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Entity.hpp
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//By AlSch092 @ github
#pragma once
#include "Constants.hpp"
#include "Pointer.hpp"
#include "Game.hpp"
#include <stdio.h>
#include <vector>
using namespace std;
typedef struct _Entity
{
DWORD MemoryAddress;
Vector3 HeadPosition;
Vector3 FootPosition;
Vector2 AxisPosition; //first person aim axis
DWORD Health;
DWORD TimeOnScreen; //increments only when the entity is on your screen in first person view
char PlayerName[15];
};
namespace Entity
{
static const DWORD ThisPtrSig = 0x0054D07C; //we can determine if an entity is valid in the list by reading the first 4 bytes of its entity structure, which is a pointer to a function
int GetHitpoints(DWORD EntityAddress);
DWORD GetTimeOnScreen(DWORD EntityAddress);
Vector3 GetHeadPosition(DWORD EntityAddress);
Vector3 GetFootPosition(DWORD EntityAddress);
Vector2 GetAxisPosition(DWORD EntityAddress);
char* GetPlayerName(DWORD EntityAddress);
unsigned int GetPlayerHealth(DWORD EntityAddress);
_Entity* GetLocalPlayer();
_Entity* GetEntity(DWORD EntityBaseAddress);
bool IsEntOnScreen(_Entity* e);
vector<_Entity*> GetList();
bool WriteLocalPlayerAim(Vector2 axis);
}