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