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Interfaces.h
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Interfaces.h
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#pragma once
#include "CommonIncludes.h"
#include "SDK.h"
class IMoveHelper : public Interface
{
public:
void SetHost(IClientEntity* pEnt)
{
typedef void(__thiscall* SetHostFn)(void*, IClientEntity*);
return VFunc<SetHostFn>(1)(this, pEnt);
}
};
class IPrediction : public Interface
{
public:
void SetupMove(IClientEntity *player, CUserCmd *pCmd, IMoveHelper *pHelper, void *move)
{
typedef void(__thiscall* SetupMoveFn)(void*, IClientEntity*, CUserCmd*, IMoveHelper*, void*);
return VFunc<SetupMoveFn>(20)(this, player, pCmd, pHelper, move);
}
void FinishMove(IClientEntity *player, CUserCmd *pCmd, void *move)
{
typedef void(__thiscall* FinishMoveFn)(void*, IClientEntity*, CUserCmd*, void*);
return VFunc<FinishMoveFn>(21)(this, player, pCmd, move);
}
};
class IGameMovement : public Interface
{
public:
void ProcessMovement(IClientEntity *pPlayer, void *pMove)
{
typedef void(__thiscall* ProcessMovementFn)(void*, IClientEntity*, void*);
return VFunc<ProcessMovementFn>(1)(this, pPlayer, pMove);
}
};
namespace Interfaces
{
void Initialise();
extern IInputSystem* InputSystem;
extern IBaseClientDLL* Client;
extern IVEngineClient* Engine;
extern IPanel* Panels;
extern IClientEntityList* EntList;
extern ISurface* Surface;
extern IVDebugOverlay* DebugOverlay;
extern IClientModeShared *ClientMode;
extern CGlobalVarsBase *Globals;
extern DWORD *Prediction;
extern CMaterialSystem* MaterialSystem;
extern CVRenderView* RenderView;
extern IVModelRender* ModelRender;
extern CModelInfo* ModelInfo;
extern IEngineTrace* Trace;
extern IPhysicsSurfaceProps* PhysProps;
extern ICVar *CVar;
extern CInput* pInput;
extern IGameEventManager2 *EventManager;
extern HANDLE __FNTHANDLE;
extern IMoveHelper* MoveHelper;
extern IPrediction *Prediction1;
extern IGameMovement* GameMovement;
extern IViewRenderBeams* g_pViewRenderBeams;
extern CClientState* g_ClientState;
};