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  1. #pragma once
  2. #include "Globalshhh.h"
  3. #include "MiscDefinitions.h"
  4. #include "ClientRecvProps.h"
  5. #include "offsets.h"
  6. #include "Vector.h"
  7.  
  8. #define TEAM_CS_T 2
  9. #define TEAM_CS_CT 3
  10.  
  11. #define BONE_USED_BY_HITBOX 0x00000100
  12.  
  13. #define ptr( x, x1, x2 ) *(x*)( (DWORD)x1 + (DWORD)x2 )
  14.  
  15. #define TICK_INTERVAL (Interfaces::Globals->interval_per_tick)
  16.  
  17. #define TIME_TO_TICKS( dt ) ( (int)( 0.5f + (float)(dt) / TICK_INTERVAL ) )
  18.  
  19. #define TICKS_TO_TIME(t) (Interfaces::Globals->interval_per_tick * (t))
  20. class IClientRenderable;
  21. class IClientNetworkable;
  22. class IClientUnknown;
  23. class IClientThinkable;
  24. class IClientEntity;
  25. class CSWeaponInfo;
  26.  
  27. enum class TeamID : int
  28. {
  29. TEAM_UNASSIGNED,
  30. TEAM_SPECTATOR,
  31. TEAM_TERRORIST,
  32. TEAM_COUNTER_TERRORIST,
  33. };
  34.  
  35. class CSWeaponInfo
  36. {
  37. public:
  38. char _0x0000[20];
  39. __int32 max_clip; //0x0014
  40. char _0x0018[12];
  41. __int32 max_reserved_ammo; //0x0024
  42. char _0x0028[96];
  43. char* hud_name; //0x0088
  44. char* weapon_name; //0x008C
  45. char _0x0090[60];
  46. __int32 type; //0x00CC
  47. __int32 price; //0x00D0
  48. __int32 reward; //0x00D4
  49. char _0x00D8[20];
  50. BYTE full_auto; //0x00EC
  51. char _0x00ED[3];
  52. __int32 damage; //0x00F0
  53. float armor_ratio; //0x00F4
  54. __int32 bullets; //0x00F8
  55. float penetration; //0x00FC
  56. char _0x0100[8];
  57. float range; //0x0108
  58. float range_modifier; //0x010C
  59. char _0x0110[16];
  60. BYTE silencer; //0x0120
  61. char _0x0121[15];
  62. float max_speed; //0x0130
  63. float max_speed_alt; //0x0134
  64. char _0x0138[76];
  65. __int32 recoil_seed; //0x0184
  66. char _0x0188[32];
  67. };//Size=0x240
  68.  
  69. enum class CSGOClassID
  70. {
  71. CAK47 = 1,
  72. CBaseAnimating = 2,
  73. CBaseAnimatingOverlay = 3,
  74. CBaseAttributableItem = 4,
  75. CBaseButton = 5,
  76. CBaseCombatCharacter = 6,
  77. CBaseCombatWeapon = 7,
  78. CBaseCSGrenade = 8,
  79. CBaseCSGrenadeProjectile = 9,
  80. CBaseDoor = 10,
  81. CBaseEntity = 11,
  82. CBaseFlex = 12,
  83. CBaseGrenade = 13,
  84. CBaseParticleEntity = 14,
  85. CBasePlayer = 15,
  86. CBasePropDoor = 16,
  87. CBaseTeamObjectiveResource = 17,
  88. CBaseTempEntity = 18,
  89. CBaseToggle = 19,
  90. CBaseTrigger = 20,
  91. CBaseViewModel = 21,
  92. CBaseVPhysicsTrigger = 22,
  93. CBaseWeaponWorldModel = 23,
  94. CBeam = 24,
  95. CBeamSpotlight = 25,
  96. CBoneFollower = 26,
  97. CBreakableProp = 27,
  98. CBreakableSurface = 28,
  99. CC4 = 29,
  100. CCascadeLight = 30,
  101. CChicken = 31,
  102. CColorCorrection = 32,
  103. CColorCorrectionVolume = 33,
  104. CCSGameRulesProxy = 34,
  105. CCSPlayer = 35,
  106. CCSPlayerResource = 36,
  107. CCSRagdoll = 37,
  108. CCSTeam = 38,
  109. CDEagle = 39,
  110. CDecoyGrenade = 40,
  111. CDecoyProjectile = 41,
  112. CDynamicLight = 42,
  113. CDynamicProp = 43,
  114. CEconEntity = 44,
  115. CEconWearable = 45,
  116. CEmbers = 46,
  117. CEntityDissolve = 47,
  118. CEntityFlame = 48,
  119. CEntityFreezing = 49,
  120. CEntityParticleTrail = 50,
  121. CEnvAmbientLight = 51,
  122. CEnvDetailController = 52,
  123. CEnvDOFController = 53,
  124. CEnvParticleScript = 54,
  125. CEnvProjectedTexture = 55,
  126. CEnvQuadraticBeam = 56,
  127. CEnvScreenEffect = 57,
  128. CEnvScreenOverlay = 58,
  129. CEnvTonemapController = 59,
  130. CEnvWind = 60,
  131. CFEPlayerDecal = 61,
  132. CFireCrackerBlast = 62,
  133. CFireSmoke = 63,
  134. CFireTrail = 64,
  135. CFish = 65,
  136. CFlashbang = 66,
  137. CFogController = 67,
  138. CFootstepControl = 68,
  139. CFunc_Dust = 69,
  140. CFunc_LOD = 70,
  141. CFuncAreaPortalWindow = 71,
  142. CFuncBrush = 72,
  143. CFuncConveyor = 73,
  144. CFuncLadder = 74,
  145. CFuncMonitor = 75,
  146. CFuncMoveLinear = 76,
  147. CFuncOccluder = 77,
  148. CFuncReflectiveGlass = 78,
  149. CFuncRotating = 79,
  150. CFuncSmokeVolume = 80,
  151. CFuncTrackTrain = 81,
  152. CGameRulesProxy = 82,
  153. CHandleTest = 83,
  154. CHEGrenade = 84,
  155. CHostage = 85,
  156. CHostageCarriableProp = 86,
  157. CIncendiaryGrenade = 87,
  158. CInferno = 88,
  159. CInfoLadderDismount = 89,
  160. CInfoOverlayAccessor = 90,
  161. CItem_Healthshot = 91,
  162. CItemDogtags = 92,
  163. CKnife = 93,
  164. CKnifeGG = 94,
  165. CLightGlow = 95,
  166. CMaterialModifyControl = 96,
  167. CMolotovGrenade = 97,
  168. CMolotovProjectile = 98,
  169. CMovieDisplay = 99,
  170. CParticleFire = 100,
  171. CParticlePerformanceMonitor = 101,
  172. CParticleSystem = 102,
  173. CPhysBox = 103,
  174. CPhysBoxMultiplayer = 104,
  175. CPhysicsProp = 105,
  176. CPhysicsPropMultiplayer = 106,
  177. CPhysMagnet = 107,
  178. CPlantedC4 = 108,
  179. CPlasma = 109,
  180. CPlayerResource = 110,
  181. CPointCamera = 111,
  182. CPointCommentaryNode = 112,
  183. CPointWorldText = 113,
  184. CPoseController = 114,
  185. CPostProcessController = 115,
  186. CPrecipitation = 116,
  187. CPrecipitationBlocker = 117,
  188. CPredictedViewModel = 118,
  189. CProp_Hallucination = 119,
  190. CPropDoorRotating = 120,
  191. CPropJeep = 121,
  192. CPropVehicleDriveable = 122,
  193. CRagdollManager = 123,
  194. CRagdollProp = 124,
  195. CRagdollPropAttached = 125,
  196. CRopeKeyframe = 126,
  197. CSCAR17 = 127,
  198. CSceneEntity = 128,
  199. CSensorGrenade = 129,
  200. CSensorGrenadeProjectile = 130,
  201. CShadowControl = 131,
  202. CSlideshowDisplay = 132,
  203. CSmokeGrenade = 133,
  204. CSmokeGrenadeProjectile = 134,
  205. CSmokeStack = 135,
  206. CSpatialEntity = 136,
  207. CSpotlightEnd = 137,
  208. CSprite = 138,
  209. CSpriteOriented = 139,
  210. CSpriteTrail = 140,
  211. CStatueProp = 141,
  212. CSteamJet = 142,
  213. CSun = 143,
  214. CSunlightShadowControl = 144,
  215. CTeam = 145,
  216. CTeamplayRoundBasedRulesProxy = 146,
  217. CTEArmorRicochet = 147,
  218. CTEBaseBeam = 148,
  219. CTEBeamEntPoint = 149,
  220. CTEBeamEnts = 150,
  221. CTEBeamFollow = 151,
  222. CTEBeamLaser = 152,
  223. CTEBeamPoints = 153,
  224. CTEBeamRing = 154,
  225. CTEBeamRingPoint = 155,
  226. CTEBeamSpline = 156,
  227. CTEBloodSprite = 157,
  228. CTEBloodStream = 158,
  229. CTEBreakModel = 159,
  230. CTEBSPDecal = 160,
  231. CTEBubbles = 161,
  232. CTEBubbleTrail = 162,
  233. CTEClientProjectile = 163,
  234. CTEDecal = 164,
  235. CTEDust = 165,
  236. CTEDynamicLight = 166,
  237. CTEEffectDispatch = 167,
  238. CTEEnergySplash = 168,
  239. CTEExplosion = 169,
  240. CTEFireBullets = 170,
  241. CTEFizz = 171,
  242. CTEFootprintDecal = 172,
  243. CTEFoundryHelpers = 173,
  244. CTEGaussExplosion = 174,
  245. CTEGlowSprite = 175,
  246. CTEImpact = 176,
  247. CTEKillPlayerAttachments = 177,
  248. CTELargeFunnel = 178,
  249. CTEMetalSparks = 179,
  250. CTEMuzzleFlash = 180,
  251. CTEParticleSystem = 181,
  252. CTEPhysicsProp = 182,
  253. CTEPlantBomb = 183,
  254. CTEPlayerAnimEvent = 184,
  255. CTEPlayerDecal = 185,
  256. CTEProjectedDecal = 186,
  257. CTERadioIcon = 187,
  258. CTEShatterSurface = 188,
  259. CTEShowLine = 189,
  260. CTesla = 190,
  261. CTESmoke = 191,
  262. CTESparks = 192,
  263. CTESprite = 193,
  264. CTESpriteSpray = 194,
  265. CTest_ProxyToggle_Networkable = 194,
  266. CTestTraceline = 196,
  267. CTEWorldDecal = 197,
  268. CTriggerPlayerMovement = 198,
  269. CTriggerSoundOperator = 199,
  270. CVGuiScreen = 200,
  271. CVoteController = 201,
  272. CWaterBullet = 202,
  273. CWaterLODControl = 203,
  274. CWeaponAug = 204,
  275. CWeaponAWP = 205,
  276. CWeaponBaseItem = 206,
  277. CWeaponBizon = 207,
  278. CWeaponCSBase = 208,
  279. CWeaponCSBaseGun = 209,
  280. CWeaponCycler = 210,
  281. CWeaponElite = 211,
  282. CWeaponFamas = 212,
  283. CWeaponFiveSeven = 213,
  284. CWeaponG3SG1 = 214,
  285. CWeaponGalil = 215,
  286. CWeaponGalilAR = 216,
  287. CWeaponGlock = 217,
  288. CWeaponHKP2000 = 218,
  289. CWeaponM249 = 219,
  290. CWeaponM3 = 220,
  291. CWeaponM4A1 = 221,
  292. CWeaponMAC10 = 222,
  293. CWeaponMag7 = 223,
  294. CWeaponMP5Navy = 224,
  295. CWeaponMP7 = 225,
  296. CWeaponMP9 = 226,
  297. CWeaponNegev = 227,
  298. CWeaponNOVA = 228,
  299. CWeaponP228 = 229,
  300. CWeaponP250 = 230,
  301. CWeaponP90 = 231,
  302. CWeaponSawedoff = 232,
  303. CWeaponSCAR20 = 233,
  304. CWeaponScout = 234,
  305. CWeaponSG550 = 235,
  306. CWeaponSG552 = 236,
  307. CWeaponSG556 = 237,
  308. CWeaponSSG08 = 238,
  309. CWeaponTaser = 239,
  310. CWeaponTec9 = 240,
  311. CWeaponTMP = 241,
  312. CWeaponUMP45 = 242,
  313. CWeaponUSP = 243,
  314. CWeaponXM1014 = 244,
  315. CWorld = 245,
  316. DustTrail = 246,
  317. MovieExplosion = 247,
  318. ParticleSmokeGrenade = 248,
  319. RocketTrail = 249,
  320. SmokeTrail = 250,
  321. SporeExplosion = 251,
  322. SporeTrail = 252
  323. };
  324.  
