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- #pragma once
- #include "Globalshhh.h"
- #include "MiscDefinitions.h"
- #include "ClientRecvProps.h"
- #include "offsets.h"
- #include "Vector.h"
- #define TEAM_CS_T 2
- #define TEAM_CS_CT 3
- #define BONE_USED_BY_HITBOX 0x00000100
- #define ptr( x, x1, x2 ) *(x*)( (DWORD)x1 + (DWORD)x2 )
- #define TICK_INTERVAL (Interfaces::Globals->interval_per_tick)
- #define TIME_TO_TICKS( dt ) ( (int)( 0.5f + (float)(dt) / TICK_INTERVAL ) )
- #define TICKS_TO_TIME(t) (Interfaces::Globals->interval_per_tick * (t))
- class IClientRenderable;
- class IClientNetworkable;
- class IClientUnknown;
- class IClientThinkable;
- class IClientEntity;
- class CSWeaponInfo;
- enum class TeamID : int
- {
- TEAM_UNASSIGNED,
- TEAM_SPECTATOR,
- TEAM_TERRORIST,
- TEAM_COUNTER_TERRORIST,
- };
- class CSWeaponInfo
- {
- public:
- char _0x0000[20];
- __int32 max_clip; //0x0014
- char _0x0018[12];
- __int32 max_reserved_ammo; //0x0024
- char _0x0028[96];
- char* hud_name; //0x0088
- char* weapon_name; //0x008C
- char _0x0090[60];
- __int32 type; //0x00CC
- __int32 price; //0x00D0
- __int32 reward; //0x00D4
- char _0x00D8[20];
- BYTE full_auto; //0x00EC
- char _0x00ED[3];
- __int32 damage; //0x00F0
- float armor_ratio; //0x00F4
- __int32 bullets; //0x00F8
- float penetration; //0x00FC
- char _0x0100[8];
- float range; //0x0108
- float range_modifier; //0x010C
- char _0x0110[16];
- BYTE silencer; //0x0120
- char _0x0121[15];
- float max_speed; //0x0130
- float max_speed_alt; //0x0134
- char _0x0138[76];
- __int32 recoil_seed; //0x0184
- char _0x0188[32];
- };//Size=0x240
- enum class CSGOClassID
- {
- CAK47 = 1,
- CBaseAnimating = 2,
- CBaseAnimatingOverlay = 3,
- CBaseAttributableItem = 4,
- CBaseButton = 5,
- CBaseCombatCharacter = 6,
- CBaseCombatWeapon = 7,
- CBaseCSGrenade = 8,
- CBaseCSGrenadeProjectile = 9,
- CBaseDoor = 10,
- CBaseEntity = 11,
- CBaseFlex = 12,
- CBaseGrenade = 13,
- CBaseParticleEntity = 14,
- CBasePlayer = 15,
- CBasePropDoor = 16,
- CBaseTeamObjectiveResource = 17,
- CBaseTempEntity = 18,
- CBaseToggle = 19,
- CBaseTrigger = 20,
- CBaseViewModel = 21,
- CBaseVPhysicsTrigger = 22,
- CBaseWeaponWorldModel = 23,
- CBeam = 24,
- CBeamSpotlight = 25,
- CBoneFollower = 26,
- CBreakableProp = 27,
- CBreakableSurface = 28,
- CC4 = 29,
- CCascadeLight = 30,
- CChicken = 31,
- CColorCorrection = 32,
- CColorCorrectionVolume = 33,
- CCSGameRulesProxy = 34,
- CCSPlayer = 35,
- CCSPlayerResource = 36,
- CCSRagdoll = 37,
- CCSTeam = 38,
- CDEagle = 39,
- CDecoyGrenade = 40,
- CDecoyProjectile = 41,
- CDynamicLight = 42,
- CDynamicProp = 43,
- CEconEntity = 44,
- CEconWearable = 45,
- CEmbers = 46,
- CEntityDissolve = 47,
- CEntityFlame = 48,
- CEntityFreezing = 49,
- CEntityParticleTrail = 50,
- CEnvAmbientLight = 51,
- CEnvDetailController = 52,
- CEnvDOFController = 53,
- CEnvParticleScript = 54,
- CEnvProjectedTexture = 55,
- CEnvQuadraticBeam = 56,
- CEnvScreenEffect = 57,
- CEnvScreenOverlay = 58,
- CEnvTonemapController = 59,
- CEnvWind = 60,
- CFEPlayerDecal = 61,
- CFireCrackerBlast = 62,
- CFireSmoke = 63,
- CFireTrail = 64,
- CFish = 65,
- CFlashbang = 66,
- CFogController = 67,
- CFootstepControl = 68,
- CFunc_Dust = 69,
- CFunc_LOD = 70,
- CFuncAreaPortalWindow = 71,
- CFuncBrush = 72,
- CFuncConveyor = 73,
- CFuncLadder = 74,
- CFuncMonitor = 75,
- CFuncMoveLinear = 76,
- CFuncOccluder = 77,
- CFuncReflectiveGlass = 78,
- CFuncRotating = 79,
- CFuncSmokeVolume = 80,
- CFuncTrackTrain = 81,
- CGameRulesProxy = 82,
- CHandleTest = 83,
- CHEGrenade = 84,
- CHostage = 85,
- CHostageCarriableProp = 86,
- CIncendiaryGrenade = 87,
- CInferno = 88,
- CInfoLadderDismount = 89,
- CInfoOverlayAccessor = 90,
- CItem_Healthshot = 91,
- CItemDogtags = 92,
- CKnife = 93,
- CKnifeGG = 94,
- CLightGlow = 95,
- CMaterialModifyControl = 96,
- CMolotovGrenade = 97,
- CMolotovProjectile = 98,
- CMovieDisplay = 99,
- CParticleFire = 100,
- CParticlePerformanceMonitor = 101,
- CParticleSystem = 102,
- CPhysBox = 103,
- CPhysBoxMultiplayer = 104,
- CPhysicsProp = 105,
- CPhysicsPropMultiplayer = 106,
- CPhysMagnet = 107,
- CPlantedC4 = 108,
- CPlasma = 109,
- CPlayerResource = 110,
- CPointCamera = 111,
- CPointCommentaryNode = 112,
- CPointWorldText = 113,
- CPoseController = 114,
- CPostProcessController = 115,
- CPrecipitation = 116,
- CPrecipitationBlocker = 117,
- CPredictedViewModel = 118,
- CProp_Hallucination = 119,
- CPropDoorRotating = 120,
- CPropJeep = 121,
- CPropVehicleDriveable = 122,
- CRagdollManager = 123,
- CRagdollProp = 124,
- CRagdollPropAttached = 125,
- CRopeKeyframe = 126,
- CSCAR17 = 127,
- CSceneEntity = 128,
- CSensorGrenade = 129,
- CSensorGrenadeProjectile = 130,
- CShadowControl = 131,
- CSlideshowDisplay = 132,
- CSmokeGrenade = 133,
- CSmokeGrenadeProjectile = 134,
- CSmokeStack = 135,
- CSpatialEntity = 136,
- CSpotlightEnd = 137,
- CSprite = 138,
- CSpriteOriented = 139,
- CSpriteTrail = 140,
- CStatueProp = 141,
- CSteamJet = 142,
- CSun = 143,
- CSunlightShadowControl = 144,
- CTeam = 145,
- CTeamplayRoundBasedRulesProxy = 146,
- CTEArmorRicochet = 147,
- CTEBaseBeam = 148,
- CTEBeamEntPoint = 149,
- CTEBeamEnts = 150,
- CTEBeamFollow = 151,
- CTEBeamLaser = 152,
- CTEBeamPoints = 153,
- CTEBeamRing = 154,
- CTEBeamRingPoint = 155,
- CTEBeamSpline = 156,
- CTEBloodSprite = 157,
- CTEBloodStream = 158,
- CTEBreakModel = 159,
- CTEBSPDecal = 160,
- CTEBubbles = 161,
- CTEBubbleTrail = 162,
- CTEClientProjectile = 163,
- CTEDecal = 164,
- CTEDust = 165,
- CTEDynamicLight = 166,
- CTEEffectDispatch = 167,
- CTEEnergySplash = 168,
- CTEExplosion = 169,
- CTEFireBullets = 170,
- CTEFizz = 171,
- CTEFootprintDecal = 172,
- CTEFoundryHelpers = 173,
- CTEGaussExplosion = 174,
- CTEGlowSprite = 175,
- CTEImpact = 176,
- CTEKillPlayerAttachments = 177,
- CTELargeFunnel = 178,
- CTEMetalSparks = 179,
- CTEMuzzleFlash = 180,
- CTEParticleSystem = 181,
- CTEPhysicsProp = 182,
- CTEPlantBomb = 183,
- CTEPlayerAnimEvent = 184,
- CTEPlayerDecal = 185,
- CTEProjectedDecal = 186,
- CTERadioIcon = 187,
- CTEShatterSurface = 188,
- CTEShowLine = 189,
- CTesla = 190,
- CTESmoke = 191,
- CTESparks = 192,
- CTESprite = 193,
- CTESpriteSpray = 194,
- CTest_ProxyToggle_Networkable = 194,
- CTestTraceline = 196,
- CTEWorldDecal = 197,
- CTriggerPlayerMovement = 198,
- CTriggerSoundOperator = 199,
- CVGuiScreen = 200,
- CVoteController = 201,
- CWaterBullet = 202,
- CWaterLODControl = 203,
- CWeaponAug = 204,
- CWeaponAWP = 205,
- CWeaponBaseItem = 206,
- CWeaponBizon = 207,
- CWeaponCSBase = 208,
- CWeaponCSBaseGun = 209,
- CWeaponCycler = 210,
- CWeaponElite = 211,
- CWeaponFamas = 212,
- CWeaponFiveSeven = 213,
- CWeaponG3SG1 = 214,
- CWeaponGalil = 215,
- CWeaponGalilAR = 216,
- CWeaponGlock = 217,
- CWeaponHKP2000 = 218,
- CWeaponM249 = 219,
- CWeaponM3 = 220,
- CWeaponM4A1 = 221,
- CWeaponMAC10 = 222,
- CWeaponMag7 = 223,
- CWeaponMP5Navy = 224,
- CWeaponMP7 = 225,
- CWeaponMP9 = 226,
- CWeaponNegev = 227,
- CWeaponNOVA = 228,
- CWeaponP228 = 229,
- CWeaponP250 = 230,
- CWeaponP90 = 231,
- CWeaponSawedoff = 232,
- CWeaponSCAR20 = 233,
- CWeaponScout = 234,
- CWeaponSG550 = 235,
- CWeaponSG552 = 236,
- CWeaponSG556 = 237,
- CWeaponSSG08 = 238,
- CWeaponTaser = 239,
- CWeaponTec9 = 240,
- CWeaponTMP = 241,
- CWeaponUMP45 = 242,
- CWeaponUSP = 243,
- CWeaponXM1014 = 244,
- CWorld = 245,
- DustTrail = 246,
- MovieExplosion = 247,
- ParticleSmokeGrenade = 248,
- RocketTrail = 249,
- SmokeTrail = 250,
- SporeExplosion = 251,
- SporeTrail = 252
- };
- enum CSWeaponType
- {
- WEAPONTYPE_KNIFE = 0,
- WEAPONTYPE_PISTOL,
- WEAPONTYPE_SUBMACHINEGUN,
- WEAPONTYPE_RIFLE,
- WEAPONTYPE_SHOTGUN,
- WEAPONTYPE_SNIPER_RIFLE,
- WEAPONTYPE_MACHINEGUN,
- WEAPONTYPE_C4,
- WEAPONTYPE_PLACEHOLDER,
- WEAPONTYPE_GRENADE,
- WEAPONTYPE_UNKNOWN
- };
- enum moveTypes
- {
- MOVETYPE_NONE = 0, // never moves
- MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.
