[ offsets ] cstrike_pdatas

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  • Впервые слышу,кто такой ConnorMcLeod )

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В 2012 году всеми нами знакомый товарищ ConnorMcLeod из AlliedModders ( возможно даже кому-то из нас и больше,чем знакомый ) опубликовал интересный и весьма полезный пост инклудов со всеми возможными оффсетами cstrike_pdatas

В своё время они меня выручали ещё как.
Да, можно было бы загнать всё в один инклуд...но для удобства они розбросаны в 13 инклудов

И так - начнём...
Код:
#if defined _pdatas_stocks_included
  #endinput
#endif
#define _pdatas_stocks_included

#include <fakemeta>

#define SHORT_BYTES    2
#define INT_BYTES        4
#define BYTE_BITS        8

stock get_pdata_char(ent, charbased_offset, intbase_linuxdiff = 5)
{
    return ( get_pdata_int(ent, charbased_offset / INT_BYTES, intbase_linuxdiff)>>>((charbased_offset % INT_BYTES) * BYTE_BITS) ) & 0xFF
}

stock bool:get_pdata_bool(ent, charbased_offset, intbase_linuxdiff = 5)
{
    return !!( get_pdata_int(ent, charbased_offset / INT_BYTES, intbase_linuxdiff) & (0xFF<<((charbased_offset % INT_BYTES) * BYTE_BITS)) )
}

stock set_pdata_char(ent, charbased_offset, value, intbase_linuxdiff = 5)
{
    value &= 0xFF
    new int_offset_value = get_pdata_int(ent, charbased_offset / INT_BYTES, intbase_linuxdiff)
    new bit_decal = (charbased_offset % INT_BYTES) * BYTE_BITS
    int_offset_value &= ~(0xFF<<bit_decal) // clear byte
    int_offset_value |= value<<bit_decal
    set_pdata_int(ent, charbased_offset / INT_BYTES, int_offset_value, intbase_linuxdiff)
    return 1
}

stock set_pdata_bool(ent, charbased_offset, bool:value, intbase_linuxdiff = 5)
{
    set_pdata_char(ent, charbased_offset, _:value, intbase_linuxdiff)
}

stock get_pdata_short(ent, shortbased_offset, intbase_linuxdiff = 5)
{
    return ( get_pdata_int(ent, shortbased_offset / SHORT_BYTES, intbase_linuxdiff)>>>((shortbased_offset % SHORT_BYTES) * BYTE_BITS) ) & 0xFFFF
}

stock set_pdata_short(ent, shortbased_offset, value, intbase_linuxdiff = 5)
{
    value &= 0xFFFF
    new int_offset_value = get_pdata_int(ent, shortbased_offset / SHORT_BYTES, intbase_linuxdiff)
    new bit_decal = (shortbased_offset % SHORT_BYTES) * BYTE_BITS
    int_offset_value &= ~(0xFFFF<<bit_decal) // clear byte
    int_offset_value |= value<<bit_decal
    set_pdata_int(ent, shortbased_offset / SHORT_BYTES, int_offset_value, intbase_linuxdiff)
    return 1
}

stock get_pdata_vector(ent, const vec_offsets[3], Float:dest[3], intbase_linuxdiff)
{
    static i
    for(i=0; i<3; i++)
    {
        dest[i] = get_pdata_float(ent, vec_offsets[i], intbase_linuxdiff)
    }
}

stock set_pdata_vector(ent, const vec_offsets[3], const Float:vec[3], intbase_linuxdiff)
{
    static i
    for(i=0; i<3; i++)
    {
        set_pdata_float(ent, vec_offsets[i], vec[i], intbase_linuxdiff)
    }
}

// If you pass only 1st offset of a vec :
stock get_pdata_vec2(ent, vec_offset, Float:dest[3], intbase_linuxdiff)
{
    static i
    for(i=0; i<3; i++)
    {
        dest[i] = get_pdata_float(ent, vec_offsets + i, intbase_linuxdiff)
    }
}

stock set_pdata_vec2(ent, vec_offsets, const Float:vec[3], intbase_linuxdiff)
{
    static i
    for(i=0; i<3; i++)
    {
        set_pdata_float(ent, vec_offsets + i, vec[i], intbase_linuxdiff)
    }
}
Код:
GetGrenadeType( ent, bool:bCheckClass = true )
{
    if( bCheckClass )
    {
        new class[9]
        pev(ent, pev_classname, class, charsmax(class))
        if( !equal(class, "grenade") )
        {
            return 0
        }
    }

    if( get_pdata_bool(ent, m_bIsC4) )
    {
        return CSW_C4
    }

    new usEvent = get_pdata_short(ent, m_usEvent_Grenade)
    if( !usEvent )
    {
        return CSW_FLASHBANG
    }