  325. enum CSWeaponType
  326. {
  327. WEAPONTYPE_KNIFE = 0,
  328. WEAPONTYPE_PISTOL,
  329. WEAPONTYPE_SUBMACHINEGUN,
  330. WEAPONTYPE_RIFLE,
  331. WEAPONTYPE_SHOTGUN,
  332. WEAPONTYPE_SNIPER_RIFLE,
  333. WEAPONTYPE_MACHINEGUN,
  334. WEAPONTYPE_C4,
  335. WEAPONTYPE_PLACEHOLDER,
  336. WEAPONTYPE_GRENADE,
  337. WEAPONTYPE_UNKNOWN
  338. };
  339. enum moveTypes
  340. {
  341. MOVETYPE_NONE = 0, // never moves
  342. MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc.
  343. MOVETYPE_WALK, // Player only - moving on the ground
  344. MOVETYPE_STEP, // gravity, special edge handling -- monsters use this
  345. MOVETYPE_FLY, // No gravity, but still collides with stuff
  346. MOVETYPE_FLYGRAVITY, // flies through the air + is affected by gravity
  347. MOVETYPE_VPHYSICS, // uses VPHYSICS for simulation
  348. MOVETYPE_PUSH, // no clip to world, push and crush
  349. MOVETYPE_NOCLIP, // No gravity, no collisions, still do velocity/avelocity
  350. MOVETYPE_LADDER, // Used by players only when going onto a ladder
  351. MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode
  352. MOVETYPE_CUSTOM, // Allows the entity to describe its own physics
  353. MOVETYPE_LAST = MOVETYPE_CUSTOM, // should always be defined as the last item in the list
  354. MOVETYPE_MAX_BITS = 4
  355. };
  356.  
  357. enum class CSGOHitboxID
  358. {
  359. HITBOX_HEAD,
  360. HITBOX_NECK,
  361. HITBOX_PELVIS,
  362. HITBOX_BELLY,
  363. HITBOX_THORAX,
  364. HITBOX_LOWER_CHEST,
  365. HITBOX_UPPER_CHEST,
  366. HITBOX_RIGHT_THIGH,
  367. HITBOX_LEFT_THIGH,
  368. HITBOX_RIGHT_CALF,
  369. HITBOX_LEFT_CALF,
  370. HITBOX_RIGHT_FOOT,
  371. HITBOX_LEFT_FOOT,
  372. HITBOX_RIGHT_HAND,
  373. HITBOX_LEFT_HAND,
  374. HITBOX_RIGHT_UPPER_ARM,
  375. HITBOX_RIGHT_FOREARM,
  376. HITBOX_LEFT_UPPER_ARM,
  377. HITBOX_LEFT_FOREARM,
  378. HITBOX_MAX,
  379.  
  380. };
  381.  
  382. enum ItemDefinitionIndex : short
  383. {
  384. WEAPON_DEAGLE = 1,
  385. WEAPON_ELITE = 2,
  386. WEAPON_FIVESEVEN = 3,
  387. WEAPON_GLOCK = 4,
  388. WEAPON_AK47 = 7,
  389. WEAPON_AUG = 8,
  390. WEAPON_AWP = 9,
  391. WEAPON_FAMAS = 10,
  392. WEAPON_G3SG1 = 11,
  393. WEAPON_GALILAR = 13,
  394. WEAPON_M249 = 14,
  395. WEAPON_M4A1 = 16,
  396. WEAPON_MAC10 = 17,
  397. WEAPON_P90 = 19,
  398. WEAPON_UMP45 = 24,
  399. WEAPON_XM1014 = 25,
  400. WEAPON_BIZON = 26,
  401. WEAPON_MAG7 = 27,
  402. WEAPON_NEGEV = 28,
  403. WEAPON_SAWEDOFF = 29,
  404. WEAPON_TEC9 = 30,
  405. WEAPON_TASER = 31,
  406. WEAPON_HKP2000 = 32,
  407. WEAPON_MP7 = 33,
  408. WEAPON_MP9 = 34,
  409. WEAPON_NOVA = 35,
  410. WEAPON_P250 = 36,
  411. WEAPON_SCAR20 = 38,
  412. WEAPON_SG556 = 39,
  413. WEAPON_SSG08 = 40,
  414. WEAPON_KNIFE_CT = 42,
  415. WEAPON_FLASHBANG = 43,
  416. WEAPON_HEGRENADE = 44,
  417. WEAPON_SMOKEGRENADE = 45,
  418. WEAPON_MOLOTOV = 46,
  419. WEAPON_DECOY = 47,
  420. WEAPON_INCGRENADE = 48,
  421. WEAPON_C4 = 49,
  422. WEAPON_KNIFE_T = 59,
  423. WEAPON_M4A1_SILENCER = 60,
  424. WEAPON_USP_SILENCER = 61,
  425. WEAPON_CZ75A = 63,
  426. WEAPON_REVOLVER = 64,
  427. WEAPON_KNIFE_BAYONET = 500,
  428. WEAPON_KNIFE_FLIP = 505,
  429. WEAPON_KNIFE_GUT = 506,
  430. WEAPON_KNIFE_KARAMBIT = 507,
  431. WEAPON_KNIFE_M9_BAYONET = 508,
  432. WEAPON_KNIFE_TACTICAL = 509,
  433. WEAPON_KNIFE_FALCHION = 512,
  434. WEAPON_KNIFE_BOWIE = 514,
  435. WEAPON_KNIFE_BUTTERFLY = 515,
  436. WEAPON_KNIFE_PUSH = 516
  437. };
  438.  
  439. class ICollideable
  440. {
  441. public:
  442. virtual void pad0();
  443. virtual const Vector& OBBMins() const;
  444. virtual const Vector& OBBMaxs() const;
  445. };
  446.  
  447. class ScriptCreatedItem
  448. {
  449. public:
  450. CPNETVAR_FUNC(short*, ItemDefinitionIndex, 0xE67AB3B8); //m_iItemDefinitionIndex
  451. CPNETVAR_FUNC(int*, ItemIDHigh, 0x714778A); //m_iItemIDHigh
  452. CPNETVAR_FUNC(int*, ItemIDLow, 0x3A3DFC74); //m_iItemIDLow
  453. CPNETVAR_FUNC(int*, AccountID, 0x24abbea8); //m_iAccountID
  454. };
  455.  
  456. class AttributeContainer
  457. {
  458. public:
  459. CPNETVAR_FUNC(ScriptCreatedItem*, m_Item, 0x7E029CE5);
  460. };
  461.  
  462.  
  463. class C_BaseCombatWeapon
  464. {
  465. public:
  466. CNETVAR_FUNC(float, GetNextPrimaryAttack, 0xDB7B106E); //m_flNextPrimaryAttack
  467. CNETVAR_FUNC(int, GetAmmoInClip, 0x97B6F70C); //m_iClip1
  468. CNETVAR_FUNC(HANDLE, GetOwnerHandle, 0xC32DF98D); //m_hOwner
  469. CNETVAR_FUNC(float, GetAccuracyPenalty, 0xE2958A63); //m_fAccuracyPenalty
  470. CNETVAR_FUNC(Vector, GetOrigin, 0x1231CE10); //m_vecOrigin
  471. CPNETVAR_FUNC(int*, FallbackPaintKit, 0xADE4C870);
  472. CPNETVAR_FUNC(int*, FallbackSeed, 0xC2D0683D); // m_nFallbackSeed
  473. CPNETVAR_FUNC(float*, FallbackWear, 0xA263576C); //m_flFallbackWear
  474. CPNETVAR_FUNC(int*, FallbackStatTrak, 0x1ED78768); //m_nFallbackStatTrak
  475. CPNETVAR_FUNC(int*, OwnerXuidLow, 0xAD8D897F);
  476. CPNETVAR_FUNC(int*, OwnerXuidHigh, 0x90511E77);
  477. CPNETVAR_FUNC(int*, ViewModelIndex, 0x7F7C89C1);
  478. CPNETVAR_FUNC(int*, ModelIndex, 0x27016F83);
  479. CPNETVAR_FUNC(int*, WorldModelIndex, 0x4D8AD9F3);
  480. CPNETVAR_FUNC(char*, szCustomName, 0x0);
  481. CPNETVAR_FUNC(AttributeContainer*, m_AttributeManager, 0xCFFCE089);
  482. CNETVAR_FUNC(int, GetZoomLevel, 0x26553F1A);
  483.  
  484. HANDLE m_hWeaponWorldModel()
  485. {
  486. return *(HANDLE*)((uintptr_t)this + GET_NETVAR("DT_BaseCombatWeapon", "m_hWeaponWorldModel"));
  487. }
  488. float GetInaccuracy()
  489. {
  490. typedef float(__thiscall* oInaccuracy)(PVOID);
  491. return call_vfunc< oInaccuracy >(this, 468)
  492. (this);
  493. }
  494. int ammo()
  495. {
  496. return *(int*)((uintptr_t)this + GET_NETVAR("DT_BaseCombatWeapon", "m_iClip1"));
  497. }
  498. float GetSpread()
  499. {
  500. typedef float(__thiscall *OrigFn)(void *);
  501. return call_vfunc<OrigFn>(this, 437)(this);
  502. }
  503.  
  504. int* GetEntityQuality()
  505. {
  506. return (int*)((DWORD)this + 0x2D70 + 0x40 + 0x1DC);
  507. }
  508.  
  509. int GetWeaponID2()
  510. {
  511. return *(int*)((DWORD)this + 0x00002F88);
  512. }
  513.  
  514. void PreDataUpdate(int updateType)
  515. {
  516. PVOID pNetworkable = (PVOID)((DWORD)(this) + 0x8);
  517. typedef void(__thiscall* OriginalFn)(PVOID, int);
  518. return call_vfunc<OriginalFn>(pNetworkable, 6)(pNetworkable, updateType);
  519. }
  520.  
  521. void SetModelIndex(int modelIndex) {
  522. typedef void(__thiscall* OriginalFn)(PVOID, int);
  523. return call_vfunc<OriginalFn>(this, 75)(this, modelIndex);
  524. }
  525.  
  526. void UpdateAccPenalty()
  527. {
  528. typedef void(__thiscall *OrigFn)(void *);
  529. return call_vfunc<OrigFn>(this, 469)(this);
  530. }
  531.  
  532. bool IsScoped(int x = 0)
  533. {
  534. return GetZoomLevel() > 0;
  535. }
  536.  
  537. CSWeaponInfo* GetCSWpnData()
  538. {
  539. if (!this)
  540. return nullptr;
  541.  
  542. typedef CSWeaponInfo*(__thiscall* OriginalFn)(void*);
  543. return call_vfunc< OriginalFn >(this, 445)(this);
  544. return nullptr;
  545. }
  546. };
  547.  
  548. class CCSBomb
  549. {
  550. public:
  551. CNETVAR_FUNC(HANDLE, GetOwnerHandle, 0xC32DF98D); //m_hOwner 0x29BC
  552. CNETVAR_FUNC(float, GetC4BlowTime, 0xB5E0CA1C); //m_flC4Blow
  553. CNETVAR_FUNC(float, GetC4DefuseCountDown, 0x2994); //m_flDefuseCountDown 0x2994
  554. };
  555.  
  556. class CLocalPlayerExclusive
  557. {
  558. public:
  559. CNETVAR_FUNC(Vector, GetViewPunchAngle, 0x68F014C0);//m_viewPunchAngle
  560. CNETVAR_FUNC(Vector, GetAimPunchAngle, 0xBF25C290);//m_aimPunchAngle
  561. CNETVAR_FUNC(Vector, GetAimPunchAngleVel, 0x8425E045);//m_aimPunchAngleVel
  562. };
  563.  
  564. class CollisionProperty
  565. {
  566. public:
  567. CNETVAR_FUNC(Vector, GetMins, 0xF6F78BAB);//m_vecMins
  568. CNETVAR_FUNC(Vector, GetMaxs, 0xE47C6FC4);//m_vecMaxs
  569. CNETVAR_FUNC(unsigned char, GetSolidType, 0xB86722A1);//m_nSolidType
  570. CNETVAR_FUNC(unsigned short, GetSolidFlags, 0x63BB24C1);//m_usSolidFlags
  571. CNETVAR_FUNC(int, GetSurroundsType, 0xB677A0BB); //m_nSurroundType
  572.  
  573. bool IsSolid()
  574. {
  575. return (GetSolidType() != SOLID_NONE) && ((GetSolidFlags() & FSOLID_NOT_SOLID) == 0);
  576. }
  577. };
  578.  
  579. class IClientRenderable
  580. {
  581. public:
  582. //virtual void* GetIClientUnknown() = 0;
  583. virtual Vector const& GetRenderOrigin(void) = 0;
  584. virtual Vector const& GetRenderAngles(void) = 0;
  585. virtual bool ShouldDraw(void) = 0;
  586. virtual bool IsTransparent(void) = 0;
  587. virtual bool UsesPowerOfTwoFrameBufferTexture() = 0;
  588. virtual bool UsesFullFrameBufferTexture() = 0;
  589. virtual void GetShadowHandle() const = 0;
  590. virtual void* RenderHandle() = 0;
  591. virtual const model_t* GetModel() const = 0;
  592. virtual int DrawModel(int flags) = 0;
  593. virtual int GetBody() = 0;
  594. virtual void ComputeFxBlend() = 0;
  595.  
  596. bool SetupBones(matrix3x4 *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime)
  597. {
  598. typedef bool(__thiscall* oSetupBones)(PVOID, matrix3x4*, int, int, float);
  599. return call_vfunc< oSetupBones>(this, 13)(this, pBoneToWorldOut, nMaxBones, boneMask, currentTime);
  600. }
  601.  
  602. };
  603.  
  604. class IClientNetworkable
  605. {
  606. public:
  607. virtual IClientUnknown* GetIClientUnknown() = 0;
  608. virtual void Release() = 0;
  609. virtual ClientClass* GetClientClass() = 0;// FOR NETVARS FIND YOURSELF ClientClass* stuffs
  610. virtual void NotifyShouldTransmit( /* ShouldTransmitState_t state*/) = 0;
  611. virtual void OnPreDataChanged( /*DataUpdateType_t updateType*/) = 0;
  612. virtual void OnDataChanged( /*DataUpdateType_t updateType*/) = 0;
  613. virtual void PreDataUpdate( /*DataUpdateType_t updateType*/) = 0;
  614. virtual void PostDataUpdate( /*DataUpdateType_t updateType*/) = 0;
  615. virtual void unknown();
  616. virtual bool IsDormant(void) = 0;
  617. virtual int GetIndex(void) const = 0;
  618. virtual void ReceiveMessage(int classID /*, bf_read &msg*/) = 0;
  619. virtual void* GetDataTableBasePtr() = 0;
  620. virtual void SetDestroyedOnRecreateEntities(void) = 0;
  621. };
  622.  
