Files
radarflow2-kvm/csflow/src/structs/entity/player_controller.rs
Janek 7c652cb984 Update
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
2023-12-31 04:32:12 +01:00

89 lines
3.1 KiB
Rust

use memflow::{types::Address, mem::MemoryView};
use num_traits::FromPrimitive;
use crate::{CheatCtx, Error, cs2dumper, structs::Vec3, traits::{MemoryClass, BaseEntity}, enums::{TeamID, PlayerType}};
#[derive(Debug, Clone, Copy)]
pub struct CPlayerController(Address);
impl MemoryClass for CPlayerController {
fn ptr(&self) -> Address {
self.0
}
fn new(ptr: Address) -> Self {
Self(ptr)
}
}
impl BaseEntity for CPlayerController {
fn from_index(ctx: &mut CheatCtx, entity_list: Address, index: i32) -> Result<Option<CPlayerController>, 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 CPlayerController {
pub fn get_pawn(&self, ctx: &mut CheatCtx, entity_list: Address) -> Result<Option<super::CPlayerPawn>, Error> {
let uhandle = ctx.process.read(self.0 + cs2dumper::client::CCSPlayerController::m_hPlayerPawn)?;
super::CPlayerPawn::from_uhandle(ctx, entity_list, uhandle)
}
// Technically something that should be in the BaseEntity trait, but we are only gonna use it on CPlayerController
pub fn get_team(&self, ctx: &mut CheatCtx) -> Result<Option<TeamID>, Error> {
let team_num: i32 = ctx.process.read(self.0 + cs2dumper::client::C_BaseEntity::m_iTeamNum)?;
Ok(TeamID::from_i32(team_num))
}
pub fn get_player_type(&self, ctx: &mut CheatCtx, local: &CPlayerController) -> Result<Option<PlayerType>, Error> {
if self.0 == local.0 {
return Ok(Some(PlayerType::Local))
}
let team = {
match self.get_team(ctx)? {
Some(t) => t,
None => { return Ok(None) },
}
};
let local_team = {
match local.get_team(ctx)? {
Some(t) => t,
None => { return Ok(None) },
}
};
let player_type = {
if team == TeamID::Spectator {
PlayerType::Spectator
} else if team != local_team {
PlayerType::Enemy
} else {
PlayerType::Team
}
};
Ok(Some(player_type))
}
}