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  1. #pragma once
  2.  
  3. enum MoveType_t
  4. {
  5. MOVETYPE_NONE = 0,
  6. MOVETYPE_ISOMETRIC,
  7. MOVETYPE_WALK,
  8. MOVETYPE_STEP,
  9. MOVETYPE_FLY,
  10. MOVETYPE_FLYGRAVITY,
  11. MOVETYPE_VPHYSICS,
  12. MOVETYPE_PUSH,
  13. MOVETYPE_NOCLIP,
  14. MOVETYPE_LADDER,
  15. MOVETYPE_OBSERVER,
  16. MOVETYPE_CUSTOM,
  17. MOVETYPE_LAST = MOVETYPE_CUSTOM,
  18. MOVETYPE_MAX_BITS = 4
  19. };
  20.  
  21. class CBaseCombatWeapon;
  22. class CBaseEntity
  23. {
  24. public:
  25. char __pad[0x64];
  26. int index;
  27. int GetIndex();
  28. int GetHealth();
  29. int GetTeam();
  30. int GetFlags();
  31. int GetTickBase();
  32. int GetShotsFired();
  33. int iShotsFired(int i);
  34. int GetMoveType();
  35. int* GetModelIndex();
  36. int GetHitboxSet();
  37. int GetUserID();
  38. int GetArmor();
  39. int * GetCompetitiveRanking();
  40. int GetCollisionGroup();
  41. int PhysicsSolidMaskForEntity();
  42. int GetOwner();
  43. DWORD GetOwnerHandler();
  44. int GetGlowIndex();
  45. int GetBoneByName(const char* boneName);
  46. bool GetAlive();
  47. HANDLE GetViewModel();
  48. bool GetDormant();
  49. bool GetImmune();
  50. bool IsEnemy();
  51. bool IsVisible( int bone );
  52. bool m_visible;
  53. bool IsBroken();
  54. bool IsScoped();
  55. bool HasHelmet();
  56. bool IsFlashed();
  57. int GetPlayerC4();
  58. bool IsTargetingLocal();
  59. float GetFlashDuration();
  60. float GetBombTimer();
  61. QAngle GetViewPunch();
  62. QAngle GetPunch();
  63. QAngle GetEyeAngles();
  64. QAngle* GetHeadRotation();
  65. float* GetLowerBodyYawTarget();
  66. Vector GetOrigin();
  67. Vector GetEyePosition();
  68. Vector GetBonePositionz(int iBone);
  69. Vector GetBonePosition( int iBone );
  70. bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
  71. Vector GetVelocity();
  72. Vector GetPredicted( Vector p0 );
  73. ICollideable* GetCollideable();
  74. player_info_t GetPlayerInfo();
  75. model_t* GetModel();
  76. std::string GetName();
  77. std::string GetSteamID();
  78. std::string GetLastPlace();
  79. int& GetXUIDLow();
  80. int& GetXUIDHigh();
  81. CBaseCombatWeapon* GetWeapon();
  82. DWORD GetActiveWeapon();
  83. ClientClass* GetClientClass();
  84. HANDLE GetObserverTargetHandle();
  85. DWORD GetObserverTargetHandleD();
  86. };
  87.  
  88. /* TGF
  89. class CHudTexture
  90. {
  91. public:
  92. char type[64]; //0x0000
  93. char subtype[64]; //0x0040
  94. char unknowndata00[2]; //0x0080
  95. char charinFont; //0x0082
  96. char unknowndata01[1]; //0x0083
  97. };//Size=0x00AC*/
  98.  
  99. // AYY struct
  100. struct CHudTexture
  101. {
  102. char szShortName[64]; //0x0000
  103. char szTextureFile[64]; //0x0040
  104. bool bRenderUsingFont; //0x0080
  105. bool bPrecached; //0x0081
  106. char cCharacterInFont; //0x0082
  107. BYTE pad_0x0083; //0x0083
  108. int hFont; //0x0084
  109. int iTextureId; //0x0088
  110. float afTexCoords[4]; //0x008C
  111. int iPosX[4]; //0x009C
  112. }; //Size=0x00AC
  113.  