  623. class IClientUnknown
  624. {
  625. public:
  626. ICollideable * GetCollideable()
  627. {
  628. return (ICollideable*)((DWORD)this + 0x318);
  629. }
  630. virtual IClientNetworkable* GetClientNetworkable() = 0;
  631. virtual IClientRenderable* GetClientRenderable() = 0;
  632. virtual IClientEntity* GetIClientEntity() = 0;
  633. virtual IClientEntity* GetBaseEntity() = 0;
  634. virtual IClientThinkable* GetClientThinkable() = 0;
  635. IClientRenderable* GetRenderable()
  636. {
  637. return reinterpret_cast<IClientRenderable*>((DWORD)this + 0x4);
  638. }
  639. };
  640.  
  641. class IClientThinkable
  642. {
  643. public:
  644. virtual IClientUnknown* GetIClientUnknown() = 0;
  645. virtual void ClientThink() = 0;
  646. virtual void* GetThinkHandle() = 0;
  647. virtual void SetThinkHandle(void* hThink) = 0;
  648. virtual void Release() = 0;
  649. };
  650.  
  651.  
  652. class AnimationLayer
  653. {
  654. public:
  655. char pad_0000[20];
  656. uint32_t m_nOrder; //0x0014
  657. uint32_t m_nSequence; //0x0018
  658. float_t m_flPrevCycle; //0x001C
  659. float_t m_flWeight; //0x0020
  660. float_t m_flWeightDeltaRate; //0x0024
  661. float_t m_flPlaybackRate; //0x0028
  662. float_t m_flCycle; //0x002C
  663. void *m_pOwner; //0x0030 // player's thisptr
  664. char pad_0038[4]; //0x0034
  665. }; //Siz
  666.  
  667.  
  668. class AnimLayer
  669. {
  670. public:
  671. char pad_0000[20];
  672. uint32_t m_nOrder; //0x0014
  673. uint32_t m_nSequence; //0x0018
  674. float_t m_flPrevCycle; //0x001C
  675. float_t m_flWeight; //0x0020
  676. float_t m_flWeightDeltaRate; //0x0024
  677. float_t m_flPlaybackRate; //0x0028
  678. float_t m_flCycle; //0x002C
  679. void *m_pOwner; //0x0030 // player's thisptr
  680. char pad_0038[4]; //0x0034
  681. }; //Size: 0x0038
  682.  
  683. #define MAXSTUDIOBONES 128 // total bones actually used
  684. class __declspec (novtable)IClientEntity : public IClientUnknown, public IClientRenderable, public IClientNetworkable, public IClientThinkable
  685. {
  686. public:
  687. public:
  688. virtual void Release(void) = 0;
  689. virtual void blahblahpad(void) = 0;
  690. virtual Vector& GetAbsOrigin(void) const = 0;//in broken place use GetOrigin Below
  691. virtual const Vector& GetAbsAngles(void) const = 0;
  692.  
  693. template< class T >
  694. inline T GetFieldValue(int offset)
  695. {
  696. return *(T*)((DWORD)this + offset);
  697. }
  698.  
  699. Vector GetNetworkOrigin()
  700. {
  701. static int offset = 0x140 - sizeof(Vector);
  702. return GetFieldValue< Vector >(offset);
  703. }
  704.  
  705. AnimationLayer* GetAnimState()
  706. {
  707. return *reinterpret_cast<AnimationLayer**>(uintptr_t(this) + 0x3874);
  708. }
  709.  
  710. AnimationLayer& GetAnimOverlay(int Index)
  711. {
  712. return (*(AnimationLayer**)((DWORD)this + 0x2970))[Index];
  713. }
  714. int GetGlowIndex()
  715. {
  716. return *(int*)(this + 0xA320);
  717. }
  718.  
  719.  
  720. Vector last_origin = Vector(0, 0, 0);
  721.  
  722. float IClientEntity::GetChokedTicks() {
  723. if (this->GetSimulationTime() > globalsh.OldSimulationTime[this->GetIndex()])
  724. return fabs(this->GetSimulationTime() - globalsh.OldSimulationTime[this->GetIndex()]);
  725. return 0;
  726. }
  727.  
  728.  
  729.  
  730. C_BaseCombatWeapon* GetWeapon2();
  731.  
  732. CPNETVAR_FUNC(CLocalPlayerExclusive*, localPlayerExclusive, 0x7177BC3E);// m_Local
  733. CPNETVAR_FUNC(CollisionProperty*, collisionProperty, 0xE477CBD0);//m_Collision
  734. CPNETVAR_FUNC(Vector*, GetOriginPtr, 0x1231CE10); //m_vecOrigin
  735. CNETVAR_FUNC(float, GetLowerBodyYaw, 0xE6996CCF); //m_flLowerBodyYawTarget
  736. CNETVAR_FUNC(int, GetFlags, 0xE456D580); //m_fFlags
  737. CNETVAR_FUNC(int, GetAmmoInClip, 0x97B6F70C); //m_iClip
  738. CNETVAR_FUNC(float, GetTargetYaw, 0xE6996CCF);
  739. CNETVAR_FUNC(Vector, GetOrigin, 0x1231CE10); //m_vecOrigin 0x0134
  740. CNETVAR_FUNC(Vector, GetRotation, 0x6BEA197A); //m_angRotation
  741. CNETVAR_FUNC(int, GetTeamNum, 0xC08B6C6E); //m_iTeamNum
  742. CNETVAR_FUNC(int*, GetPointerFlags, 0xE456D580); //m_fFlags
  743. CNETVAR_FUNC(HANDLE, GetOwnerHandle, 0xC32DF98D); //m_hOwner
  744. CNETVAR_FUNC(int, GetMaxHealth, 0xC52E1C28); //m_iMaxHealth
  745. CNETVAR_FUNC(int, GetHealth, 0xA93054E3); //m_iHealth
  746. CNETVAR_FUNC(bool, IsDefusing, 0xA2C14106); //m_bIsDefusing
  747. CNETVAR_FUNC(float, GetFlashDuration, 0x4B5938D5); //m_flFlashDuration
  748. CNETVAR_FUNC(float, GetFlashAlpha, 0xFE79FB98); //m_flFlashMaxAlpha
  749. CNETVAR_FUNC(unsigned char, GetLifeState, 0xD795CCFC); //m_lifeState
  750. CNETVAR_FUNC(HANDLE, GetActiveWeaponHandle, 0xB4FECDA3); //m_hActiveWeapon
  751. CNETVAR_FUNC(int, GetTickBase, 0xD472B079); //m_nTickBase
  752. CNETVAR_FUNC(Vector, GetViewOffset, 0xA9F74931); //m_vecViewOffset[0]
  753. CNETVAR_FUNC(Vector, GetViewPunch, 0x68F014C0);
  754. CNETVAR_FUNC(int, GetMoney, 0xF4B3E183); //m_iAccount
  755. CNETVAR_FUNC(Vector, GetPunch, 0xBF25C290);
  756. CNETVAR_FUNC(Vector, GetVelocity, 0x40C1CA24); //m_vecVelocity[0]
  757. CNETVAR_FUNC(bool, HasGunGameImmunity, 0x6AD6FA0D); //m_bGunGameImmunity
  758. CNETVAR_FUNC(int, ArmorValue, 0x3898634); //m_ArmorValue
  759. CNETVAR_FUNC(bool, HasHelmet, 0x7B97F18A); //m_bHasHelmet
  760. CNETVAR_FUNC(int, GetObserverMode, 0x2441D093); // m_iObserverMode
  761. CNETVAR_FUNC(HANDLE, GetObserverTargetHandle, 0x8660FD83); //m_hObserverTarget
  762. CNETVAR_FUNC(bool, HasDefuser, 0x32D0F325); //m_bHasDefuser
  763. CNETVAR_FUNC(int, GetShotsFired, 0x3F2F6C66); //m_nTickBase
  764. CNETVAR_FUNC(float, GetSimulationTime, 0xC4560E44); //m_flSimulationTime
  765. CNETVAR_FUNC(float, GetAnimTime, 0xD27E8416);
  766. CNETVAR_FUNC(bool, IsScoped, 0x61B9C22C); //m_bIsScoped
  767. CPNETVAR_FUNC(AttributeContainer*, m_AttributeManager, 0xCFFCE089);
  768. bool IsAlive()
  769. {
  770. return (GetLifeState() == LIFE_ALIVE && GetHealth() > 0);
  771. }
  772.  
  773.  
  774. void IClientEntity::SetAbsOriginal(Vector origin)
  775. {
  776. using SetAbsOriginFn = void(__thiscall*)(void*, const Vector &origin);
  777. static SetAbsOriginFn SetAbsOrigin;
  778.  
  779. if (!SetAbsOrigin)
  780. 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??"));
  781.  
  782. SetAbsOrigin(this, origin);
  783. }
  784.  
  785. float IClientEntity::m_flOldSimulationTime()
  786. {
  787. static int m_flSimulationTime = 0x264;
  788. return *(float*)((DWORD)this + (m_flSimulationTime + 0x4));
  789. }
  790.  
  791. int GetMoveType()
  792. {
  793. if (!this)
  794. return 0;
  795.  
  796. return ptr(int, this, 0x258);
  797. }
  798.  
  799. AnimationLayer* GetAnimOverlays()
  800. {
  801. // to find offset: use 9/12/17 dll
  802. // sig: 55 8B EC 51 53 8B 5D 08 33 C0
  803. return *(AnimationLayer**)((DWORD)this + 10608);
  804. }
  805.  
