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, 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 { 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 { 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) } }