVarianceAlt; //0x0A2C
- float m_flRecoilMagnitude; //0x0A30
- float m_flRecoilMagnitudeAlt; //0x0A34
- float m_flRecoilMagnitudeVariance; //0x0A38
- float m_flRecoilMagnitudeVarianceAlt; //0x0A3C
- __int32 m_iRecoilSeed; //0x0A40
- float m_flFlinchVelocityModifierLarge; //0x0A44
- float m_flFlinchVelocityModifierSmall; //0x0A48
- float m_flTimeToIdle; //0x0A4C
- float m_flIdleInterval; //0x0A50
- };
- class CBaseViewModel : public CBaseEntity{
- public:
- HANDLE GetOwnerz();
- int GetWeaponz();
- };
- class CBaseCombatWeapon
- {
- public:
- char __pad[0x64];
- int index;
- int& GetWeaponID();
- float& GetNextPrimaryAttack();
- float& GetAccuracyPenalty();
- float& GetSpread();
- float& GetInaccuracy();
- HANDLE GetOwnerHandle();
- int& GetXUIDLow();
- int& GetXUIDHigh();
- int& GetEntityQuality();
- int& GetAccountID();
- int & GetModelIndex();
- int& GetItemIDHigh();
- int & GetItemIDLow();
- int& GetItemDefinitionIndex();
- int& GetFallbackPaintKit();
- int * GetFallbackPaintKitz();
- int& GetFallbackStatTrak();
- float& GetFallbackWear();
- bool IsEmpty();
- int Clip();
- bool IsReloading();
- void UpdateAccuracyPenalty();
- float GetWeaponSpread();
- float GetWeaponCone();
- WeaponInfo_t* GetCSWpnData();
- bool IsGun();
- bool IsSniper();
- bool IsRifle();
- bool IsSmg();
- bool IsShotgun();
- bool IsPistol();
- bool IsAWPorSSG();
- bool IsGrenade();
- std::string GetWeaponName();
- bool IsKnife();
- bool IsRevolver();
- };
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