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Finished CPlayer inheritance
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r5dev/game/server/baseanimating.h
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130
r5dev/game/server/baseanimating.h
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@ -0,0 +1,130 @@
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#ifndef BASEANIMATING_H
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#define BASEANIMATING_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "public/baseentity.h"
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#include "game/shared/animation.h"
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#include "public/studio.h"
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class CBaseAnimating : public CBaseEntity
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{
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char gap_b04[12];
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bool m_markedForServerInterpolation;
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bool m_animRemoveFromServerInterpolationNextFrame;
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char gap_b12[2];
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float m_flGroundSpeed;
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float m_flLastEventCheck;
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int m_nForceBone;
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Vector3D m_vecForce;
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int m_nSkin;
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__int16 m_skinMod;
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char gap_b32[2];
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int m_nBody;
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int m_camoIndex;
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int m_decalIndex;
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int m_nHitboxSet;
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float m_flModelScale;
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int m_nRagdollImpactFXTableId;
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float m_flSkyScaleStartTime;
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float m_flSkyScaleEndTime;
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float m_flSkyScaleStartValue;
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float m_flSkyScaleEndValue;
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char gap_b5c[4];
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char m_SequenceTransitioner[368];
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float m_flIKGroundContactTime;
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float m_flIKGroundMinHeight;
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float m_flIKGroundMaxHeight;
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float m_flEstIkFloor;
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float m_flEstIkOffset;
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char gap_ce4[4];
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char m_pIk[8];
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int m_ikPrevSequence;
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bool m_bSequenceFinished;
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bool m_bSequenceLooped;
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bool m_bSequenceLoops;
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bool m_continueAnimatingAfterRagdoll;
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float m_lockedAnimDeltaYaw;
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bool m_threadedBoneSetup;
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bool m_settingUpBones;
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char gap_cfe[2];
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float m_flDissolveStartTime;
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int m_baseAnimatingActivity;
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float m_flPoseParameter[12];
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bool m_poseParameterOverTimeActive;
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char gap_d39[3];
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float m_poseParameterGoalValue[12];
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float m_poseParameterEndTime[12];
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float m_lastTimeSetPoseParametersSameAs;
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bool m_bClientSideAnimation;
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bool m_bReallyClientSideAnimation;
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char gap_da2[2];
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int m_nNewSequenceParity;
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int m_nResetEventsParity;
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char gap_dac[4];
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__int64 m_boneCacheHandle;
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__int16 m_fBoneCacheFlags; // END CBASEANIMATING
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char gap_dba[2];
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int m_animNetworkFlags;
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bool m_animActive;
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bool m_animCollisionEnabled;
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bool m_animPlantingEnabled;
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bool m_animInitialCorrection;
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bool m_animWaitingForCleanup;
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char gap_dc5[3];
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int m_animWaitingForCleanupTime;
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char gap_dcc[4];
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__int64 m_recordedAnim;
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int m_recordedAnimIndex;
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int m_recordedAnimCachedFrameIndex;
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float m_recordedAnimPlaybackRate;
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float m_recordedAnimPlaybackTime;
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matrix3x4_t m_recordedAnimTransform;
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int m_recordedAnimPlaybackEnt;
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float m_recordedAnimBlendTime;
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Vector3D m_recordedAnimBlendOffset;
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Vector3D m_recordedAnimBlendAngles;
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AnimRelativeData m_animRelativeData;
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int m_syncingWithEntity;
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char gap_ec4[4];
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PredictedAnimEventData m_predictedAnimEventData;
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int m_animRefEntityAttachmentIndex;
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int m_fireAttachmentSmartAmmoIndex;
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int m_fireAttachmentChestFocusIndex;
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int m_fireAttachmentModelIndex;
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char m_keyHitboxes[160];
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CStudioHdr* m_pStudioHdr;
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int m_animSequence;
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float m_animCycle;
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int m_animModelIndex;
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float m_animStartTime;
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float m_animStartCycle;
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float m_animPlaybackRate;
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bool m_animFrozen;
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char gap_ff9[7];
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__int64 m_createdProp[8];
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int m_numCreatedProps;
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char gap_1044[4];
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__int64 m_currentFramePropEvents[16];
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int m_numCurrentFramePropEvents;
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char gap_10cc[4];
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__int64 m_activeScriptAnimWindows[8];
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int m_numActiveScriptAnimWindows;
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char gap_1114[4];
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__int64 m_currentFrameWindowEvents[16];
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int m_numCurrentFrameWindowEvents;
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char gap_119c[4];
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__int64 m_AnimSyncScriptProps[8];
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int m_numAnimSyncScriptProps;
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char gap_11E4[12]; // TODO: this might belong to CBaseAnimatingOverlay!
