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UTIL Functions.h
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UTIL Functions.h
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#pragma once
#include "SDK.h"
#include <Psapi.h>
#define INRANGE(x,a,b) (x >= a && x <= b)
#define getBits( x ) (INRANGE((x&(~0x20)),'A','F') ? ((x&(~0x20)) - 'A' + 0xa) : (INRANGE(x,'0','9') ? x - '0' : 0))
#define getByte( x ) (getBits(x[0]) << 4 | getBits(x[1]))
using ServerRankRevealAllFn = bool(__cdecl*)(float*);
struct Hitbox
{
Hitbox(void)
{
hitbox = -1;
}
Hitbox(int newHitBox)
{
hitbox = newHitBox;
}
int hitbox;
Vector points[9];
};
enum
{
FL_HIGH = (1 << 0),
FL_LOW = (1 << 1),
FL_SPECIAL = (1 << 2)
};
struct BestPoint
{
BestPoint(void)
{
hitbox = -1;
point = Vector(0, 0, 0);
index = -1;
dmg = -1;
flags = 0;
}
BestPoint(int newHitBox)
{
hitbox = newHitBox;
point = Vector(0, 0, 0);
index = -1;
dmg = -1;
flags = 0;
}
Vector point;
int index;
int dmg;
int flags;
int hitbox;
};
namespace GameUtils
{
extern DWORD FindPattern1(std::string moduleName, std::string pattern);
extern ServerRankRevealAllFn ServerRankRevealAllEx;
void NormaliseViewAngle(Vector &angle);
void CL_FixMove(CUserCmd* cmd, Vector viewangles);
bool IsVisible(IClientEntity* pLocal, IClientEntity* pEntity, int BoneID);
bool IsBallisticWeapon(void* weapon);
bool IsRevolver(void * weapon);
bool IsGLOCK(void * weapon);
bool IsP250(void * weapon);
bool IsTEC9(void * weapon);
bool IsFSEVEN(void * weapon);
bool IsUMP(void * weapon);
bool IsMAC10(void * weapon);
bool AWP(void * weapon);
bool IsDuals(void * weapon);
bool IsPistol(void* weapon);
bool SSG08Z(void * weapon);
bool IsPistol2(void * weapon);
bool DESERT2(void * weapon);
bool CZ2(void * weapon);
bool TEC9(void * weapon);
bool P250ZZ(void * weapon);
bool glockzz(void * weapon);
bool FIVEN7(void * weapon);
bool IsG(void * weapon);
bool IsMP(void * weapon);
void ClampViewAngle(Vector & angle);
bool IsShotgun(void * weapon);
bool IsMachinegun(void * weapon);
bool IsSSG08(void * weapon);
bool IsAK47(void * weapon);
bool IsDEAGLE(void * weapon);
bool IsAutoSniper(void * weapon);
bool IsMP9(void * weapon);
bool IsMP7(void * weapon);
bool IsM4A1(void * weapon);
bool IsM4A1S(void * weapon);
bool IsFAMAS(void * weapon);
bool IsAWP(void * weapon);
bool IsBizon(void * weapon);
bool IsUSPS(void * weapon);
bool IsGALIL(void * weapon);
bool IsSniper(void* weapon);
bool AWPZZ(void * weapon);
bool IsBomb(void * weapon);
bool IsNotPistol(void* weapon);
bool primaryweapon(void * weapon);
bool segundaryweapon(void * weapon);
bool IsGrenade(void * weapon);
bool Zeus(void * weapon);
bool Knifez(void * weapon);
bool IsCZ75(void * weapon);
bool SCAR20ZZ(void * weapon);
bool G3SG1ZZ(void * weapon);
bool SSG08zz(void * weapon);
bool IsRifle(void * weapon);
bool M4A4S(void * weapon);
bool AUGZZ(void * weapon);
bool FAMASZZ(void * weapon);
bool GALILZZ(void * weapon);
bool MP9ZZ(void * weapon);
bool p90zz(void * weapon);
bool IsSniper(void* weapon);
bool IsRevolver(void* weapon);
bool IsScopedWeapon(void* weapon);
int GetPlayerCompRank(IClientEntity* pEntity);
extern void ServerRankRevealAll();
unsigned short UTIL_GetAchievementEventMask();
};
void UTIL_TraceLine(const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, const IClientEntity *ignore, int collisionGroup, trace_t *ptr);
void UTIL_ClipTraceToPlayers(const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter* filter, trace_t* tr);
bool IsBreakableEntity(IClientEntity* ent);
bool TraceToExit(Vector& end, trace_t& tr, Vector start, Vector vEnd, trace_t* trace);
void SayInChat(const char *text);
void SayInTeamChat(const char *text);
void SetName(std::string name);
Vector GetHitpointPosition(IClientEntity* pEntity, int Hitbox, Vector *Point);
//bool GetBestPoint(IClientEntity* pEntity, Hitbox* hitbox, Vector *point);
Vector GetHitboxPosition(IClientEntity* pEntity, int Hitbox);
//Vector GetHitscan(IClientEntity* pEntity, int Hitbox);
Vector GetEyePosition(IClientEntity* pEntity);
void ForceUpdate();
//unsigned short UTIL_GetAchievementEventMask();