    static m_usHgrenExplo // , m_usSmokeExplo
    if( !m_usHgrenExplo )
    {
        m_usHgrenExplo = engfunc(EngFunc_PrecacheEvent, 1, "events/createexplo.sc")
        // m_usSmokeExplo = engfunc(EngFunc_PrecacheEvent, 1, "events/createsmoke.sc")
    }

    return usEvent == m_usHgrenExplo ? CSW_HEGRENADE : CSW_SMOKEGRENADE
}

GetWeaponBoxProps( ent, &weapon, &weaponType, &ammoCount, ammoName[], len )
{
    for(new i = 1; i<= 5; i++)
    {
        weapon = get_pdata_cbase(ent, m_rgpPlayerItems_CWeaponBox[i], XO_CWEAPONBOX);
        if( weapon > 0 )
        {
            break;
        }
    }

    if( weapon > 0 )
    {
        weaponType = get_pdata_int(weapon, m_iId, XO_CBASEPLAYERWEAPON);
    }
    else
    {
        weaponType = 0;
    }

    ammoCount = get_pdata_int(ent, m_rgAmmo_CWeaponBox[1], XO_CWEAPONBOX);
    if( ammoCount )
    {
        global_get(glb_pStringBase, get_pdata_int(ent, m_rgiszAmmo[1], XO_CWEAPONBOX), ammoName, len);
    }
}

GiveUserShield( id )
{
    set_pdata_bool(id, m_bHasShield, true)
    set_pdata_int(id, m_fHasPrimary, 1)
    new iActiveItem = get_pdata_cbase(id, m_pActiveItem)
    if( iActiveItem > 0 )
    {
        new ammoIndex = get_pdata_int(iActiveItem, m_iPrimaryAmmoType, XO_CBASEPLAYERWEAPON)
        if( ammoIndex > 0 && get_pdata_int(id, m_rgAmmo_CBasePlayer[ ammoIndex ] > 0 ) )
        {
            ExecuteHamB(Ham_Item_Holster, iActiveItem, 0)
        }
        if( !ExecuteHamB(Ham_Item_Deploy, iActiveItem) )
        {
            ExecuteHamB(Ham_Weapon_RetireWeapon, iActiveItem)
        }
    }
    set_pev(id, pev_gamestate, 0)
}

RemoveUserShield( id )
{
    if ( get_pdata_bool(id, m_bHasShield) )
    {
        set_pdata_bool(id, m_bHasShield, false)
        set_pdata_int(id, m_fHasPrimary, 0)
        set_pdata_bool(id, m_bUsesShield, false)
        set_pev(id, pev_gamestate, 1)
        new iHideHUD = get_pdata_int(id, m_iHideHUD)
        if( iHideHUD & HUD_HIDE_CROSS )
        {
            set_pdata_int(id, m_iHideHUD, iHideHUD & ~HUD_HIDE_CROSS)
        }
    }
}
Код:
// CBaseEntity // LINUX DIFF 0

stock const vtbl = 0;

stock const _pev = 1;
stock const m_pGoalEnt = 2;
stock const m_pLink = 3;

stock const m_pfnThink = 4; // linux diff 0

stock const m_pfnThink_Flag_LINUX = 5; // linux only, diff 0

stock const m_pfnTouch = 5; // LINUX DIFF 1

stock const m_pfnTouch_Flag_LINUX = 7; // linux only, diff 0

stock const m_pfnUse = 6; // LINUX DIFF 2

stock const m_pfnUse_Flag_LINUX = 9; // linux only, diff 0

stock const m_pfnBlocked = 7; // LINUX DIFF 3

stock const m_pfnBlocked_Flag_LINUX = 11; // linux only, diff 0

// LINUX DIFF 4
stock const ammo_buckshot_TAB = 11;
stock const ammo_9mm_TAB = 13;
stock const ammo_556nato_TAB = 15;
stock const ammo_556natobox_TAB = 17;
stock const ammo_762nato_TAB = 19;
stock const ammo_45acp_TAB = 21;
stock const ammo_50ae_TAB = 23;
stock const ammo_338magnum_TAB = 25;
stock const ammo_57mm_TAB = 27;
stock const ammo_357sig_TAB = 29;

stock const m_flStartThrow = 30;
stock const m_flReleaseThrow = 31;
stock const m_chargeReady = 32;
stock const m_fInAttack = 33;


