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MiscDefinitions.h
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MiscDefinitions.h
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#pragma once
#include "CommonIncludes.h"
#include "NetVars.h"
#include "Vector.h"
class Interface
{
public:
template< typename Function > inline Function VFunc(int Index)
{
PDWORD* VTablePointer = (PDWORD*)this;
PDWORD VTableFunctionBase = *VTablePointer;
DWORD dwAddress = VTableFunctionBase[Index];
return (Function)(dwAddress);
}
};
template< typename Function > Function call_vfunc(PVOID Base, DWORD Index)
{
PDWORD* VTablePointer = (PDWORD*)Base;
PDWORD VTableFunctionBase = *VTablePointer;
DWORD dwAddress = VTableFunctionBase[Index];
return (Function)(dwAddress);
}
#define dwThis (DWORD)this
#define NETVAR(type,offset) *(type*)(dwThis + offset)
#define CNETVAR(type,offset) (type)(dwThis + offset)
#define CNETVAR_FUNC(type,name,netvar_crc) \
type name() \
{ \
static DWORD dwObserverTarget=NetVar.GetNetVar(netvar_crc); \
return NETVAR(type,dwObserverTarget); \
}
#define CPNETVAR_FUNC(type,name,netvar_crc) \
type name() \
{ \
static DWORD dwObserverTarget=NetVar.GetNetVar(netvar_crc); \
return CNETVAR(type,dwObserverTarget); \
}
enum source_lifestates
{
LIFE_ALIVE,
LIFE_DYING,
LIFE_DEAD,
LIFE_RESPAWNABLE,
LIFE_DISCARDBODY,
};
// Player Controls for CS:GO
enum playercontrols
{
IN_ATTACK = (1 << 0),
IN_JUMP = (1 << 1),
IN_DUCK = (1 << 2),
IN_FORWARD = (1 << 3),
IN_BACK = (1 << 4),
IN_USE = (1 << 5),
IN_CANCEL = (1 << 6),
IN_LEFT = (1 << 7),
IN_RIGHT = (1 << 8),
IN_MOVELEFT = (1 << 9),
IN_MOVERIGHT = (1 << 10),
IN_ATTACK2 = (1 << 11),
IN_RUN = (1 << 12),
IN_RELOAD = (1 << 13),
IN_ALT1 = (1 << 14),
IN_ALT2 = (1 << 15),
IN_SCORE = (1 << 16), // Used by client.dll for when scoreboard is held down
IN_SPEED = (1 << 17), // Player is holding the speed key
IN_WALK = (1 << 18), // Player holding walk key
IN_ZOOM = (1 << 19), // Zoom key for HUD zoom
IN_WEAPON1 = (1 << 20), // weapon defines these bits
IN_WEAPON2 = (1 << 21), // weapon defines these bits
IN_BULLRUSH = (1 << 22),
};
typedef float matrix3x4[3][4];
/*typedef struct _MODULEINFO
{
LPVOID lpBaseOfDll;
DWORD SizeOfImage;
LPVOID EntryPoint;
} MODULEINFO, *LPMODULEINFO;
BOOL
WINAPI
GetModuleInformation
(
_In_ HANDLE hProcess,
_In_ HMODULE hModule,
_Out_ LPMODULEINFO lpmodinfo,
_In_ DWORD cb
);*/
typedef struct player_info_s
{
DWORD __pad0[2];
int xuidlow;
int xuidhigh;
char name[256];//32
int userid;
char steamid[33];//32
UINT steam3id;
char friendsname[128];
bool isfakeplayer;
bool ishltv;
DWORD customfiles[4];
BYTE filesdownloaded;
int __pad1;
char guid[32]; //0x0094
} player_info_t;
enum SolidType_t
{
SOLID_NONE = 0, // no solid model
SOLID_BSP = 1, // a BSP tree
SOLID_BBOX = 2, // an AABB
SOLID_OBB = 3, // an OBB (not implemented yet)
SOLID_OBB_YAW = 4, // an OBB, constrained so that it can only yaw
SOLID_CUSTOM = 5, // Always call into the entity for tests
SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that
SOLID_LAST,
};
enum SolidFlags_t
{
FSOLID_CUSTOMRAYTEST = 0x0001, // Ignore solid type + always call into the entity for ray tests
FSOLID_CUSTOMBOXTEST = 0x0002, // Ignore solid type + always call into the entity for swept box tests
FSOLID_NOT_SOLID = 0x0004, // Are we currently not solid?