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};
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#endif // BASEANIMATING_H
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48
r5dev/game/server/baseanimatingoverlay.h
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48
r5dev/game/server/baseanimatingoverlay.h
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@ -0,0 +1,48 @@
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//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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// #include "BaseAnimating.h"
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#ifndef BASE_ANIMATING_OVERLAY_H
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#define BASE_ANIMATING_OVERLAY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseanimating.h"
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class CBaseAnimatingOverlay : public CBaseAnimating
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{
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int m_maxOverlays;
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char gap_11f4[4];
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CAnimationLayer m_AnimOverlay;
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char gap_1228[384];
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int m_AnimOverlayCount;
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char m_overlayEventParity[9];
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bool m_animOverlayIsActive[9];
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char gap_13be[2];
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int m_animOverlayModelIndex[9];
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int m_animOverlaySequence[9];
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float m_animOverlayCycle[9];
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float m_animOverlayStartTime[9];
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float m_animOverlayStartCycle[9];
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float m_animOverlayPlaybackRate[9];
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float m_animOverlayWeight[9];
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int m_animOverlayOrder[9];
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float m_animOverlayAnimTime[9];
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float m_animOverlayFadeInDuration[9];
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float m_animOverlayFadeOutDuration[9];
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bool m_localAnimOverlayIsActive[4];
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int m_localAnimOverlayModelIndex[4];
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int m_localAnimOverlaySequence[4];
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float m_localAnimOverlayStartTime[4];
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float m_localAnimOverlayWeight[4];
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float m_localAnimOverlayFadeInDuration[4];
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float m_localAnimOverlayFadeOutDuration[4];
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};
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#endif // BASE_ANIMATING_OVERLAY_H
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122
r5dev/game/server/basecombatcharacter.h
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122
r5dev/game/server/basecombatcharacter.h
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Base combat character with no AI
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef BASECOMBATCHARACTER_H
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#define BASECOMBATCHARACTER_H
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#include "baseanimatingoverlay.h"
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//-----------------------------------------------------------------------------
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// Purpose: This should contain all of the combat entry points / functionality
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// that are common between NPCs and players
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//-----------------------------------------------------------------------------
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class CBaseCombatCharacter : public CBaseAnimatingOverlay
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{
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bool m_bPreventWeaponPickup;
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char gap_15b1[3];
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float m_phaseShiftTimeStart;
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float m_phaseShiftTimeEnd;
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float m_flNextAttack;
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float m_lastFiredTime;
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int m_lastFiredWeapon;
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float m_raiseFromMeleeEndTime;
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float m_nextFlamethrowerStatusEffectUpdateTime;
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int m_lastFlamethrowerStatusEffectInflictor;
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int m_lastFlamethrowerStatusEffectAttacker;
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int m_sharedEnergyCount;
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int m_sharedEnergyTotal;
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int m_sharedEnergyLockoutThreshold;
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float m_lastSharedEnergyRegenTime;
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float m_sharedEnergyRegenRate;
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float m_sharedEnergyRegenDelay;
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float m_lastSharedEnergyTakeTime;
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int m_eHull;
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float m_fieldOfViewCos;
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Vector3D m_HackedGunPos;
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float m_impactEnergyScale;
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WeaponDropInfo m_weaponDropInfo;
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float m_physicsMass;
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float m_flDamageAccumulator;
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int m_prevHealth;
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float m_healthChangeRate;
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float m_healthChangeAmount;
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float m_healthChangeStartTime;
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float m_lastHealthChangeTime;
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int m_lastHitGroup;
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Vector3D m_lastDamageDir;
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Vector3D m_lastDamageForce;
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int m_deathPackage;
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Vector3D m_deathDirection2DInverse;
