Both: - Added full bomb ESP Core: - Added Address caching - Improves performance significantly by gathering entity addresses only every 250ms - Actual data like positions and angles are still gathered at the specified polling rate. Web: - Player bomb indicator is now the same color as planted/dropped bombs
79 lines
1.7 KiB
Rust
79 lines
1.7 KiB
Rust
use serde::{Serialize, Deserialize};
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use super::Vec3;
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct PlayerData {
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pos: Vec3,
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yaw: f32,
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#[serde(rename = "playerType")]
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player_type: PlayerType,
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#[serde(rename = "hasBomb")]
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has_bomb: bool
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}
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impl PlayerData {
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pub fn new(pos: Vec3, yaw: f32, player_type: PlayerType, has_bomb: bool) -> PlayerData {
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PlayerData { pos, yaw, player_type, has_bomb }
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}
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct BombData {
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pos: Vec3,
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#[serde(rename = "isPlanted")]
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is_planted: bool
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}
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#[allow(dead_code)]
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impl BombData {
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pub fn new(pos: Vec3, is_planted: bool) -> BombData {
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BombData { pos, is_planted }
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}
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum EntityData {
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Player(PlayerData),
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Bomb(BombData)
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}
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#[derive(Debug, Clone, Copy, Serialize, Deserialize, Default, PartialEq)]
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pub enum PlayerType {
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#[default]
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Unknown,
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Spectator,
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Local,
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Enemy,
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Team
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct RadarData {
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ingame: bool,
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#[serde(rename = "mapName")]
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map_name: String,
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#[serde(rename(serialize = "entityData"))]
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player_data: Vec<EntityData>,
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//#[serde(rename(serialize = "localYaw"))]
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//local_yaw: f32,
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}
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impl RadarData {
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pub fn new(ingame: bool, map_name: String, player_data: Vec<EntityData>) -> RadarData {
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RadarData { ingame, map_name, player_data }
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}
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/// Returns empty RadarData, it's also the same data that gets sent to clients when not ingame
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pub fn empty() -> RadarData {
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RadarData {
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ingame: false,
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map_name: String::new(),
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player_data: Vec::new(),
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}
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}
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} |