FSOLID_TRIGGER = 0x0008, // This is something may be collideable but fires touch functions
// even when it's not collideable (when the FSOLID_NOT_SOLID flag is set)
FSOLID_NOT_STANDABLE = 0x0010, // You can't stand on this
FSOLID_VOLUME_CONTENTS = 0x0020, // Contains volumetric contents (like water)
FSOLID_FORCE_WORLD_ALIGNED = 0x0040, // Forces the collision rep to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS
FSOLID_USE_TRIGGER_BOUNDS = 0x0080, // Uses a special trigger bounds separate from the normal OBB
FSOLID_ROOT_PARENT_ALIGNED = 0x0100, // Collisions are defined in root parent's local coordinate space
FSOLID_TRIGGER_TOUCH_DEBRIS = 0x0200, // This trigger will touch debris objects
FSOLID_MAX_BITS = 10
};
// KeyValues
class KeyValues
{
public:
char _pad[0x20];//csgo, for css its a diff size
};
// Memes
struct ModelRenderInfo_t
{
Vector origin;
Vector angles;
char pad[0x4]; // added this
void *pRenderable; // this
const void *pModel; // and this
const matrix3x4 *pModelToWorld;
const matrix3x4 *pLightingOffset;
const Vector *pLightingOrigin;
int flags;
int entity_index;
int skin;
int body;
int hitboxset;
unsigned short instance;
ModelRenderInfo_t()
{
pModelToWorld = NULL;
pLightingOffset = NULL;
pLightingOrigin = NULL;
}
};
typedef float vec_t;
inline unsigned long& FloatBits(vec_t& f)
{
return *reinterpret_cast<unsigned long*>(&f);
}
inline bool IsFinite(vec_t f)
{
return ((FloatBits(f) & 0x7F800000) != 0x7F800000);
}
struct model_t;
enum OverrideType_t
{
OVERRIDE_NORMAL = 0,
OVERRIDE_BUILD_SHADOWS,
OVERRIDE_DEPTH_WRITE,
};
enum MaterialVarFlags_t
{
MATERIAL_VAR_DEBUG = (1 << 0),
MATERIAL_VAR_NO_DEBUG_OVERRIDE = (1 << 1),
MATERIAL_VAR_NO_DRAW = (1 << 2),
MATERIAL_VAR_USE_IN_FILLRATE_MODE = (1 << 3),
MATERIAL_VAR_VERTEXCOLOR = (1 << 4),
MATERIAL_VAR_VERTEXALPHA = (1 << 5),
MATERIAL_VAR_SELFILLUM = (1 << 6),
MATERIAL_VAR_ADDITIVE = (1 << 7),
MATERIAL_VAR_ALPHATEST = (1 << 8),
MATERIAL_VAR_MULTIPASS = (1 << 9),
MATERIAL_VAR_ZNEARER = (1 << 10),
MATERIAL_VAR_MODEL = (1 << 11),
MATERIAL_VAR_FLAT = (1 << 12),
MATERIAL_VAR_NOCULL = (1 << 13),
MATERIAL_VAR_NOFOG = (1 << 14),
MATERIAL_VAR_IGNOREZ = (1 << 15),
MATERIAL_VAR_DECAL = (1 << 16),
MATERIAL_VAR_ENVMAPSPHERE = (1 << 17),
MATERIAL_VAR_NOALPHAMOD = (1 << 18),
MATERIAL_VAR_ENVMAPCAMERASPACE = (1 << 19),
MATERIAL_VAR_BASEALPHAENVMAPMASK = (1 << 20),
MATERIAL_VAR_TRANSLUCENT = (1 << 21),
MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK = (1 << 22),
MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING = (1 << 23),
MATERIAL_VAR_OPAQUETEXTURE = (1 << 24),
MATERIAL_VAR_ENVMAPMODE = (1 << 25),
MATERIAL_VAR_SUPPRESS_DECALS = (1 << 26),
MATERIAL_VAR_HALFLAMBERT = (1 << 27),
MATERIAL_VAR_WIREFRAME = (1 << 28),
// NOTE: Only add flags here that either should be read from
// .vmts or can be set directly from client code. Other, internal
// flags should to into the flag enum in IMaterialInternal.h
};
#define FL_ONGROUND (1<<0) // At rest / on the ground
#define FL_DUCKING (1<<1) // Player flag -- Player is fully crouched
#define FL_WATERJUMP (1<<2) // player jumping out of water
#define FL_ONTRAIN (1<<3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_INRAIN (1<<4) // Indicates the entity is standing in rain