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int m_CurrentWeaponProficiency;
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float m_flEnemyAccurcyMultiplier;
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int m_npcPriorityOverride;
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int m_healthPerSegment;
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char gap_1684[4];
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WeaponInventory m_inventory;
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char m_selectedWeapons[2];
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char gap_16da[2];
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int m_latestPrimaryWeapons[2];
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int m_latestPrimaryWeaponsIndexZeroOrOne[2];
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char m_latestNonOffhandWeapons[2];
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char m_selectedOffhands[3];
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char m_selectedOffhandsPendingHybridAction[3];
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char m_lastCycleSlot;
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char gap_16f5[3];
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int m_weaponGettingSwitchedOut[2];
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bool m_showActiveWeapon3p[2];
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char gap_1702[2];
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int m_weaponPermission;
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float m_weaponDelayEnableTime;
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char m_weaponDisabledFlags;
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bool m_hudInfo_visibilityTestAlwaysPasses;
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bool m_weaponDisabledInScript;
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char gap_170f[1];
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int m_removeWeaponOnSelectSwitch;
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int m_latestMeleeWeapon;
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bool m_doOffhandAnim;
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bool m_wantInventoryChangedScriptCall;
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bool m_doInventoryChangedScriptCall;
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char gap_171b[1];
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float m_cloakReactEndTime;
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CTether m_tethers[2];
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char gap_1768[8];
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int m_titanSoul;
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Vector3D m_lastFootstepDamagePos;
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bool m_lastFoostepDamageOnGround;
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char gap_1781[3];
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int m_muzzleAttachment[2];
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int m_weaponHandAttachment;
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int m_weaponAltHandAttachment;
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int m_prevNearestNode;
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int m_nearestNode;
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float m_nearestNodeCheckTime;
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Vector3D m_nearestNodeCheckPos;
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int m_nearestPolyRef[5];
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Vector3D m_nearestPolyCheckPos[5];
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int m_contextAction;
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char m_weaponAnimEvents[16648];
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char m_targetInfoIconName[64];
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bool m_titanStepDamage;
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char gap_5949[3];
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int m_latest3pWeaponGettingEquipped[2];
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char gap_5954[12];
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char m_szNetname[256];
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bool m_zoomViewdriftDebounceEnabled;
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bool m_bZooming;
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char gap_5a62[2];
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float m_zoomToggleOnStartTime;
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float m_zoomBaseFrac;
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float m_zoomBaseTime;
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float m_zoomFullStartTime;
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int m_physicsSolidMask;
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int m_rightHandAttachment;
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int m_leftHandAttachment;
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int m_headAttachment;
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int m_chestAttachment;
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};
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#endif // BASECOMBATCHARACTER_H
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#include "game/shared/animation.h"
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#include "game/shared/takedamageinfo.h"
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#include "playerlocaldata.h"
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#include "basecombatcharacter.h"
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#include <mathlib/vector4d.h>
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// TODO: Move to separate header file!!
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struct __declspec(align(8)) PredictedAnimEventData
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{
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char gap_0[8];
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float m_predictedAnimEventTimes[8];
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int m_predictedAnimEventIndices[8];
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int m_predictedAnimEventCount;
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int m_predictedAnimEventTarget;
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int m_predictedAnimEventSequence;
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int m_predictedAnimEventModel;
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float m_predictedAnimEventsReadyToFireTime;
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};
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struct WeaponDropInfo
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{
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Vector3D weaponPosition;
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@ -268,243 +257,8 @@ struct SpeedChangeHistoryEntry
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};
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class CPlayer : public CBaseEntity // !TODO: proper inheritance; separate into classes according to RTTI.
