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Copy pathstructs.h
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313 lines (308 loc) · 5.35 KB
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#pragma once
#include <limits>
#include <iostream>
struct Coord
{
int x = 0, y = 0;
Coord() {};
Coord(int X, int Y) : x(X), y(Y) {};
bool operator==(const Coord& other)
{
return x == other.x && y == other.y;
}
bool operator!=(const Coord& other)
{
return x != other.x || y != other.y;
}
Coord operator+(const Coord& other)
{
return { x + other.x, y + other.y };
}
Coord operator-(const Coord& other)
{
return { x - other.x, y - other.y };
}
Coord operator*(const Coord& other)
{
return { x * other.x, y * other.y };
}
Coord operator*(int fl)//maybe float
{
return { x * fl, y * fl };
}
Coord operator/(const Coord& other)
{
return { x / other.x, y / other.y };
}
Coord operator/(int fl)//same thing here
{
return { x / fl, y / fl };
}
bool IsValid() const
{
return x != INT_MAX && y != INT_MAX;
}
void Invalidate()
{
x = y = INT_MAX;
}
};
struct Angle
{
float yaw = 0.f, pitch = 0.f, roll = 0.f;
Angle operator+(const Angle& v) const
{
return { yaw + v.yaw, pitch + v.pitch,roll + v.roll };
}
Angle operator-(const Angle& v) const
{
return { yaw - v.yaw,pitch - v.pitch, roll - v.roll };
}
};
struct Vec2
{
float x = 0.f, y = 0.f;
Vec2() {};
Vec2(float X, float Y) : x(X), y(Y) {};
bool operator==(const Vec2& other)
{
return x == other.x && y == other.y;
}
bool operator!=(const Vec2& other)
{
return x != other.x || y != other.y;
}
Vec2 operator+(const Vec2& other)
{
return { x + other.x, y + other.y };
}
Vec2 operator-(const Vec2& other)
{
return { x - other.x, y - other.y };
}
Vec2 operator*(const Vec2& other)
{
return { x * other.x, y * other.y };
}
Vec2 operator*(float fl)
{
return { x * fl, y * fl };
}
Vec2 operator/(const Vec2& other)
{
return { x / other.x, y / other.y };
}
Vec2 operator/(float fl)
{
return { x / fl, y / fl };
}
Vec2& operator+=(const Vec2& v)
{
x += v.x; y += v.y;
return *this;
}
Vec2& operator-=(const Vec2& v)
{
x -= v.x; y -= v.y;
return *this;
}
Vec2& operator*=(float fl)
{
x *= fl;
y *= fl;
return *this;
}
Vec2& operator*=(const Vec2& v)
{
x *= v.x;
y *= v.y;
return *this;
}
Vec2& operator/=(const Vec2& v)
{
x /= v.x;
y /= v.y;
return *this;
}
Vec2& operator+=(float fl)
{
x += fl;
y += fl;
return *this;
}
Vec2& operator/=(float fl)
{
x /= fl;
y /= fl;
return *this;
}
Vec2& operator-=(float fl)
{
x -= fl;
y -= fl;
return *this;
}
bool IsValid() const
{
return std::isfinite(x) && std::isfinite(y);
}
void Invalidate()
{
x = y = std::numeric_limits<float>::infinity();
}
void Zero()
{
x = y = 0.0f;
}
};
//Vector 3
struct Vec3
{
float x = 0.f, y = 0.f, z = 0.f;
Vec3() {};
Vec3(float X, float Y, float Z) : x(X), y(Y), z(Z) {};
bool operator==(const Vec3& other)
{
return x == other.x && y == other.y && z == other.z;
}
bool operator!=(const Vec3& other)
{
return x != other.x || y != other.y || z != other.z;
}
Vec3 operator+(const Vec3& other)
{
return { x + other.x, y + other.y,z + other.z };
}
Vec3 operator-(const Vec3& other)
{
return { x - other.x, y - other.y,z - other.z };
}
Vec3 operator*(const Vec3& other)
{
return { x * other.x, y * other.y,z * other.z };
}
Vec3 operator*(float fl)
{
return { x * fl, y * fl, z * fl };
}
Vec3 operator/(const Vec3& other)
{
return { x / other.x, y / other.y,z / other.z };
}
Vec3 operator/(float fl)
{
return { x / fl, y / fl, z / fl };
}
Vec3& operator+=(const Vec3& v)
{
x += v.x; y += v.y; z += v.z;
return *this;
}
Vec3& operator-=(const Vec3& v)
{
x -= v.x; y -= v.y; z -= v.z;
return *this;
}
Vec3& operator*=(float fl)
{
x *= fl;
y *= fl;
z *= fl;
return *this;
}
Vec3& operator*=(const Vec3& v)
{
x *= v.x;
y *= v.y;
z *= v.z;
return *this;
}
Vec3& operator/=(const Vec3& v)
{
x /= v.x;
y /= v.y;
z /= v.z;
return *this;
}
Vec3& operator+=(float fl)
{
x += fl;
y += fl;
z += fl;
return *this;
}
Vec3& operator/=(float fl)
{
x /= fl;
y /= fl;
z /= fl;
return *this;
}
Vec3& operator-=(float fl)
{
x -= fl;
y -= fl;
z -= fl;
return *this;
}
float Length() const
{
return sqrtf(x * x + y * y + z * z);
}
float Length2D() const
{
return sqrtf(x * x + y * y);
}
bool IsValid() const
{
return std::isfinite(x) && std::isfinite(y) && std::isfinite(z);
}
void Invalidate()
{
x = y = z = std::numeric_limits<float>::infinity();
}
void Zero()
{
x = y = z = 0.0f;
}
};
struct Vec4
{
float x = 0.f, y = 0.f, z = 0.f, w = 0.f;
};
struct Matrix
{
float m[16];
};
struct PlayerEntity
{
PlayerEntity() {};
char pad0[4];//0x0
Vec3 eyePos;//0x4
Vec3 acceleration;//0x10
char pad1[24];//0x30
Vec3 pos;//0x34
union
{
Angle viewAngles;//0x40
Vec3 vecViewAngles;//0x40
};
char pad2[8];//0x4C
int airtime;//0x54
char pad3[160];//0xF4
int health;//0xF8
char pad4[40];//0xFC
int sniperammo;//0x124
int mp5ammo;//0x128
char pad5[32];//0x12C
int snipermag;//0x14C
int mp5mag;//0x150
char pad6[4];//0x154
int grenades;//0x158
char pad7[201];//0x162
char name[16];//0x225
bool Alive()
{
return health > 0;
}
};