// CBaseEntity -> CArmoury
// Linux + 4
stock const XO_CARMOURY = 4;

stock const m_iItem = 34; // weapon ID defined in fgd
stock const m_iCount = 35; // item count before entity desappear
stock const m_iSaveCount = 36; // saved m_iCount value at Spawn
stock const m_bRestoreCount = 148; // if true [g/s]et_pdata_bool
Код:
// Linux +4
#define        m_flDelay                34
#define        m_iszKillTarget        35
Код:
// Linux +4
#define        m_flFrameRate                    36
#define        m_flGroundSpeed                37
#define        m_flLastEventCheck            38
#define        m_fSequenceFinished        39
#define        m_fSequenceLoops            40
Код:
// CBaseEntity -> CBaseDelay -> CBaseAnimating -> CBaseToggle
// Linux + 4
stock const XO_CBASETOGGLE1 = 4;

stock const m_toggle_state = 41;
stock const m_flActivateFinished = 42;
stock const m_flMoveDistance = 43;
stock const m_flWait = 44;
stock const m_flLip = 45;
stock const m_flTWidth = 46;
stock const m_flTLength = 47;
stock const m_vecPosition1[3] = {48,49,50};
stock const m_vecPosition2[3] = {51,52,53};
stock const m_vecAngle1[3] = {54,55,56};
stock const m_vecAngle2[3] = {57,58,59};
stock const m_cTriggersLeft = 60;
stock const m_flHeight = 61;
stock const m_hActivator_pent = 248;        // linux + 16    // get_pdata_ent is (char) based        // 62
stock const m_hActivator_serialnumber = 63;        // 63
stock const m_pfnCallWhenMoveDone = 64;

// Linux +5
stock const XO_CBASETOGGLE2 = 5;

stock const m_pfnCallWhenMoveDone_Flag_LIN = 69;    // linux only, diff 0
stock const m_vecFinalDest[3] = {65,66,67};
stock const m_vecFinalAngle[3] = {68,69,70};
stock const m_bitsDamageInflict = 71;
stock const m_sMaster = 72;
Код:
// CBaseEntity -> CBaseDelay -> CBaseAnimating -> CBaseToggle -> CBaseMonster
// Linux +5
#define        m_Activity                                73
#define        m_IdealActivity                        74
#define        m_LastHitGroup                    75
#define        m_bitsDamageType                76


// NOT OFFSETS LOL
#define    itbd_Paralyze        0       
#define    itbd_NerveGas        1
#define    itbd_Poison            2
#define    itbd_Radiation        3
#define    itbd_DrownRecover    4
#define    itbd_Acid            5
#define    itbd_SlowBurn        6
#define    itbd_SlowFreeze        7
#define CDMG_TIMEBASED        8
stock const m_rgbTimeBasedDamage[CDMG_TIMEBASED] = {308,309,...}
// Usage get_pdata_char(id, m_rgbTimeBasedDamage[ itbd_DrownRecover ] )
// set_pdata_char(id, m_rgbTimeBasedDamage[ itbd_Poison ] , 200)

#define        m_MonsterState                    79
#define        m_IdealMonsterState                80
#define        m_afConditions                        81
#define        m_afMemory                            82
#define        m_flNextAttack                        83
#define        m_hEnemy_pent                    336    // linux +20    // get_pdata_ent is (char) based        // 84
#define        m_hEnemy_serialnumber        85
#define        m_hTargetEnt_pent                344    // linux +20    // get_pdata_ent is (char) based        // 86
#define        m_hTargetEnt_serialnumber    87
#define        m_flFieldOfView                        88
#define        m_bloodColor                        89
#define        m_HackedGunPos_x                90
#define        m_HackedGunPos_y                91
#define        m_HackedGunPos_z                92
stock const m_vecEnemyLKP[3] = {93,94,95}
Код:
// CBaseEntity -> CBaseDelay -> CBaseAnimating -> CBaseToggle -> CBaseMonster -> CBasePlayer
// Linux +5

