init
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#include "C_CSPlayerPawn.h"
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#include "../../../templeware/offsets/offsets.h"
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#include "../../../templeware/interfaces/interfaces.h"
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C_CSPlayerPawn::C_CSPlayerPawn(uintptr_t address) : address(address) {}
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Vector_t C_CSPlayerPawn::getPosition() const {
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return *(Vector_t*)(address + SchemaFinder::Get(hash_32_fnv1a_const("C_BasePlayerPawn->m_vOldOrigin")));
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}
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Vector_t C_CSPlayerPawn::getEyePosition() const {
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return Vector_t();
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}
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C_CSWeaponBase* C_CSPlayerPawn::GetActiveWeapon() const {
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if (!this)
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return nullptr;
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CCSPlayer_WeaponServices* weapon_services = this->GetWeaponServices();
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if (weapon_services == nullptr)
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return nullptr;
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C_CSWeaponBase* active_weapon = I::GameEntity->Instance->Get<C_CSWeaponBase>(weapon_services->m_hActiveWeapon());
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if (!active_weapon)
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return nullptr;
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return active_weapon;
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}
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CCSPlayer_WeaponServices* C_CSPlayerPawn::GetWeaponServices() const {
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if (!address) return nullptr;
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return reinterpret_cast<CCSPlayer_WeaponServices*>((uintptr_t)this + SchemaFinder::Get(hash_32_fnv1a_const("C_CSPlayerPawn->m_pWeaponServices")));
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}
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uintptr_t C_CSPlayerPawn::getAddress() const {
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return address;
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}
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int C_CSPlayerPawn::getHealth() const {
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return *reinterpret_cast<int*>((uintptr_t)this + SchemaFinder::Get(hash_32_fnv1a_const("C_BaseEntity->m_iHealth")));
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}
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uint8_t C_CSPlayerPawn::getTeam() const {
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return *reinterpret_cast<uint8_t*>((uintptr_t)this + SchemaFinder::Get(hash_32_fnv1a_const("C_BaseEntity->m_iTeamNum")));
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}
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Vector_t C_CSPlayerPawn::getViewOffset() const {
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return *reinterpret_cast<Vector_t*>((uintptr_t)this + SchemaFinder::Get(hash_32_fnv1a_const("C_BaseModelEntity->m_vecViewOffset")));
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}
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@@ -0,0 +1,28 @@
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#pragma once
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#include "../../../templeware/utils/memory/memorycommon.h"
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#include "../../../templeware/utils/math/vector/vector.h"
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#include "../../../templeware/utils/schema/schema.h"
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#include "../C_CSWeaponBase/C_CSWeaponBase.h"
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#include "../C_BaseEntity/C_BaseEntity.h"
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#include <cstdint>
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class C_CSPlayerPawn : public C_BaseEntity {
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public:
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SCHEMA_ADD_OFFSET(Vector_t, m_vOldOrigin, 0x1324);
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SCHEMA_ADD_OFFSET(Vector_t, m_vecViewOffset, 0xCB0);
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SCHEMA_ADD_OFFSET(CCSPlayer_WeaponServices*, m_pWeaponServices, 0x11A8);
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C_CSPlayerPawn(uintptr_t address);
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C_CSWeaponBase* GetActiveWeapon()const;
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CCSPlayer_WeaponServices* GetWeaponServices()const;
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Vector_t getPosition() const;
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Vector_t getEyePosition() const;
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uintptr_t getAddress() const;
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int getHealth() const;
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uint8_t getTeam() const;
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Vector_t getViewOffset() const;
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private:
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uintptr_t address;
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};
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