- MOVETYPE_WALK, // Player only - moving on the ground
- MOVETYPE_STEP, // gravity, special edge handling -- monsters use this
- MOVETYPE_FLY, // No gravity, but still collides with stuff
- MOVETYPE_FLYGRAVITY, // flies through the air + is affected by gravity
- MOVETYPE_VPHYSICS, // uses VPHYSICS for simulation
- MOVETYPE_PUSH, // no clip to world, push and crush
- MOVETYPE_NOCLIP, // No gravity, no collisions, still do velocity/avelocity
- MOVETYPE_LADDER, // Used by players only when going onto a ladder
- MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode
- MOVETYPE_CUSTOM, // Allows the entity to describe its own physics
- MOVETYPE_LAST = MOVETYPE_CUSTOM, // should always be defined as the last item in the list
- MOVETYPE_MAX_BITS = 4
- };
- enum class CSGOHitboxID
- {
- HITBOX_HEAD,
- HITBOX_NECK,
- HITBOX_PELVIS,
- HITBOX_BELLY,
- HITBOX_THORAX,
- HITBOX_LOWER_CHEST,
- HITBOX_UPPER_CHEST,
- HITBOX_RIGHT_THIGH,
- HITBOX_LEFT_THIGH,
- HITBOX_RIGHT_CALF,
- HITBOX_LEFT_CALF,
- HITBOX_RIGHT_FOOT,
- HITBOX_LEFT_FOOT,
- HITBOX_RIGHT_HAND,
- HITBOX_LEFT_HAND,
- HITBOX_RIGHT_UPPER_ARM,
- HITBOX_RIGHT_FOREARM,
- HITBOX_LEFT_UPPER_ARM,
- HITBOX_LEFT_FOREARM,
- HITBOX_MAX,
- };
- enum ItemDefinitionIndex : short
- {
- WEAPON_DEAGLE = 1,
- WEAPON_ELITE = 2,
- WEAPON_FIVESEVEN = 3,
- WEAPON_GLOCK = 4,
- WEAPON_AK47 = 7,
- WEAPON_AUG = 8,
- WEAPON_AWP = 9,
- WEAPON_FAMAS = 10,
- WEAPON_G3SG1 = 11,
- WEAPON_GALILAR = 13,
- WEAPON_M249 = 14,
- WEAPON_M4A1 = 16,
- WEAPON_MAC10 = 17,
- WEAPON_P90 = 19,
- WEAPON_UMP45 = 24,
- WEAPON_XM1014 = 25,
- WEAPON_BIZON = 26,
- WEAPON_MAG7 = 27,
- WEAPON_NEGEV = 28,
- WEAPON_SAWEDOFF = 29,
- WEAPON_TEC9 = 30,
- WEAPON_TASER = 31,
- WEAPON_HKP2000 = 32,
- WEAPON_MP7 = 33,
- WEAPON_MP9 = 34,
- WEAPON_NOVA = 35,
- WEAPON_P250 = 36,
- WEAPON_SCAR20 = 38,
- WEAPON_SG556 = 39,
- WEAPON_SSG08 = 40,
- WEAPON_KNIFE_CT = 42,
- WEAPON_FLASHBANG = 43,
- WEAPON_HEGRENADE = 44,
- WEAPON_SMOKEGRENADE = 45,
- WEAPON_MOLOTOV = 46,
- WEAPON_DECOY = 47,
- WEAPON_INCGRENADE = 48,
- WEAPON_C4 = 49,
- WEAPON_KNIFE_T = 59,
- WEAPON_M4A1_SILENCER = 60,
- WEAPON_USP_SILENCER = 61,
- WEAPON_CZ75A = 63,
- WEAPON_REVOLVER = 64,
- WEAPON_KNIFE_BAYONET = 500,
- WEAPON_KNIFE_FLIP = 505,
- WEAPON_KNIFE_GUT = 506,
- WEAPON_KNIFE_KARAMBIT = 507,
- WEAPON_KNIFE_M9_BAYONET = 508,
- WEAPON_KNIFE_TACTICAL = 509,
- WEAPON_KNIFE_FALCHION = 512,
- WEAPON_KNIFE_BOWIE = 514,
- WEAPON_KNIFE_BUTTERFLY = 515,
- WEAPON_KNIFE_PUSH = 516
- };
- class ICollideable
- {
- public:
- virtual void pad0();
- virtual const Vector& OBBMins() const;
- virtual const Vector& OBBMaxs() const;
- };
- class ScriptCreatedItem
- {
- public:
- CPNETVAR_FUNC(short*, ItemDefinitionIndex, 0xE67AB3B8); //m_iItemDefinitionIndex
- CPNETVAR_FUNC(int*, ItemIDHigh, 0x714778A); //m_iItemIDHigh
- CPNETVAR_FUNC(int*, ItemIDLow, 0x3A3DFC74); //m_iItemIDLow
- CPNETVAR_FUNC(int*, AccountID, 0x24abbea8); //m_iAccountID
- };
- class AttributeContainer
- {
- public:
- CPNETVAR_FUNC(ScriptCreatedItem*, m_Item, 0x7E029CE5);
- };
- class C_BaseCombatWeapon
- {
- public:
- CNETVAR_FUNC(float, GetNextPrimaryAttack, 0xDB7B106E); //m_flNextPrimaryAttack
- CNETVAR_FUNC(int, GetAmmoInClip, 0x97B6F70C); //m_iClip1
- CNETVAR_FUNC(HANDLE, GetOwnerHandle, 0xC32DF98D); //m_hOwner
- CNETVAR_FUNC(float, GetAccuracyPenalty, 0xE2958A63); //m_fAccuracyPenalty
- CNETVAR_FUNC(Vector, GetOrigin, 0x1231CE10); //m_vecOrigin
- CPNETVAR_FUNC(int*, FallbackPaintKit, 0xADE4C870);
- CPNETVAR_FUNC(int*, FallbackSeed, 0xC2D0683D); // m_nFallbackSeed
- CPNETVAR_FUNC(float*, FallbackWear, 0xA263576C); //m_flFallbackWear
- CPNETVAR_FUNC(int*, FallbackStatTrak, 0x1ED78768); //m_nFallbackStatTrak
- CPNETVAR_FUNC(int*, OwnerXuidLow, 0xAD8D897F);
- CPNETVAR_FUNC(int*, OwnerXuidHigh, 0x90511E77);
- CPNETVAR_FUNC(int*, ViewModelIndex, 0x7F7C89C1);
- CPNETVAR_FUNC(int*, ModelIndex, 0x27016F83);
- CPNETVAR_FUNC(int*, WorldModelIndex, 0x4D8AD9F3);
- CPNETVAR_FUNC(char*, szCustomName, 0x0);
- CPNETVAR_FUNC(AttributeContainer*, m_AttributeManager, 0xCFFCE089);
- CNETVAR_FUNC(int, GetZoomLevel, 0x26553F1A);
- HANDLE m_hWeaponWorldModel()
- {
- return *(HANDLE*)((uintptr_t)this + GET_NETVAR("DT_BaseCombatWeapon", "m_hWeaponWorldModel"));
- }
- float GetInaccuracy()
- {
- typedef float(__thiscall* oInaccuracy)(PVOID);
- return call_vfunc< oInaccuracy >(this, 468)
- (this);
- }
- int ammo()
- {
- return *(int*)((uintptr_t)this + GET_NETVAR("DT_BaseCombatWeapon", "m_iClip1"));
- }
- float GetSpread()
- {
- typedef float(__thiscall *OrigFn)(void *);
- return call_vfunc<OrigFn>(this, 437)(this);
- }
- int* GetEntityQuality()
- {
- return (int*)((DWORD)this + 0x2D70 + 0x40 + 0x1DC);
- }
- int GetWeaponID2()
- {
- return *(int*)((DWORD)this + 0x00002F88);
- }
- void PreDataUpdate(int updateType)
- {
- PVOID pNetworkable = (PVOID)((DWORD)(this) + 0x8);
- typedef void(__thiscall* OriginalFn)(PVOID, int);
- return call_vfunc<OriginalFn>(pNetworkable, 6)(pNetworkable, updateType);
- }
- void SetModelIndex(int modelIndex) {
- typedef void(__thiscall* OriginalFn)(PVOID, int);
- return call_vfunc<OriginalFn>(this, 75)(this, modelIndex);
- }
- void UpdateAccPenalty()
- {
- typedef void(__thiscall *OrigFn)(void *);
- return call_vfunc<OrigFn>(this, 469)(this);
- }
- bool IsScoped(int x = 0)
- {
- return GetZoomLevel() > 0;
- }
- CSWeaponInfo* GetCSWpnData()
- {
- if (!this)
- return nullptr;
- typedef CSWeaponInfo*(__thiscall* OriginalFn)(void*);
- return call_vfunc< OriginalFn >(this, 445)(this);
- return nullptr;
- }
- };
- class CCSBomb
- {
- public:
- CNETVAR_FUNC(HANDLE, GetOwnerHandle, 0xC32DF98D); //m_hOwner 0x29BC
- CNETVAR_FUNC(float, GetC4BlowTime, 0xB5E0CA1C); //m_flC4Blow
- CNETVAR_FUNC(float, GetC4DefuseCountDown, 0x2994); //m_flDefuseCountDown 0x2994
- };
- class CLocalPlayerExclusive
- {
- public:
- CNETVAR_FUNC(Vector, GetViewPunchAngle, 0x68F014C0);//m_viewPunchAngle
- CNETVAR_FUNC(Vector, GetAimPunchAngle, 0xBF25C290);//m_aimPunchAngle
- CNETVAR_FUNC(Vector, GetAimPunchAngleVel, 0x8425E045);//m_aimPunchAngleVel
- };
- class CollisionProperty
- {
- public:
- CNETVAR_FUNC(Vector, GetMins, 0xF6F78BAB);//m_vecMins
- CNETVAR_FUNC(Vector, GetMaxs, 0xE47C6FC4);//m_vecMaxs
- CNETVAR_FUNC(unsigned char, GetSolidType, 0xB86722A1);//m_nSolidType
- CNETVAR_FUNC(unsigned short, GetSolidFlags, 0x63BB24C1);//m_usSolidFlags
- CNETVAR_FUNC(int, GetSurroundsType, 0xB677A0BB); //m_nSurroundType
- bool IsSolid()
- {
- return (GetSolidType() != SOLID_NONE) && ((GetSolidFlags() & FSOLID_NOT_SOLID) == 0);
- }
- };
- class IClientRenderable
- {
- public:
- //virtual void* GetIClientUnknown() = 0;
- virtual Vector const& GetRenderOrigin(void) = 0;
- virtual Vector const& GetRenderAngles(void) = 0;
- virtual bool ShouldDraw(void) = 0;
- virtual bool IsTransparent(void) = 0;
- virtual bool UsesPowerOfTwoFrameBufferTexture() = 0;
- virtual bool UsesFullFrameBufferTexture() = 0;