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class CPlayer : public CBaseCombatCharacter
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{
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char gap_b04[12];
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bool m_markedForServerInterpolation;
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bool m_animRemoveFromServerInterpolationNextFrame;
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char gap_b12[2];
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float m_flGroundSpeed;
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float m_flLastEventCheck;
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int m_nForceBone;
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Vector3D m_vecForce;
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int m_nSkin;
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__int16 m_skinMod;
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char gap_b32[2];
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int m_nBody;
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int m_camoIndex;
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int m_decalIndex;
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int m_nHitboxSet;
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float m_flModelScale;
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int m_nRagdollImpactFXTableId;
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float m_flSkyScaleStartTime;
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float m_flSkyScaleEndTime;
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float m_flSkyScaleStartValue;
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float m_flSkyScaleEndValue;
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char gap_b5c[4];
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char m_SequenceTransitioner[368];
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float m_flIKGroundContactTime;
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float m_flIKGroundMinHeight;
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float m_flIKGroundMaxHeight;
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float m_flEstIkFloor;
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float m_flEstIkOffset;
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char gap_ce4[4];
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char m_pIk[8];
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int m_ikPrevSequence;
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bool m_bSequenceFinished;
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bool m_bSequenceLooped;
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bool m_bSequenceLoops;
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bool m_continueAnimatingAfterRagdoll;
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float m_lockedAnimDeltaYaw;
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bool m_threadedBoneSetup;
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bool m_settingUpBones;
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char gap_cfe[2];
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float m_flDissolveStartTime;
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int m_baseAnimatingActivity;
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float m_flPoseParameter[12];
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bool m_poseParameterOverTimeActive;
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char gap_d39[3];
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float m_poseParameterGoalValue[12];
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float m_poseParameterEndTime[12];
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float m_lastTimeSetPoseParametersSameAs;
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bool m_bClientSideAnimation;
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bool m_bReallyClientSideAnimation;
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char gap_da2[2];
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int m_nNewSequenceParity;
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int m_nResetEventsParity;
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char gap_dac[4];
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__int64 m_boneCacheHandle;
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__int16 m_fBoneCacheFlags;
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char gap_dba[2];
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int m_animNetworkFlags;
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bool m_animActive;
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bool m_animCollisionEnabled;
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bool m_animPlantingEnabled;
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bool m_animInitialCorrection;
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bool m_animWaitingForCleanup;
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char gap_dc5[3];
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int m_animWaitingForCleanupTime;
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char gap_dcc[4];
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__int64 m_recordedAnim;
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int m_recordedAnimIndex;
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int m_recordedAnimCachedFrameIndex;
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float m_recordedAnimPlaybackRate;
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float m_recordedAnimPlaybackTime;