  806. enum Activity
  807. {
  808. ACT_RESET,
  809. ACT_IDLE,
  810. ACT_TRANSITION,
  811. ACT_COVER,
  812. ACT_COVER_MED,
  813. ACT_COVER_LOW,
  814. ACT_WALK,
  815. ACT_WALK_AIM,
  816. ACT_WALK_CROUCH,
  817. ACT_WALK_CROUCH_AIM,
  818. ACT_RUN,
  819. ACT_RUN_AIM,
  820. ACT_RUN_CROUCH,
  821. ACT_RUN_CROUCH_AIM,
  822. ACT_RUN_PROTECTED,
  823. ACT_SCRIPT_CUSTOM_MOVE,
  824. ACT_RANGE_ATTACK1,
  825. ACT_RANGE_ATTACK2,
  826. ACT_RANGE_ATTACK1_LOW,
  827. ACT_RANGE_ATTACK2_LOW,
  828. ACT_DIESIMPLE,
  829. ACT_DIEBACKWARD,
  830. ACT_DIEFORWARD,
  831. ACT_DIEVIOLENT,
  832. ACT_DIERAGDOLL,
  833. ACT_FLY,
  834. ACT_HOVER,
  835. ACT_GLIDE,
  836. ACT_SWIM,
  837. ACT_JUMP,
  838. ACT_HOP,
  839. ACT_LEAP,
  840. ACT_LAND,
  841. ACT_CLIMB_UP,
  842. ACT_CLIMB_DOWN,
  843. ACT_CLIMB_DISMOUNT,
  844. ACT_SHIPLADDER_UP,
  845. ACT_SHIPLADDER_DOWN,
  846. ACT_STRAFE_LEFT,
  847. ACT_STRAFE_RIGHT,
  848. ACT_ROLL_LEFT,
  849. ACT_ROLL_RIGHT,
  850. ACT_TURN_LEFT,
  851. ACT_TURN_RIGHT,
  852. ACT_CROUCH,
  853. ACT_CROUCHIDLE,
  854. ACT_STAND,
  855. ACT_USE,
  856. ACT_ALIEN_BURROW_IDLE,
  857. ACT_ALIEN_BURROW_OUT,
  858. ACT_SIGNAL1,
  859. ACT_SIGNAL2,
  860. ACT_SIGNAL3,
  861. ACT_SIGNAL_ADVANCE,
  862. ACT_SIGNAL_FORWARD,
  863. ACT_SIGNAL_GROUP,
  864. ACT_SIGNAL_HALT,
  865. ACT_SIGNAL_LEFT,
  866. ACT_SIGNAL_RIGHT,
  867. ACT_SIGNAL_TAKECOVER,
  868. ACT_LOOKBACK_RIGHT,
  869. ACT_LOOKBACK_LEFT,
  870. ACT_COWER,
  871. ACT_SMALL_FLINCH,
  872. ACT_BIG_FLINCH,
  873. ACT_MELEE_ATTACK1,
  874. ACT_MELEE_ATTACK2,
  875. ACT_RELOAD,
  876. ACT_RELOAD_START,
  877. ACT_RELOAD_FINISH,
  878. ACT_RELOAD_LOW,
  879. ACT_ARM,
  880. ACT_DISARM,
  881. ACT_DROP_WEAPON,
  882. ACT_DROP_WEAPON_SHOTGUN,
  883. ACT_PICKUP_GROUND,
  884. ACT_PICKUP_RACK,
  885. ACT_IDLE_ANGRY,
  886. ACT_IDLE_RELAXED,
  887. ACT_IDLE_STIMULATED,
  888. ACT_IDLE_AGITATED,
  889. ACT_IDLE_STEALTH,
  890. ACT_IDLE_HURT,
  891. ACT_WALK_RELAXED,
  892. ACT_WALK_STIMULATED,
  893. ACT_WALK_AGITATED,
  894. ACT_WALK_STEALTH,
  895. ACT_RUN_RELAXED,
  896. ACT_RUN_STIMULATED,
  897. ACT_RUN_AGITATED,
  898. ACT_RUN_STEALTH,
  899. ACT_IDLE_AIM_RELAXED,
  900. ACT_IDLE_AIM_STIMULATED,
  901. ACT_IDLE_AIM_AGITATED,
  902. ACT_IDLE_AIM_STEALTH,
  903. ACT_WALK_AIM_RELAXED,
  904. ACT_WALK_AIM_STIMULATED,
  905. ACT_WALK_AIM_AGITATED,
  906. ACT_WALK_AIM_STEALTH,
  907. ACT_RUN_AIM_RELAXED,
  908. ACT_RUN_AIM_STIMULATED,
  909. ACT_RUN_AIM_AGITATED,
  910. ACT_RUN_AIM_STEALTH,
  911. ACT_CROUCHIDLE_STIMULATED,
  912. ACT_CROUCHIDLE_AIM_STIMULATED,
  913. ACT_CROUCHIDLE_AGITATED,
  914. ACT_WALK_HURT,
  915. ACT_RUN_HURT,
  916. ACT_SPECIAL_ATTACK1,
  917. ACT_SPECIAL_ATTACK2,
  918. ACT_COMBAT_IDLE,
  919. ACT_WALK_SCARED,
  920. ACT_RUN_SCARED,
  921. ACT_VICTORY_DANCE,
  922. ACT_DIE_HEADSHOT,
  923. ACT_DIE_CHESTSHOT,
  924. ACT_DIE_GUTSHOT,
  925. ACT_DIE_BACKSHOT,
  926. ACT_FLINCH_HEAD,
  927. ACT_FLINCH_CHEST,
  928. ACT_FLINCH_STOMACH,
  929. ACT_FLINCH_LEFTARM,
  930. ACT_FLINCH_RIGHTARM,
  931. ACT_FLINCH_LEFTLEG,
  932. ACT_FLINCH_RIGHTLEG,
  933. ACT_FLINCH_PHYSICS,
  934. ACT_FLINCH_HEAD_BACK,
  935. ACT_FLINCH_HEAD_LEFT,
  936. ACT_FLINCH_HEAD_RIGHT,
  937. ACT_FLINCH_CHEST_BACK,
  938. ACT_FLINCH_STOMACH_BACK,
  939. ACT_FLINCH_CROUCH_FRONT,
  940. ACT_FLINCH_CROUCH_BACK,
  941. ACT_FLINCH_CROUCH_LEFT,
  942. ACT_FLINCH_CROUCH_RIGHT,
  943. ACT_IDLE_ON_FIRE,
  944. ACT_WALK_ON_FIRE,
  945. ACT_RUN_ON_FIRE,
  946. ACT_RAPPEL_LOOP,
  947. ACT_180_LEFT,
  948. ACT_180_RIGHT,
  949. ACT_90_LEFT,
  950. ACT_90_RIGHT,
  951. ACT_STEP_LEFT,
  952. ACT_STEP_RIGHT,
  953. ACT_STEP_BACK,
  954. ACT_STEP_FORE,
  955. ACT_GESTURE_RANGE_ATTACK1,
  956. ACT_GESTURE_RANGE_ATTACK2,
  957. ACT_GESTURE_MELEE_ATTACK1,
  958. ACT_GESTURE_MELEE_ATTACK2,
  959. ACT_GESTURE_RANGE_ATTACK1_LOW,
  960. ACT_GESTURE_RANGE_ATTACK2_LOW,
  961. ACT_MELEE_ATTACK_SWING_GESTURE,
  962. ACT_GESTURE_SMALL_FLINCH,
  963. ACT_GESTURE_BIG_FLINCH,
  964. ACT_GESTURE_FLINCH_BLAST,
  965. ACT_GESTURE_FLINCH_BLAST_SHOTGUN,
  966. ACT_GESTURE_FLINCH_BLAST_DAMAGED,
  967. ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN,
  968. ACT_GESTURE_FLINCH_HEAD,
  969. ACT_GESTURE_FLINCH_CHEST,
  970. ACT_GESTURE_FLINCH_STOMACH,
  971. ACT_GESTURE_FLINCH_LEFTARM,
  972. ACT_GESTURE_FLINCH_RIGHTARM,
  973. ACT_GESTURE_FLINCH_LEFTLEG,
  974. ACT_GESTURE_FLINCH_RIGHTLEG,
  975. ACT_GESTURE_TURN_LEFT,
  976. ACT_GESTURE_TURN_RIGHT,
  977. ACT_GESTURE_TURN_LEFT45,
  978. ACT_GESTURE_TURN_RIGHT45,
  979. ACT_GESTURE_TURN_LEFT90,
  980. ACT_GESTURE_TURN_RIGHT90,
  981. ACT_GESTURE_TURN_LEFT45_FLAT,
  982. ACT_GESTURE_TURN_RIGHT45_FLAT,
  983. ACT_GESTURE_TURN_LEFT90_FLAT,
  984. ACT_GESTURE_TURN_RIGHT90_FLAT,
  985. ACT_BARNACLE_HIT,
  986. ACT_BARNACLE_PULL,
  987. ACT_BARNACLE_CHOMP,
  988. ACT_BARNACLE_CHEW,
  989. ACT_DO_NOT_DISTURB,
  990. ACT_SPECIFIC_SEQUENCE,
  991. ACT_VM_DRAW,
  992. ACT_VM_HOLSTER,
  993. ACT_VM_IDLE,
  994. ACT_VM_FIDGET,
  995. ACT_VM_PULLBACK,
  996. ACT_VM_PULLBACK_HIGH,
  997. ACT_VM_PULLBACK_LOW,
  998. ACT_VM_THROW,
  999. ACT_VM_PULLPIN,
  1000. ACT_VM_PRIMARYATTACK,
  1001. ACT_VM_SECONDARYATTACK,
  1002. ACT_VM_RELOAD,
  1003. ACT_VM_DRYFIRE,
  1004. ACT_VM_HITLEFT,
  1005. ACT_VM_HITLEFT2,
  1006. ACT_VM_HITRIGHT,
  1007. ACT_VM_HITRIGHT2,
  1008. ACT_VM_HITCENTER,
  1009. ACT_VM_HITCENTER2,
  1010. ACT_VM_MISSLEFT,
  1011. ACT_VM_MISSLEFT2,
  1012. ACT_VM_MISSRIGHT,
  1013. ACT_VM_MISSRIGHT2,
  1014. ACT_VM_MISSCENTER,
  1015. ACT_VM_MISSCENTER2,
  1016. ACT_VM_HAULBACK,
  1017. ACT_VM_SWINGHARD,
  1018. ACT_VM_SWINGMISS,
  1019. ACT_VM_SWINGHIT,
  1020. ACT_VM_IDLE_TO_LOWERED,
  1021. ACT_VM_IDLE_LOWERED,
  1022. ACT_VM_LOWERED_TO_IDLE,
  1023. ACT_VM_RECOIL1,
  1024. ACT_VM_RECOIL2,
  1025. ACT_VM_RECOIL3,
  1026. ACT_VM_PICKUP,
  1027. ACT_VM_RELEASE,
  1028. ACT_VM_ATTACH_SILENCER,
  1029. ACT_VM_DETACH_SILENCER,
  1030. ACT_VM_EMPTY_FIRE,
  1031. ACT_VM_EMPTY_RELOAD,
  1032. ACT_VM_EMPTY_DRAW,
  1033. ACT_VM_EMPTY_IDLE,
  1034. ACT_SLAM_STICKWALL_IDLE,
  1035. ACT_SLAM_STICKWALL_ND_IDLE,
  1036. ACT_SLAM_STICKWALL_ATTACH,
  1037. ACT_SLAM_STICKWALL_ATTACH2,
  1038. ACT_SLAM_STICKWALL_ND_ATTACH,
  1039. ACT_SLAM_STICKWALL_ND_ATTACH2,
  1040. ACT_SLAM_STICKWALL_DETONATE,
  1041. ACT_SLAM_STICKWALL_DETONATOR_HOLSTER,
  1042. ACT_SLAM_STICKWALL_DRAW,
  1043. ACT_SLAM_STICKWALL_ND_DRAW,
  1044. ACT_SLAM_STICKWALL_TO_THROW,
  1045. ACT_SLAM_STICKWALL_TO_THROW_ND,
  1046. ACT_SLAM_STICKWALL_TO_TRIPMINE_ND,
  1047. ACT_SLAM_THROW_IDLE,
  1048. ACT_SLAM_THROW_ND_IDLE,
  1049. ACT_SLAM_THROW_THROW,
  1050. ACT_SLAM_THROW_THROW2,
  1051. ACT_SLAM_THROW_THROW_ND,
  1052. ACT_SLAM_THROW_THROW_ND2,
  1053. ACT_SLAM_THROW_DRAW,
  1054. ACT_SLAM_THROW_ND_DRAW,
  1055. ACT_SLAM_THROW_TO_STICKWALL,
  1056. ACT_SLAM_THROW_TO_STICKWALL_ND,
  1057. ACT_SLAM_THROW_DETONATE,
  1058. ACT_SLAM_THROW_DETONATOR_HOLSTER,
  1059. ACT_SLAM_THROW_TO_TRIPMINE_ND,
  1060. ACT_SLAM_TRIPMINE_IDLE,
  1061. ACT_SLAM_TRIPMINE_DRAW,
  1062. ACT_SLAM_TRIPMINE_ATTACH,
  1063. ACT_SLAM_TRIPMINE_ATTACH2,
  1064. ACT_SLAM_TRIPMINE_TO_STICKWALL_ND,
  1065. ACT_SLAM_TRIPMINE_TO_THROW_ND,
  1066. ACT_SLAM_DETONATOR_IDLE,
  1067. ACT_SLAM_DETONATOR_DRAW,
  1068. ACT_SLAM_DETONATOR_DETONATE,
  1069. ACT_SLAM_DETONATOR_HOLSTER,
  1070. ACT_SLAM_DETONATOR_STICKWALL_DRAW,
  1071. ACT_SLAM_DETONATOR_THROW_DRAW,
  1072. ACT_SHOTGUN_RELOAD_START,
  1073. ACT_SHOTGUN_RELOAD_FINISH,
  1074. ACT_SHOTGUN_PUMP,
  1075. ACT_SMG2_IDLE2,
  1076. ACT_SMG2_FIRE2,
  1077. ACT_SMG2_DRAW2,
  1078. ACT_SMG2_RELOAD2,
  1079. ACT_SMG2_DRYFIRE2,
  1080. ACT_SMG2_TOAUTO,
  1081. ACT_SMG2_TOBURST,
  1082. ACT_PHYSCANNON_UPGRADE,
  1083. ACT_RANGE_ATTACK_AR1,
  1084. ACT_RANGE_ATTACK_AR2,
  1085. ACT_RANGE_ATTACK_AR2_LOW,
  1086. ACT_RANGE_ATTACK_AR2_GRENADE,
  1087. ACT_RANGE_ATTACK_HMG1,
  1088. ACT_RANGE_ATTACK_ML,
  1089. ACT_RANGE_ATTACK_SMG1,
  1090. ACT_RANGE_ATTACK_SMG1_LOW,
  1091. ACT_RANGE_ATTACK_SMG2,
  1092. ACT_RANGE_ATTACK_SHOTGUN,
  1093. ACT_RANGE_ATTACK_SHOTGUN_LOW,
  1094. ACT_RANGE_ATTACK_PISTOL,
  1095. ACT_RANGE_ATTACK_PISTOL_LOW,
  1096. ACT_RANGE_ATTACK_SLAM,
