482 lines
18 KiB
C++
482 lines
18 KiB
C++
#include <vector>
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#include "skin_changer.hpp"
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#include "../cstrike/sdk/interfaces/iengineclient.h"
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#include "../../core/config.h"
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#include "../../core/variables.h"
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#include "../../sdk/datatypes/usercmd.h"
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#include "../../core/sdk.h"
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#include "../../sdk/entity.h"
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#include "../../sdk/interfaces/iglobalvars.h"
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#include "../../sdk/interfaces/cgameentitysystem.h"
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#include "../cstrike/sdk/interfaces/iengineclient.h"
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#include "../../sdk/datatypes/qangle.h"
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#include "../../sdk/datatypes/vector.h"
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#include "../cstrike/sdk/interfaces/inetworkclientservice.h"
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#include "../cstrike/sdk/interfaces/ccsgoinput.h"
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#include "../misc/movement.h"
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#include "../cstrike/sdk/interfaces/ccsgoinput.h"
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#include "../cstrike/sdk/interfaces/ienginecvar.h"
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#include "../lagcomp/lagcomp.h"
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#include "../cstrike/sdk/interfaces/events.h"
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#include "../penetration/penetration.h"
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#include "../cstrike/sdk/interfaces/itrace.h"
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#include "../cstrike/core/spoofcall/syscall.h"
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#include <iostream>
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#include <memoryapi.h>
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#include <mutex>
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#include <array>
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#include "../cstrike/sdk/interfaces/iengineclient.h"
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#include "../../core/spoofcall/virtualization/VirtualizerSDK64.h"
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#include "../../utilities/inputsystem.h"
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#include "ccsinventorymanager.hpp"
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#include "ccsplayerinventory.hpp"
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#include "../cstrike/core/hooks.h"
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static std::vector<uint64_t> g_vecAddedItemsIDs;
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static int glove_frame = 0;
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struct GloveInfo {
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int itemId;
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uint64_t itemHighId;
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uint64_t itemLowId;
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int itemDefId;
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};
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static GloveInfo addedGloves;
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// Define a struct to hold glove information
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struct material_info
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{
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skin_changer::material_record* p_mat_records;
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uint32_t ui32_count;
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};
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void invalidate_glove_material(C_BaseViewModel* viewmodel)
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{
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material_info* p_mat_info = reinterpret_cast<material_info*>(reinterpret_cast<uint8_t*>(viewmodel) + 0xf80);
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for (uint32_t i = 0; i < p_mat_info->ui32_count; i++)
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{
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if (p_mat_info->p_mat_records[i].identifer == skin_changer::material_magic_number__gloves)
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{
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p_mat_info->p_mat_records[i].ui32_type_index = 0xffffffff;
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break;
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}
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}
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}
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void skin_changer::OnGlove(CCSPlayerInventory* pInventory, C_CSPlayerPawn* pLocalPawn, C_BaseViewModel* pViewModel, C_EconItemView* GlovesItem, CEconItemDefinition* GlovesDefinition) {
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if (!pLocalPawn) return;
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if (pLocalPawn->GetHealth() <= 0)
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return;
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if (!pViewModel)
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return;
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if (!GlovesItem)
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return;
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if (!GlovesDefinition) return;
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if (addedGloves.itemId == 0)
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return;
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if (glove_frame)
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{
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invalidate_glove_material(pViewModel);
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GlovesItem->m_bInitialized() = true;
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pLocalPawn->m_bNeedToReApplyGloves() = true;
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glove_frame--;
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}
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if (GlovesItem->m_iItemID() != addedGloves.itemId) {
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glove_frame = 2;
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GlovesItem->m_bDisallowSOC() = false;