- virtual void GetShadowHandle() const = 0;
- virtual void* RenderHandle() = 0;
- virtual const model_t* GetModel() const = 0;
- virtual int DrawModel(int flags) = 0;
- virtual int GetBody() = 0;
- virtual void ComputeFxBlend() = 0;
- bool SetupBones(matrix3x4 *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime)
- {
- typedef bool(__thiscall* oSetupBones)(PVOID, matrix3x4*, int, int, float);
- return call_vfunc< oSetupBones>(this, 13)(this, pBoneToWorldOut, nMaxBones, boneMask, currentTime);
- }
- };
- class IClientNetworkable
- {
- public:
- virtual IClientUnknown* GetIClientUnknown() = 0;
- virtual void Release() = 0;
- virtual ClientClass* GetClientClass() = 0;// FOR NETVARS FIND YOURSELF ClientClass* stuffs
- virtual void NotifyShouldTransmit( /* ShouldTransmitState_t state*/) = 0;
- virtual void OnPreDataChanged( /*DataUpdateType_t updateType*/) = 0;
- virtual void OnDataChanged( /*DataUpdateType_t updateType*/) = 0;
- virtual void PreDataUpdate( /*DataUpdateType_t updateType*/) = 0;
- virtual void PostDataUpdate( /*DataUpdateType_t updateType*/) = 0;
- virtual void unknown();
- virtual bool IsDormant(void) = 0;
- virtual int GetIndex(void) const = 0;
- virtual void ReceiveMessage(int classID /*, bf_read &msg*/) = 0;
- virtual void* GetDataTableBasePtr() = 0;
- virtual void SetDestroyedOnRecreateEntities(void) = 0;
- };
- class IClientUnknown
- {
- public:
- ICollideable * GetCollideable()
- {
- return (ICollideable*)((DWORD)this + 0x318);
- }
- virtual IClientNetworkable* GetClientNetworkable() = 0;
- virtual IClientRenderable* GetClientRenderable() = 0;
- virtual IClientEntity* GetIClientEntity() = 0;
- virtual IClientEntity* GetBaseEntity() = 0;
- virtual IClientThinkable* GetClientThinkable() = 0;
- IClientRenderable* GetRenderable()
- {
- return reinterpret_cast<IClientRenderable*>((DWORD)this + 0x4);
- }
- };
- class IClientThinkable
- {
- public:
- virtual IClientUnknown* GetIClientUnknown() = 0;
- virtual void ClientThink() = 0;
- virtual void* GetThinkHandle() = 0;
- virtual void SetThinkHandle(void* hThink) = 0;
- virtual void Release() = 0;
- };
- class AnimationLayer
- {
- public:
- char pad_0000[20];
- uint32_t m_nOrder; //0x0014
- uint32_t m_nSequence; //0x0018
- float_t m_flPrevCycle; //0x001C
- float_t m_flWeight; //0x0020
- float_t m_flWeightDeltaRate; //0x0024
- float_t m_flPlaybackRate; //0x0028
- float_t m_flCycle; //0x002C
- void *m_pOwner; //0x0030 // player's thisptr
- char pad_0038[4]; //0x0034
- }; //Siz
- class AnimLayer
- {
- public:
- char pad_0000[20];
- uint32_t m_nOrder; //0x0014
- uint32_t m_nSequence; //0x0018
- float_t m_flPrevCycle; //0x001C
- float_t m_flWeight; //0x0020
- float_t m_flWeightDeltaRate; //0x0024
- float_t m_flPlaybackRate; //0x0028
- float_t m_flCycle; //0x002C
- void *m_pOwner; //0x0030 // player's thisptr
- char pad_0038[4]; //0x0034
- }; //Size: 0x0038
- #define MAXSTUDIOBONES 128 // total bones actually used
- class __declspec (novtable)IClientEntity : public IClientUnknown, public IClientRenderable, public IClientNetworkable, public IClientThinkable
- {
- public:
- public:
- virtual void Release(void) = 0;
- virtual void blahblahpad(void) = 0;
- virtual Vector& GetAbsOrigin(void) const = 0;//in broken place use GetOrigin Below
- virtual const Vector& GetAbsAngles(void) const = 0;
- template< class T >
- inline T GetFieldValue(int offset)
- {
- return *(T*)((DWORD)this + offset);
- }
- Vector GetNetworkOrigin()
- {
- static int offset = 0x140 - sizeof(Vector);
- return GetFieldValue< Vector >(offset);
- }
- AnimationLayer* GetAnimState()
- {
- return *reinterpret_cast<AnimationLayer**>(uintptr_t(this) + 0x3874);
- }
- AnimationLayer& GetAnimOverlay(int Index)
- {
- return (*(AnimationLayer**)((DWORD)this + 0x2970))[Index];
- }
- int GetGlowIndex()
- {
- return *(int*)(this + 0xA320);
- }
- Vector last_origin = Vector(0, 0, 0);
- float IClientEntity::GetChokedTicks() {
- if (this->GetSimulationTime() > globalsh.OldSimulationTime[this->GetIndex()])
- return fabs(this->GetSimulationTime() - globalsh.OldSimulationTime[this->GetIndex()]);
- return 0;
- }
- C_BaseCombatWeapon* GetWeapon2();
- CPNETVAR_FUNC(CLocalPlayerExclusive*, localPlayerExclusive, 0x7177BC3E);// m_Local
- CPNETVAR_FUNC(CollisionProperty*, collisionProperty, 0xE477CBD0);//m_Collision
- CPNETVAR_FUNC(Vector*, GetOriginPtr, 0x1231CE10); //m_vecOrigin
- CNETVAR_FUNC(float, GetLowerBodyYaw, 0xE6996CCF); //m_flLowerBodyYawTarget
- CNETVAR_FUNC(int, GetFlags, 0xE456D580); //m_fFlags
- CNETVAR_FUNC(int, GetAmmoInClip, 0x97B6F70C); //m_iClip
- CNETVAR_FUNC(float, GetTargetYaw, 0xE6996CCF);
- CNETVAR_FUNC(Vector, GetOrigin, 0x1231CE10); //m_vecOrigin 0x0134
- CNETVAR_FUNC(Vector, GetRotation, 0x6BEA197A); //m_angRotation
- CNETVAR_FUNC(int, GetTeamNum, 0xC08B6C6E); //m_iTeamNum
- CNETVAR_FUNC(int*, GetPointerFlags, 0xE456D580); //m_fFlags
- CNETVAR_FUNC(HANDLE, GetOwnerHandle, 0xC32DF98D); //m_hOwner
- CNETVAR_FUNC(int, GetMaxHealth, 0xC52E1C28); //m_iMaxHealth
- CNETVAR_FUNC(int, GetHealth, 0xA93054E3); //m_iHealth
- CNETVAR_FUNC(bool, IsDefusing, 0xA2C14106); //m_bIsDefusing
- CNETVAR_FUNC(float, GetFlashDuration, 0x4B5938D5); //m_flFlashDuration
- CNETVAR_FUNC(float, GetFlashAlpha, 0xFE79FB98); //m_flFlashMaxAlpha
- CNETVAR_FUNC(unsigned char, GetLifeState, 0xD795CCFC); //m_lifeState
- CNETVAR_FUNC(HANDLE, GetActiveWeaponHandle, 0xB4FECDA3); //m_hActiveWeapon
- CNETVAR_FUNC(int, GetTickBase, 0xD472B079); //m_nTickBase
- CNETVAR_FUNC(Vector, GetViewOffset, 0xA9F74931); //m_vecViewOffset[0]
- CNETVAR_FUNC(Vector, GetViewPunch, 0x68F014C0);
- CNETVAR_FUNC(int, GetMoney, 0xF4B3E183); //m_iAccount
- CNETVAR_FUNC(Vector, GetPunch, 0xBF25C290);
- CNETVAR_FUNC(Vector, GetVelocity, 0x40C1CA24); //m_vecVelocity[0]
- CNETVAR_FUNC(bool, HasGunGameImmunity, 0x6AD6FA0D); //m_bGunGameImmunity
- CNETVAR_FUNC(int, ArmorValue, 0x3898634); //m_ArmorValue
- CNETVAR_FUNC(bool, HasHelmet, 0x7B97F18A); //m_bHasHelmet
- CNETVAR_FUNC(int, GetObserverMode, 0x2441D093); // m_iObserverMode
- CNETVAR_FUNC(HANDLE, GetObserverTargetHandle, 0x8660FD83); //m_hObserverTarget
- CNETVAR_FUNC(bool, HasDefuser, 0x32D0F325); //m_bHasDefuser
- CNETVAR_FUNC(int, GetShotsFired, 0x3F2F6C66); //m_nTickBase
- CNETVAR_FUNC(float, GetSimulationTime, 0xC4560E44); //m_flSimulationTime
- CNETVAR_FUNC(float, GetAnimTime, 0xD27E8416);
- CNETVAR_FUNC(bool, IsScoped, 0x61B9C22C); //m_bIsScoped
- CPNETVAR_FUNC(AttributeContainer*, m_AttributeManager, 0xCFFCE089);
- bool IsAlive()
- {
- return (GetLifeState() == LIFE_ALIVE && GetHealth() > 0);
- }
- void IClientEntity::SetAbsOriginal(Vector origin)
- {
- using SetAbsOriginFn = void(__thiscall*)(void*, const Vector &origin);
- static SetAbsOriginFn SetAbsOrigin;
- if (!SetAbsOrigin)
- SetAbsOrigin = (SetAbsOriginFn)((DWORD)Utilities::Memory::FindPattern("client.dll", (BYTE*)"\x55\x8B\xEC\x83\xE4\xF8\x51\x53\x56\x57\x8B\xF1\xE8\x00\x00", "xxxxxxxxxxxxx??"));