  1097. ACT_RANGE_ATTACK_TRIPWIRE,
  1098. ACT_RANGE_ATTACK_THROW,
  1099. ACT_RANGE_ATTACK_SNIPER_RIFLE,
  1100. ACT_RANGE_ATTACK_RPG,
  1101. ACT_MELEE_ATTACK_SWING,
  1102. ACT_RANGE_AIM_LOW,
  1103. ACT_RANGE_AIM_SMG1_LOW,
  1104. ACT_RANGE_AIM_PISTOL_LOW,
  1105. ACT_RANGE_AIM_AR2_LOW,
  1106. ACT_COVER_PISTOL_LOW,
  1107. ACT_COVER_SMG1_LOW,
  1108. ACT_GESTURE_RANGE_ATTACK_AR1,
  1109. ACT_GESTURE_RANGE_ATTACK_AR2,
  1110. ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE,
  1111. ACT_GESTURE_RANGE_ATTACK_HMG1,
  1112. ACT_GESTURE_RANGE_ATTACK_ML,
  1113. ACT_GESTURE_RANGE_ATTACK_SMG1,
  1114. ACT_GESTURE_RANGE_ATTACK_SMG1_LOW,
  1115. ACT_GESTURE_RANGE_ATTACK_SMG2,
  1116. ACT_GESTURE_RANGE_ATTACK_SHOTGUN,
  1117. ACT_GESTURE_RANGE_ATTACK_PISTOL,
  1118. ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW,
  1119. ACT_GESTURE_RANGE_ATTACK_SLAM,
  1120. ACT_GESTURE_RANGE_ATTACK_TRIPWIRE,
  1121. ACT_GESTURE_RANGE_ATTACK_THROW,
  1122. ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE,
  1123. ACT_GESTURE_MELEE_ATTACK_SWING,
  1124. ACT_IDLE_RIFLE,
  1125. ACT_IDLE_SMG1,
  1126. ACT_IDLE_ANGRY_SMG1,
  1127. ACT_IDLE_PISTOL,
  1128. ACT_IDLE_ANGRY_PISTOL,
  1129. ACT_IDLE_ANGRY_SHOTGUN,
  1130. ACT_IDLE_STEALTH_PISTOL,
  1131. ACT_IDLE_PACKAGE,
  1132. ACT_WALK_PACKAGE,
  1133. ACT_IDLE_SUITCASE,
  1134. ACT_WALK_SUITCASE,
  1135. ACT_IDLE_SMG1_RELAXED,
  1136. ACT_IDLE_SMG1_STIMULATED,
  1137. ACT_WALK_RIFLE_RELAXED,
  1138. ACT_RUN_RIFLE_RELAXED,
  1139. ACT_WALK_RIFLE_STIMULATED,
  1140. ACT_RUN_RIFLE_STIMULATED,
  1141. ACT_IDLE_AIM_RIFLE_STIMULATED,
  1142. ACT_WALK_AIM_RIFLE_STIMULATED,
  1143. ACT_RUN_AIM_RIFLE_STIMULATED,
  1144. ACT_IDLE_SHOTGUN_RELAXED,
  1145. ACT_IDLE_SHOTGUN_STIMULATED,
  1146. ACT_IDLE_SHOTGUN_AGITATED,
  1147. ACT_WALK_ANGRY,
  1148. ACT_POLICE_HARASS1,
  1149. ACT_POLICE_HARASS2,
  1150. ACT_IDLE_MANNEDGUN,
  1151. ACT_IDLE_MELEE,
  1152. ACT_IDLE_ANGRY_MELEE,
  1153. ACT_IDLE_RPG_RELAXED,
  1154. ACT_IDLE_RPG,
  1155. ACT_IDLE_ANGRY_RPG,
  1156. ACT_COVER_LOW_RPG,
  1157. ACT_WALK_RPG,
  1158. ACT_RUN_RPG,
  1159. ACT_WALK_CROUCH_RPG,
  1160. ACT_RUN_CROUCH_RPG,
  1161. ACT_WALK_RPG_RELAXED,
  1162. ACT_RUN_RPG_RELAXED,
  1163. ACT_WALK_RIFLE,
  1164. ACT_WALK_AIM_RIFLE,
  1165. ACT_WALK_CROUCH_RIFLE,
  1166. ACT_WALK_CROUCH_AIM_RIFLE,
  1167. ACT_RUN_RIFLE,
  1168. ACT_RUN_AIM_RIFLE,
  1169. ACT_RUN_CROUCH_RIFLE,
  1170. ACT_RUN_CROUCH_AIM_RIFLE,
  1171. ACT_RUN_STEALTH_PISTOL,
  1172. ACT_WALK_AIM_SHOTGUN,
  1173. ACT_RUN_AIM_SHOTGUN,
  1174. ACT_WALK_PISTOL,
  1175. ACT_RUN_PISTOL,
  1176. ACT_WALK_AIM_PISTOL,
  1177. ACT_RUN_AIM_PISTOL,
  1178. ACT_WALK_STEALTH_PISTOL,
  1179. ACT_WALK_AIM_STEALTH_PISTOL,
  1180. ACT_RUN_AIM_STEALTH_PISTOL,
  1181. ACT_RELOAD_PISTOL,
  1182. ACT_RELOAD_PISTOL_LOW,
  1183. ACT_RELOAD_SMG1,
  1184. ACT_RELOAD_SMG1_LOW,
  1185. ACT_RELOAD_SHOTGUN,
  1186. ACT_RELOAD_SHOTGUN_LOW,
  1187. ACT_GESTURE_RELOAD,
  1188. ACT_GESTURE_RELOAD_PISTOL,
  1189. ACT_GESTURE_RELOAD_SMG1,
  1190. ACT_GESTURE_RELOAD_SHOTGUN,
  1191. ACT_BUSY_LEAN_LEFT,
  1192. ACT_BUSY_LEAN_LEFT_ENTRY,
  1193. ACT_BUSY_LEAN_LEFT_EXIT,
  1194. ACT_BUSY_LEAN_BACK,
  1195. ACT_BUSY_LEAN_BACK_ENTRY,
  1196. ACT_BUSY_LEAN_BACK_EXIT,
  1197. ACT_BUSY_SIT_GROUND,
  1198. ACT_BUSY_SIT_GROUND_ENTRY,
  1199. ACT_BUSY_SIT_GROUND_EXIT,
  1200. ACT_BUSY_SIT_CHAIR,
  1201. ACT_BUSY_SIT_CHAIR_ENTRY,
  1202. ACT_BUSY_SIT_CHAIR_EXIT,
  1203. ACT_BUSY_STAND,
  1204. ACT_BUSY_QUEUE,
  1205. ACT_DUCK_DODGE,
  1206. ACT_DIE_BARNACLE_SWALLOW,
  1207. ACT_GESTURE_BARNACLE_STRANGLE,
  1208. ACT_PHYSCANNON_DETACH,
  1209. ACT_PHYSCANNON_ANIMATE,
  1210. ACT_PHYSCANNON_ANIMATE_PRE,
  1211. ACT_PHYSCANNON_ANIMATE_POST,
  1212. ACT_DIE_FRONTSIDE,
  1213. ACT_DIE_RIGHTSIDE,
  1214. ACT_DIE_BACKSIDE,
  1215. ACT_DIE_LEFTSIDE,
  1216. ACT_DIE_CROUCH_FRONTSIDE,
  1217. ACT_DIE_CROUCH_RIGHTSIDE,
  1218. ACT_DIE_CROUCH_BACKSIDE,
  1219. ACT_DIE_CROUCH_LEFTSIDE,
  1220. ACT_OPEN_DOOR,
  1221. ACT_DI_ALYX_ZOMBIE_MELEE,
  1222. ACT_DI_ALYX_ZOMBIE_TORSO_MELEE,
  1223. ACT_DI_ALYX_HEADCRAB_MELEE,
  1224. ACT_DI_ALYX_ANTLION,
  1225. ACT_DI_ALYX_ZOMBIE_SHOTGUN64,
  1226. ACT_DI_ALYX_ZOMBIE_SHOTGUN26,
  1227. ACT_READINESS_RELAXED_TO_STIMULATED,
  1228. ACT_READINESS_RELAXED_TO_STIMULATED_WALK,
  1229. ACT_READINESS_AGITATED_TO_STIMULATED,
  1230. ACT_READINESS_STIMULATED_TO_RELAXED,
  1231. ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED,
  1232. ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK,
  1233. ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED,
  1234. ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED,
  1235. ACT_IDLE_CARRY,
  1236. ACT_WALK_CARRY,
  1237. ACT_STARTDYING,
  1238. ACT_DYINGLOOP,
  1239. ACT_DYINGTODEAD,
  1240. ACT_RIDE_MANNED_GUN,
  1241. ACT_VM_SPRINT_ENTER,
  1242. ACT_VM_SPRINT_IDLE,
  1243. ACT_VM_SPRINT_LEAVE,
  1244. ACT_FIRE_START,
  1245. ACT_FIRE_LOOP,
  1246. ACT_FIRE_END,
  1247. ACT_CROUCHING_GRENADEIDLE,
  1248. ACT_CROUCHING_GRENADEREADY,
  1249. ACT_CROUCHING_PRIMARYATTACK,
  1250. ACT_OVERLAY_GRENADEIDLE,
  1251. ACT_OVERLAY_GRENADEREADY,
  1252. ACT_OVERLAY_PRIMARYATTACK,
  1253. ACT_OVERLAY_SHIELD_UP,
  1254. ACT_OVERLAY_SHIELD_DOWN,
  1255. ACT_OVERLAY_SHIELD_UP_IDLE,
  1256. ACT_OVERLAY_SHIELD_ATTACK,
  1257. ACT_OVERLAY_SHIELD_KNOCKBACK,
  1258. ACT_SHIELD_UP,
  1259. ACT_SHIELD_DOWN,
  1260. ACT_SHIELD_UP_IDLE,
  1261. ACT_SHIELD_ATTACK,
  1262. ACT_SHIELD_KNOCKBACK,
  1263. ACT_CROUCHING_SHIELD_UP,
  1264. ACT_CROUCHING_SHIELD_DOWN,
  1265. ACT_CROUCHING_SHIELD_UP_IDLE,
  1266. ACT_CROUCHING_SHIELD_ATTACK,
  1267. ACT_CROUCHING_SHIELD_KNOCKBACK,
  1268. ACT_TURNRIGHT45,
  1269. ACT_TURNLEFT45,
  1270. ACT_TURN,
  1271. ACT_OBJ_ASSEMBLING,
  1272. ACT_OBJ_DISMANTLING,
  1273. ACT_OBJ_STARTUP,
  1274. ACT_OBJ_RUNNING,
  1275. ACT_OBJ_IDLE,
  1276. ACT_OBJ_PLACING,
  1277. ACT_OBJ_DETERIORATING,
  1278. ACT_OBJ_UPGRADING,
  1279. ACT_DEPLOY,
  1280. ACT_DEPLOY_IDLE,
  1281. ACT_UNDEPLOY,
  1282. ACT_CROSSBOW_DRAW_UNLOADED,
  1283. ACT_GAUSS_SPINUP,
  1284. ACT_GAUSS_SPINCYCLE,
  1285. ACT_VM_PRIMARYATTACK_SILENCED,
  1286. ACT_VM_RELOAD_SILENCED,
  1287. ACT_VM_DRYFIRE_SILENCED,
  1288. ACT_VM_IDLE_SILENCED,
  1289. ACT_VM_DRAW_SILENCED,
  1290. ACT_VM_IDLE_EMPTY_LEFT,
  1291. ACT_VM_DRYFIRE_LEFT,
  1292. ACT_VM_IS_DRAW,
  1293. ACT_VM_IS_HOLSTER,
  1294. ACT_VM_IS_IDLE,
  1295. ACT_VM_IS_PRIMARYATTACK,
  1296. ACT_PLAYER_IDLE_FIRE,
  1297. ACT_PLAYER_CROUCH_FIRE,
  1298. ACT_PLAYER_CROUCH_WALK_FIRE,
  1299. ACT_PLAYER_WALK_FIRE,
  1300. ACT_PLAYER_RUN_FIRE,
  1301. ACT_IDLETORUN,
  1302. ACT_RUNTOIDLE,
  1303. ACT_VM_DRAW_DEPLOYED,
  1304. ACT_HL2MP_IDLE_MELEE,
  1305. ACT_HL2MP_RUN_MELEE,
  1306. ACT_HL2MP_IDLE_CROUCH_MELEE,
  1307. ACT_HL2MP_WALK_CROUCH_MELEE,
  1308. ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE,
  1309. ACT_HL2MP_GESTURE_RELOAD_MELEE,
  1310. ACT_HL2MP_JUMP_MELEE,
  1311. ACT_VM_FIZZLE,
  1312. ACT_MP_STAND_IDLE,
  1313. ACT_MP_CROUCH_IDLE,
  1314. ACT_MP_CROUCH_DEPLOYED_IDLE,
  1315. ACT_MP_CROUCH_DEPLOYED,
  1316. ACT_MP_DEPLOYED_IDLE,
  1317. ACT_MP_RUN,
  1318. ACT_MP_WALK,
  1319. ACT_MP_AIRWALK,
  1320. ACT_MP_CROUCHWALK,
  1321. ACT_MP_SPRINT,
  1322. ACT_MP_JUMP,
  1323. ACT_MP_JUMP_START,
  1324. ACT_MP_JUMP_FLOAT,
  1325. ACT_MP_JUMP_LAND,
  1326. ACT_MP_JUMP_IMPACT_N,
  1327. ACT_MP_JUMP_IMPACT_E,
  1328. ACT_MP_JUMP_IMPACT_W,
  1329. ACT_MP_JUMP_IMPACT_S,
  1330. ACT_MP_JUMP_IMPACT_TOP,
  1331. ACT_MP_DOUBLEJUMP,
  1332. ACT_MP_SWIM,
  1333. ACT_MP_DEPLOYED,
  1334. ACT_MP_SWIM_DEPLOYED,
  1335. ACT_MP_VCD,
  1336. ACT_MP_ATTACK_STAND_PRIMARYFIRE,
  1337. ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED,
  1338. ACT_MP_ATTACK_STAND_SECONDARYFIRE,
  1339. ACT_MP_ATTACK_STAND_GRENADE,
  1340. ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,
  1341. ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED,
  1342. ACT_MP_ATTACK_CROUCH_SECONDARYFIRE,
  1343. ACT_MP_ATTACK_CROUCH_GRENADE,
  1344. ACT_MP_ATTACK_SWIM_PRIMARYFIRE,
  1345. ACT_MP_ATTACK_SWIM_SECONDARYFIRE,
  1346. ACT_MP_ATTACK_SWIM_GRENADE,
  1347. ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE,
