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94 lines
2.2 KiB
C++
94 lines
2.2 KiB
C++
#pragma once
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#include "CPlayerPawnComponent.h"
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#include "schemasystem.h"
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#include "ehandle.h"
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#include "CBaseFlex.h"
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class CEconEntity : public CBaseFlex
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{
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public:
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};
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class CEconItemAttribute
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{
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public:
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SCHEMA_FIELD(uint16_t, CEconItemAttribute, m_iAttributeDefinitionIndex);
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SCHEMA_FIELD(float, CEconItemAttribute, m_flValue);
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SCHEMA_FIELD(float, CEconItemAttribute, m_flInitialValue);
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};
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class CAttributeList
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{
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public:
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SCHEMA_FIELD(int64_t, CAttributeList, m_Attributes);
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};
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class CEconItemView
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{
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public:
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SCHEMA_FIELD(int32_t, CEconItemView, m_iEntityQuality);
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SCHEMA_FIELD(CAttributeList, CEconItemView, m_AttributeList);
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SCHEMA_FIELD(int32_t, CEconItemView, m_iItemIDHigh);
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SCHEMA_FIELD(int32_t, CEconItemView, m_iAccountID);
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SCHEMA_FIELD(uint16_t, CEconItemView, m_iItemDefinitionIndex);
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};
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class CAttributeContainer
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{
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public:
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SCHEMA_FIELD(CEconItemView, CAttributeContainer, m_Item);
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};
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class CModelState
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{
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public:
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SCHEMA_FIELD(uint64_t, CModelState, m_MeshGroupMask);
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};
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class CSkeletonInstance
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{
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public:
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SCHEMA_FIELD(CModelState, CSkeletonInstance, m_modelState);
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};
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class CGameSceneNode
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{
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public:
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CSkeletonInstance* GetSkeletonInstance() {
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return CALL_VIRTUAL(CSkeletonInstance*, 8, this);
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}
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};
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class CBodyComponent
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{
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public:
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SCHEMA_FIELD(CGameSceneNode*, CBodyComponent, m_pSceneNode);
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};
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class CBasePlayerWeapon : public CEconEntity
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{
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public:
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SCHEMA_FIELD(CBodyComponent*, CBaseEntity, m_CBodyComponent);
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SCHEMA_FIELD(CAttributeContainer, CEconEntity, m_AttributeManager);
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SCHEMA_FIELD(int32_t, CEconEntity, m_nFallbackPaintKit);
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SCHEMA_FIELD(int32_t, CEconEntity, m_nFallbackSeed);
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SCHEMA_FIELD(int32_t, CEconEntity, m_nFallbackStatTrak);
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SCHEMA_FIELD(float, CEconEntity, m_flFallbackWear);
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SCHEMA_FIELD(uint64_t, CEconEntity, m_OriginalOwnerXuidLow);
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};
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class CPlayer_WeaponServices : public CPlayerPawnComponent
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{
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public:
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virtual ~CPlayer_WeaponServices() = 0;
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SCHEMA_FIELD(CHandle<CBasePlayerWeapon>, CPlayer_WeaponServices, m_hActiveWeapon);
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auto RemoveWeapon(CBasePlayerWeapon* weapon) {
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return CALL_VIRTUAL(void, 20, this, weapon, nullptr, nullptr);
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}
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};
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class CPlayer_ItemServices : public CPlayerPawnComponent
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{
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public:
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virtual ~CPlayer_ItemServices() = 0;
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}; |