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