  1348. ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE,
  1349. ACT_MP_ATTACK_AIRWALK_GRENADE,
  1350. ACT_MP_RELOAD_STAND,
  1351. ACT_MP_RELOAD_STAND_LOOP,
  1352. ACT_MP_RELOAD_STAND_END,
  1353. ACT_MP_RELOAD_CROUCH,
  1354. ACT_MP_RELOAD_CROUCH_LOOP,
  1355. ACT_MP_RELOAD_CROUCH_END,
  1356. ACT_MP_RELOAD_SWIM,
  1357. ACT_MP_RELOAD_SWIM_LOOP,
  1358. ACT_MP_RELOAD_SWIM_END,
  1359. ACT_MP_RELOAD_AIRWALK,
  1360. ACT_MP_RELOAD_AIRWALK_LOOP,
  1361. ACT_MP_RELOAD_AIRWALK_END,
  1362. ACT_MP_ATTACK_STAND_PREFIRE,
  1363. ACT_MP_ATTACK_STAND_POSTFIRE,
  1364. ACT_MP_ATTACK_STAND_STARTFIRE,
  1365. ACT_MP_ATTACK_CROUCH_PREFIRE,
  1366. ACT_MP_ATTACK_CROUCH_POSTFIRE,
  1367. ACT_MP_ATTACK_SWIM_PREFIRE,
  1368. ACT_MP_ATTACK_SWIM_POSTFIRE,
  1369. ACT_MP_STAND_PRIMARY,
  1370. ACT_MP_CROUCH_PRIMARY,
  1371. ACT_MP_RUN_PRIMARY,
  1372. ACT_MP_WALK_PRIMARY,
  1373. ACT_MP_AIRWALK_PRIMARY,
  1374. ACT_MP_CROUCHWALK_PRIMARY,
  1375. ACT_MP_JUMP_PRIMARY,
  1376. ACT_MP_JUMP_START_PRIMARY,
  1377. ACT_MP_JUMP_FLOAT_PRIMARY,
  1378. ACT_MP_JUMP_LAND_PRIMARY,
  1379. ACT_MP_SWIM_PRIMARY,
  1380. ACT_MP_DEPLOYED_PRIMARY,
  1381. ACT_MP_SWIM_DEPLOYED_PRIMARY,
  1382. ACT_MP_ATTACK_STAND_PRIMARY,
  1383. ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED,
  1384. ACT_MP_ATTACK_CROUCH_PRIMARY,
  1385. ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,
  1386. ACT_MP_ATTACK_SWIM_PRIMARY,
  1387. ACT_MP_ATTACK_AIRWALK_PRIMARY,
  1388. ACT_MP_RELOAD_STAND_PRIMARY,
  1389. ACT_MP_RELOAD_STAND_PRIMARY_LOOP,
  1390. ACT_MP_RELOAD_STAND_PRIMARY_END,
  1391. ACT_MP_RELOAD_CROUCH_PRIMARY,
  1392. ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP,
  1393. ACT_MP_RELOAD_CROUCH_PRIMARY_END,
  1394. ACT_MP_RELOAD_SWIM_PRIMARY,
  1395. ACT_MP_RELOAD_SWIM_PRIMARY_LOOP,
  1396. ACT_MP_RELOAD_SWIM_PRIMARY_END,
  1397. ACT_MP_RELOAD_AIRWALK_PRIMARY,
  1398. ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP,
  1399. ACT_MP_RELOAD_AIRWALK_PRIMARY_END,
  1400. ACT_MP_ATTACK_STAND_GRENADE_PRIMARY,
  1401. ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY,
  1402. ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY,
  1403. ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY,
  1404. ACT_MP_STAND_SECONDARY,
  1405. ACT_MP_CROUCH_SECONDARY,
  1406. ACT_MP_RUN_SECONDARY,
  1407. ACT_MP_WALK_SECONDARY,
  1408. ACT_MP_AIRWALK_SECONDARY,
  1409. ACT_MP_CROUCHWALK_SECONDARY,
  1410. ACT_MP_JUMP_SECONDARY,
  1411. ACT_MP_JUMP_START_SECONDARY,
  1412. ACT_MP_JUMP_FLOAT_SECONDARY,
  1413. ACT_MP_JUMP_LAND_SECONDARY,
  1414. ACT_MP_SWIM_SECONDARY,
  1415. ACT_MP_ATTACK_STAND_SECONDARY,
  1416. ACT_MP_ATTACK_CROUCH_SECONDARY,
  1417. ACT_MP_ATTACK_SWIM_SECONDARY,
  1418. ACT_MP_ATTACK_AIRWALK_SECONDARY,
  1419. ACT_MP_RELOAD_STAND_SECONDARY,
  1420. ACT_MP_RELOAD_STAND_SECONDARY_LOOP,
  1421. ACT_MP_RELOAD_STAND_SECONDARY_END,
  1422. ACT_MP_RELOAD_CROUCH_SECONDARY,
  1423. ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,
  1424. ACT_MP_RELOAD_CROUCH_SECONDARY_END,
  1425. ACT_MP_RELOAD_SWIM_SECONDARY,
  1426. ACT_MP_RELOAD_SWIM_SECONDARY_LOOP,
  1427. ACT_MP_RELOAD_SWIM_SECONDARY_END,
  1428. ACT_MP_RELOAD_AIRWALK_SECONDARY,
  1429. ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP,
  1430. ACT_MP_RELOAD_AIRWALK_SECONDARY_END,
  1431. ACT_MP_ATTACK_STAND_GRENADE_SECONDARY,
  1432. ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY,
  1433. ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY,
  1434. ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY,
  1435. ACT_MP_STAND_MELEE,
  1436. ACT_MP_CROUCH_MELEE,
  1437. ACT_MP_RUN_MELEE,
  1438. ACT_MP_WALK_MELEE,
  1439. ACT_MP_AIRWALK_MELEE,
  1440. ACT_MP_CROUCHWALK_MELEE,
  1441. ACT_MP_JUMP_MELEE,
  1442. ACT_MP_JUMP_START_MELEE,
  1443. ACT_MP_JUMP_FLOAT_MELEE,
  1444. ACT_MP_JUMP_LAND_MELEE,
  1445. ACT_MP_SWIM_MELEE,
  1446. ACT_MP_ATTACK_STAND_MELEE,
  1447. ACT_MP_ATTACK_STAND_MELEE_SECONDARY,
  1448. ACT_MP_ATTACK_CROUCH_MELEE,
  1449. ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,
  1450. ACT_MP_ATTACK_SWIM_MELEE,
  1451. ACT_MP_ATTACK_AIRWALK_MELEE,
  1452. ACT_MP_ATTACK_STAND_GRENADE_MELEE,
  1453. ACT_MP_ATTACK_CROUCH_GRENADE_MELEE,
  1454. ACT_MP_ATTACK_SWIM_GRENADE_MELEE,
  1455. ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE,
  1456. ACT_MP_STAND_ITEM1,
  1457. ACT_MP_CROUCH_ITEM1,
  1458. ACT_MP_RUN_ITEM1,
  1459. ACT_MP_WALK_ITEM1,
  1460. ACT_MP_AIRWALK_ITEM1,
  1461. ACT_MP_CROUCHWALK_ITEM1,
  1462. ACT_MP_JUMP_ITEM1,
  1463. ACT_MP_JUMP_START_ITEM1,
  1464. ACT_MP_JUMP_FLOAT_ITEM1,
  1465. ACT_MP_JUMP_LAND_ITEM1,
  1466. ACT_MP_SWIM_ITEM1,
  1467. ACT_MP_ATTACK_STAND_ITEM1,
  1468. ACT_MP_ATTACK_STAND_ITEM1_SECONDARY,
  1469. ACT_MP_ATTACK_CROUCH_ITEM1,
  1470. ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY,
  1471. ACT_MP_ATTACK_SWIM_ITEM1,
  1472. ACT_MP_ATTACK_AIRWALK_ITEM1,
  1473. ACT_MP_STAND_ITEM2,
  1474. ACT_MP_CROUCH_ITEM2,
  1475. ACT_MP_RUN_ITEM2,
  1476. ACT_MP_WALK_ITEM2,
  1477. ACT_MP_AIRWALK_ITEM2,
  1478. ACT_MP_CROUCHWALK_ITEM2,
  1479. ACT_MP_JUMP_ITEM2,
  1480. ACT_MP_JUMP_START_ITEM2,
  1481. ACT_MP_JUMP_FLOAT_ITEM2,
  1482. ACT_MP_JUMP_LAND_ITEM2,
  1483. ACT_MP_SWIM_ITEM2,
  1484. ACT_MP_ATTACK_STAND_ITEM2,
  1485. ACT_MP_ATTACK_STAND_ITEM2_SECONDARY,
  1486. ACT_MP_ATTACK_CROUCH_ITEM2,
  1487. ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY,
  1488. ACT_MP_ATTACK_SWIM_ITEM2,
  1489. ACT_MP_ATTACK_AIRWALK_ITEM2,
  1490. ACT_MP_GESTURE_FLINCH,
  1491. ACT_MP_GESTURE_FLINCH_PRIMARY,
  1492. ACT_MP_GESTURE_FLINCH_SECONDARY,
  1493. ACT_MP_GESTURE_FLINCH_MELEE,
  1494. ACT_MP_GESTURE_FLINCH_ITEM1,
  1495. ACT_MP_GESTURE_FLINCH_ITEM2,
  1496. ACT_MP_GESTURE_FLINCH_HEAD,
  1497. ACT_MP_GESTURE_FLINCH_CHEST,
  1498. ACT_MP_GESTURE_FLINCH_STOMACH,
  1499. ACT_MP_GESTURE_FLINCH_LEFTARM,
  1500. ACT_MP_GESTURE_FLINCH_RIGHTARM,
  1501. ACT_MP_GESTURE_FLINCH_LEFTLEG,
  1502. ACT_MP_GESTURE_FLINCH_RIGHTLEG,
  1503. ACT_MP_GRENADE1_DRAW,
  1504. ACT_MP_GRENADE1_IDLE,
  1505. ACT_MP_GRENADE1_ATTACK,
  1506. ACT_MP_GRENADE2_DRAW,
  1507. ACT_MP_GRENADE2_IDLE,
  1508. ACT_MP_GRENADE2_ATTACK,
  1509. ACT_MP_PRIMARY_GRENADE1_DRAW,
  1510. ACT_MP_PRIMARY_GRENADE1_IDLE,
  1511. ACT_MP_PRIMARY_GRENADE1_ATTACK,
  1512. ACT_MP_PRIMARY_GRENADE2_DRAW,
  1513. ACT_MP_PRIMARY_GRENADE2_IDLE,
  1514. ACT_MP_PRIMARY_GRENADE2_ATTACK,
  1515. ACT_MP_SECONDARY_GRENADE1_DRAW,
  1516. ACT_MP_SECONDARY_GRENADE1_IDLE,
  1517. ACT_MP_SECONDARY_GRENADE1_ATTACK,
  1518. ACT_MP_SECONDARY_GRENADE2_DRAW,
  1519. ACT_MP_SECONDARY_GRENADE2_IDLE,
  1520. ACT_MP_SECONDARY_GRENADE2_ATTACK,
  1521. ACT_MP_MELEE_GRENADE1_DRAW,
  1522. ACT_MP_MELEE_GRENADE1_IDLE,
  1523. ACT_MP_MELEE_GRENADE1_ATTACK,
  1524. ACT_MP_MELEE_GRENADE2_DRAW,
  1525. ACT_MP_MELEE_GRENADE2_IDLE,
  1526. ACT_MP_MELEE_GRENADE2_ATTACK,
  1527. ACT_MP_ITEM1_GRENADE1_DRAW,
  1528. ACT_MP_ITEM1_GRENADE1_IDLE,
  1529. ACT_MP_ITEM1_GRENADE1_ATTACK,
  1530. ACT_MP_ITEM1_GRENADE2_DRAW,
  1531. ACT_MP_ITEM1_GRENADE2_IDLE,
  1532. ACT_MP_ITEM1_GRENADE2_ATTACK,
  1533. ACT_MP_ITEM2_GRENADE1_DRAW,
  1534. ACT_MP_ITEM2_GRENADE1_IDLE,
  1535. ACT_MP_ITEM2_GRENADE1_ATTACK,
  1536. ACT_MP_ITEM2_GRENADE2_DRAW,
  1537. ACT_MP_ITEM2_GRENADE2_IDLE,
  1538. ACT_MP_ITEM2_GRENADE2_ATTACK,
  1539. ACT_MP_STAND_BUILDING,
  1540. ACT_MP_CROUCH_BUILDING,
  1541. ACT_MP_RUN_BUILDING,
  1542. ACT_MP_WALK_BUILDING,
  1543. ACT_MP_AIRWALK_BUILDING,
  1544. ACT_MP_CROUCHWALK_BUILDING,
  1545. ACT_MP_JUMP_BUILDING,
  1546. ACT_MP_JUMP_START_BUILDING,
  1547. ACT_MP_JUMP_FLOAT_BUILDING,
  1548. ACT_MP_JUMP_LAND_BUILDING,
  1549. ACT_MP_SWIM_BUILDING,
  1550. ACT_MP_ATTACK_STAND_BUILDING,
  1551. ACT_MP_ATTACK_CROUCH_BUILDING,
  1552. ACT_MP_ATTACK_SWIM_BUILDING,
  1553. ACT_MP_ATTACK_AIRWALK_BUILDING,
  1554. ACT_MP_ATTACK_STAND_GRENADE_BUILDING,
  1555. ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING,
  1556. ACT_MP_ATTACK_SWIM_GRENADE_BUILDING,
  1557. ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING,
  1558. ACT_MP_STAND_PDA,
  1559. ACT_MP_CROUCH_PDA,
  1560. ACT_MP_RUN_PDA,
  1561. ACT_MP_WALK_PDA,
  1562. ACT_MP_AIRWALK_PDA,
  1563. ACT_MP_CROUCHWALK_PDA,