  114. class WeaponInfo_t
  115. {
  116. public:
  117. char _0x0000[4];
  118. BYTE m_bParsedScript; //0x0004
  119. BYTE m_bLoadedHudElements; //0x0005
  120. BYTE m_szClassName; //0x0006
  121. char _0x0007[1961];
  122. __int32 m_iAmmoType; //0x07B0
  123. char _0x07B4[12];
  124. CHudTexture* m_pHudTexture_WeaponSilenced; //0x07C0
  125. CHudTexture* m_pHudTexture_Weapon; //0x07C4
  126. CHudTexture* m_pHudTexture_Ammo; //0x07C8
  127. char _0x07CC[4];
  128. CHudTexture* m_pHudTexture_Crosshair; //0x07D0
  129. char _0x07D4[20];
  130. __int32 m_iWeaponType; //0x07E8
  131. __int32 m_iTeam; //0x07EC
  132. __int32 m_iWeaponId; //0x07F0
  133. BYTE m_IsFullAuto; //0x07F4
  134. char _0x07F5[3];
  135. float m_flHeatPerShot; //0x07F8
  136. __int32 m_iWeaponPrice; //0x07FC
  137. float m_flArmorRatio; //0x0800
  138. float m_flMaxPlayerSpeed; //0x0804
  139. float m_flMaxPlayerSpeedAlt; //0x0808
  140. __int32 m_iCrosshairMinDistance; //0x080C
  141. __int32 m_iCrosshairDeltaDistance; //0x0810
  142. float m_flPenetration; //0x0814
  143. __int32 m_iDamage; //0x0818
  144. float m_flRange; //0x081C
  145. float m_flRangeModifier; //0x0820
  146. __int32 m_iBullets; //0x0824
  147. float m_flCycleTime; //0x0828
  148. float m_flCycleTimeAlt; //0x082C
  149. char _0x0830[416];
  150. float m_flSpread; //0x09D0
  151. float m_flSpreadAlt; //0x09D4
  152. float m_flInaccuracyCrouch; //0x09D8
  153. float m_flInaccuracyCrouchAlt; //0x09DC
  154. float m_flInaccuracyStand; //0x09E0
  155. float m_flInaccuracyStandAlt; //0x09E4
  156. float m_flInaccuracyJump; //0x09E8
  157. float m_flInaccuracyJumpAlt; //0x09EC
  158. float m_flInaccuracyLand; //0x09F0
  159. float m_flInaccuracyLandAlt; //0x09F4
  160. float m_flInaccuracyLadder; //0x09F8
  161. float m_flInaccuracyLadderAlt; //0x09FC
  162. float m_flInaccuracyFire; //0x0A00
  163. float m_flInaccuracyFireAlt; //0x0A04
  164. float m_flInaccuracyMove; //0x0A08
  165. float m_flInaccuracyMoveAlt; //0x0A0C
  166. float m_flRecoveryTimeStand; //0x0A10
  167. float m_flRecoveryTimeCrouch; //0x0A14
  168. float m_flInaccuracyReload; //0x0A18
  169. float m_flInaccuracyAltSwitch; //0x0A1C
  170. float m_flRecoilAngle; //0x0A20
  171. float m_flRecoilAngleAlt; //0x0A24
  172. float m_flRecoilAngleVariance; //0x0A28
  173. float m_flRecoilAngleVarianceAlt; //0x0A2C
  174. float m_flRecoilMagnitude; //0x0A30
  175. float m_flRecoilMagnitudeAlt; //0x0A34
  176. float m_flRecoilMagnitudeVariance; //0x0A38
  177. float m_flRecoilMagnitudeVarianceAlt; //0x0A3C
  178. __int32 m_iRecoilSeed; //0x0A40
  179. float m_flFlinchVelocityModifierLarge; //0x0A44
  180. float m_flFlinchVelocityModifierSmall; //0x0A48
  181. float m_flTimeToIdle; //0x0A4C
  182. float m_flIdleInterval; //0x0A50
  183.  
  184. };
  185.  
  186. class CBaseViewModel : public CBaseEntity{
  187. public:
  188. HANDLE GetOwnerz();
  189. int GetWeaponz();
  190. };
  191.  
  192. class CBaseCombatWeapon
  193. {
  194. public:
  195. char __pad[0x64];
  196. int index;
  197. int& GetWeaponID();
  198. float& GetNextPrimaryAttack();
  199. float& GetAccuracyPenalty();
  200. float& GetSpread();
  201. float& GetInaccuracy();
  202. HANDLE GetOwnerHandle();
  203. int& GetXUIDLow();
  204. int& GetXUIDHigh();
  205. int& GetEntityQuality();
  206. int& GetAccountID();
  207. int & GetModelIndex();
  208. int& GetItemIDHigh();
  209. int & GetItemIDLow();
  210. int& GetItemDefinitionIndex();
  211. int& GetFallbackPaintKit();
  212. int * GetFallbackPaintKitz();
  213. int& GetFallbackStatTrak();
  214. float& GetFallbackWear();
  215. bool IsEmpty();
  216. int Clip();
  217. bool IsReloading();
  218. void UpdateAccuracyPenalty();
  219. float GetWeaponSpread();
  220. float GetWeaponCone();
  221. WeaponInfo_t* GetCSWpnData();
  222. bool IsGun();
  223. bool IsSniper();
  224. bool IsRifle();
  225. bool IsSmg();
  226. bool IsShotgun();
  227. bool IsPistol();
  228. bool IsAWPorSSG();
  229. bool IsGrenade();
  230. std::string GetWeaponName();
  231. bool IsKnife();
  232. bool IsRevolver();
  233. };
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