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GlovesItem->m_iItemID() = addedGloves.itemId;
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GlovesItem->m_iItemIDHigh() = addedGloves.itemHighId;
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GlovesItem->m_iItemIDLow() = addedGloves.itemLowId;
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GlovesItem->m_iAccountID() = uint32_t(pInventory->GetOwner().m_id);
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GlovesItem->m_iItemDefinitionIndex() = addedGloves.itemDefId;
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GlovesItem->m_bDisallowSOC() = false;
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pViewModel->GetGameSceneNode()->SetMeshGroupMask(1);
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}
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}
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void skin_changer::OnFrameStageNotify(int frameStage) {
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if (frameStage != 6) return;
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CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
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if (!pInventory) return;
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CGameEntitySystem* pEntitySystem = I::GameResourceService->pGameEntitySystem;
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if (!pEntitySystem) return;
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const uint64_t steamID = pInventory->GetOwner().m_id;
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CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
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if (!pLocalPlayerController) return;
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C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
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if (!pLocalPawn) return;
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if (pLocalPawn->GetHealth() <= 0)
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return;
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CCSPlayer_ViewModelServices* pViewModelServices = pLocalPawn->GetViewModelServices();
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if (!pViewModelServices) return;
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C_CSGOViewModel* pViewModel = I::GameResourceService->pGameEntitySystem->Get<C_CSGOViewModel>(pViewModelServices->m_hViewModel());
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if (!pViewModel)
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return;
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C_EconItemView* pGloves = &pLocalPawn->m_EconGloves();
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CEconItemDefinition* pGlovesDefinition = pGloves->GetStaticData();
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skin_changer::OnGlove(pInventory, pLocalPawn, pViewModel, pGloves, pGlovesDefinition);
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int highestIndex = pEntitySystem->GetHighestEntityIndex();
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for (int i = 64 + 1; i <= highestIndex; ++i) {
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C_BaseEntity* pEntity = pEntitySystem->Get(i);
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if (!pEntity || !pEntity->IsWeapon()) continue;
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C_CSWeaponBase* pWeapon = reinterpret_cast<C_CSWeaponBase*>(pEntity);
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if (pWeapon->GetOriginalOwnerXuid() != steamID) continue;
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CAttributeManager* pAttributeContainer = &pWeapon->m_AttributeManager();
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if (!pAttributeContainer) continue;
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C_EconItemView* pWeaponItemView = &pAttributeContainer->m_Item();
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if (!pWeaponItemView) continue;
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CEconItemDefinition* pWeaponDefinition =
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pWeaponItemView->GetStaticData();
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if (!pWeaponDefinition) continue;
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CGameSceneNode* pWeaponSceneNode = pWeapon->GetGameSceneNode();
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if (!pWeaponSceneNode) continue;
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// No idea how to check this faster with the new loadout system.
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C_EconItemView* pWeaponInLoadoutItemView = nullptr;
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if (pWeaponDefinition->IsWeapon()) {
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for (int i = 0; i <= 56; ++i) {
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C_EconItemView* pItemView = pInventory->GetItemInLoadout(
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pWeapon->m_iOriginalTeamNumber(), i);
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if (!pItemView) continue;
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if (pItemView->m_iItemDefinitionIndex() ==
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pWeaponDefinition->m_nDefIndex) {
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pWeaponInLoadoutItemView = pItemView;
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break;
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}
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}
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}
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else {
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pWeaponInLoadoutItemView = pInventory->GetItemInLoadout(
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pWeapon->m_iOriginalTeamNumber(),
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pWeaponDefinition->GetLoadoutSlot());
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}
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if (!pWeaponInLoadoutItemView)
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continue;
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// Check if skin is added by us.
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auto it = std::find(g_vecAddedItemsIDs.cbegin(), g_vecAddedItemsIDs.cend(), pWeaponInLoadoutItemView->m_iItemID());
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if (it == g_vecAddedItemsIDs.cend()) continue;
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CEconItemDefinition* pWeaponInLoadoutDefinition = pWeaponInLoadoutItemView->GetStaticData();
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if (!pWeaponInLoadoutDefinition) continue;
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// Example: Will not equip FiveSeven skin on CZ. Not applies for knives.
