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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
- };
- enum CSWeaponType
- {
- WEAPONTYPE_KNIFE = 0,
- WEAPONTYPE_PISTOL,
- WEAPONTYPE_SUBMACHINEGUN,
- WEAPONTYPE_RIFLE,
- WEAPONTYPE_SHOTGUN,
- WEAPONTYPE_SNIPER,
- WEAPONTYPE_MACHINEGUN,
- WEAPONTYPE_C4,
- WEAPONTYPE_PLACEHOLDER,
- WEAPONTYPE_GRENADE,
- WEAPONTYPE_UNKNOWN
- };
- enum WEAPONCLASS
- {
- WEPCLASS_INVALID,
- WEPCLASS_RIFLE,
- WEPCLASS_PISTOL,
- WEPCLASS_SHOTGUN,
- WEPCLASS_SNIPER,
- WEPCLASS_SMG,
- WEPCLASS_MACHINEGUN,
- WEPCLASS_KNIFE
- };
- enum TeamID
- {
- TEAM_SPECTATOR = 1,
- TEAM_TT,
- TEAM_CT
- };
- class CBaseCombatWeapon;
- class CBaseEntity
- {
- public:
- char __pad[0x64];
- int index;
- int GetHealth();
- bool IsValid();
- int GetTeam();
- int GetFlags();
- int GetTickBase();
- int GetDistance();
- int GetShotsFired();
- int GetMoney();
- int GetMoveType();
- int GetModelIndex();
- int GetHitboxSet();
- int GetUserID();
- int GetArmor();
- model_t* GetModel();
- int GetCollisionGroup();
- int GetAmmo(CBaseCombatWeapon* wep);
- bool IsDefusing();
- bool IsBombPlanted();
- int PhysicsSolidMaskForEntity();
- int GetOwner();
- float& GetSimulationTime();
- float& GetOldSimulationTime();
- float& GetCycle();
- int& GetSequence();
- CBaseEntity* GetObserverTarget();
- ObserverMode_t* GetObserverMode();
- int GetGlowIndex();
- bool IsAlive();
- bool IsDormant();
- int GetIndex();
- bool HasImmunity();
- bool IsEnemy();
- bool IsVisible(int bone);
- bool m_visible;
- bool IsBroken();
- bool HasHelmet();
- bool HasDefuser();
- bool IsFlashed();
- bool IsTargetingLocal();
- bool IsScoped();
- bool* IsSpotted();
- float GetFlashDuration();
- float* GetFlashMaxAlpha();
- float GetBombTimer();
- bool IsBombDefused();
- int GetBombDefuser();
- float GetLowerBodyYaw();
- QAngle GetViewPunch();
- Vector GetAimPunchAngle();
- QAngle GetPunch();
- QAngle* GetEyeAnglesPointer();
- QAngle GetEyeAngles();
- QAngle* GetVAngles();
- Vector GetOrigin();
- Vector GetOrigin2();
- Vector GetAbsOrigin();
- Vector GetAbsOrigin2();
- Vector GetAbsAngles();
- Vector GetAbsAngles2();
- Vector GetEyePosition();
- Vector GetBonePosition(int iBone);
- Vector GetVecViewOffset();
- bool SetupBones(matrix3x4_t* pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime);
- Vector GetVelocity();
- Vector GetPredicted(Vector p0);
- float& GetPoseParameter(int i);
- ICollideable* GetCollideable();
- void UpdateClientSideAnimation();
- player_info_t GetPlayerInfo();
- std::string GetName();
- std::string GetSteamID();
- std::string GetLastPlace();
- int& GetXUIDLow();
- int& GetXUIDHigh();
- CBaseCombatWeapon* GetWeapon();
- ClientClass* GetClientClass();
- };
- class CHudTexture
- {
- public:
- 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 pad_0x0000[4]; // 0x0000
- char* consoleName; // 0x0004
- char pad_0008[12]; // 0x0008
- int iMaxClip1; // 0x0014
- int iMaxClip2; // 0x0018
- int iDefaultClip1; // 0x001C
- int iDefaultClip2; // 0x0020
- char pad_0024[8]; // 0x0024
- char* szWorldModel; // 0x002C
- char* szViewModel; // 0x0030
- char* szDroppedModel; // 0x0034
- char pad_0038[4]; // 0x0038
- char* N0000023E; // 0x003C
