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    use memflow::{types::Address, mem::MemoryView};
    use crate::{CheatCtx, Error, cs2dumper, traits::{BaseEntity, MemoryClass}, structs::Vec3};

    pub struct CBaseEntity(Address);

    impl MemoryClass for CBaseEntity {
        fn ptr(&self) -> Address {
            self.0
        }

        fn new(ptr: Address) -> Self {
            Self(ptr)
        }
    }

    impl BaseEntity for CBaseEntity {
        fn from_index(ctx: &mut CheatCtx, entity_list: Address, index: i32) -> Result<Option<CBaseEntity>, Error> {
            let list_entry = ctx.process.read_addr64(entity_list + 8 * (index >> 9) + 16)?;
            if list_entry.is_null() && !list_entry.is_valid() {
                return Ok(None);
            }

            let player_ptr = ctx.process.read_addr64(list_entry + 120 * (index & 0x1FF))?;
            if player_ptr.is_null() && !player_ptr.is_valid() {
                return Ok(None);
            }

            Ok(Some(Self::new(player_ptr)))
        }

        fn pos(&self, ctx: &mut CheatCtx) -> Result<Vec3, Error> {
            let node = ctx.process.read_addr64(self.0 + cs2dumper::client::C_BaseEntity::m_pGameSceneNode)?;
            Ok(ctx.process.read(node + cs2dumper::client::CGameSceneNode::m_vecAbsOrigin)?)
        }

        fn class_name(&self, ctx: &mut CheatCtx) -> Result<String, Error> {
            let entity_identity_ptr = ctx.process.read_addr64(self.0 + cs2dumper::client::CEntityInstance::m_pEntity)?;
            let class_name_ptr = ctx.process.read_addr64(entity_identity_ptr + cs2dumper::client::CEntityIdentity::m_designerName)?;
            Ok(ctx.process.read_char_string_n(class_name_ptr, 32)?)
        }
    }

    impl CBaseEntity {
        pub fn to_player_controller(&self) -> super::CPlayerController {
            super::CPlayerController::new(self.0)
        }
    }