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- playermove_t playermove;
- HalfLife.Read ( ModuleHW.m_dwBaseAddress + 0x1006AE0, &playermove, sizeof(playermove_t) );
- struct playermove_t
- {
- int player_index;
- int server;
- int multiplayer; // 1 == multiplayer server
- float time; // realtime on host
- float frametime; // duration of this frame
- float forward[3], right[3], up[3]; // vectors for angles
- float origin[3]; // movement origin
- float angles[3]; // movement view angles
- float oldangles[3]; // angles before movement view angles were looked at.
- float velocity[3]; // current movement velocity
- float movedir[3]; // for waterjumping, a forced forward velocity so we can fly over lip of ledge.
- float basevelocity[3]; // velocity of the conveyor we are standing, e.g.
- float view_ofs[3]; // our eye position;
- float flDuckTime; // time we started duck
- int bInDuck; // in process of ducking or ducked already?
- int flTimeStepSound; // next time we can play a step sound
- int iStepLeft;
- float flFallVelocity;
- float punchangles[3];
- float flSwimTime;
- float flNextPrimaryAttack;
- int effects;
- int flags;
- int usehull;
- float gravity;
- float friction;
- int oldbuttons;
- float waterjumptime;
- int dead;
- int deadflag;
- int spectator;
- int movetype;
- int onground;
- int waterlevel;
- int watertype;
- int oldwaterlever;
- char sztexturename[256];
- char chtexturetype;
- float maxspeed;
- float clientmaxspeed;
- };
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