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const bool isKnife = pWeaponInLoadoutDefinition->IsKnife(false, pWeaponInLoadoutDefinition->m_pszItemBaseName);
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L_PRINT(LOG_INFO) << "applying skin on:" << pWeaponInLoadoutDefinition->m_pszItemBaseName;
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pWeaponItemView->m_bDisallowSOC() = false;
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pWeaponInLoadoutItemView->m_bDisallowSOC() = false;
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pWeaponItemView->m_iItemID() = pWeaponInLoadoutItemView->m_iItemID();
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pWeaponItemView->m_iItemIDHigh() = pWeaponInLoadoutItemView->m_iItemIDHigh();
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pWeaponItemView->m_iItemIDLow() = pWeaponInLoadoutItemView->m_iItemIDLow();
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pWeaponItemView->m_iAccountID() = uint32_t(pInventory->GetOwner().m_id);
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pWeaponItemView->m_iItemDefinitionIndex() = pWeaponInLoadoutDefinition->m_nDefIndex;
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// pWeaponItemView->m_bIsStoreItem() = true;
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//pWeaponItemView->m_bIsTradeItem() = true;
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// Displays nametag and stattrak on the gun.
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// Found by: https://www.unknowncheats.me/forum/members/2377851.html
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/* if (!pWeapon->m_bUIWeapon()) {
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pWeapon->AddStattrakEntity();
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pWeapon->AddNametagEntity();
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}*/
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CBaseHandle hWeapon = pWeapon->GetRefEHandle();
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if (isKnife) {
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if (pViewModel && (pViewModel->m_hWeapon().GetEntryIndex() == hWeapon.GetEntryIndex() || pViewModel->m_hWeapon() == hWeapon)) {
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pWeaponItemView->m_iItemDefinitionIndex() = pWeaponInLoadoutDefinition->m_nDefIndex;
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const char* knifeModel = pWeaponInLoadoutDefinition->GetModelName();
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CGameSceneNode* pViewModelSceneNode = pViewModel->GetGameSceneNode();
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if (pViewModelSceneNode) {
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pWeaponSceneNode->SetMeshGroupMask(2);
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pViewModelSceneNode->SetMeshGroupMask(2);
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}
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pWeapon->SetModel(knifeModel);
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pViewModel->SetModel(knifeModel);
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pViewModel->pAnimationGraphInstance->pAnimGraphNetworkedVariables = nullptr;
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}
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}
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else {
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// Use legacy weapon models only for skins that require them.
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// Probably need to cache this if you really care that much about
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// performance
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const char* model = pWeaponInLoadoutDefinition->GetModelName();
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pWeapon->SetModel(model);
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if (pViewModel && pViewModel->m_hWeapon() == hWeapon)
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{
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pViewModel->SetModel(model);
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}
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pWeaponSceneNode->SetMeshGroupMask(2);
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if (pViewModel && pViewModel->m_hWeapon().GetEntryIndex() == hWeapon.GetEntryIndex()) {
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CGameSceneNode* pViewModelSceneNode = pViewModel->GetGameSceneNode();
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pViewModelSceneNode->SetMeshGroupMask(2);
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}
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}
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}
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}
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#include "../cstrike/sdk/interfaces/ccsgoinput.h"
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void skin_changer::OnEquipItemInLoadout(int team, int slot, uint64_t itemID) {
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auto it =
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std::find(g_vecAddedItemsIDs.begin(), g_vecAddedItemsIDs.end(), itemID);
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if (it == g_vecAddedItemsIDs.end()) return;
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CCSInventoryManager* pInventoryManager = CCSInventoryManager::GetInstance();
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if (!pInventoryManager) return;
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CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
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if (!pInventory) return;
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C_EconItemView* pItemViewToEquip = pInventory->GetItemViewForItem(*it);
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if (!pItemViewToEquip) return;
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C_EconItemView* pItemInLoadout = pInventory->GetItemInLoadout(team, slot);
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if (!pItemInLoadout) return;
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CEconItemDefinition* pItemInLoadoutStaticData = pItemInLoadout->GetStaticData();
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if (!pItemInLoadoutStaticData)
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return;
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// Equip default item. If you would have bought Deagle and you previously
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// had R8 equipped it will now give you a Deagle.