- SetAbsOrigin(this, origin);
- }
- float IClientEntity::m_flOldSimulationTime()
- {
- static int m_flSimulationTime = 0x264;
- return *(float*)((DWORD)this + (m_flSimulationTime + 0x4));
- }
- int GetMoveType()
- {
- if (!this)
- return 0;
- return ptr(int, this, 0x258);
- }
- AnimationLayer* GetAnimOverlays()
- {
- // to find offset: use 9/12/17 dll
- // sig: 55 8B EC 51 53 8B 5D 08 33 C0
- return *(AnimationLayer**)((DWORD)this + 10608);
- }
- enum Activity
- {
- ACT_RESET,
- ACT_IDLE,
- ACT_TRANSITION,
- ACT_COVER,
- ACT_COVER_MED,
- ACT_COVER_LOW,
- ACT_WALK,
- ACT_WALK_AIM,
- ACT_WALK_CROUCH,
- ACT_WALK_CROUCH_AIM,
- ACT_RUN,
- ACT_RUN_AIM,
- ACT_RUN_CROUCH,
- ACT_RUN_CROUCH_AIM,
- ACT_RUN_PROTECTED,
- ACT_SCRIPT_CUSTOM_MOVE,
- ACT_RANGE_ATTACK1,
- ACT_RANGE_ATTACK2,
- ACT_RANGE_ATTACK1_LOW,
- ACT_RANGE_ATTACK2_LOW,
- ACT_DIESIMPLE,
- ACT_DIEBACKWARD,
- ACT_DIEFORWARD,
- ACT_DIEVIOLENT,
- ACT_DIERAGDOLL,
- ACT_FLY,
- ACT_HOVER,
- ACT_GLIDE,
- ACT_SWIM,
- ACT_JUMP,
- ACT_HOP,
- ACT_LEAP,
- ACT_LAND,
- ACT_CLIMB_UP,
- ACT_CLIMB_DOWN,
- ACT_CLIMB_DISMOUNT,
- ACT_SHIPLADDER_UP,
- ACT_SHIPLADDER_DOWN,
- ACT_STRAFE_LEFT,
- ACT_STRAFE_RIGHT,
- ACT_ROLL_LEFT,
- ACT_ROLL_RIGHT,
- ACT_TURN_LEFT,
- ACT_TURN_RIGHT,
- ACT_CROUCH,
- ACT_CROUCHIDLE,
- ACT_STAND,
- ACT_USE,
- ACT_ALIEN_BURROW_IDLE,
- ACT_ALIEN_BURROW_OUT,
- ACT_SIGNAL1,
- ACT_SIGNAL2,
- ACT_SIGNAL3,
- ACT_SIGNAL_ADVANCE,
- ACT_SIGNAL_FORWARD,
- ACT_SIGNAL_GROUP,
- ACT_SIGNAL_HALT,
- ACT_SIGNAL_LEFT,
- ACT_SIGNAL_RIGHT,
- ACT_SIGNAL_TAKECOVER,
- ACT_LOOKBACK_RIGHT,
- ACT_LOOKBACK_LEFT,
- ACT_COWER,
- ACT_SMALL_FLINCH,
- ACT_BIG_FLINCH,
- ACT_MELEE_ATTACK1,
- ACT_MELEE_ATTACK2,
- ACT_RELOAD,
- ACT_RELOAD_START,
- ACT_RELOAD_FINISH,
- ACT_RELOAD_LOW,
- ACT_ARM,
- ACT_DISARM,
- ACT_DROP_WEAPON,
- ACT_DROP_WEAPON_SHOTGUN,
- ACT_PICKUP_GROUND,
- ACT_PICKUP_RACK,
- ACT_IDLE_ANGRY,
- ACT_IDLE_RELAXED,
- ACT_IDLE_STIMULATED,
- ACT_IDLE_AGITATED,
- ACT_IDLE_STEALTH,
- ACT_IDLE_HURT,
- ACT_WALK_RELAXED,
- ACT_WALK_STIMULATED,
- ACT_WALK_AGITATED,
- ACT_WALK_STEALTH,
- ACT_RUN_RELAXED,
- ACT_RUN_STIMULATED,
- ACT_RUN_AGITATED,
- ACT_RUN_STEALTH,
- ACT_IDLE_AIM_RELAXED,
- ACT_IDLE_AIM_STIMULATED,
- ACT_IDLE_AIM_AGITATED,
- ACT_IDLE_AIM_STEALTH,
- ACT_WALK_AIM_RELAXED,
- ACT_WALK_AIM_STIMULATED,
- ACT_WALK_AIM_AGITATED,
- ACT_WALK_AIM_STEALTH,
- ACT_RUN_AIM_RELAXED,
- ACT_RUN_AIM_STIMULATED,
- ACT_RUN_AIM_AGITATED,
- ACT_RUN_AIM_STEALTH,
- ACT_CROUCHIDLE_STIMULATED,
- ACT_CROUCHIDLE_AIM_STIMULATED,
- ACT_CROUCHIDLE_AGITATED,
- ACT_WALK_HURT,
- ACT_RUN_HURT,
- ACT_SPECIAL_ATTACK1,
- ACT_SPECIAL_ATTACK2,
- ACT_COMBAT_IDLE,
- ACT_WALK_SCARED,
- ACT_RUN_SCARED,
- ACT_VICTORY_DANCE,
- ACT_DIE_HEADSHOT,
- ACT_DIE_CHESTSHOT,
- ACT_DIE_GUTSHOT,
- ACT_DIE_BACKSHOT,
- ACT_FLINCH_HEAD,
- ACT_FLINCH_CHEST,
- ACT_FLINCH_STOMACH,
- ACT_FLINCH_LEFTARM,
- ACT_FLINCH_RIGHTARM,
- ACT_FLINCH_LEFTLEG,
- ACT_FLINCH_RIGHTLEG,
- ACT_FLINCH_PHYSICS,
- ACT_FLINCH_HEAD_BACK,
- ACT_FLINCH_HEAD_LEFT,
- ACT_FLINCH_HEAD_RIGHT,
- ACT_FLINCH_CHEST_BACK,
- ACT_FLINCH_STOMACH_BACK,
- ACT_FLINCH_CROUCH_FRONT,
- ACT_FLINCH_CROUCH_BACK,
- ACT_FLINCH_CROUCH_LEFT,
- ACT_FLINCH_CROUCH_RIGHT,
- ACT_IDLE_ON_FIRE,
- ACT_WALK_ON_FIRE,
- ACT_RUN_ON_FIRE,
- ACT_RAPPEL_LOOP,
- ACT_180_LEFT,
- ACT_180_RIGHT,
- ACT_90_LEFT,
- ACT_90_RIGHT,
- ACT_STEP_LEFT,
- ACT_STEP_RIGHT,
- ACT_STEP_BACK,
- ACT_STEP_FORE,
- ACT_GESTURE_RANGE_ATTACK1,
- ACT_GESTURE_RANGE_ATTACK2,
- ACT_GESTURE_MELEE_ATTACK1,
- ACT_GESTURE_MELEE_ATTACK2,
- ACT_GESTURE_RANGE_ATTACK1_LOW,
- ACT_GESTURE_RANGE_ATTACK2_LOW,
- ACT_MELEE_ATTACK_SWING_GESTURE,
- ACT_GESTURE_SMALL_FLINCH,
- ACT_GESTURE_BIG_FLINCH,
- ACT_GESTURE_FLINCH_BLAST,
- ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
- ACT_GESTURE_FLINCH_BLAST_DAMAGED,
- ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
- ACT_GESTURE_FLINCH_HEAD,
- ACT_GESTURE_FLINCH_CHEST,
- ACT_GESTURE_FLINCH_STOMACH,
- ACT_GESTURE_FLINCH_LEFTARM,
- ACT_GESTURE_FLINCH_RIGHTARM,
- ACT_GESTURE_FLINCH_LEFTLEG,
- ACT_GESTURE_FLINCH_RIGHTLEG,
- ACT_GESTURE_TURN_LEFT,
- ACT_GESTURE_TURN_RIGHT,
- ACT_GESTURE_TURN_LEFT45,
- ACT_GESTURE_TURN_RIGHT45,
- ACT_GESTURE_TURN_LEFT90,
- ACT_GESTURE_TURN_RIGHT90,
- ACT_GESTURE_TURN_LEFT45_FLAT,
- ACT_GESTURE_TURN_RIGHT45_FLAT,
- ACT_GESTURE_TURN_LEFT90_FLAT,
- ACT_GESTURE_TURN_RIGHT90_FLAT,
- ACT_BARNACLE_HIT,
- ACT_BARNACLE_PULL,
- ACT_BARNACLE_CHOMP,
- ACT_BARNACLE_CHEW,
- ACT_DO_NOT_DISTURB,
- ACT_SPECIFIC_SEQUENCE,
- ACT_VM_DRAW,
- ACT_VM_HOLSTER,
- ACT_VM_IDLE,
- ACT_VM_FIDGET,
- ACT_VM_PULLBACK,
- ACT_VM_PULLBACK_HIGH,
- ACT_VM_PULLBACK_LOW,
- ACT_VM_THROW,
- ACT_VM_PULLPIN,
- ACT_VM_PRIMARYATTACK,
- ACT_VM_SECONDARYATTACK,
- ACT_VM_RELOAD,
- ACT_VM_DRYFIRE,
- ACT_VM_HITLEFT,
- ACT_VM_HITLEFT2,
- ACT_VM_HITRIGHT,
- ACT_VM_HITRIGHT2,
- ACT_VM_HITCENTER,
- ACT_VM_HITCENTER2,
- ACT_VM_MISSLEFT,
- ACT_VM_MISSLEFT2,
- ACT_VM_MISSRIGHT,
- ACT_VM_MISSRIGHT2,
- ACT_VM_MISSCENTER,
- ACT_VM_MISSCENTER2,
- ACT_VM_HAULBACK,
- ACT_VM_SWINGHARD,
- ACT_VM_SWINGMISS,
- ACT_VM_SWINGHIT,
- ACT_VM_IDLE_TO_LOWERED,
- ACT_VM_IDLE_LOWERED,
- ACT_VM_LOWERED_TO_IDLE,
- ACT_VM_RECOIL1,
- ACT_VM_RECOIL2,
- ACT_VM_RECOIL3,
- ACT_VM_PICKUP,
- ACT_VM_RELEASE,
- ACT_VM_ATTACH_SILENCER,
- ACT_VM_DETACH_SILENCER,
- ACT_VM_EMPTY_FIRE,
- ACT_VM_EMPTY_RELOAD,
- ACT_VM_EMPTY_DRAW,
- ACT_VM_EMPTY_IDLE,
- ACT_SLAM_STICKWALL_IDLE,
- ACT_SLAM_STICKWALL_ND_IDLE,
- ACT_SLAM_STICKWALL_ATTACH,
- ACT_SLAM_STICKWALL_ATTACH2,
- ACT_SLAM_STICKWALL_ND_ATTACH,
- ACT_SLAM_STICKWALL_ND_ATTACH2,
- ACT_SLAM_STICKWALL_DETONATE,
- ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
- ACT_SLAM_STICKWALL_DRAW,
- ACT_SLAM_STICKWALL_ND_DRAW,
- ACT_SLAM_STICKWALL_TO_THROW,
- ACT_SLAM_STICKWALL_TO_THROW_ND,
- ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
- ACT_SLAM_THROW_IDLE,
- ACT_SLAM_THROW_ND_IDLE,
- ACT_SLAM_THROW_THROW,
- ACT_SLAM_THROW_THROW2,
- ACT_SLAM_THROW_THROW_ND,
- ACT_SLAM_THROW_THROW_ND2,
- ACT_SLAM_THROW_DRAW,
- ACT_SLAM_THROW_ND_DRAW,
- ACT_SLAM_THROW_TO_STICKWALL,
- ACT_SLAM_THROW_TO_STICKWALL_ND,
- ACT_SLAM_THROW_DETONATE,
- ACT_SLAM_THROW_DETONATOR_HOLSTER,
- ACT_SLAM_THROW_TO_TRIPMINE_ND,
- ACT_SLAM_TRIPMINE_IDLE,
- ACT_SLAM_TRIPMINE_DRAW,
- ACT_SLAM_TRIPMINE_ATTACH,
- ACT_SLAM_TRIPMINE_ATTACH2,
- ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
- ACT_SLAM_TRIPMINE_TO_THROW_ND,
- ACT_SLAM_DETONATOR_IDLE,
- ACT_SLAM_DETONATOR_DRAW,
- ACT_SLAM_DETONATOR_DETONATE,
- ACT_SLAM_DETONATOR_HOLSTER,
- ACT_SLAM_DETONATOR_STICKWALL_DRAW,
- ACT_SLAM_DETONATOR_THROW_DRAW,
- ACT_SHOTGUN_RELOAD_START,
- ACT_SHOTGUN_RELOAD_FINISH,
- ACT_SHOTGUN_PUMP,
- ACT_SMG2_IDLE2,
- ACT_SMG2_FIRE2,
- ACT_SMG2_DRAW2,
- ACT_SMG2_RELOAD2,
- ACT_SMG2_DRYFIRE2,
- ACT_SMG2_TOAUTO,
- ACT_SMG2_TOBURST,
- ACT_PHYSCANNON_UPGRADE,
- ACT_RANGE_ATTACK_AR1,
- ACT_RANGE_ATTACK_AR2,
- ACT_RANGE_ATTACK_AR2_LOW,
- ACT_RANGE_ATTACK_AR2_GRENADE,
- ACT_RANGE_ATTACK_HMG1,
