csflow: - Create structs for gamerules and global vars radarflow: - new dma loop with less frequent cache invalidation - The new loop tries to run at a fixed 128 hz. Thats the max tickrate in cs2. The data is also only updated when a tick change is detected, so that should keep data fetching to a minimum. - todo: more testing for cache invalidation
89 lines
3.1 KiB
Rust
89 lines
3.1 KiB
Rust
use memflow::{types::Address, mem::MemoryView};
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use num_traits::FromPrimitive;
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use crate::{CheatCtx, Error, cs2dumper, structs::Vec3, traits::{MemoryClass, BaseEntity}, enums::{TeamID, PlayerType}};
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#[derive(Debug, Clone, Copy)]
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pub struct CPlayerController(Address);
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impl MemoryClass for CPlayerController {
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fn ptr(&self) -> Address {
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self.0
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}
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fn new(ptr: Address) -> Self {
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Self(ptr)
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}
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}
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impl BaseEntity for CPlayerController {
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fn from_index(ctx: &mut CheatCtx, entity_list: Address, index: i32) -> Result<Option<CPlayerController>, Error> {
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let list_entry = ctx.process.read_addr64(entity_list + 8 * (index >> 9) + 16)?;
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if list_entry.is_null() && !list_entry.is_valid() {
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return Ok(None);
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}
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let player_ptr = ctx.process.read_addr64(list_entry + 120 * (index & 0x1FF))?;
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if player_ptr.is_null() && !player_ptr.is_valid() {
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return Ok(None);
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}
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Ok(Some(Self::new(player_ptr)))
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}
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fn pos(&self, ctx: &mut CheatCtx) -> Result<Vec3, Error> {
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let node = ctx.process.read_addr64(self.0 + cs2dumper::client::C_BaseEntity::m_pGameSceneNode)?;
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Ok(ctx.process.read(node + cs2dumper::client::CGameSceneNode::m_vecAbsOrigin)?)
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}
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fn class_name(&self, ctx: &mut CheatCtx) -> Result<String, Error> {
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let entity_identity_ptr = ctx.process.read_addr64(self.0 + cs2dumper::client::CEntityInstance::m_pEntity)?;
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let class_name_ptr = ctx.process.read_addr64(entity_identity_ptr + cs2dumper::client::CEntityIdentity::m_designerName)?;
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Ok(ctx.process.read_char_string_n(class_name_ptr, 32)?)
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}
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}
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impl CPlayerController {
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pub fn get_pawn(&self, ctx: &mut CheatCtx, entity_list: Address) -> Result<Option<super::CPlayerPawn>, Error> {
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let uhandle = ctx.process.read(self.0 + cs2dumper::client::CCSPlayerController::m_hPlayerPawn)?;
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super::CPlayerPawn::from_uhandle(ctx, entity_list, uhandle)
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}
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// Technically something that should be in the BaseEntity trait, but we are only gonna use it on CPlayerController
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pub fn get_team(&self, ctx: &mut CheatCtx) -> Result<Option<TeamID>, Error> {
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let team_num: i32 = ctx.process.read(self.0 + cs2dumper::client::C_BaseEntity::m_iTeamNum)?;
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Ok(TeamID::from_i32(team_num))
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}
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pub fn get_player_type(&self, ctx: &mut CheatCtx, local: &CPlayerController) -> Result<Option<PlayerType>, Error> {
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if self.0 == local.0 {
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return Ok(Some(PlayerType::Local))
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}
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let team = {
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match self.get_team(ctx)? {
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Some(t) => t,
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None => { return Ok(None) },
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}
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};
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let local_team = {
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match local.get_team(ctx)? {
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Some(t) => t,
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None => { return Ok(None) },
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}
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};
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let player_type = {
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if team == TeamID::Spectator {
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PlayerType::Spectator
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} else if team != local_team {
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PlayerType::Enemy
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} else {
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PlayerType::Team
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}
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};
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Ok(Some(player_type))
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}
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} |