-
Notifications
You must be signed in to change notification settings - Fork 0
/
cMainStruct.h
251 lines (233 loc) · 5.33 KB
/
cMainStruct.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
#pragma once
#include "Utils.h"
#include "DLL_MAIN.h"
#include "interfaces.h"
#include "i_base_player.h"
#include "c_usercmd.h"
#include "render.h"
#include <deque>
#include <array>
#include <mutex>
#define TICK_INTERVAL ( interfaces.global_vars->interval_per_tick )
#define TIME_TO_TICKS( dt ) ( (int)( 0.5f + (float)(dt) / TICK_INTERVAL ) )
#define TICKS_TO_TIME( t ) ( TICK_INTERVAL *( t ) )
#define HITGROUP_GENERIC 0
#define HITGROUP_HEAD 1
#define HITGROUP_CHEST 2
#define HITGROUP_STOMACH 3
#define HITGROUP_LEFTARM 4
#define HITGROUP_RIGHTARM 5
#define HITGROUP_LEFTLEG 6
#define HITGROUP_RIGHTLEG 7
#define HITGROUP_NECK 8
#define HITGROUP_GEAR 10
class INetChannel;
class CInput;
class ConVar;
class VMTHook;
class CClientState;
using namespace std;
////////////////////////////////////////////////////////////////////////////////////////////////////
struct cINIT
{
HMODULE Dll;
HWND Window;
WNDPROC OldWindow;
};
////////////////////////////////////////////////////////////////////////////////////////////////////
struct MatrixRecorded;
extern MatrixRecorded g_Records[64];
struct animation;
struct command
{
int previous_command_number = 0;
bool is_used = false;
int cmd_number = 0;
bool is_outgoing = false;
};
struct correction_data
{
int tickcount = 0;
int choked_commands = 0;
int command_number = 0;
};
struct hitlog {
std::string name;
/*
hitbox
resolver
backtrack
safepoint
spread
*/
int hitbox;
std::string resolver;
int backtrack;
bool safepoint;
bool spread;
};
class CCSGO_HudDeathNotice;
class CCheatVars
{
public:
void* subs_info;
std::string username;
std::string password;
std::string sub_time;
std::wstring log_location;
cINIT Init;
bool DoUnload;
IDirect3DDevice9* render_device;
bool ShowConfig;
CUtils Utils;
int unpdred_tick;
int m_shot_command_number;
Vector unpred_eyepos;
std::vector<int> animQueue;
bool should_draw_taser_range;
std::pair<Vector, Vector> taser_ranges[106];
std::vector<hitlog> custom_hitlog;
IBasePlayer* local;
float impact_time;
std::mutex mtx;
std::deque<correction_data> c_data;
std::deque<command> packets;
Vector impact_origin;
Vector origin;
bool mapChanged;
float unpred_inaccuracy;
int fixed_tickbase;
float last_gfy;
float dormant_time[64];
int CameFromDormant[65];
// meme
Vector last_shoot_pos;
int shift_amount;
bool need_recharge_rn;
bool is_local_alive;
int w;
int h;
float last_hit_time;
bool is_connected;
float tick_rate;
bool bInSendMove;
bool charge;
int32_t nSinceUse;
bool TickShifted;
bool bShootedFirstBullet;
bool bFirstSendMovePack;
Vector eyepos;
int last_forced_tickcount;
matrix fakematrix[128];
matrix realmatrix[128];
matrix fakelag_matrix[128];
bool hitchance;
Vector CurAngle;
Vector last_sended_origin;
float weapon_range;
float lc_factor;
bool round_end;
bool SwitchAA, EnableSwitchAA;
int SwitchAA2;
float next_lby_update;
void updatelocalplayer();
bool last_sendpacket;
bool force_next_sendpacket;
bool send_packet;
bool should_update_animations;
bool fake_duck;
int scroll_amount;
bool didShot[65];
float delta;
float duck_amount;
CCSGOPlayerAnimState* animstate;
bool EnableBones, Rebuild, ShouldUpdate, UpdateMatrix, UpdateMatrixLocal;
bool should_sidemove;
float original_forwardmove;
float original_sidemove;
CUserCmd* cmd;
bool choke_meme;
alignas(16) matrix BoneMatrix[128];
float old_simtime[64];
bool should_stop;
bool should_stop_slide;
bool should_stop_fast;
IBaseCombatWeapon* weapon;
CCSWeaponInfo* weapon_data;
int weapon_id;
Vector viewangles;
// std::unique_ptr< VMTHook > g_pNetChannelHook;
std::unique_ptr< VMTHook > g_pPlayerHook;
vector<int> choked_history;
int eventtimer;
float zero_pitch;
float last_clamped_yaw;
Vector VisualAngle;
Vector UnChokedAng;
int last_choked;
float NextPredictedLBYUpdate;
Vector vecUnpredictedVel;
Vector original;
Vector FakeAngle;
bool forcing_shot;
std::vector<Vector> shot_angles;
float feetYaw;
bool in_cm;
float velocity_modifier;
std::vector<int> choked_number;
CClientState* client_state;
CCSGameRules* game_rules;
INetChannel* net_channel;
int max_fakelag_choke;
bool aimwareShouldChoke;
int aimwareTicks;
//int skip_ticks;
bool can_charge_on_shot;
int skip_ticks;
bool need_to_recharge;
bool disable_dt;
bool scoped;
int zoom_level;
bool exploits;
CAnimationLayer layers[13];
std::array<float, 24> poses;
int revolver_cock;
int revolver_query;
bool revolver_fire;
bool round_start;
float ping;
float desync_angle;
int damagedshots;
int not_damagedshots;
int chockedticks, timer;
float viewMatrix[4][4] = { 0 };
bool ForceOffAA;
float EntityAlpha[65];
bool PlayerReseted[65];
float LastSeenTime[65];
bool StrafeModifiedAngles;
Vector StrafeAngles;
float resolved_yaw[65];
int imaginary_misses[65];
int actual_misses[65];
float weaponspread;
float curtime;
int tickcount;
float spread, innacuracy;
uint32_t shot_cmd = -1;
int shot_tick = -1;
uintptr_t uRandomSeed;
bool ispenetrable;
bool key_pressed[256];
int key_pressedticks[256];
bool key_down[256];
bool InThirdperson;
bool InAutowall;
bool canR8shoot;
std::map<std::string, LPDIRECT3DTEXTURE9> outdated_textures;
string build_date = __DATE__;
float get_absolute_time() {
return (float)(clock() / (float)1000.f);
}
};
////////////////////////////////////////////////////////////////////////////////////////////////////