- char pad_0040[56]; // 0x0040
- char* szEmptySound; // 0x0078
- char pad_007C[4]; // 0x007C
- char* szBulletType; // 0x0080
- char pad_0084[4]; // 0x0084
- char* szHudName; // 0x0088
- char* szWeaponName; // 0x008C
- char pad_0090[56]; // 0x0090
- int WeaponType; // 0x00C8
- int iWeaponPrice; // 0x00CC
- int iKillAward; // 0x00D0
- char* szAnimationPrefix; // 0x00D4
- float flCycleTime; // 0x00D8
- float flCycleTimeAlt; // 0x00DC
- float flTimeToIdle; // 0x00E0
- float flIdleInterval; // 0x00E4
- bool bFullAuto; // 0x00E8
- char pad_0x00E5[3]; // 0x00E9
- int iDamage; // 0x00EC
- float flArmorRatio; // 0x00F0
- int iBullets; // 0x00F4
- float flPenetration; // 0x00F8
- float flFlinchVelocityModifierLarge; // 0x00FC
- float flFlinchVelocityModifierSmall; // 0x0100
- float flRange; // 0x0104
- float flRangeModifier; // 0x0108
- float flThrowVelocity; // 0x010C
- char pad_0x010C[12]; // 0x0110
- bool bHasSilencer; // 0x011C
- char pad_0x0119[3]; // 0x011D
- char* pSilencerModel; // 0x0120
- int iCrosshairMinDistance; // 0x0124
- int iCrosshairDeltaDistance;// 0x0128 - iTeam?
- float flMaxPlayerSpeed; // 0x012C
- float flMaxPlayerSpeedAlt; // 0x0130
- float flSpread; // 0x0134
- float flSpreadAlt; // 0x0138
- float flInaccuracyCrouch; // 0x013C
- float flInaccuracyCrouchAlt; // 0x0140
- float flInaccuracyStand; // 0x0144
- float flInaccuracyStandAlt; // 0x0148
- float flInaccuracyJumpInitial;// 0x014C
- float flInaccuracyJump; // 0x0150
- float flInaccuracyJumpAlt; // 0x0154
- float flInaccuracyLand; // 0x0158
- float flInaccuracyLandAlt; // 0x015C
- float flInaccuracyLadder; // 0x0160
- float flInaccuracyLadderAlt; // 0x0164
- float flInaccuracyFire; // 0x0168
- float flInaccuracyFireAlt; // 0x016C
- float flInaccuracyMove; // 0x0170
- float flInaccuracyMoveAlt; // 0x0174
- float flInaccuracyReload; // 0x0178
- int iRecoilSeed; // 0x017C
- float flRecoilAngle; // 0x0180
- float flRecoilAngleAlt; // 0x0184
- float flRecoilAngleVariance; // 0x0188
- float flRecoilAngleVarianceAlt; // 0x018C
- float flRecoilMagnitude; // 0x0190
- float flRecoilMagnitudeAlt; // 0x0194
- float flRecoilMagnitudeVariance; // 0x0198
- float flRecoilMagnitudeVarianceAlt; // 0x019C
- float flRecoveryTimeCrouch; // 0x01A0
- float flRecoveryTimeStand; // 0x01A4
- float flRecoveryTimeCrouchFinal; // 0x01A8
- float flRecoveryTimeStandFinal; // 0x01AC
- int iRecoveryTransitionStartBullet;// 0x01B0
- int iRecoveryTransitionEndBullet; // 0x01B4
- bool bUnzoomAfterShot; // 0x01B8
- bool bHideViewModelZoomed; // 0x01B9
- char pad_0x01B5[2]; // 0x01BA
- char iZoomLevels[3]; // 0x01BC
- int iZoomFOV[2]; // 0x01C0
- float fZoomTime[3]; // 0x01C4
- char* szWeaponClass; // 0x01D4
- float flAddonScale; // 0x01D8
- char pad_0x01DC[4]; // 0x01DC
- char* szEjectBrassEffect; // 0x01E0
- char* szTracerEffect; // 0x01E4
- int iTracerFrequency; // 0x01E8
- int iTracerFrequencyAlt; // 0x01EC
- char* szMuzzleFlashEffect_1stPerson; // 0x01F0
- char pad_0x01F4[4]; // 0x01F4
- char* szMuzzleFlashEffect_3rdPerson; // 0x01F8
- char pad_0x01FC[4]; // 0x01FC
- char* szMuzzleSmokeEffect; // 0x0200
- float flHeatPerShot; // 0x0204
- char* szZoomInSound; // 0x0208
- char* szZoomOutSound; // 0x020C