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matrix3x4_t m_recordedAnimTransform;
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int m_recordedAnimPlaybackEnt;
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float m_recordedAnimBlendTime;
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Vector3D m_recordedAnimBlendOffset;
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Vector3D m_recordedAnimBlendAngles;
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AnimRelativeData m_animRelativeData;
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int m_syncingWithEntity;
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char gap_ec4[4];
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PredictedAnimEventData m_predictedAnimEventData;
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int m_animRefEntityAttachmentIndex;
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int m_fireAttachmentSmartAmmoIndex;
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int m_fireAttachmentChestFocusIndex;
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int m_fireAttachmentModelIndex;
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char m_keyHitboxes[160];
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CStudioHdr* m_pStudioHdr;
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int m_animSequence;
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float m_animCycle;
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int m_animModelIndex;
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float m_animStartTime;
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float m_animStartCycle;
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float m_animPlaybackRate;
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bool m_animFrozen;
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char gap_ff9[7];
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__int64 m_createdProp[8];
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int m_numCreatedProps;
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char gap_1044[4];
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__int64 m_currentFramePropEvents[16];
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int m_numCurrentFramePropEvents;
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char gap_10cc[4];
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__int64 m_activeScriptAnimWindows[8];
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int m_numActiveScriptAnimWindows;
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char gap_1114[4];
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__int64 m_currentFrameWindowEvents[16];
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int m_numCurrentFrameWindowEvents;
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char gap_119c[4];
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__int64 m_AnimSyncScriptProps[8];
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int m_numAnimSyncScriptProps;
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char gap_11E4[12];
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int m_maxOverlays;
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char gap_11f4[4];
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CAnimationLayer m_AnimOverlay;
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char gap_1228[384];
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int m_AnimOverlayCount;
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char m_overlayEventParity[9];
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bool m_animOverlayIsActive[9];
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char gap_13be[2];
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int m_animOverlayModelIndex[9];
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int m_animOverlaySequence[9];
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float m_animOverlayCycle[9];
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float m_animOverlayStartTime[9];
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float m_animOverlayStartCycle[9];
|
||||
float m_animOverlayPlaybackRate[9];
|
||||
float m_animOverlayWeight[9];
|
||||
int m_animOverlayOrder[9];
|
||||
float m_animOverlayAnimTime[9];
|
||||
float m_animOverlayFadeInDuration[9];
|
||||
float m_animOverlayFadeOutDuration[9];
|
||||
bool m_localAnimOverlayIsActive[4];
|
||||
int m_localAnimOverlayModelIndex[4];
|
||||
int m_localAnimOverlaySequence[4];
|
||||
float m_localAnimOverlayStartTime[4];
|
||||
float m_localAnimOverlayWeight[4];
|
||||
float m_localAnimOverlayFadeInDuration[4];
|
||||
float m_localAnimOverlayFadeOutDuration[4];
|
||||
bool m_bPreventWeaponPickup;
|
||||
char gap_15b1[3];
|
||||
float m_phaseShiftTimeStart;
|
||||
float m_phaseShiftTimeEnd;
|
||||
float m_flNextAttack;
|
||||
float m_lastFiredTime;
|
||||
int m_lastFiredWeapon;
|
||||
float m_raiseFromMeleeEndTime;
|
||||
float m_nextFlamethrowerStatusEffectUpdateTime;
|
||||
int m_lastFlamethrowerStatusEffectInflictor;
|
||||
int m_lastFlamethrowerStatusEffectAttacker;
|
||||
int m_sharedEnergyCount;
|
||||
int m_sharedEnergyTotal;
|
||||
int m_sharedEnergyLockoutThreshold;
|
||||
float m_lastSharedEnergyRegenTime;
|
||||
float m_sharedEnergyRegenRate;
|
||||
float m_sharedEnergyRegenDelay;
|
||||
float m_lastSharedEnergyTakeTime;
|
||||
int m_eHull;
|
||||
float m_fieldOfViewCos;
|
||||
Vector3D m_HackedGunPos;
|
||||
float m_impactEnergyScale;
|
||||
WeaponDropInfo m_weaponDropInfo;
|
||||
float m_physicsMass;
|
||||
float m_flDamageAccumulator;
|
||||