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const uint64_t defaultItemID = (std::uint64_t(0xF) << 60) | pItemViewToEquip->m_iItemDefinitionIndex();
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pInventoryManager->EquipItemInLoadout(team, slot, defaultItemID);
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CEconItem* pItemInLoadoutSOCData = pItemInLoadout->GetSOCData(nullptr);
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if (!pItemInLoadoutSOCData)
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return;
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CEconItemDefinition* toequipdata = pItemViewToEquip->GetStaticData();
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if (!toequipdata)
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return;
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if (toequipdata->IsWeapon() && !toequipdata->IsKnife(false, pItemInLoadoutStaticData->m_pszItemTypeName) && !toequipdata->IsGlove(false, pItemInLoadoutStaticData->m_pszItemTypeName)) {
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pInventory->SOUpdated(pInventory->GetOwner(), (CSharedObject*)pItemInLoadoutSOCData, eSOCacheEvent_Incremental);
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return;
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}
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else if (toequipdata->IsGlove(false, pItemInLoadoutStaticData->m_pszItemTypeName)) {
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const uint64_t steamID = pInventory->GetOwner().m_id;
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CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
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if (!pLocalPlayerController) return;
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C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
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if (!pLocalPawn) return;
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if (pLocalPawn->GetHealth() <= 0)
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return;
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CCSPlayer_ViewModelServices* pViewModelServices = pLocalPawn->GetViewModelServices();
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if (!pViewModelServices) return;
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C_BaseViewModel* pViewModel = I::GameResourceService->pGameEntitySystem->Get<C_BaseViewModel>(pViewModelServices->m_hViewModel());
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if (!pViewModel)
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return;
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// Create a struct to store glove information
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addedGloves.itemId = pItemViewToEquip->m_iItemID();
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addedGloves.itemHighId = pItemViewToEquip->m_iItemIDHigh();
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addedGloves.itemLowId = pItemViewToEquip->m_iItemIDLow();
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addedGloves.itemDefId = pItemViewToEquip->m_iItemDefinitionIndex();
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C_EconItemView* pGloves = &pLocalPawn->m_EconGloves();
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if (!pGloves)
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return;
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CEconItemDefinition* pGlovesDefinition = pGloves->GetStaticData();
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if (!pGlovesDefinition)
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return;
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skin_changer::OnGlove(pInventory, pLocalPawn, pViewModel, pGloves, pGlovesDefinition);
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pLocalPawn->m_bNeedToReApplyGloves() = true;
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pInventory->SOUpdated(pInventory->GetOwner(), (CSharedObject*)pItemInLoadoutSOCData, eSOCacheEvent_Incremental);
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return;
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}
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else if (toequipdata->IsKnife(false, pItemInLoadoutStaticData->m_pszItemTypeName)) {
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pInventory->SOUpdated(pInventory->GetOwner(), (CSharedObject*)pItemInLoadoutSOCData, eSOCacheEvent_Incremental);
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return;
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}
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}
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void skin_changer::OnSetModel(C_BaseModelEntity* pEntity, const char*& model) {
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// When you're lagging you may see the default knife for one second and this
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// function fixes that.
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if (!I::Engine->IsConnected() || !I::Engine->IsInGame())
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return;
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CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
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if (!pLocalPlayerController) return;
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C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
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if (!pLocalPawn) return;
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if (pLocalPawn->GetHealth() <= 0)
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return;
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if (!pEntity || !pEntity->IsViewModel()) return;
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C_BaseViewModel* pViewModel = (C_BaseViewModel*)pEntity;
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if (!pViewModel)
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return;
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CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
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if (!pInventory) return;
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const uint64_t steamID = pInventory->GetOwner().m_id;
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C_CSWeaponBase* pWeapon = I::GameResourceService->pGameEntitySystem->Get<C_CSWeaponBase>(pViewModel->m_hWeapon());
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if (!pWeapon) return;
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if (!pWeapon || !pWeapon->IsWeapon() ||
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pWeapon->GetOriginalOwnerXuid() != steamID)
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return;
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CAttributeManager* pAttributeContainer = &pWeapon->m_AttributeManager();
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if (!pAttributeContainer) return;
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C_EconItemView* pWeaponItemView = &pAttributeContainer->m_Item();
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if (!pWeaponItemView) return;
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CEconItemDefinition* pWeaponDefinition = pWeaponItemView->GetStaticData();
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if (!pWeaponDefinition) return;
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C_EconItemView* pWeaponInLoadoutItemView = pInventory->GetItemInLoadout(
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pWeapon->m_iOriginalTeamNumber(), pWeaponDefinition->GetLoadoutSlot());
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if (!pWeaponInLoadoutItemView) return;
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// Check if skin is added by us.
