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game.h
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#pragma once
#include "sdk/Memory.h"
#include "offset.h"
struct BoneJointData
{
Vector Pos;
float Scale;
char pad[0x10];
};
struct BonePos
{
Vector Pos;
Vector2D ScreenPos;
bool in_screen = false;
};
//Pawn
class PlayerPawn
{
public:
uint64_t ptr = 0;
public:
int getHealth();
int getArmor();
int getShotsFired();
Vector2D getViewAngles();
Vector2D getAimPunch();
Vector getPos();
Vector getCameraPos();
std::vector<BonePos> getBones();
std::string getModelName();
};
PlayerPawn getLocalPawn();
//Controller
class PlayerController
{
public:
uint64_t ptr = 0;
public:
PlayerPawn getPawn(uint64_t EntityListEntry);
int getTeam();
int getCash();
e_color getColor();
std::string getName();
std::string getSteamID();
};
PlayerController getLocalController();
PlayerController getController(uint64_t EntityListEntry, int i);
//Weapon
class Weapon
{
public:
uint64_t ptr = 0;
std::string current_weapon;
std::string primary_weapon;
std::string secondary_weapon;
std::set<std::string> utilities_set{};
std::set<std::string> melee_set{};
public:
uint64_t getWeaponData(uint64_t weapon_ptr);
std::string getWeaponName(uint64_t weapon_data_ptr);
e_weapon_type getWeaponID(uint64_t weapon_data_ptr);
uint64_t getWeaponFromIndex(uint64_t weapon_ptr, int index);
uint64_t getActiveWeapon(PlayerPawn pawn);
std::pair<int, uint64_t> getWeapons(PlayerPawn pawn);
void Update(PlayerPawn pawn);
};
//EntityList
uint64_t getControllerByID(int idx);
uint64_t getEntityByClassName(std::string class_name);
//View
bool WorldToScreen(const Vector& Pos, Vector2D& ToPos, VMatrix Matrix, int width, int height);
void setViewAngles(Vector2D angles);
Vector2D NormalizeAngles(Vector2D angles);