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globals.h
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globals.h
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#pragma once
#include "includes.h"
#include "sdk\classes.h"
#include "config\config.h"
class AnimationData;
struct CommandBackup
{
int tickcount = 0;
int old_tickcount = 0;
float frametime = 0.0f;
float curtime = 0.0f;
};
struct Command
{
bool is_outgoing = false;
bool is_used = false;
int previous_command_number = 0;
int command_number = 0;
};
struct DamageMarker
{
int damage;
float time;
Vector position;
Color color;
DamageMarker(int damage, float time, Vector position, Color color) //-V818
{
this->damage = damage;
this->time = time;
this->position = position;
this->color = color;
}
};
struct ShotData
{
bool processed;
int command_number;
float velocity_modifier;
float time;
ShotData(int command_number, float velocity_modifier, float time)
{
this->processed = false;
this->command_number = command_number;
this->velocity_modifier = velocity_modifier;
this->time = time;
}
};
class Ctx //-V730
{
public:
crypt_ptr <Player> stored_local;
crypt_ptr <AnimationState> stored_animation_state;
crypt_ptr <Weapon> stored_weapon;
crypt_ptr <WeaponData> stored_weapon_data;
virtual void store();
virtual crypt_ptr <Player> local();
virtual crypt_ptr <AnimationState> animation_state();
virtual crypt_ptr <Weapon> weapon();
virtual crypt_ptr <WeaponData> weapon_data();
bool setuping_bones = false;
bool updating_animation = false;
bool send_packet_fake_duck = false;
bool force_send_packet = false;
bool fake_ducking = false;
bool visual_fake_ducking = false;
bool freeze_period = false;
bool automatic_peek = false;
bool automatic_revolver = false;
bool used_recoil_control_system = false;
bool on_shot_chams = false;
bool bomb_timer = false;
bool need_update = false;
bool clear_death_notices = false;
bool reveal_ranks = false;
bool loaded_script = false;
bool arti_never_wanted_to_fix_this = false;
bool friendly_fire = false;
bool show_full_clantag = false;
bool last_round_half = false;
crypt_ptr <bool> send_packet;
int last_predicted_command = 0;
int tickcount = 0;
int tickbase = 0;
int last_tickbase = 0;
int original_tickbase = 0;
int original_choked_commands = 0;
int buy_count = 0;
int weapon_config = -1;
int missed[65][11];
int abs_missed[65];
float spread = 0.0f;
float inaccuracy = 0.0f;
float original_forwardmove = 0.0f;
float original_sidemove = 0.0f;
float last_velocity_modifier = 1.0f;
float max_speed = 0.0f;
float interpolation = 0.0f;
float field_of_view = 0.0f;
float automatic_peek_radius = 0.0f;
Vector shoot_position;
Vector automatic_peek_position;
CommandBackup backup_first;
CommandBackup backup_second;
matrix3x4_t fake[MAXSTUDIOBONES];
matrix3x4_t prediction[MAXSTUDIOBONES];
matrix3x4_t back_track[65][MAXSTUDIOBONES];
vector <string> events;
deque <int> last_latency;
deque <Command> commands;
deque <DamageMarker> damage_marker;
deque <ShotData> shots_data;
unordered_map <string, uintptr_t> props;
Vector last_anti_aim_view_angle = Vector (0,0,0);
#ifdef RELEASE
int user_id;
string username;
string days;
string avatar;
char token[33];
#else
int user_id = -1;
string username = crypt_str("OPAI");
string days = crypt_str("Lifetime");
string avatar = crypt_str("/data/avatars/o/0/3.jpg");
char token[33] = crypt_str("");
#endif
#if !RELEASE && MININ
Vector pos_skin_preview = Vector(0,0,0);
float skin_rotation = 0;
float radius = 0;
#endif // !RELEASE && MININ
bool mt_point_scan = true;
};
extern crypt_ptr <Ctx> ctx;