- ACT_RANGE_ATTACK_ML,
- ACT_RANGE_ATTACK_SMG1,
- ACT_RANGE_ATTACK_SMG1_LOW,
- ACT_RANGE_ATTACK_SMG2,
- ACT_RANGE_ATTACK_SHOTGUN,
- ACT_RANGE_ATTACK_SHOTGUN_LOW,
- ACT_RANGE_ATTACK_PISTOL,
- ACT_RANGE_ATTACK_PISTOL_LOW,
- ACT_RANGE_ATTACK_SLAM,
- ACT_RANGE_ATTACK_TRIPWIRE,
- ACT_RANGE_ATTACK_THROW,
- ACT_RANGE_ATTACK_SNIPER_RIFLE,
- ACT_RANGE_ATTACK_RPG,
- ACT_MELEE_ATTACK_SWING,
- ACT_RANGE_AIM_LOW,
- ACT_RANGE_AIM_SMG1_LOW,
- ACT_RANGE_AIM_PISTOL_LOW,
- ACT_RANGE_AIM_AR2_LOW,
- ACT_COVER_PISTOL_LOW,
- ACT_COVER_SMG1_LOW,
- ACT_GESTURE_RANGE_ATTACK_AR1,
- ACT_GESTURE_RANGE_ATTACK_AR2,
- ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE,
- ACT_GESTURE_RANGE_ATTACK_HMG1,
- ACT_GESTURE_RANGE_ATTACK_ML,
- ACT_GESTURE_RANGE_ATTACK_SMG1,
- ACT_GESTURE_RANGE_ATTACK_SMG1_LOW,
- ACT_GESTURE_RANGE_ATTACK_SMG2,
- ACT_GESTURE_RANGE_ATTACK_SHOTGUN,
- ACT_GESTURE_RANGE_ATTACK_PISTOL,
- ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW,
- ACT_GESTURE_RANGE_ATTACK_SLAM,
- ACT_GESTURE_RANGE_ATTACK_TRIPWIRE,
- ACT_GESTURE_RANGE_ATTACK_THROW,
- ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
- ACT_GESTURE_MELEE_ATTACK_SWING,
- ACT_IDLE_RIFLE,
- ACT_IDLE_SMG1,
- ACT_IDLE_ANGRY_SMG1,
- ACT_IDLE_PISTOL,
- ACT_IDLE_ANGRY_PISTOL,
- ACT_IDLE_ANGRY_SHOTGUN,
- ACT_IDLE_STEALTH_PISTOL,
- ACT_IDLE_PACKAGE,
- ACT_WALK_PACKAGE,
- ACT_IDLE_SUITCASE,
- ACT_WALK_SUITCASE,
- ACT_IDLE_SMG1_RELAXED,
- ACT_IDLE_SMG1_STIMULATED,
- ACT_WALK_RIFLE_RELAXED,
- ACT_RUN_RIFLE_RELAXED,
- ACT_WALK_RIFLE_STIMULATED,
- ACT_RUN_RIFLE_STIMULATED,
- ACT_IDLE_AIM_RIFLE_STIMULATED,
- ACT_WALK_AIM_RIFLE_STIMULATED,
- ACT_RUN_AIM_RIFLE_STIMULATED,
- ACT_IDLE_SHOTGUN_RELAXED,
- ACT_IDLE_SHOTGUN_STIMULATED,
- ACT_IDLE_SHOTGUN_AGITATED,
- ACT_WALK_ANGRY,
- ACT_POLICE_HARASS1,
- ACT_POLICE_HARASS2,
- ACT_IDLE_MANNEDGUN,
- ACT_IDLE_MELEE,
- ACT_IDLE_ANGRY_MELEE,
- ACT_IDLE_RPG_RELAXED,
- ACT_IDLE_RPG,
- ACT_IDLE_ANGRY_RPG,
- ACT_COVER_LOW_RPG,
- ACT_WALK_RPG,
- ACT_RUN_RPG,
- ACT_WALK_CROUCH_RPG,
- ACT_RUN_CROUCH_RPG,
- ACT_WALK_RPG_RELAXED,
- ACT_RUN_RPG_RELAXED,
- ACT_WALK_RIFLE,
- ACT_WALK_AIM_RIFLE,
- ACT_WALK_CROUCH_RIFLE,
- ACT_WALK_CROUCH_AIM_RIFLE,
- ACT_RUN_RIFLE,
- ACT_RUN_AIM_RIFLE,
- ACT_RUN_CROUCH_RIFLE,
- ACT_RUN_CROUCH_AIM_RIFLE,
- ACT_RUN_STEALTH_PISTOL,
- ACT_WALK_AIM_SHOTGUN,
- ACT_RUN_AIM_SHOTGUN,
- ACT_WALK_PISTOL,
- ACT_RUN_PISTOL,
- ACT_WALK_AIM_PISTOL,
- ACT_RUN_AIM_PISTOL,
- ACT_WALK_STEALTH_PISTOL,
- ACT_WALK_AIM_STEALTH_PISTOL,
- ACT_RUN_AIM_STEALTH_PISTOL,
- ACT_RELOAD_PISTOL,
- ACT_RELOAD_PISTOL_LOW,
- ACT_RELOAD_SMG1,
- ACT_RELOAD_SMG1_LOW,
- ACT_RELOAD_SHOTGUN,
- ACT_RELOAD_SHOTGUN_LOW,
- ACT_GESTURE_RELOAD,
- ACT_GESTURE_RELOAD_PISTOL,
- ACT_GESTURE_RELOAD_SMG1,
- ACT_GESTURE_RELOAD_SHOTGUN,
- ACT_BUSY_LEAN_LEFT,
- ACT_BUSY_LEAN_LEFT_ENTRY,
- ACT_BUSY_LEAN_LEFT_EXIT,
- ACT_BUSY_LEAN_BACK,
- ACT_BUSY_LEAN_BACK_ENTRY,
- ACT_BUSY_LEAN_BACK_EXIT,
- ACT_BUSY_SIT_GROUND,
- ACT_BUSY_SIT_GROUND_ENTRY,
- ACT_BUSY_SIT_GROUND_EXIT,
- ACT_BUSY_SIT_CHAIR,
- ACT_BUSY_SIT_CHAIR_ENTRY,
- ACT_BUSY_SIT_CHAIR_EXIT,
- ACT_BUSY_STAND,
- ACT_BUSY_QUEUE,
- ACT_DUCK_DODGE,
- ACT_DIE_BARNACLE_SWALLOW,
- ACT_GESTURE_BARNACLE_STRANGLE,
- ACT_PHYSCANNON_DETACH,
- ACT_PHYSCANNON_ANIMATE,
- ACT_PHYSCANNON_ANIMATE_PRE,
- ACT_PHYSCANNON_ANIMATE_POST,
- ACT_DIE_FRONTSIDE,
- ACT_DIE_RIGHTSIDE,
- ACT_DIE_BACKSIDE,
- ACT_DIE_LEFTSIDE,
- ACT_DIE_CROUCH_FRONTSIDE,
- ACT_DIE_CROUCH_RIGHTSIDE,
- ACT_DIE_CROUCH_BACKSIDE,
- ACT_DIE_CROUCH_LEFTSIDE,
- ACT_OPEN_DOOR,
- ACT_DI_ALYX_ZOMBIE_MELEE,
- ACT_DI_ALYX_ZOMBIE_TORSO_MELEE,
- ACT_DI_ALYX_HEADCRAB_MELEE,
- ACT_DI_ALYX_ANTLION,
- ACT_DI_ALYX_ZOMBIE_SHOTGUN64,
- ACT_DI_ALYX_ZOMBIE_SHOTGUN26,
- ACT_READINESS_RELAXED_TO_STIMULATED,
- ACT_READINESS_RELAXED_TO_STIMULATED_WALK,
- ACT_READINESS_AGITATED_TO_STIMULATED,
- ACT_READINESS_STIMULATED_TO_RELAXED,
- ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED,
- ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK,
- ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED,
- ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED,
- ACT_IDLE_CARRY,
- ACT_WALK_CARRY,
- ACT_STARTDYING,
- ACT_DYINGLOOP,
- ACT_DYINGTODEAD,
- ACT_RIDE_MANNED_GUN,
- ACT_VM_SPRINT_ENTER,
- ACT_VM_SPRINT_IDLE,
- ACT_VM_SPRINT_LEAVE,
- ACT_FIRE_START,
- ACT_FIRE_LOOP,
- ACT_FIRE_END,
- ACT_CROUCHING_GRENADEIDLE,
- ACT_CROUCHING_GRENADEREADY,
- ACT_CROUCHING_PRIMARYATTACK,
- ACT_OVERLAY_GRENADEIDLE,
- ACT_OVERLAY_GRENADEREADY,
- ACT_OVERLAY_PRIMARYATTACK,
- ACT_OVERLAY_SHIELD_UP,
- ACT_OVERLAY_SHIELD_DOWN,
- ACT_OVERLAY_SHIELD_UP_IDLE,
- ACT_OVERLAY_SHIELD_ATTACK,
- ACT_OVERLAY_SHIELD_KNOCKBACK,
- ACT_SHIELD_UP,
- ACT_SHIELD_DOWN,
- ACT_SHIELD_UP_IDLE,
- ACT_SHIELD_ATTACK,
- ACT_SHIELD_KNOCKBACK,
- ACT_CROUCHING_SHIELD_UP,
- ACT_CROUCHING_SHIELD_DOWN,
- ACT_CROUCHING_SHIELD_UP_IDLE,
- ACT_CROUCHING_SHIELD_ATTACK,
- ACT_CROUCHING_SHIELD_KNOCKBACK,
- ACT_TURNRIGHT45,
- ACT_TURNLEFT45,
- ACT_TURN,
- ACT_OBJ_ASSEMBLING,
- ACT_OBJ_DISMANTLING,
- ACT_OBJ_STARTUP,
- ACT_OBJ_RUNNING,
- ACT_OBJ_IDLE,
- ACT_OBJ_PLACING,
- ACT_OBJ_DETERIORATING,
- ACT_OBJ_UPGRADING,
- ACT_DEPLOY,
- ACT_DEPLOY_IDLE,
- ACT_UNDEPLOY,
- ACT_CROSSBOW_DRAW_UNLOADED,
- ACT_GAUSS_SPINUP,
- ACT_GAUSS_SPINCYCLE,
- ACT_VM_PRIMARYATTACK_SILENCED,
- ACT_VM_RELOAD_SILENCED,
- ACT_VM_DRYFIRE_SILENCED,
- ACT_VM_IDLE_SILENCED,
- ACT_VM_DRAW_SILENCED,
- ACT_VM_IDLE_EMPTY_LEFT,
- ACT_VM_DRYFIRE_LEFT,
- ACT_VM_IS_DRAW,
- ACT_VM_IS_HOLSTER,
- ACT_VM_IS_IDLE,
- ACT_VM_IS_PRIMARYATTACK,
- ACT_PLAYER_IDLE_FIRE,
- ACT_PLAYER_CROUCH_FIRE,
- ACT_PLAYER_CROUCH_WALK_FIRE,
- ACT_PLAYER_WALK_FIRE,
- ACT_PLAYER_RUN_FIRE,
- ACT_IDLETORUN,
- ACT_RUNTOIDLE,
- ACT_VM_DRAW_DEPLOYED,
- ACT_HL2MP_IDLE_MELEE,
- ACT_HL2MP_RUN_MELEE,
- ACT_HL2MP_IDLE_CROUCH_MELEE,
- ACT_HL2MP_WALK_CROUCH_MELEE,
- ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE,
- ACT_HL2MP_GESTURE_RELOAD_MELEE,
- ACT_HL2MP_JUMP_MELEE,
- ACT_VM_FIZZLE,
- ACT_MP_STAND_IDLE,
- ACT_MP_CROUCH_IDLE,
- ACT_MP_CROUCH_DEPLOYED_IDLE,
- ACT_MP_CROUCH_DEPLOYED,
- ACT_MP_DEPLOYED_IDLE,
- ACT_MP_RUN,
- ACT_MP_WALK,
- ACT_MP_AIRWALK,
- ACT_MP_CROUCHWALK,
- ACT_MP_SPRINT,
- ACT_MP_JUMP,
- ACT_MP_JUMP_START,
- ACT_MP_JUMP_FLOAT,
- ACT_MP_JUMP_LAND,
- ACT_MP_JUMP_IMPACT_N,
- ACT_MP_JUMP_IMPACT_E,
- ACT_MP_JUMP_IMPACT_W,
- ACT_MP_JUMP_IMPACT_S,
- ACT_MP_JUMP_IMPACT_TOP,
- ACT_MP_DOUBLEJUMP,
- ACT_MP_SWIM,
- ACT_MP_DEPLOYED,
- ACT_MP_SWIM_DEPLOYED,
- ACT_MP_VCD,
- ACT_MP_ATTACK_STAND_PRIMARYFIRE,
- ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED,
- ACT_MP_ATTACK_STAND_SECONDARYFIRE,
- ACT_MP_ATTACK_STAND_GRENADE,
- ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,
- ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED,
- ACT_MP_ATTACK_CROUCH_SECONDARYFIRE,
- ACT_MP_ATTACK_CROUCH_GRENADE,
- ACT_MP_ATTACK_SWIM_PRIMARYFIRE,
- ACT_MP_ATTACK_SWIM_SECONDARYFIRE,
- ACT_MP_ATTACK_SWIM_GRENADE,
- ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE,
- ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE,
- ACT_MP_ATTACK_AIRWALK_GRENADE,
- ACT_MP_RELOAD_STAND,
- ACT_MP_RELOAD_STAND_LOOP,
- ACT_MP_RELOAD_STAND_END,
- ACT_MP_RELOAD_CROUCH,
- ACT_MP_RELOAD_CROUCH_LOOP,
- ACT_MP_RELOAD_CROUCH_END,
- ACT_MP_RELOAD_SWIM,
- ACT_MP_RELOAD_SWIM_LOOP,
- ACT_MP_RELOAD_SWIM_END,
- ACT_MP_RELOAD_AIRWALK,
- ACT_MP_RELOAD_AIRWALK_LOOP,
- ACT_MP_RELOAD_AIRWALK_END,
- ACT_MP_ATTACK_STAND_PREFIRE,
- ACT_MP_ATTACK_STAND_POSTFIRE,
- ACT_MP_ATTACK_STAND_STARTFIRE,
- ACT_MP_ATTACK_CROUCH_PREFIRE,
- ACT_MP_ATTACK_CROUCH_POSTFIRE,
- ACT_MP_ATTACK_SWIM_PREFIRE,
- ACT_MP_ATTACK_SWIM_POSTFIRE,
- ACT_MP_STAND_PRIMARY,
- ACT_MP_CROUCH_PRIMARY,
- ACT_MP_RUN_PRIMARY,
- ACT_MP_WALK_PRIMARY,
- ACT_MP_AIRWALK_PRIMARY,
- ACT_MP_CROUCHWALK_PRIMARY,
- ACT_MP_JUMP_PRIMARY,
- ACT_MP_JUMP_START_PRIMARY,
- ACT_MP_JUMP_FLOAT_PRIMARY,
- ACT_MP_JUMP_LAND_PRIMARY,
- ACT_MP_SWIM_PRIMARY,
- ACT_MP_DEPLOYED_PRIMARY,
- ACT_MP_SWIM_DEPLOYED_PRIMARY,
- ACT_MP_ATTACK_STAND_PRIMARY,
- ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED,
- ACT_MP_ATTACK_CROUCH_PRIMARY,
- ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,
- ACT_MP_ATTACK_SWIM_PRIMARY,
- ACT_MP_ATTACK_AIRWALK_PRIMARY,
- ACT_MP_RELOAD_STAND_PRIMARY,
- ACT_MP_RELOAD_STAND_PRIMARY_LOOP,
- ACT_MP_RELOAD_STAND_PRIMARY_END,
- ACT_MP_RELOAD_CROUCH_PRIMARY,
- ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP,
- ACT_MP_RELOAD_CROUCH_PRIMARY_END,
- ACT_MP_RELOAD_SWIM_PRIMARY,
- ACT_MP_RELOAD_SWIM_PRIMARY_LOOP,
- ACT_MP_RELOAD_SWIM_PRIMARY_END,
- ACT_MP_RELOAD_AIRWALK_PRIMARY,
- ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP,
- ACT_MP_RELOAD_AIRWALK_PRIMARY_END,
- ACT_MP_ATTACK_STAND_GRENADE_PRIMARY,
- ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY,
- ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY,
- ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY,
- ACT_MP_STAND_SECONDARY,
- ACT_MP_CROUCH_SECONDARY,
- ACT_MP_RUN_SECONDARY,
- ACT_MP_WALK_SECONDARY,
- ACT_MP_AIRWALK_SECONDARY,
- ACT_MP_CROUCHWALK_SECONDARY,
- ACT_MP_JUMP_SECONDARY,
- ACT_MP_JUMP_START_SECONDARY,
- ACT_MP_JUMP_FLOAT_SECONDARY,
- ACT_MP_JUMP_LAND_SECONDARY,
- ACT_MP_SWIM_SECONDARY,
- ACT_MP_ATTACK_STAND_SECONDARY,
- ACT_MP_ATTACK_CROUCH_SECONDARY,
- ACT_MP_ATTACK_SWIM_SECONDARY,
- ACT_MP_ATTACK_AIRWALK_SECONDARY,
- ACT_MP_RELOAD_STAND_SECONDARY,
- ACT_MP_RELOAD_STAND_SECONDARY_LOOP,
- ACT_MP_RELOAD_STAND_SECONDARY_END,
- ACT_MP_RELOAD_CROUCH_SECONDARY,
- ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,
- ACT_MP_RELOAD_CROUCH_SECONDARY_END,
- ACT_MP_RELOAD_SWIM_SECONDARY,
- ACT_MP_RELOAD_SWIM_SECONDARY_LOOP,
- ACT_MP_RELOAD_SWIM_SECONDARY_END,
- ACT_MP_RELOAD_AIRWALK_SECONDARY,
- ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP,
- ACT_MP_RELOAD_AIRWALK_SECONDARY_END,
- ACT_MP_ATTACK_STAND_GRENADE_SECONDARY,
- ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY,
- ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY,
- ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY,
- ACT_MP_STAND_MELEE,
- ACT_MP_CROUCH_MELEE,
- ACT_MP_RUN_MELEE,
- ACT_MP_WALK_MELEE,
- ACT_MP_AIRWALK_MELEE,
- ACT_MP_CROUCHWALK_MELEE,
- ACT_MP_JUMP_MELEE,
- ACT_MP_JUMP_START_MELEE,
- ACT_MP_JUMP_FLOAT_MELEE,
- ACT_MP_JUMP_LAND_MELEE,
- ACT_MP_SWIM_MELEE,
- ACT_MP_ATTACK_STAND_MELEE,
- ACT_MP_ATTACK_STAND_MELEE_SECONDARY,
- ACT_MP_ATTACK_CROUCH_MELEE,
- ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,
- ACT_MP_ATTACK_SWIM_MELEE,
- ACT_MP_ATTACK_AIRWALK_MELEE,
- ACT_MP_ATTACK_STAND_GRENADE_MELEE,
- ACT_MP_ATTACK_CROUCH_GRENADE_MELEE,
- ACT_MP_ATTACK_SWIM_GRENADE_MELEE,
- ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE,
- ACT_MP_STAND_ITEM1,
- ACT_MP_CROUCH_ITEM1,
- ACT_MP_RUN_ITEM1,
- ACT_MP_WALK_ITEM1,
- ACT_MP_AIRWALK_ITEM1,
- ACT_MP_CROUCHWALK_ITEM1,
- ACT_MP_JUMP_ITEM1,
- ACT_MP_JUMP_START_ITEM1,
- ACT_MP_JUMP_FLOAT_ITEM1,
- ACT_MP_JUMP_LAND_ITEM1,
- ACT_MP_SWIM_ITEM1,
- ACT_MP_ATTACK_STAND_ITEM1,
- ACT_MP_ATTACK_STAND_ITEM1_SECONDARY,
- ACT_MP_ATTACK_CROUCH_ITEM1,
- ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY,
- ACT_MP_ATTACK_SWIM_ITEM1,
- ACT_MP_ATTACK_AIRWALK_ITEM1,
- ACT_MP_STAND_ITEM2,
- ACT_MP_CROUCH_ITEM2,
- ACT_MP_RUN_ITEM2,
- ACT_MP_WALK_ITEM2,
- ACT_MP_AIRWALK_ITEM2,
- ACT_MP_CROUCHWALK_ITEM2,
- ACT_MP_JUMP_ITEM2,
- ACT_MP_JUMP_START_ITEM2,
- ACT_MP_JUMP_FLOAT_ITEM2,
- ACT_MP_JUMP_LAND_ITEM2,
- ACT_MP_SWIM_ITEM2,
- ACT_MP_ATTACK_STAND_ITEM2,
- ACT_MP_ATTACK_STAND_ITEM2_SECONDARY,
- ACT_MP_ATTACK_CROUCH_ITEM2,
- ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY,
- ACT_MP_ATTACK_SWIM_ITEM2,
- ACT_MP_ATTACK_AIRWALK_ITEM2,
- ACT_MP_GESTURE_FLINCH,
- ACT_MP_GESTURE_FLINCH_PRIMARY,
- ACT_MP_GESTURE_FLINCH_SECONDARY,
- ACT_MP_GESTURE_FLINCH_MELEE,
- ACT_MP_GESTURE_FLINCH_ITEM1,
- ACT_MP_GESTURE_FLINCH_ITEM2,
- ACT_MP_GESTURE_FLINCH_HEAD,
- ACT_MP_GESTURE_FLINCH_CHEST,
- ACT_MP_GESTURE_FLINCH_STOMACH,
- ACT_MP_GESTURE_FLINCH_LEFTARM,
- ACT_MP_GESTURE_FLINCH_RIGHTARM,
- ACT_MP_GESTURE_FLINCH_LEFTLEG,
- ACT_MP_GESTURE_FLINCH_RIGHTLEG,
- ACT_MP_GRENADE1_DRAW,
- ACT_MP_GRENADE1_IDLE,
- ACT_MP_GRENADE1_ATTACK,
- ACT_MP_GRENADE2_DRAW,
- ACT_MP_GRENADE2_IDLE,
- ACT_MP_GRENADE2_ATTACK,
- ACT_MP_PRIMARY_GRENADE1_DRAW,
- ACT_MP_PRIMARY_GRENADE1_IDLE,
- ACT_MP_PRIMARY_GRENADE1_ATTACK,
- ACT_MP_PRIMARY_GRENADE2_DRAW,
- ACT_MP_PRIMARY_GRENADE2_IDLE,
- ACT_MP_PRIMARY_GRENADE2_ATTACK,
- ACT_MP_SECONDARY_GRENADE1_DRAW,
- ACT_MP_SECONDARY_GRENADE1_IDLE,
- ACT_MP_SECONDARY_GRENADE1_ATTACK,
- ACT_MP_SECONDARY_GRENADE2_DRAW,
- ACT_MP_SECONDARY_GRENADE2_IDLE,
- ACT_MP_SECONDARY_GRENADE2_ATTACK,
- ACT_MP_MELEE_GRENADE1_DRAW,
- ACT_MP_MELEE_GRENADE1_IDLE,
- ACT_MP_MELEE_GRENADE1_ATTACK,
- ACT_MP_MELEE_GRENADE2_DRAW,
- ACT_MP_MELEE_GRENADE2_IDLE,
- ACT_MP_MELEE_GRENADE2_ATTACK,
- ACT_MP_ITEM1_GRENADE1_DRAW,
- ACT_MP_ITEM1_GRENADE1_IDLE,
- ACT_MP_ITEM1_GRENADE1_ATTACK,
- ACT_MP_ITEM1_GRENADE2_DRAW,
- ACT_MP_ITEM1_GRENADE2_IDLE,
- ACT_MP_ITEM1_GRENADE2_ATTACK,
- ACT_MP_ITEM2_GRENADE1_DRAW,
- ACT_MP_ITEM2_GRENADE1_IDLE,
- ACT_MP_ITEM2_GRENADE1_ATTACK,
- ACT_MP_ITEM2_GRENADE2_DRAW,
- ACT_MP_ITEM2_GRENADE2_IDLE,
- ACT_MP_ITEM2_GRENADE2_ATTACK,
- ACT_MP_STAND_BUILDING,
- ACT_MP_CROUCH_BUILDING,
- ACT_MP_RUN_BUILDING,
- ACT_MP_WALK_BUILDING,
- ACT_MP_AIRWALK_BUILDING,
- ACT_MP_CROUCHWALK_BUILDING,
- ACT_MP_JUMP_BUILDING,
- ACT_MP_JUMP_START_BUILDING,
- ACT_MP_JUMP_FLOAT_BUILDING,
- ACT_MP_JUMP_LAND_BUILDING,
- ACT_MP_SWIM_BUILDING,
- ACT_MP_ATTACK_STAND_BUILDING,
- ACT_MP_ATTACK_CROUCH_BUILDING,
- ACT_MP_ATTACK_SWIM_BUILDING,
- ACT_MP_ATTACK_AIRWALK_BUILDING,
- ACT_MP_ATTACK_STAND_GRENADE_BUILDING,
- ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING,
- ACT_MP_ATTACK_SWIM_GRENADE_BUILDING,
- ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING,
- ACT_MP_STAND_PDA,
- ACT_MP_CROUCH_PDA,
- ACT_MP_RUN_PDA,
- ACT_MP_WALK_PDA,
- ACT_MP_AIRWALK_PDA,
- ACT_MP_CROUCHWALK_PDA,
- ACT_MP_JUMP_PDA,
- ACT_MP_JUMP_START_PDA,