int m_prevHealth;
|
||||
float m_healthChangeRate;
|
||||
float m_healthChangeAmount;
|
||||
float m_healthChangeStartTime;
|
||||
float m_lastHealthChangeTime;
|
||||
int m_lastHitGroup;
|
||||
Vector3D m_lastDamageDir;
|
||||
Vector3D m_lastDamageForce;
|
||||
int m_deathPackage;
|
||||
Vector3D m_deathDirection2DInverse;
|
||||
int m_CurrentWeaponProficiency;
|
||||
float m_flEnemyAccurcyMultiplier;
|
||||
int m_npcPriorityOverride;
|
||||
int m_healthPerSegment;
|
||||
char gap_1684[4];
|
||||
WeaponInventory m_inventory;
|
||||
char m_selectedWeapons[2];
|
||||
char gap_16da[2];
|
||||
int m_latestPrimaryWeapons[2];
|
||||
int m_latestPrimaryWeaponsIndexZeroOrOne[2];
|
||||
char m_latestNonOffhandWeapons[2];
|
||||
char m_selectedOffhands[3];
|
||||
char m_selectedOffhandsPendingHybridAction[3];
|
||||
char m_lastCycleSlot;
|
||||
char gap_16f5[3];
|
||||
int m_weaponGettingSwitchedOut[2];
|
||||
bool m_showActiveWeapon3p[2];
|
||||
char gap_1702[2];
|
||||
int m_weaponPermission;
|
||||
float m_weaponDelayEnableTime;
|
||||
char m_weaponDisabledFlags;
|
||||
bool m_hudInfo_visibilityTestAlwaysPasses;
|
||||
bool m_weaponDisabledInScript;
|
||||
char gap_170f[1];
|
||||
int m_removeWeaponOnSelectSwitch;
|
||||
int m_latestMeleeWeapon;
|
||||
bool m_doOffhandAnim;
|
||||
bool m_wantInventoryChangedScriptCall;
|
||||
bool m_doInventoryChangedScriptCall;
|
||||
char gap_171b[1];
|
||||
float m_cloakReactEndTime;
|
||||
CTether m_tethers[2];
|
||||
char gap_1768[8];
|
||||
int m_titanSoul;
|
||||
Vector3D m_lastFootstepDamagePos;
|
||||
bool m_lastFoostepDamageOnGround;
|
||||
char gap_1781[3];
|
||||
int m_muzzleAttachment[2];
|
||||
int m_weaponHandAttachment;
|
||||
int m_weaponAltHandAttachment;
|
||||
int m_prevNearestNode;
|
||||
int m_nearestNode;
|
||||
float m_nearestNodeCheckTime;
|
||||
Vector3D m_nearestNodeCheckPos;
|
||||
int m_nearestPolyRef[5];
|
||||
Vector3D m_nearestPolyCheckPos[5];
|
||||
int m_contextAction;
|
||||
char m_weaponAnimEvents[16648];
|
||||
char m_targetInfoIconName[64];
|
||||
bool m_titanStepDamage;
|
||||
char gap_5949[3];
|
||||
int m_latest3pWeaponGettingEquipped[2];
|
||||
char gap_5954[12];
|
||||
char m_szNetname[256];
|
||||
bool m_zoomViewdriftDebounceEnabled;
|
||||
bool m_bZooming;
|
||||
char gap_5a62[2];
|
||||
float m_zoomToggleOnStartTime;
|
||||
float m_zoomBaseFrac;
|
||||
float m_zoomBaseTime;
|
||||
float m_zoomFullStartTime;
|
||||
int m_physicsSolidMask;
|
||||
int m_rightHandAttachment;
|
||||
int m_leftHandAttachment;
|
||||
int m_headAttachment;
|
||||
int m_chestAttachment;
|
||||
int m_StuckLast;
|
||||
char gap_5a8c[4];
|
||||
CPlayerLocalData m_Local;
|
||||
|
@ -18,6 +18,18 @@ class CAnimationLayer
|
||||
void* m_animationLayerOwner;
|
||||
};
|
||||
|
||||
struct __declspec(align(8)) PredictedAnimEventData
|
||||
{
|
||||
char gap_0[8];
|
||||
float m_predictedAnimEventTimes[8];
|
||||
int m_predictedAnimEventIndices[8];
|
||||
int m_predictedAnimEventCount;
|
||||
int m_predictedAnimEventTarget;
|
||||
int m_predictedAnimEventSequence;
|
||||
int m_predictedAnimEventModel;
|
||||
float m_predictedAnimEventsReadyToFireTime;
|
||||
};
|
||||
|
||||
struct __declspec(align(8)) AnimRelativeData
|
||||
{
|
||||
char gap_0[8];
|
||||
|
@ -179,6 +179,9 @@
|
||||
<ClInclude Include="..\game\server\ai_networkmanager.h" />
|
||||
<ClInclude Include="..\game\server\ai_node.h" />
|
||||
<ClInclude Include="..\game\server\ai_utility.h" />
|
||||
<ClInclude Include="..\game\server\baseanimatingoverlay.h" />
|
||||
<ClInclude Include="..\game\server\baseanimating.h" />
|
||||
<ClInclude Include="..\game\server\basecombatcharacter.h" />
|
||||
<ClInclude Include="..\game\server\detour_impl.h" />
|
||||
<ClInclude Include="..\game\server\fairfight_impl.h" />
|
||||
<ClInclude Include="..\game\server\gameinterface.h" />
|
||||
|
@ -1341,6 +1341,15 @@
|
||||
<ClInclude Include="..\game\shared\takedamageinfo.h">
|
||||
<Filter>sdk\game\shared</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\game\server\baseanimating.h">
|
||||
<Filter>sdk\game\server</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\game\server\baseanimatingoverlay.h">
|
||||
<Filter>sdk\game\server</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\game\server\basecombatcharacter.h">
|
||||
<Filter>sdk\game\server</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\common\opcodes.cpp">
|
||||
|
@ -251,6 +251,9 @@
|
||||
<ClInclude Include="..\game\server\ai_networkmanager.h" />
|
||||
<ClInclude Include="..\game\server\ai_node.h" />
|
||||
<ClInclude Include="..\game\server\ai_utility.h" />
|
||||
<ClInclude Include="..\game\server\baseanimatingoverlay.h" />
|
||||
<ClInclude Include="..\game\server\baseanimating.h" />
|
||||
<ClInclude Include="..\game\server\basecombatcharacter.h" />
|
||||
<ClInclude Include="..\game\server\detour_impl.h" />
|
||||
<ClInclude Include="..\game\server\fairfight_impl.h" />
|
||||
<ClInclude Include="..\game\server\gameinterface.h" />
|
||||
|
@ -2045,6 +2045,15 @@
|
||||
<ClInclude Include="..\game\shared\takedamageinfo.h">
|
||||
<Filter>sdk\game\shared</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\game\server\baseanimating.h">
|
||||
<Filter>sdk\game\server</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\game\server\baseanimatingoverlay.h">
|
||||
<Filter>sdk\game\server</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\game\server\basecombatcharacter.h">
|
||||
<Filter>sdk\game\server</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Image Include="..\shared\resource\lockedserver.png">
|
||||
|
Loading…
x
Reference in New Issue
Block a user