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auto it = std::find(g_vecAddedItemsIDs.cbegin(), g_vecAddedItemsIDs.cend(),
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pWeaponInLoadoutItemView->m_iItemID());
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if (it == g_vecAddedItemsIDs.cend()) return;
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CEconItemDefinition* pWeaponInLoadoutDefinition =
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pWeaponInLoadoutItemView->GetStaticData();
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if (!pWeaponInLoadoutDefinition)// ||
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return;
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model = pWeaponInLoadoutDefinition->GetModelName();
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}
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void skin_changer::AddEconItemToList(CEconItem* pItem) {
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g_vecAddedItemsIDs.emplace_back(pItem->m_ulID);
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}
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void skin_changer::Shutdown() {
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CCSPlayerInventory* pInventory = CCSPlayerInventory::GetInstance();
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if (!pInventory) return;
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for (uint64_t id : g_vecAddedItemsIDs) {
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pInventory->RemoveEconItem(pInventory->GetSOCDataForItem(id));
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}
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}
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void skin_changer::OnRoundReset(IGameEvent* pEvent) {
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if (!pEvent || g_vecAddedItemsIDs.empty()) return;
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const char* eventName = pEvent->GetName();
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if (!eventName) return;
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CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
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if (!pLocalPlayerController )
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return;
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C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
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if (!pLocalPawn) return;
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}
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void skin_changer::OnPreFireEvent(IGameEvent* pEvent) {
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if (!pEvent) return;
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const char* eventName = pEvent->GetName();
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if (!eventName) return;
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const auto pControllerWhoKilled = pEvent->get_player_controller("attacker");
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if (pControllerWhoKilled == nullptr)
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return;
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const auto pControllerWhoDied = pEvent->get_player_controller("userid");
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if (pControllerWhoDied == nullptr)
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return;
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if (pControllerWhoKilled->GetIdentity()->GetIndex() == pControllerWhoDied->GetIdentity()->GetIndex())
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return;
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CCSPlayerController* pLocalPlayerController = CCSPlayerController::GetLocalPlayerController();
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if (!pLocalPlayerController || pControllerWhoKilled->GetIdentity()->GetIndex() != pLocalPlayerController->GetIdentity()->GetIndex())
|
|
return;
|
|
|
|
C_CSPlayerPawn* pLocalPawn = I::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(pLocalPlayerController->GetPawnHandle());
|
|
if (!pLocalPawn) return;
|
|
|
|
CPlayer_WeaponServices* pWeaponServices = pLocalPawn->GetWeaponServices();
|
|
if (!pWeaponServices) return;
|
|
|
|
C_CSWeaponBase* pActiveWeapon = pLocalPawn->ActiveWeapon();
|
|
if (!pActiveWeapon) return;
|
|
|
|
CAttributeManager* pAttributeContainer = &pActiveWeapon->m_AttributeManager();
|
|
if (!pAttributeContainer) return;
|
|
|
|
C_EconItemView* pWeaponItemView = &pAttributeContainer->m_Item();
|
|
if (!pWeaponItemView) return;
|
|
|
|
CEconItemDefinition* pWeaponDefinition = pWeaponItemView->GetStaticData();
|
|
if (!pWeaponDefinition || !pWeaponDefinition->IsKnife(true, pWeaponDefinition->m_pszItemTypeName)) return;
|
|
const std::string_view token_name = CS_XOR("weapon");
|
|
CUtlStringToken token(token_name.data());
|
|
|
|
pEvent->SetString(token, pWeaponDefinition->GetSimpleWeaponName());
|
|
} |