Janek 45bba35a71 Big update
This repository is no longer meant for just radarflow, thus it will be renamed.
I have split the SDK from radarflow, allowing for simpler use with new projects.
Other than that, radarflow is functionally the same.

- Fixed bug in radarflow where the entity loop didn't include the last entity.
2023-12-30 18:07:55 +01:00

80 lines
2.9 KiB
Rust

use memflow::{types::Address, mem::MemoryView};
use crate::{Error, CheatCtx, cs2dumper, structs::Vec3, traits::MemoryClass};
pub struct CPlayerPawn(Address);
impl MemoryClass for CPlayerPawn {
fn ptr(&self) -> Address {
self.0
}
fn new(ptr: Address) -> Self {
Self(ptr)
}
}
impl CPlayerPawn {
pub fn from_uhandle(ctx: &mut CheatCtx, entity_list: Address, uhandle: u32) -> Result<Option<Self>, Error> {
let list_entry = ctx.process.read_addr64(entity_list + 0x8 * ((uhandle & 0x7FFF) >> 9) + 16)?;
if list_entry.is_null() || !list_entry.is_valid() {
Ok(None)
} else {
let ptr = ctx.process.read_addr64(list_entry + 120 * (uhandle & 0x1FF))?;
Ok(Some(Self(ptr)))
}
}
// Todo: Optimize this function: find another way to do this
pub fn has_c4(&self, ctx: &mut CheatCtx, entity_list: Address) -> Result<bool, Error> {
let mut has_c4 = false;
let wep_services = ctx.process.read_addr64(self.0 + cs2dumper::client::C_BasePlayerPawn::m_pWeaponServices)?;
let wep_count: i32 = ctx.process.read(wep_services + cs2dumper::client::CPlayer_WeaponServices::m_hMyWeapons)?;
let wep_base = ctx.process.read_addr64(wep_services + cs2dumper::client::CPlayer_WeaponServices::m_hMyWeapons + 0x8)?;
for wep_idx in 0..wep_count {
let handle: i32 = ctx.process.read(wep_base + wep_idx * 0x4)?;
if handle == -1 {
continue;
}
let list_entry = ctx.process.read_addr64(entity_list + 0x8 * ((handle & 0x7FFF) >> 9) + 16)?;
if let Some(wep_ptr) = {
if list_entry.is_null() || !list_entry.is_valid() {
None
} else {
let ptr = ctx.process.read_addr64(list_entry + 120 * (handle & 0x1FF))?;
Some(ptr)
}
} {
let wep_data = ctx.process.read_addr64(wep_ptr + cs2dumper::client::C_BaseEntity::m_nSubclassID + 0x8)?;
let id: i32 = ctx.process.read(wep_data + cs2dumper::client::CCSWeaponBaseVData::m_WeaponType)?;
if id == 7 {
has_c4 = true;
break;
}
}
}
Ok(has_c4)
}
pub fn pos(&self, ctx: &mut CheatCtx) -> Result<Vec3, Error> {
Ok(ctx.process.read(self.0 + cs2dumper::client::C_BasePlayerPawn::m_vOldOrigin)?)
}
pub fn angles(&self, ctx: &mut CheatCtx) -> Result<Vec3, Error> {
Ok(ctx.process.read(self.0 + cs2dumper::client::C_CSPlayerPawnBase::m_angEyeAngles)?)
}
pub fn health(&self, ctx: &mut CheatCtx) -> Result<u32, Error> {
Ok(ctx.process.read(self.0 + cs2dumper::client::C_BaseEntity::m_iHealth)?)
}
/// Same as ::get_health > 0
pub fn is_alive(&self, ctx: &mut CheatCtx) -> Result<bool, Error> {
Ok(self.health(ctx)? > 0)
}
}