- ACT_MP_JUMP_FLOAT_PDA,
- ACT_MP_JUMP_LAND_PDA,
- ACT_MP_SWIM_PDA,
- ACT_MP_ATTACK_STAND_PDA,
- ACT_MP_ATTACK_SWIM_PDA,
- ACT_MP_GESTURE_VC_HANDMOUTH,
- ACT_MP_GESTURE_VC_FINGERPOINT,
- ACT_MP_GESTURE_VC_FISTPUMP,
- ACT_MP_GESTURE_VC_THUMBSUP,
- ACT_MP_GESTURE_VC_NODYES,
- ACT_MP_GESTURE_VC_NODNO,
- ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY,
- ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY,
- ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY,
- ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY,
- ACT_MP_GESTURE_VC_NODYES_PRIMARY,
- ACT_MP_GESTURE_VC_NODNO_PRIMARY,
- ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY,
- ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY,
- ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY,
- ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY,
- ACT_MP_GESTURE_VC_NODYES_SECONDARY,
- ACT_MP_GESTURE_VC_NODNO_SECONDARY,
- ACT_MP_GESTURE_VC_HANDMOUTH_MELEE,
- ACT_MP_GESTURE_VC_FINGERPOINT_MELEE,
- ACT_MP_GESTURE_VC_FISTPUMP_MELEE,
- ACT_MP_GESTURE_VC_THUMBSUP_MELEE,
- ACT_MP_GESTURE_VC_NODYES_MELEE,
- ACT_MP_GESTURE_VC_NODNO_MELEE,
- ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1,
- ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1,
- ACT_MP_GESTURE_VC_FISTPUMP_ITEM1,
- ACT_MP_GESTURE_VC_THUMBSUP_ITEM1,
- ACT_MP_GESTURE_VC_NODYES_ITEM1,
- ACT_MP_GESTURE_VC_NODNO_ITEM1,
- ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2,
- ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2,
- ACT_MP_GESTURE_VC_FISTPUMP_ITEM2,
- ACT_MP_GESTURE_VC_THUMBSUP_ITEM2,
- ACT_MP_GESTURE_VC_NODYES_ITEM2,
- ACT_MP_GESTURE_VC_NODNO_ITEM2,
- ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING,
- ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING,
- ACT_MP_GESTURE_VC_FISTPUMP_BUILDING,
- ACT_MP_GESTURE_VC_THUMBSUP_BUILDING,
- ACT_MP_GESTURE_VC_NODYES_BUILDING,
- ACT_MP_GESTURE_VC_NODNO_BUILDING,
- ACT_MP_GESTURE_VC_HANDMOUTH_PDA,
- ACT_MP_GESTURE_VC_FINGERPOINT_PDA,
- ACT_MP_GESTURE_VC_FISTPUMP_PDA,
- ACT_MP_GESTURE_VC_THUMBSUP_PDA,
- ACT_MP_GESTURE_VC_NODYES_PDA,
- ACT_MP_GESTURE_VC_NODNO_PDA,
- ACT_VM_UNUSABLE,
- ACT_VM_UNUSABLE_TO_USABLE,
- ACT_VM_USABLE_TO_UNUSABLE,
- ACT_PRIMARY_VM_DRAW,
- ACT_PRIMARY_VM_HOLSTER,
- ACT_PRIMARY_VM_IDLE,
- ACT_PRIMARY_VM_PULLBACK,
- ACT_PRIMARY_VM_PRIMARYATTACK,
- ACT_PRIMARY_VM_SECONDARYATTACK,
- ACT_PRIMARY_VM_RELOAD,
- ACT_PRIMARY_VM_DRYFIRE,
- ACT_PRIMARY_VM_IDLE_TO_LOWERED,
- ACT_PRIMARY_VM_IDLE_LOWERED,
- ACT_PRIMARY_VM_LOWERED_TO_IDLE,
- ACT_SECONDARY_VM_DRAW,
- ACT_SECONDARY_VM_HOLSTER,
- ACT_SECONDARY_VM_IDLE,
- ACT_SECONDARY_VM_PULLBACK,
- ACT_SECONDARY_VM_PRIMARYATTACK,
- ACT_SECONDARY_VM_SECONDARYATTACK,
- ACT_SECONDARY_VM_RELOAD,
- ACT_SECONDARY_VM_DRYFIRE,
- ACT_SECONDARY_VM_IDLE_TO_LOWERED,
- ACT_SECONDARY_VM_IDLE_LOWERED,
- ACT_SECONDARY_VM_LOWERED_TO_IDLE,
- ACT_MELEE_VM_DRAW,
- ACT_MELEE_VM_HOLSTER,
- ACT_MELEE_VM_IDLE,
- ACT_MELEE_VM_PULLBACK,
- ACT_MELEE_VM_PRIMARYATTACK,
- ACT_MELEE_VM_SECONDARYATTACK,
- ACT_MELEE_VM_RELOAD,
- ACT_MELEE_VM_DRYFIRE,
- ACT_MELEE_VM_IDLE_TO_LOWERED,
- ACT_MELEE_VM_IDLE_LOWERED,
- ACT_MELEE_VM_LOWERED_TO_IDLE,
- ACT_PDA_VM_DRAW,
- ACT_PDA_VM_HOLSTER,
- ACT_PDA_VM_IDLE,
- ACT_PDA_VM_PULLBACK,
- ACT_PDA_VM_PRIMARYATTACK,
- ACT_PDA_VM_SECONDARYATTACK,
- ACT_PDA_VM_RELOAD,
- ACT_PDA_VM_DRYFIRE,
- ACT_PDA_VM_IDLE_TO_LOWERED,
- ACT_PDA_VM_IDLE_LOWERED,
- ACT_PDA_VM_LOWERED_TO_IDLE,
- ACT_ITEM1_VM_DRAW,
- ACT_ITEM1_VM_HOLSTER,
- ACT_ITEM1_VM_IDLE,
- ACT_ITEM1_VM_PULLBACK,
- ACT_ITEM1_VM_PRIMARYATTACK,
- ACT_ITEM1_VM_SECONDARYATTACK,
- ACT_ITEM1_VM_RELOAD,
- ACT_ITEM1_VM_DRYFIRE,
- ACT_ITEM1_VM_IDLE_TO_LOWERED,
- ACT_ITEM1_VM_IDLE_LOWERED,
- ACT_ITEM1_VM_LOWERED_TO_IDLE,
- ACT_ITEM2_VM_DRAW,
- ACT_ITEM2_VM_HOLSTER,
- ACT_ITEM2_VM_IDLE,
- ACT_ITEM2_VM_PULLBACK,
- ACT_ITEM2_VM_PRIMARYATTACK,
- ACT_ITEM2_VM_SECONDARYATTACK,
- ACT_ITEM2_VM_RELOAD,
- ACT_ITEM2_VM_DRYFIRE,
- ACT_ITEM2_VM_IDLE_TO_LOWERED,
- ACT_ITEM2_VM_IDLE_LOWERED,
- ACT_ITEM2_VM_LOWERED_TO_IDLE,
- ACT_RELOAD_SUCCEED,
- ACT_RELOAD_FAIL,
- ACT_WALK_AIM_AUTOGUN,
- ACT_RUN_AIM_AUTOGUN,
- ACT_IDLE_AUTOGUN,
- ACT_IDLE_AIM_AUTOGUN,
- ACT_RELOAD_AUTOGUN,
- ACT_CROUCH_IDLE_AUTOGUN,
- ACT_RANGE_ATTACK_AUTOGUN,
- ACT_JUMP_AUTOGUN,
- ACT_IDLE_AIM_PISTOL,
- ACT_WALK_AIM_DUAL,
- ACT_RUN_AIM_DUAL,
- ACT_IDLE_DUAL,
- ACT_IDLE_AIM_DUAL,
- ACT_RELOAD_DUAL,
- ACT_CROUCH_IDLE_DUAL,
- ACT_RANGE_ATTACK_DUAL,
- ACT_JUMP_DUAL,
- ACT_IDLE_SHOTGUN,
- ACT_IDLE_AIM_SHOTGUN,
- ACT_CROUCH_IDLE_SHOTGUN,
- ACT_JUMP_SHOTGUN,
- ACT_IDLE_AIM_RIFLE,
- ACT_RELOAD_RIFLE,
- ACT_CROUCH_IDLE_RIFLE,
- ACT_RANGE_ATTACK_RIFLE,
- ACT_JUMP_RIFLE,
- ACT_SLEEP,
- ACT_WAKE,
- ACT_FLICK_LEFT,
- ACT_FLICK_LEFT_MIDDLE,
- ACT_FLICK_RIGHT_MIDDLE,
- ACT_FLICK_RIGHT,
- ACT_SPINAROUND,
- ACT_PREP_TO_FIRE,
- ACT_FIRE,
- ACT_FIRE_RECOVER,
- ACT_SPRAY,
- ACT_PREP_EXPLODE,
- ACT_EXPLODE,
- ACT_DOTA_IDLE,
- ACT_DOTA_RUN,
- ACT_DOTA_ATTACK,
- ACT_DOTA_ATTACK_EVENT,
- ACT_DOTA_DIE,
- ACT_DOTA_FLINCH,
- ACT_DOTA_DISABLED,
- ACT_DOTA_CAST_ABILITY_1,
- ACT_DOTA_CAST_ABILITY_2,
- ACT_DOTA_CAST_ABILITY_3,
- ACT_DOTA_CAST_ABILITY_4,
- ACT_DOTA_OVERRIDE_ABILITY_1,
- ACT_DOTA_OVERRIDE_ABILITY_2,
- ACT_DOTA_OVERRIDE_ABILITY_3,
- ACT_DOTA_OVERRIDE_ABILITY_4,
- ACT_DOTA_CHANNEL_ABILITY_1,
- ACT_DOTA_CHANNEL_ABILITY_2,
- ACT_DOTA_CHANNEL_ABILITY_3,
- ACT_DOTA_CHANNEL_ABILITY_4,
- ACT_DOTA_CHANNEL_END_ABILITY_1,
- ACT_DOTA_CHANNEL_END_ABILITY_2,
- ACT_DOTA_CHANNEL_END_ABILITY_3,
- ACT_DOTA_CHANNEL_END_ABILITY_4,
- ACT_MP_RUN_SPEEDPAINT,
- ACT_MP_LONG_FALL,
- ACT_MP_TRACTORBEAM_FLOAT,
- ACT_MP_DEATH_CRUSH,
- ACT_MP_RUN_SPEEDPAINT_PRIMARY,
- ACT_MP_DROWNING_PRIMARY,
- ACT_MP_LONG_FALL_PRIMARY,
- ACT_MP_TRACTORBEAM_FLOAT_PRIMARY,
- ACT_MP_DEATH_CRUSH_PRIMARY,
- ACT_DIE_STAND,
- ACT_DIE_STAND_HEADSHOT,
- ACT_DIE_CROUCH,
- ACT_DIE_CROUCH_HEADSHOT,
- ACT_CSGO_NULL,
- ACT_CSGO_DEFUSE,
- ACT_CSGO_DEFUSE_WITH_KIT,
- ACT_CSGO_FLASHBANG_REACTION,
- ACT_CSGO_FIRE_PRIMARY,
- ACT_CSGO_FIRE_PRIMARY_OPT_1,
- ACT_CSGO_FIRE_PRIMARY_OPT_2,
- ACT_CSGO_FIRE_SECONDARY,
- ACT_CSGO_FIRE_SECONDARY_OPT_1,
- ACT_CSGO_FIRE_SECONDARY_OPT_2,
- ACT_CSGO_RELOAD,
- ACT_CSGO_RELOAD_START,
- ACT_CSGO_RELOAD_LOOP,
- ACT_CSGO_RELOAD_END,
- ACT_CSGO_OPERATE,
- ACT_CSGO_DEPLOY,
- ACT_CSGO_CATCH,
- ACT_CSGO_SILENCER_DETACH,
- ACT_CSGO_SILENCER_ATTACH,
- ACT_CSGO_TWITCH,
- ACT_CSGO_TWITCH_BUYZONE,
- ACT_CSGO_PLANT_BOMB,
- ACT_CSGO_IDLE_TURN_BALANCEADJUST,
- ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING,
- ACT_CSGO_ALIVE_LOOP,
- ACT_CSGO_FLINCH,
- ACT_CSGO_FLINCH_HEAD,
- ACT_CSGO_FLINCH_MOLOTOV,
- ACT_CSGO_JUMP,
- ACT_CSGO_FALL,
- ACT_CSGO_CLIMB_LADDER,
- ACT_CSGO_LAND_LIGHT,
- ACT_CSGO_LAND_HEAVY,
- ACT_CSGO_EXIT_LADDER_TOP,
- ACT_CSGO_EXIT_LADDER_BOTTOM,
- };
- QAngle* GetEyeAnglesPointer()
- {
- return reinterpret_cast<QAngle*>((DWORD)this + (DWORD)0x528C);
- }
- QAngle GetEyeAngles()
- {
- return *reinterpret_cast<QAngle*>((DWORD)this + (DWORD)0x528C);