  1564. ACT_MP_JUMP_PDA,
  1565. ACT_MP_JUMP_START_PDA,
  1566. ACT_MP_JUMP_FLOAT_PDA,
  1567. ACT_MP_JUMP_LAND_PDA,
  1568. ACT_MP_SWIM_PDA,
  1569. ACT_MP_ATTACK_STAND_PDA,
  1570. ACT_MP_ATTACK_SWIM_PDA,
  1571. ACT_MP_GESTURE_VC_HANDMOUTH,
  1572. ACT_MP_GESTURE_VC_FINGERPOINT,
  1573. ACT_MP_GESTURE_VC_FISTPUMP,
  1574. ACT_MP_GESTURE_VC_THUMBSUP,
  1575. ACT_MP_GESTURE_VC_NODYES,
  1576. ACT_MP_GESTURE_VC_NODNO,
  1577. ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY,
  1578. ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY,
  1579. ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY,
  1580. ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY,
  1581. ACT_MP_GESTURE_VC_NODYES_PRIMARY,
  1582. ACT_MP_GESTURE_VC_NODNO_PRIMARY,
  1583. ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY,
  1584. ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY,
  1585. ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY,
  1586. ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY,
  1587. ACT_MP_GESTURE_VC_NODYES_SECONDARY,
  1588. ACT_MP_GESTURE_VC_NODNO_SECONDARY,
  1589. ACT_MP_GESTURE_VC_HANDMOUTH_MELEE,
  1590. ACT_MP_GESTURE_VC_FINGERPOINT_MELEE,
  1591. ACT_MP_GESTURE_VC_FISTPUMP_MELEE,
  1592. ACT_MP_GESTURE_VC_THUMBSUP_MELEE,
  1593. ACT_MP_GESTURE_VC_NODYES_MELEE,
  1594. ACT_MP_GESTURE_VC_NODNO_MELEE,
  1595. ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1,
  1596. ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1,
  1597. ACT_MP_GESTURE_VC_FISTPUMP_ITEM1,
  1598. ACT_MP_GESTURE_VC_THUMBSUP_ITEM1,
  1599. ACT_MP_GESTURE_VC_NODYES_ITEM1,
  1600. ACT_MP_GESTURE_VC_NODNO_ITEM1,
  1601. ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2,
  1602. ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2,
  1603. ACT_MP_GESTURE_VC_FISTPUMP_ITEM2,
  1604. ACT_MP_GESTURE_VC_THUMBSUP_ITEM2,
  1605. ACT_MP_GESTURE_VC_NODYES_ITEM2,
  1606. ACT_MP_GESTURE_VC_NODNO_ITEM2,
  1607. ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING,
  1608. ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING,
  1609. ACT_MP_GESTURE_VC_FISTPUMP_BUILDING,
  1610. ACT_MP_GESTURE_VC_THUMBSUP_BUILDING,
  1611. ACT_MP_GESTURE_VC_NODYES_BUILDING,
  1612. ACT_MP_GESTURE_VC_NODNO_BUILDING,
  1613. ACT_MP_GESTURE_VC_HANDMOUTH_PDA,
  1614. ACT_MP_GESTURE_VC_FINGERPOINT_PDA,
  1615. ACT_MP_GESTURE_VC_FISTPUMP_PDA,
  1616. ACT_MP_GESTURE_VC_THUMBSUP_PDA,
  1617. ACT_MP_GESTURE_VC_NODYES_PDA,
  1618. ACT_MP_GESTURE_VC_NODNO_PDA,
  1619. ACT_VM_UNUSABLE,
  1620. ACT_VM_UNUSABLE_TO_USABLE,
  1621. ACT_VM_USABLE_TO_UNUSABLE,
  1622. ACT_PRIMARY_VM_DRAW,
  1623. ACT_PRIMARY_VM_HOLSTER,
  1624. ACT_PRIMARY_VM_IDLE,
  1625. ACT_PRIMARY_VM_PULLBACK,
  1626. ACT_PRIMARY_VM_PRIMARYATTACK,
  1627. ACT_PRIMARY_VM_SECONDARYATTACK,
  1628. ACT_PRIMARY_VM_RELOAD,
  1629. ACT_PRIMARY_VM_DRYFIRE,
  1630. ACT_PRIMARY_VM_IDLE_TO_LOWERED,
  1631. ACT_PRIMARY_VM_IDLE_LOWERED,
  1632. ACT_PRIMARY_VM_LOWERED_TO_IDLE,
  1633. ACT_SECONDARY_VM_DRAW,
  1634. ACT_SECONDARY_VM_HOLSTER,
  1635. ACT_SECONDARY_VM_IDLE,
  1636. ACT_SECONDARY_VM_PULLBACK,
  1637. ACT_SECONDARY_VM_PRIMARYATTACK,
  1638. ACT_SECONDARY_VM_SECONDARYATTACK,
  1639. ACT_SECONDARY_VM_RELOAD,
  1640. ACT_SECONDARY_VM_DRYFIRE,
  1641. ACT_SECONDARY_VM_IDLE_TO_LOWERED,
  1642. ACT_SECONDARY_VM_IDLE_LOWERED,
  1643. ACT_SECONDARY_VM_LOWERED_TO_IDLE,
  1644. ACT_MELEE_VM_DRAW,
  1645. ACT_MELEE_VM_HOLSTER,
  1646. ACT_MELEE_VM_IDLE,
  1647. ACT_MELEE_VM_PULLBACK,
  1648. ACT_MELEE_VM_PRIMARYATTACK,
  1649. ACT_MELEE_VM_SECONDARYATTACK,
  1650. ACT_MELEE_VM_RELOAD,
  1651. ACT_MELEE_VM_DRYFIRE,
  1652. ACT_MELEE_VM_IDLE_TO_LOWERED,
  1653. ACT_MELEE_VM_IDLE_LOWERED,
  1654. ACT_MELEE_VM_LOWERED_TO_IDLE,
  1655. ACT_PDA_VM_DRAW,
  1656. ACT_PDA_VM_HOLSTER,
  1657. ACT_PDA_VM_IDLE,
  1658. ACT_PDA_VM_PULLBACK,
  1659. ACT_PDA_VM_PRIMARYATTACK,
  1660. ACT_PDA_VM_SECONDARYATTACK,
  1661. ACT_PDA_VM_RELOAD,
  1662. ACT_PDA_VM_DRYFIRE,
  1663. ACT_PDA_VM_IDLE_TO_LOWERED,
  1664. ACT_PDA_VM_IDLE_LOWERED,
  1665. ACT_PDA_VM_LOWERED_TO_IDLE,
  1666. ACT_ITEM1_VM_DRAW,
  1667. ACT_ITEM1_VM_HOLSTER,
  1668. ACT_ITEM1_VM_IDLE,
  1669. ACT_ITEM1_VM_PULLBACK,
  1670. ACT_ITEM1_VM_PRIMARYATTACK,
  1671. ACT_ITEM1_VM_SECONDARYATTACK,
  1672. ACT_ITEM1_VM_RELOAD,
  1673. ACT_ITEM1_VM_DRYFIRE,
  1674. ACT_ITEM1_VM_IDLE_TO_LOWERED,
  1675. ACT_ITEM1_VM_IDLE_LOWERED,
  1676. ACT_ITEM1_VM_LOWERED_TO_IDLE,
  1677. ACT_ITEM2_VM_DRAW,
  1678. ACT_ITEM2_VM_HOLSTER,
  1679. ACT_ITEM2_VM_IDLE,
  1680. ACT_ITEM2_VM_PULLBACK,
  1681. ACT_ITEM2_VM_PRIMARYATTACK,
  1682. ACT_ITEM2_VM_SECONDARYATTACK,
  1683. ACT_ITEM2_VM_RELOAD,
  1684. ACT_ITEM2_VM_DRYFIRE,
  1685. ACT_ITEM2_VM_IDLE_TO_LOWERED,
  1686. ACT_ITEM2_VM_IDLE_LOWERED,
  1687. ACT_ITEM2_VM_LOWERED_TO_IDLE,
  1688. ACT_RELOAD_SUCCEED,
  1689. ACT_RELOAD_FAIL,
  1690. ACT_WALK_AIM_AUTOGUN,
  1691. ACT_RUN_AIM_AUTOGUN,
  1692. ACT_IDLE_AUTOGUN,
  1693. ACT_IDLE_AIM_AUTOGUN,
  1694. ACT_RELOAD_AUTOGUN,
  1695. ACT_CROUCH_IDLE_AUTOGUN,
  1696. ACT_RANGE_ATTACK_AUTOGUN,
  1697. ACT_JUMP_AUTOGUN,
  1698. ACT_IDLE_AIM_PISTOL,
  1699. ACT_WALK_AIM_DUAL,
  1700. ACT_RUN_AIM_DUAL,
  1701. ACT_IDLE_DUAL,
  1702. ACT_IDLE_AIM_DUAL,
  1703. ACT_RELOAD_DUAL,
  1704. ACT_CROUCH_IDLE_DUAL,
  1705. ACT_RANGE_ATTACK_DUAL,
  1706. ACT_JUMP_DUAL,
  1707. ACT_IDLE_SHOTGUN,
  1708. ACT_IDLE_AIM_SHOTGUN,
  1709. ACT_CROUCH_IDLE_SHOTGUN,
  1710. ACT_JUMP_SHOTGUN,
  1711. ACT_IDLE_AIM_RIFLE,
  1712. ACT_RELOAD_RIFLE,
  1713. ACT_CROUCH_IDLE_RIFLE,
  1714. ACT_RANGE_ATTACK_RIFLE,
  1715. ACT_JUMP_RIFLE,
  1716. ACT_SLEEP,
  1717. ACT_WAKE,
  1718. ACT_FLICK_LEFT,
  1719. ACT_FLICK_LEFT_MIDDLE,
  1720. ACT_FLICK_RIGHT_MIDDLE,
  1721. ACT_FLICK_RIGHT,
  1722. ACT_SPINAROUND,
  1723. ACT_PREP_TO_FIRE,
  1724. ACT_FIRE,
  1725. ACT_FIRE_RECOVER,
  1726. ACT_SPRAY,
  1727. ACT_PREP_EXPLODE,
  1728. ACT_EXPLODE,
  1729. ACT_DOTA_IDLE,
  1730. ACT_DOTA_RUN,
  1731. ACT_DOTA_ATTACK,
  1732. ACT_DOTA_ATTACK_EVENT,
  1733. ACT_DOTA_DIE,
  1734. ACT_DOTA_FLINCH,
  1735. ACT_DOTA_DISABLED,
  1736. ACT_DOTA_CAST_ABILITY_1,
  1737. ACT_DOTA_CAST_ABILITY_2,
  1738. ACT_DOTA_CAST_ABILITY_3,
  1739. ACT_DOTA_CAST_ABILITY_4,
  1740. ACT_DOTA_OVERRIDE_ABILITY_1,
  1741. ACT_DOTA_OVERRIDE_ABILITY_2,
  1742. ACT_DOTA_OVERRIDE_ABILITY_3,
  1743. ACT_DOTA_OVERRIDE_ABILITY_4,
  1744. ACT_DOTA_CHANNEL_ABILITY_1,
  1745. ACT_DOTA_CHANNEL_ABILITY_2,
  1746. ACT_DOTA_CHANNEL_ABILITY_3,
  1747. ACT_DOTA_CHANNEL_ABILITY_4,
  1748. ACT_DOTA_CHANNEL_END_ABILITY_1,
  1749. ACT_DOTA_CHANNEL_END_ABILITY_2,
  1750. ACT_DOTA_CHANNEL_END_ABILITY_3,
  1751. ACT_DOTA_CHANNEL_END_ABILITY_4,
  1752. ACT_MP_RUN_SPEEDPAINT,
  1753. ACT_MP_LONG_FALL,
  1754. ACT_MP_TRACTORBEAM_FLOAT,
  1755. ACT_MP_DEATH_CRUSH,
  1756. ACT_MP_RUN_SPEEDPAINT_PRIMARY,
  1757. ACT_MP_DROWNING_PRIMARY,
  1758. ACT_MP_LONG_FALL_PRIMARY,
  1759. ACT_MP_TRACTORBEAM_FLOAT_PRIMARY,
  1760. ACT_MP_DEATH_CRUSH_PRIMARY,
  1761. ACT_DIE_STAND,
  1762. ACT_DIE_STAND_HEADSHOT,
  1763. ACT_DIE_CROUCH,
  1764. ACT_DIE_CROUCH_HEADSHOT,
  1765. ACT_CSGO_NULL,
  1766. ACT_CSGO_DEFUSE,
  1767. ACT_CSGO_DEFUSE_WITH_KIT,
  1768. ACT_CSGO_FLASHBANG_REACTION,
  1769. ACT_CSGO_FIRE_PRIMARY,
  1770. ACT_CSGO_FIRE_PRIMARY_OPT_1,
  1771. ACT_CSGO_FIRE_PRIMARY_OPT_2,
  1772. ACT_CSGO_FIRE_SECONDARY,
  1773. ACT_CSGO_FIRE_SECONDARY_OPT_1,
  1774. ACT_CSGO_FIRE_SECONDARY_OPT_2,
  1775. ACT_CSGO_RELOAD,
  1776. ACT_CSGO_RELOAD_START,
  1777. ACT_CSGO_RELOAD_LOOP,
  1778. ACT_CSGO_RELOAD_END,
  1779. ACT_CSGO_OPERATE,
  1780. ACT_CSGO_DEPLOY,
  1781. ACT_CSGO_CATCH,
  1782. ACT_CSGO_SILENCER_DETACH,
  1783. ACT_CSGO_SILENCER_ATTACH,
  1784. ACT_CSGO_TWITCH,
  1785. ACT_CSGO_TWITCH_BUYZONE,
  1786. ACT_CSGO_PLANT_BOMB,
  1787. ACT_CSGO_IDLE_TURN_BALANCEADJUST,
  1788. ACT_CSGO_IDLE_ADJUST_STOPPEDMOVING,
  1789. ACT_CSGO_ALIVE_LOOP,
  1790. ACT_CSGO_FLINCH,
  1791. ACT_CSGO_FLINCH_HEAD,
  1792. ACT_CSGO_FLINCH_MOLOTOV,
  1793. ACT_CSGO_JUMP,
  1794. ACT_CSGO_FALL,
  1795. ACT_CSGO_CLIMB_LADDER,
  1796. ACT_CSGO_LAND_LIGHT,
  1797. ACT_CSGO_LAND_HEAVY,
  1798. ACT_CSGO_EXIT_LADDER_TOP,
  1799. ACT_CSGO_EXIT_LADDER_BOTTOM,
  1800. };
  1801.  
