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types.h
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types.h
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#ifndef __TYPES_H_
#define __TYPES_H_
struct Vector{
float x;
float y;
float z;
};
struct Color {
unsigned char _color[4];
};
struct Vector2D {
float x, y;
};
struct QAngle {
float x; // Pitch
float y; // Yaw
float z; // Roll
};
struct BoneMatrix {
char __buff_0x00[0xC];//0x00
float x;//0xC
char __buff_0x10[0xC];//0x10
float y;//0x1c
char __buff_0x20[0xC];//0x20
float z;//0x2c
};
struct Entity {
char __buf_0x00[0x94]; // 0x0
int ID;// 0x94
char __buf_0x98[0x34]; // 0x98
Vector m_vecAbsVelocity; // 0xCC
Vector m_vecAbsOrigin; // 0xD8
Vector m_vecOrigin; // 0xE4
Vector m_vecAngVelocity; // 0xF0
QAngle m_angAbsRotation; // 0xFC
QAngle m_angRotation; // 0x108
float m_flGravity; // 0x114
float m_flProxyRandomValue; // 0x118
int m_iEFlags; // 0x11C
unsigned char m_nWaterType; // 0x120
unsigned char m_bDormant; // 0x121
char __buf_0x122[0x2]; // 0x122
float m_fEffects; // 0x124
int m_iTeamNum; // 0x128
int m_iPendingTeamNum; // 0x12C
char __buf_0x130[0x4]; // 0x130
int m_iHealth; // 0x134
int m_fFlags; // 0x138
Vector m_vecViewOffset; // 0x13C
Vector m_vecVelocity; // 0x148
Vector m_vecBaseVelocity; // 0x154
QAngle m_angNetworkAngles ; // 0x160
Vector m_vecNetworkOrigin; // 0x16C
};
enum WeaponIndex {
WEAPON_NONE,
WEAPON_DEAGLE_REVOLVER = 1,
WEAPON_DUAL = 2,
WEAPON_FIVE7 = 3,
WEAPON_GLOCK = 4,
WEAPON_AK47 = 7,
WEAPON_AUG = 8,
WEAPON_AWP = 9,
WEAPON_FAMAS = 10,
WEAPON_G3SG1 = 11,
WEAPON_GALIL = 13,
WEAPON_M249 = 14,
WEAPON_M4A1 = 16,
WEAPON_MAC10 = 17,
WEAPON_P90 = 19,
WEAPON_UMP = 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_CZ75 = 36,
WEAPON_SCAR20 = 38,
WEAPON_SG553 = 39,
WEAPON_SSG08 = 40,
WEAPON_KNIFEGG = 41,
WEAPON_KNIFE = 42,
WEAPON_FLASHBANG = 43,
WEAPON_HEGRENADE = 44,
WEAPON_SMOKE = 45,
WEAPON_T_MOLOTOV = 46,
WEAPON_DECOY = 47,
WEAPON_CT_MOLOTOV = 48,
WEAPON_C4 = 49,
WEAPON_MAX
};
struct EntityInfo{
Entity entity;
void* entityPtr;
};
struct EntityToScreen{
Vector head;
Vector origin;
EntityInfo entityInfo;
//string name;
int health;
bool scoped;
bool myTeam;
bool defusing;
float lby;
};
#endif