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48
examples/cs2-silent-aim-master/cstrike/sdk/vdata.h
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48
examples/cs2-silent-aim-master/cstrike/sdk/vdata.h
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#pragma once
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// used: schema field
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#include "../core/schema.h"
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// used: rop
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#include "../utilities/memory.h"
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using CFiringModeFloat = std::float_t[2];
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using CSkillFloat = std::float_t[4];
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class CBasePlayerVData
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{
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public:
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CS_CLASS_NO_INITIALIZER(CBasePlayerVData);
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//CResourceNameTyped< CWeakHandle< InfoForResourceTypeCModel > > m_sModelName = 0x28
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//CSkillFloat m_flHeadDamageMultiplier = 0x108
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//CSkillFloat m_flChestDamageMultiplier = 0x118
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//CSkillFloat m_flStomachDamageMultiplier = 0x128
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//CSkillFloat m_flArmDamageMultiplier = 0x138
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//CSkillFloat m_flLegDamageMultiplier = 0x148
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//float32 m_flHoldBreathTime = 0x158
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//float32 m_flDrowningDamageInterval = 0x15C
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//int32 m_nDrowningDamageInitial = 0x160
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//int32 m_nDrowningDamageMax = 0x164
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//int32 m_nWaterSpeed = 0x168
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//float32 m_flUseRange = 0x16C
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//float32 m_flUseAngleTolerance = 0x170
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//float32 m_flCrouchTime = 0x174
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};
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class CBasePlayerWeaponVData
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{
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public:
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CS_CLASS_NO_INITIALIZER(CBasePlayerWeaponVData);
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SCHEMA_ADD_FIELD(bool, IsFullAuto, "CBasePlayerWeaponVData->m_bIsFullAuto");
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SCHEMA_ADD_FIELD(std::int32_t, GetMaxClip1, "CBasePlayerWeaponVData->m_iMaxClip1");
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};
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class CCSWeaponBaseVData : public CBasePlayerWeaponVData
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{
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public:
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CS_CLASS_NO_INITIALIZER(CCSWeaponBaseVData);
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SCHEMA_ADD_FIELD(std::int32_t, GetWeaponType, "CCSWeaponBaseVData->m_WeaponType");
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SCHEMA_ADD_FIELD(float, GetRange, "CCSWeaponBaseVData->m_flRange");
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};
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