  1802.  
  1803.  
  1804.  
  1805. QAngle* GetEyeAnglesPointer()
  1806. {
  1807. return reinterpret_cast<QAngle*>((DWORD)this + (DWORD)0x528C);
  1808. }
  1809.  
  1810. QAngle GetEyeAngles()
  1811. {
  1812. return *reinterpret_cast<QAngle*>((DWORD)this + (DWORD)0x528C);
  1813. }
  1814.  
  1815. QAngle* GetEyeAnglesXY()
  1816. {
  1817. return (QAngle*)((DWORD)this + GET_NETVAR("DT_CSPlayer", "m_angEyeAngles"));
  1818. }
  1819. float* GetLowerBodyYawTarget() /*m_flLowerBodyYawTarget*/
  1820. {
  1821. return (float*)((DWORD)this + GET_NETVAR("DT_CSPlayer", "m_flLowerBodyYawTarget"));
  1822. }
  1823. Vector GetBonePos(int i)
  1824. {
  1825. matrix3x4 boneMatrix[128];
  1826. if (this->SetupBones(boneMatrix, 128, BONE_USED_BY_HITBOX, GetTickCount64()))
  1827. {
  1828. return Vector(boneMatrix[i][0][3], boneMatrix[i][1][3], boneMatrix[i][2][3]);
  1829. }
  1830. return Vector(0, 0, 0);
  1831. }
  1832. void SetAngle2(Vector wantedang)
  1833. {
  1834. typedef void(__thiscall* SetAngleFn)(void*, const Vector &);
  1835. 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"));
  1836. SetAngle2(this, wantedang);
  1837. }
  1838. int draw_model(int flags, uint8_t alpha) {
  1839. using fn = int(__thiscall*)(void*, int, uint8_t);
  1840. return call_vfunc< fn >(GetRenderable(), 9)(GetRenderable(), flags, alpha);
  1841. }
  1842. Vector GetHeadPos()
  1843. {
  1844. return this->GetBonePos(8);
  1845. }
  1846. Vector GetPelvis()
  1847. {
  1848. return this->GetBonePos(8);
  1849. }
  1850. Vector GetHeadAngle()
  1851. {
  1852. return GetAbsOrigin() + GetViewOffset();
  1853. }
  1854.  
  1855. bool IsPlayer()
  1856. {
  1857. return GetClientClass()->m_ClassID == (int)CSGOClassID::CCSPlayer;
  1858. }
  1859.  
  1860. bool IsMoving()
  1861. {
  1862. return GetVelocity().Length2D() > 1;
  1863. }
  1864.  
  1865. Vector GetOrigin2() {
  1866. return *(Vector*)((DWORD)this + 0x00000134);
  1867. }
  1868.  
  1869. Vector GetViewAngles2() {
  1870. return *(Vector*)((DWORD)this + 0x00000104);
  1871. }
  1872.  
  1873. Vector GetAbsOrigin2() {
  1874. __asm {
  1875. MOV ECX, this
  1876. MOV EAX, DWORD PTR DS : [ECX]
  1877. CALL DWORD PTR DS : [EAX + 0x28]
  1878. }
  1879. }
  1880. Vector GetAbsAngles2() {
  1881. __asm {
  1882. MOV ECX, this;
  1883. MOV EAX, DWORD PTR DS : [ECX];
  1884. CALL DWORD PTR DS : [EAX + 0x2C]
  1885. }
  1886. }
  1887.  
  1888. Vector GetEyePosition() {
  1889. Vector Origin = *(Vector*)((DWORD)this + 0x00000134);
  1890. Vector View = *(Vector*)((DWORD)this + 0x00000104);
  1891. return(Origin + View);
  1892. }
  1893.  
  1894.  
  1895.  
  1896. Vector GetAimPunch() {
  1897. return *(Vector*)((DWORD)this + 0x00003018);
  1898. }
  1899. bool IsImmune() {
  1900. return *(bool*)((DWORD)this + 0x000038A0);
  1901. }
  1902. ClientClass *GetClientClass2() {
  1903. PVOID Networkable = (PVOID)((DWORD)(this) + 0x8);
  1904. using Original = ClientClass * (__thiscall*)(PVOID);
  1905. return call_vfunc<Original>(Networkable, 2)(Networkable);
  1906. }
  1907. HANDLE GetWeaponHandle() {
  1908. return *(HANDLE*)((DWORD)this + 0x00002EE8);
  1909. }
  1910.  
  1911. HANDLE* Weapons() {
  1912. return (HANDLE*)((DWORD)this + 0x2DE8);
  1913. }
  1914. short* GetItemDefinitionIndex()
  1915. {
  1916. return (short*)m_AttributeManager()->m_Item()->ItemDefinitionIndex();
  1917. }
  1918. char* IClientEntity::GetWeaponName()
  1919. {
  1920. short WeaponId = *this->GetItemDefinitionIndex();
  1921. switch (WeaponId)
  1922. {
  1923. case WEAPON_KNIFE_CT:
  1924. return "knife";
  1925. case WEAPON_KNIFE_T:
  1926. return "knife";
  1927. case 500:
  1928. case 505:
  1929. case 506:
  1930. case 507:
  1931. case 508:
  1932. case 509:
  1933. case 512:
  1934. case 514:
  1935. case 515:
  1936. case 516:
  1937. return "";
  1938. case WEAPON_DEAGLE:
  1939. return "deagle";
  1940. case WEAPON_ELITE:
  1941. return "elite";
  1942. case WEAPON_FIVESEVEN:
  1943. return "fiveseven";
  1944. case WEAPON_GLOCK:
  1945. return "glock";
  1946. case WEAPON_HKP2000:
  1947. return "hkp2000";
  1948. case WEAPON_P250:
  1949. return "p250";
  1950. case WEAPON_USP_SILENCER:
  1951. return "usp_s";
  1952. case WEAPON_TEC9:
  1953. return "tec9";
  1954. case WEAPON_CZ75A:
  1955. return "cz75a";
  1956. case WEAPON_REVOLVER:
  1957. return "revolver";
  1958. case WEAPON_MAC10:
  1959. return "mac10";
  1960. case WEAPON_UMP45:
  1961. return "ump45";
  1962. case WEAPON_BIZON:
  1963. return "bizon";
  1964. case WEAPON_MP7:
  1965. return "mp7";
  1966. case WEAPON_MP9:
  1967. return "mp9";
  1968. case WEAPON_P90:
  1969. return "p90";
  1970. case WEAPON_GALILAR:
  1971. return "galilar";
  1972. case WEAPON_FAMAS:
  1973. return "famas";
  1974. case WEAPON_M4A1_SILENCER:
  1975. return "m4a1_s";
  1976. case WEAPON_M4A1:
  1977. return "m4a4";
  1978. case WEAPON_AUG:
  1979. return "aug";
  1980. case WEAPON_SG556:
  1981. return "sg553";
  1982. case WEAPON_AK47:
  1983. return "ak47";
  1984. case WEAPON_G3SG1:
  1985. return "g3sg1";
  1986. case WEAPON_SCAR20:
  1987. return "scar20";
  1988. case WEAPON_AWP:
  1989. return "awp";
  1990. case WEAPON_SSG08:
  1991. return "scout";
  1992. case WEAPON_XM1014:
  1993. return "xm1014";
  1994. case WEAPON_SAWEDOFF:
  1995. return "sawedoff";
  1996. case WEAPON_MAG7:
  1997. return "mag7";
  1998. case WEAPON_NOVA:
  1999. return "nova";
  2000. case WEAPON_NEGEV:
  2001. return "negev";
  2002. case WEAPON_M249:
  2003. return "m249";
  2004. case WEAPON_TASER:
  2005. return "taser";
  2006. case WEAPON_FLASHBANG:
  2007. return "flashbang";
  2008. case WEAPON_HEGRENADE:
  2009. return "grenade";
  2010. case WEAPON_SMOKEGRENADE:
  2011. return "smoke";
  2012. case WEAPON_MOLOTOV:
  2013. return "molotov";
  2014. case WEAPON_DECOY:
  2015. return "decoy";
  2016. case WEAPON_INCGRENADE:
  2017. return "incgrenade";
  2018. case WEAPON_C4:
  2019. return "c4";
  2020. default:
  2021. return " ";
  2022. }
  2023. }
  2024. char* IClientEntity::GetGunIcon()
  2025. {
  2026. short WeaponId = *this->GetItemDefinitionIndex();
  2027. switch (WeaponId)
  2028. {
  2029. case WEAPON_KNIFE_CT:
  2030. return "j";
  2031. case WEAPON_KNIFE_T:
  2032. return "j";
  2033. case 500:
  2034. case 505:
  2035. case 506:
  2036. case 507:
  2037. case 508:
  2038. case 509:
  2039. case 512:
  2040. case 514:
  2041. case 515:
  2042. case 516:
  2043. return "";
  2044. case WEAPON_DEAGLE:
  2045. return "f";
  2046. case WEAPON_ELITE:
  2047. return "s";
  2048. case WEAPON_FIVESEVEN:
  2049. return "u";
  2050. case WEAPON_GLOCK:
  2051. return "c";
  2052. case WEAPON_HKP2000:
  2053. return "y";
  2054. case WEAPON_P250:
  2055. return "a";
  2056. case WEAPON_USP_SILENCER:
  2057. return "y";
  2058. case WEAPON_TEC9:
  2059. return "u";
  2060. case WEAPON_CZ75A:
  2061. return "u";
  2062. case WEAPON_REVOLVER:
  2063. return "f";
  2064. case WEAPON_MAC10:
  2065. return "l";
  2066. case WEAPON_UMP45:
  2067. return "q";
  2068. case WEAPON_BIZON:
  2069. return "l";
  2070. case WEAPON_MP7:
  2071. return "l";
  2072. case WEAPON_MP9:
  2073. return "d";
  2074. case WEAPON_P90:
  2075. return "m";
  2076. case WEAPON_GALILAR:
  2077. return "v";
  2078. case WEAPON_FAMAS:
  2079. return "v";
  2080. case WEAPON_M4A1_SILENCER:
  2081. return "w";
  2082. case WEAPON_M4A1:
  2083. return "w";
  2084. case WEAPON_AUG:
  2085. return "e";
  2086. case WEAPON_SG556:
  2087. return "A";
  2088. case WEAPON_AK47:
  2089. return "b";
  2090. case WEAPON_G3SG1:
  2091. return "i";
  2092. case WEAPON_SCAR20:
  2093. return "o";
  2094. case WEAPON_AWP:
  2095. return "r";
  2096. case WEAPON_SSG08:
  2097. return "n";
  2098. case WEAPON_XM1014:
  2099. return "B";
  2100. case WEAPON_SAWEDOFF:
  2101. return "k";
  2102. case WEAPON_MAG7:
  2103. return "k";
  2104. case WEAPON_NOVA:
  2105. return "B";
  2106. case WEAPON_NEGEV:
  2107. return "z";
  2108. case WEAPON_M249:
  2109. return "z";
  2110. case WEAPON_TASER:
  2111. return "3";
  2112. case WEAPON_FLASHBANG:
  2113. return "g";
  2114. case WEAPON_HEGRENADE:
  2115. return "h";
  2116. case WEAPON_SMOKEGRENADE:
  2117. return "p";
  2118. case WEAPON_MOLOTOV:
  2119. return "h";
  2120. case WEAPON_DECOY:
  2121. return "h";
  2122. case WEAPON_INCGRENADE:
  2123. return "h";
  2124. case WEAPON_C4:
  2125. return "C";
  2126. default:
  2127. return " ";
  2128. }
  2129. }
  2130. };
  2131.  
  2132. class CBaseViewModel : public IClientUnknown, public IClientRenderable, public IClientNetworkable
  2133. {
  2134. public:
  2135. inline int GetModelIndex() {
  2136. // DT_BaseViewModel -> m_nModelIndex
  2137. return *(int*)((DWORD)this + 0x254);
  2138. }
  2139. inline DWORD GetOwner() {
  2140. // DT_BaseViewModel -> m_hOwner
  2141. return *(PDWORD)((DWORD)this + 0x29BC);
  2142. }
  2143. inline DWORD GetWeapon() {
  2144. // DT_BaseViewModel -> m_hWeapon
  2145. return *(PDWORD)((DWORD)this + 0x29B8);
  2146. }
  2147. inline void SetWeaponModel(const char* Filename, IClientUnknown* Weapon) {
  2148. return call_vfunc<void(__thiscall*)(void*, const char*, IClientUnknown*)>(this, 242)(this, Filename, Weapon);
  2149. }
  2150. };
  2151.  
  2152. typedef unsigned short MaterialHandle_t;
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