-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathBaseCombatWeapon.hpp
More file actions
142 lines (103 loc) · 2.67 KB
/
Copy pathBaseCombatWeapon.hpp
File metadata and controls
142 lines (103 loc) · 2.67 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
#pragma once
#include <iostream>
#include <array>
#include <string>
#include "Memory.hpp"
#include "Modules.hpp"
#include "Offsets.hpp"
#include "BaseEntity.hpp"
#include "ItemDefinitionIndex.hpp"
#include "EntityQuality.hpp"
class BaseCombatWeapon : public BaseEntity {
private:
public:
BaseCombatWeapon(int);
BaseCombatWeapon(BaseEntity);
int get();
/// <summary>
/// get weapon item ID
/// </summary>
/// <returns>Item ID</returns>
ItemDefinitionIndex m_iItemDefinitionIndex();
void m_iItemDefinitionIndex(ItemDefinitionIndex);
/// <summary>
/// get current count of bullets in weapon
/// </summary>
/// <returns>Count of bullets</returns>
int m_iClip1();
/// <summary>
/// get next weapon attack in ticks
/// </summary>
/// <returns>ticks</returns>
float m_flNextPrimaryAttack();
/// <summary>
/// check if weapon in reload
/// </summary>
/// <returns>True if reload</returns>
bool m_bInReload();
/// <summary>
/// check if weapon is pistol
/// </summary>
/// <returns>True if pistol</returns>
bool isPistol();
/// <summary>
/// check if weapon is SMG
/// </summary>
/// <returns>True if SMG</returns>
bool isSMG();
/// <summary>
/// check if weapon is heavy machine gun
/// </summary>
/// <returns>True if heavy machine gun</returns>
bool isHeavy();
/// <summary>
/// check if weapon is heavy shotgun
/// </summary>
/// <returns>True if heavy shotgun</returns>
bool isShotgun();
/// <summary>
/// check if weapon is rifle machine gun
/// </summary>
/// <returns>True if rifle machine gun</returns>
bool isRifle();
/// <summary>
/// check if weapon is rifle sniper
/// </summary>
/// <returns>True if rifle sniper</returns>
bool isSnipers();
/// <summary>
/// check if weapon is knife
/// </summary>
/// <returns>True if knife</returns>
bool isKnife();
/// <summary>
/// check if weapon is bomb
/// </summary>
/// <returns>True if bomb</returns>
bool isBomb();
/// <summary>
/// check if weapon is grenade
/// </summary>
/// <returns>True if grenade</returns>
bool isGrenade();
unsigned long m_nFallbackPaintKit();
void m_nFallbackPaintKit(unsigned long);
int m_iItemIDHigh();
void m_iItemIDHigh(int);
unsigned long m_iViewModelIndex();
void m_iViewModelIndex(unsigned long);
unsigned long m_nModelIndex();
void m_nModelIndex(unsigned long);
EntityQuality m_iEntityQuality();
void m_iEntityQuality(EntityQuality);
float m_flFallbackWear();
void m_flFallbackWear(float);
void m_nModelIndex(int);
int m_hWeaponWorldModel();
void m_hWeaponWorldModel(int);
void m_szCustomName(std::string);
void m_nFallbackSeed(int);
void m_nFallbackStatTrak(int);
int m_OriginalOwnerXuidLow();
void m_iAccountID(int);
};