- }
- QAngle* GetEyeAnglesXY()
- {
- return (QAngle*)((DWORD)this + GET_NETVAR("DT_CSPlayer", "m_angEyeAngles"));
- }
- float* GetLowerBodyYawTarget() /*m_flLowerBodyYawTarget*/
- {
- return (float*)((DWORD)this + GET_NETVAR("DT_CSPlayer", "m_flLowerBodyYawTarget"));
- }
- Vector GetBonePos(int i)
- {
- matrix3x4 boneMatrix[128];
- if (this->SetupBones(boneMatrix, 128, BONE_USED_BY_HITBOX, GetTickCount64()))
- {
- return Vector(boneMatrix[i][0][3], boneMatrix[i][1][3], boneMatrix[i][2][3]);
- }
- return Vector(0, 0, 0);
- }
- void SetAngle2(Vector wantedang)
- {
- typedef void(__thiscall* SetAngleFn)(void*, const Vector &);
- static SetAngleFn SetAngle2 = (SetAngleFn)((DWORD)Utilities::Memory::FindPattern("client.dll", (PBYTE)"\x55\x8B\xEC\x83\xE4\xF8\x83\xEC\x64\x53\x56\x57\x8B\xF1", "xxxxxxxxxxxxxx"));
- SetAngle2(this, wantedang);
- }
- int draw_model(int flags, uint8_t alpha) {
- using fn = int(__thiscall*)(void*, int, uint8_t);
- return call_vfunc< fn >(GetRenderable(), 9)(GetRenderable(), flags, alpha);
- }
- Vector GetHeadPos()
- {
- return this->GetBonePos(8);
- }
- Vector GetPelvis()
- {
- return this->GetBonePos(8);
- }
- Vector GetHeadAngle()
- {
- return GetAbsOrigin() + GetViewOffset();
- }
- bool IsPlayer()
- {
- return GetClientClass()->m_ClassID == (int)CSGOClassID::CCSPlayer;
- }
- bool IsMoving()
- {
- return GetVelocity().Length2D() > 1;
- }
- Vector GetOrigin2() {
- return *(Vector*)((DWORD)this + 0x00000134);
- }
- Vector GetViewAngles2() {
- return *(Vector*)((DWORD)this + 0x00000104);
- }
- Vector GetAbsOrigin2() {
- __asm {
- MOV ECX, this
- MOV EAX, DWORD PTR DS : [ECX]
- CALL DWORD PTR DS : [EAX + 0x28]
- }
- }
- Vector GetAbsAngles2() {
- __asm {
- MOV ECX, this;
- MOV EAX, DWORD PTR DS : [ECX];
- CALL DWORD PTR DS : [EAX + 0x2C]
- }
- }
- Vector GetEyePosition() {
- Vector Origin = *(Vector*)((DWORD)this + 0x00000134);
- Vector View = *(Vector*)((DWORD)this + 0x00000104);
- return(Origin + View);
- }
- Vector GetAimPunch() {
- return *(Vector*)((DWORD)this + 0x00003018);
- }
- bool IsImmune() {
- return *(bool*)((DWORD)this + 0x000038A0);
- }
- ClientClass *GetClientClass2() {
- PVOID Networkable = (PVOID)((DWORD)(this) + 0x8);
- using Original = ClientClass * (__thiscall*)(PVOID);
- return call_vfunc<Original>(Networkable, 2)(Networkable);
- }
- HANDLE GetWeaponHandle() {
- return *(HANDLE*)((DWORD)this + 0x00002EE8);
- }
- HANDLE* Weapons() {
- return (HANDLE*)((DWORD)this + 0x2DE8);
- }
- short* GetItemDefinitionIndex()
- {
- return (short*)m_AttributeManager()->m_Item()->ItemDefinitionIndex();
- }
- char* IClientEntity::GetWeaponName()
- {
- short WeaponId = *this->GetItemDefinitionIndex();
- switch (WeaponId)
- {
- case WEAPON_KNIFE_CT:
- return "knife";
- case WEAPON_KNIFE_T:
- return "knife";
- case 500:
- case 505:
- case 506:
- case 507:
- case 508:
- case 509:
- case 512:
- case 514:
- case 515:
- case 516:
- return "";
- case WEAPON_DEAGLE:
- return "deagle";
- case WEAPON_ELITE:
- return "elite";
- case WEAPON_FIVESEVEN:
- return "fiveseven";
- case WEAPON_GLOCK:
- return "glock";
- case WEAPON_HKP2000:
- return "hkp2000";
- case WEAPON_P250:
- return "p250";
- case WEAPON_USP_SILENCER:
- return "usp_s";
- case WEAPON_TEC9:
- return "tec9";
- case WEAPON_CZ75A:
- return "cz75a";
- case WEAPON_REVOLVER:
- return "revolver";
- case WEAPON_MAC10:
- return "mac10";
- case WEAPON_UMP45:
- return "ump45";
- case WEAPON_BIZON:
- return "bizon";
- case WEAPON_MP7:
- return "mp7";
- case WEAPON_MP9:
- return "mp9";
- case WEAPON_P90:
- return "p90";
- case WEAPON_GALILAR:
- return "galilar";
- case WEAPON_FAMAS:
- return "famas";
- case WEAPON_M4A1_SILENCER:
- return "m4a1_s";
- case WEAPON_M4A1:
- return "m4a4";
- case WEAPON_AUG:
- return "aug";
- case WEAPON_SG556:
- return "sg553";
- case WEAPON_AK47:
- return "ak47";
- case WEAPON_G3SG1:
- return "g3sg1";
- case WEAPON_SCAR20:
- return "scar20";
- case WEAPON_AWP:
- return "awp";
- case WEAPON_SSG08:
- return "scout";
- case WEAPON_XM1014:
- return "xm1014";
- case WEAPON_SAWEDOFF:
- return "sawedoff";
- case WEAPON_MAG7:
- return "mag7";
- case WEAPON_NOVA:
- return "nova";
- case WEAPON_NEGEV:
- return "negev";
- case WEAPON_M249:
- return "m249";
- case WEAPON_TASER:
- return "taser";
- case WEAPON_FLASHBANG:
- return "flashbang";
- case WEAPON_HEGRENADE:
- return "grenade";
- case WEAPON_SMOKEGRENADE:
- return "smoke";
- case WEAPON_MOLOTOV:
- return "molotov";
- case WEAPON_DECOY:
- return "decoy";
- case WEAPON_INCGRENADE:
- return "incgrenade";
- case WEAPON_C4:
- return "c4";
- default:
- return " ";
- }
- }
- char* IClientEntity::GetGunIcon()
- {
- short WeaponId = *this->GetItemDefinitionIndex();
- switch (WeaponId)
- {
- case WEAPON_KNIFE_CT:
- return "j";
- case WEAPON_KNIFE_T:
- return "j";
- case 500:
- case 505:
- case 506:
- case 507:
- case 508:
- case 509:
- case 512:
- case 514:
- case 515:
- case 516:
- return "";
- case WEAPON_DEAGLE:
- return "f";
- case WEAPON_ELITE:
- return "s";
- case WEAPON_FIVESEVEN:
- return "u";
- case WEAPON_GLOCK:
- return "c";
- case WEAPON_HKP2000:
- return "y";
- case WEAPON_P250:
- return "a";
- case WEAPON_USP_SILENCER:
- return "y";
- case WEAPON_TEC9:
- return "u";
- case WEAPON_CZ75A:
- return "u";
- case WEAPON_REVOLVER:
- return "f";
- case WEAPON_MAC10:
- return "l";
- case WEAPON_UMP45:
- return "q";
- case WEAPON_BIZON:
- return "l";
- case WEAPON_MP7:
- return "l";
- case WEAPON_MP9:
- return "d";
- case WEAPON_P90:
- return "m";
- case WEAPON_GALILAR:
- return "v";
- case WEAPON_FAMAS:
- return "v";
- case WEAPON_M4A1_SILENCER:
- return "w";
- case WEAPON_M4A1:
- return "w";
- case WEAPON_AUG:
- return "e";
- case WEAPON_SG556:
- return "A";
- case WEAPON_AK47:
- return "b";
- case WEAPON_G3SG1:
- return "i";
- case WEAPON_SCAR20:
- return "o";
- case WEAPON_AWP:
- return "r";
- case WEAPON_SSG08:
- return "n";
- case WEAPON_XM1014:
- return "B";
- case WEAPON_SAWEDOFF:
- return "k";
- case WEAPON_MAG7:
- return "k";
- case WEAPON_NOVA:
- return "B";
- case WEAPON_NEGEV:
- return "z";
- case WEAPON_M249:
- return "z";
- case WEAPON_TASER:
- return "3";
- case WEAPON_FLASHBANG:
- return "g";
- case WEAPON_HEGRENADE:
- return "h";
- case WEAPON_SMOKEGRENADE:
- return "p";
- case WEAPON_MOLOTOV:
- return "h";
- case WEAPON_DECOY:
- return "h";
- case WEAPON_INCGRENADE:
- return "h";
- case WEAPON_C4:
- return "C";
- default:
- return " ";
- }
- }
- };
- class CBaseViewModel : public IClientUnknown, public IClientRenderable, public IClientNetworkable
- {
- 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);
- }
- inline void SetWeaponModel(const char* Filename, IClientUnknown* Weapon) {
- return call_vfunc<void(__thiscall*)(void*, const char*, IClientUnknown*)>(this, 242)(this, Filename, Weapon);
- }
- };
- typedef unsigned short MaterialHandle_t;
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