#define FL_FROZEN (1<<5) // Player is frozen for 3rd person camera
#define FL_ATCONTROLS (1<<6) // Player can't move, but keeps key inputs for controlling another entity
#define FL_CLIENT (1<<7) // Is a player
#define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't send network messages to them
// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
#define FL_INWATER (1<<9) // In water
// NOTE if you move things up, make sure to change this value
#define PLAYER_FLAG_BITS 10
#define FL_FLY (1<<10) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1<<12)
#define FL_NPC (1<<13)
#define FL_GODMODE (1<<14)
#define FL_NOTARGET (1<<15)
#define FL_AIMTARGET (1<<16) // set if the crosshair needs to aim onto the entity
#define FL_PARTIALGROUND (1<<17) // not all corners are valid
#define FL_STATICPROP (1<<18) // Eetsa static prop!
#define FL_GRAPHED (1<<19) // worldgraph has this ent listed as something that blocks a connection
#define FL_GRENADE (1<<20)
#define FL_STEPMOVEMENT (1<<21) // Changes the SV_Movestep() behavior to not do any processing
#define FL_DONTTOUCH (1<<22) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
#define FL_BASEVELOCITY (1<<23) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_WORLDBRUSH (1<<24) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_OBJECT (1<<25) // Terrible name. This is an object that NPCs should see. Missiles, for example.
#define FL_KILLME (1<<26) // This entity is marked for death -- will be freed by game DLL
#define FL_ONFIRE (1<<27) // You know...
#define FL_DISSOLVING (1<<28) // We're dissolving!
#define FL_TRANSRAGDOLL (1<<29) // In the process of turning into a client side ragdoll.
#define FL_UNBLOCKABLE_BY_PLAYER (1<<30) // pusher that can't be blocked by the player
enum ClientFrameStage_t
{
FRAME_UNDEFINED = -1, // (haven't run any frames yet)
FRAME_START,
// A network packet is being recieved
FRAME_NET_UPDATE_START,
// Data has been received and we're going to start calling PostDataUpdate
FRAME_NET_UPDATE_POSTDATAUPDATE_START,
// Data has been received and we've called PostDataUpdate on all data recipients
FRAME_NET_UPDATE_POSTDATAUPDATE_END,
// We've received all packets, we can now do interpolation, prediction, etc..
FRAME_NET_UPDATE_END,
// We're about to start rendering the scene
FRAME_RENDER_START,
// We've finished rendering the scene.
FRAME_RENDER_END
};
// ConVar flags
#define FCVAR_NONE 0
#define FCVAR_UNREGISTERED (1<<0)
#define FCVAR_DEVELOPMENTONLY (1<<1)
#define FCVAR_GAMEDLL (1<<2)
#define FCVAR_CLIENTDLL (1<<3)
#define FCVAR_HIDDEN (1<<4)
#define FCVAR_PROTECTED (1<<5)
#define FCVAR_SPONLY (1<<6)
#define FCVAR_ARCHIVE (1<<7)
#define FCVAR_NOTIFY (1<<8)
#define FCVAR_USERINFO (1<<9)
#define FCVAR_CHEAT (1<<14)
#define FCVAR_PRINTABLEONLY (1<<10)
#define FCVAR_UNLOGGED (1<<11)
#define FCVAR_NEVER_AS_STRING (1<<12)
#define FCVAR_RELEASE (1<<19)
#define FCVAR_REPLICATED (1<<13)
#define FCVAR_DEMO (1<<16)
#define FCVAR_DONTRECORD (1<<17)
#define FCVAR_NOT_CONNECTED (1<<22)
#define FCVAR_ARCHIVE_XBOX (1<<24)
#define FCVAR_SERVER_CAN_EXECUTE (1<<28)
#define FCVAR_SERVER_CANNOT_QUERY (1<<29)
#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30)