- float flInaccuracyPitchShift; // 0x0210
- float flInaccuracySoundThreshold; // 0x0214
- float flBotAudibleRange; // 0x0218
- BYTE pad_0x0218[8]; // 0x0220
- char* pWrongTeamMsg; // 0x0224
- bool bHasBurstMode; // 0x0228
- BYTE pad_0x0225[3]; // 0x0229
- bool bIsRevolver; // 0x022C
- bool bCannotShootUnderwater; // 0x0230 };,
- CHudTexture* iconWeapon;
- CHudTexture* iconAmmo;
- CHudTexture* iconWeaponS;
- };
- class CCSWeaponInfo_t
- {
- public:
- void* vTable; //0x0000
- BYTE N0309F389; //0x0004
- BYTE N030AC4C1; //0x0005
- char name_class[93]; //0x0006
- char printname[80]; //0x00
- char viewmodel[80]; //0x00A6
- char playermodel[80]; //0x00F6
- char bullettype[32]; //0x0146
- char anim_prefix[58]; //0x0166
- char N03122066[32]; //0x01A0
- char contentpack[32]; //0x01C0
- char unknowndata00[128]; //0x01E0
- char name_real[32]; //0x0260
- char unknowndata01[1184]; //0x0280
- CHudTexture* hudTexture_silenced; //0x0720
- CHudTexture* hudTexture; //0x0724
- CHudTexture* hudTexture_ammo; //0x0728
- char unknowndata02[4]; //0x072C
- CHudTexture* hudTexture_crosshair_01; //0x0730
- CHudTexture* hudTexture_crosshair_02; //0x0734
- CHudTexture* hudTexture_crosshair_03; //0x0738
- CHudTexture* hudTexture_crosshair_04; //0x073C
- char unknowndata03[8]; //0x0740
- __int32 WeaponType; //0x0748
- __int32 Team; //0x074C
- __int32 WeaponID; //0x0750
- BYTE FullAuto; //0x0754
- char unknowndata04[7]; //0x0755
- __int32 WeaponPrice; //0x075C
- float WeaponArmorRatio; //0x0760
- float MaxPlayerSpeed; //0x0764
- float MaxPlayerSpeedAlt; //0x0768
- __int32 CrosshairMinDistance; //0x076C
- __int32 CrosshairDeltaDistance; //0x0770
- float flPenetrationPower; //0x0774
- __int32 iDamage; //0x0778
- float flRange; //0x077C
- float flRangeModifier; //0x0780
- __int32 iBullets; //0x0784
- float CycleTime; //0x0788
- }; //Size=0x078C
- class CBaseCombatWeapon
- {
- public:
- char __pad[0x64];
- int index;
- int& GetWeaponID();
- float& GetNextPrimaryAttack();
- float& GetAccuracyPenalty();
- float& GetPostponeFireReadyTime();
- int& GetXUIDLow();
- int& GetXUIDHigh();
- int& GetEntityQuality();
- int& GetAccountID();
- int& GetItemIDHigh();
- int& GetItemDefinitionIndex();
- int& GetFallbackPaintKit();
- int& GetFallbackStatTrak();
- int& ViewModelIndex();
- int& WorldModelIndex();
- float& GetFallbackWear();
- bool IsEmpty();
- bool IsReloading();
- float GetSpread();
- float GetInaccuracy();
- float GetInaccuracy2();
- float GetHitchance();
- void UpdateAccuracyPenalty();
- float GetWeaponSpread();
- float GetWeaponCone();
- WeaponInfo_t* GetCSWpnData();
- bool IsGun();
- bool IsGunSniper();
- bool IsGunCanScope();
- bool IsGunGrenade();
- std::string GetWeaponName();
- model_t* GetModel();
- int GetWeaponType();
- };
- class CBaseViewModel
- {
- public:
- inline int GetModelIndex()
- {
- // DT_BaseViewModel -> m_nModelIndex
- return *(int*)((DWORD)this + 0x254);
- }
- inline DWORD GetOwner()
- {
- // DT_BaseViewModel -> m_hOwner
- return *(PDWORD)((DWORD)this + 0x29BC);
- }
- inline DWORD GetWeapon()
- {
- // DT_BaseViewModel -> m_hWeapon
- return *(PDWORD)((DWORD)this + 0x29B8);
- }
- };
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