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179 lines (136 loc) · 3.65 KB
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BasePlayer.hpp
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179 lines (136 loc) · 3.65 KB
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#pragma once
#include <vector>
#include "Memory.hpp"
#include "Modules.hpp"
#include "Offsets.hpp"
#include "BaseEntity.hpp"
#include "BspParser.hpp"
#include "Vector.hpp"
#include "TeamNum.hpp"
#include "Skeleton.hpp"
#include "LifeState.hpp"
#include "BaseCombatWeapon.hpp"
class BasePlayer : public BaseEntity {
private:
public:
BasePlayer();
BasePlayer(BaseEntity);
BasePlayer(int);
void operator=(BasePlayer);
int get();
/// <summary>
/// get entity team
/// </summary>
/// <returns>TeamNum: SPECTATOR = 1, TERRORIST = 2, COUNTER_TERRORIST = 3</returns>
TeamNum m_iTeamNum();
/// <summary>
/// get entity health
/// </summary>
/// <returns>int value of health</returns>
int m_iHealth();
/// <summary>
/// get entity matrix of bones
/// </summary>
/// <returns>The metrix like: [Bone] [x] [y] [z]</returns>
int m_dwBoneMatrix();
/// <summary>
/// get bone positon
/// </summary>
/// <param name="bone">Skeleton</param>
/// <returns>Vector3</returns>
Vector3 getBonePos(Skeleton);
/// <summary>
/// get entity position
/// </summary>
/// <returns>Vec3(x,y,z)</returns>
Vector3 m_vecOrigin();
/// <summary>
/// get entity eyes pos(must add this to m_vecOrigin to get real eyes pos)
/// </summary>
/// <returns>Vec3(x,y,z)</returns>
Vector3 m_vecViewOffset();
/// <summary>
/// get spotted by mask, that has struct like this 10001, in binary.
/// Where 4 and 0 pos is '1'. It tells us which players with current ids(0 and 4) are spotted the enemy.
/// And clientState->GetLocalPlayer() gets the id of localplayer
/// </summary>
/// <returns>Int</returns>
int m_bSpottedByMask();
/// <summary>
/// get if player is visible using a bsp parser
/// </summary>
/// <returns></returns>
bool isBspVisibleFrom(Vector3);
/// <summary>
///get spotted
/// </summary>
/// <returns>True if spotted</returns>
bool m_bSpotted();
/// <summary>
/// set entity spotted value
/// </summary>
/// <param name="value">Bool</param>
void m_bSpotted(bool);
/// <summary>
///m_bSpottedByMask by another entity ID
/// </summary>
/// <returns>True if spooted</returns>
bool m_bSpottedByMask(int);
/// <summary>
/// get how many bullets did entity fire
/// </summary>
/// <returns>Number of bullets</returns>
int m_iShotsFired();
/// <summary>
/// get the shoting angle on screen's plane, only if shooting
/// </summary>
/// <returns>Vec2(x,y)</returns>
Vector2 m_aimPunchAngle();
/// <summary>
/// set new aim punch angle
/// </summary>
/// <param name="ang">Vec2(x,y)</param>
void m_aimPunchAngle(Vector2& ang);
/// <summary>
/// get the shoting angle on screen's plane, only if shooting
/// </summary>
/// <returns>Vec2(x,y)</returns>
Vector2 m_viewPunchAngle();
/// <summary>
/// set new view ounch angle
/// </summary>
/// <param name="ang">Vec2(x,y)</param>
void m_viewPunchAngle(Vector2& ang);
/// <summary>
/// get active weapon
/// </summary>
/// <returns>Int</returns>
int m_hActiveWeapon();
/// <summary>
/// get flags state
/// </summary>
/// <returns>Value that might be manipulated with FlagsState class methods</returns>
int m_fFlags();
/// <summary>
/// change rendering color of entity
/// </summary>
/// <param name="color">RGBA color</param>
void m_clrRender(colorRGBA);
bool m_bIsDefusing();
int m_ArmorValue();
int m_iCompetitiveWins();
bool m_bHasDefuser();
bool m_bIsScoped();
bool m_bHasHelmet();
int m_nTickBase();
LifeState m_lifeState();
float m_flFlashMaxAlpha();
void m_flFlashMaxAlpha(float);
float m_flFlashDuration();
float m_flFlashAlpha();
int m_hViewModel();
std::vector<int> myWeapons();
int myWeaponByID(int);
int m_iObserverMode();
void m_iObserverMode(int);
};