#define        random_seed                                    96    //    See    that    is    shared    between    client    &    server    for    shared    weapons    code
//    97    unknown
#define        m_hSpectatedTarget_pent                    392    //    linux    +20    //    m_hSpectatedTarget    takes    98    and    99    normally    //    get_pdata_ent,    no    set
#define        m_hSpectatedTarget_serialnumber        99
#define        m_flNextSpecButtonTime                    100
#define        m_iSpectatedPlayerWeaponId            101
#define        m_fHasSpectatedPlayerC4                    102
#define        m_fHasSpectatedPlayerDefuseKit        103
#define        m_iObserverMode                                104
#define        m_flAnimationTimeDummy                    105
//    106    unknown
#define        m_fHasTakenHighDamage                    107        //    Last    damage    >    60    ?
#define        m_flPainShock                                    108
#define        m_iLastZoom                                    109
#define        m_fResumeZoom                                110
#define        m_flEjectBrass                                    111
#define        m_iKevlarType                                    112
#define        m_fHasSurvivedLastRound                    113
#define        m_iTeam                                            114
#define        m_iAccount                                        115
#define        m_fHasPrimary                                    116
//    int        _dummy_117        //    animation    //    117    unknown
#define        m_iAnimationInCaseDie                        118    //    set    according    to    hitplace    and    random    values    //    used    when    dies    to    set    some    properties    (velocity,    that    kind    of    stuff)
#define        m_flNextChatTime                                119                       
//    #define        m_bHasReceivedDefItems                    120    //    (1<<0)
#define        m_bHasReceivedDefItems                    480    //    [g/s]et_pdata_bool
#define        m_iJoinedState                                    121
#define        m_pLastCamera                                122
#define        m_flNextCameraTime                            123
#define        m_flLastActivityTime                            124
//    #define        m_bools125                                        125    //    m_bHasBeenShownBriefing    (1<<0)            //    m_bHasChangeTeamThisRound    (1<<8)
#define        m_bHasBeenShownBriefing                500    //    [g/s]et_pdata_bool
#define        m_bHasChangeTeamThisRound            501    //    [g/s]et_pdata_bool
#define        m_iInternalModel                                126
#define        m_iTeamMateKills                                127
#define        m_iIgnoreMessages                            128
//    #define        m_boolsNVG                                        129    //    m_bGotNVG    (1<<0)        //    m_bIsNVGSwitchedOn    (1<<8)
#define        m_bGotNVG                                        516    //    [g/s]et_pdata_bool
#define        m_bIsNVGSwitchedOn                        517    //    [g/s]et_pdata_bool
//    BIG    HOLE
#define        m_flNextIdleCheckTime                        190
#define        m_flNextRadioGameTime                    191
#define        m_iRadiosLeft                                    192
//    #define        m_bools193                                        193    //    m_bHasSilentRadio    (1<<0)    //    m_bHasC4    (1<<8)    //    m_bHasDefuser    (1<<16)        //    m_bBlastDamaged    (1<<24)
#define        m_bHasSilentRadio                            772    //    [g/s]et_pdata_bool
#define        m_bHasC4                                        773    //    [g/s]et_pdata_bool
#define        m_bHasDefuser                                    774    //    [g/s]et_pdata_bool
#define        m_bBlastDamaged                            775    //    [g/s]et_pdata_bool
stock const m_vecRelativeInflictorOrigin[3] = {194,195,196}
#define        m_bTruOnHeDamage                            197                //    CBasePlayer::SetAnimation
#define        m_fNextHudTextArgsGameTime            198
//    LITTLE    HOLE    HudTextArgs    RELATED
#define        m_bitHudTextArgsDontResend            204
#define        m_iMenu                                            205
//    206    unknown
//    207    unknown
#define        m_fIsVIPRescued                                208
//    #define        m_boolsAsEscape                                209    //    m_bHasReachRescueEscapePoint    (1<<0)    //    m_bIsVip    (1<<8)
#define        m_bHasReachRescueEscapePoint        836        //    [g/s]et_pdata_bool
#define        m_bIsVip                                            837        //    [g/s]et_pdata_bool
#define        m_flNextRadarUpdateTime                    210
stock const m_vecLastPosition[3] = {211,212,213}
#define        m_iVoteKickUserId                            214
#define        m_flNextVote                                    215    //    votemap    votekick
#define        m_iTeamKills                                    216
#define        m_iHostageKills                                217
#define        m_iVotedMapIndex                            218
#define        m_bIsPrimaryFireAllowed                    219
#define        m_flLastAttackTime                            220    //    not    sure
#define        m_flNextTeammateAttackAlert            221
//    #define        m_boolsKilled                                    222    //    m_bKilledByHeadShot    (1<<0)    //    m_bKilledBecauseTeamKill    (1<<8)    //    m_bNotReceivingMoneyNextRound    (1<<16)
#define        m_bKilledByHeadShot                        888    //    [g/s]et_pdata_bool
#define        m_bKilledBecauseTeamKill                889    //    [g/s]et_pdata_bool
#define        m_bNotReceivingMoneyNextRound        890    //    [g/s]et_pdata_bool
#define        m_flNextTimeleft                                223
#define        m_boolChangeNameAtRespawn            896    //    [g/s]et_pdata_bool
#define        m_szNewName                                    897    //    (224*4    +    1)    [g/s]et_pdata_string    //    char    m_szNewName[32]
#define        m_fBombDefusing                                232    //    m_bBombDefusing    (1<<8)
#define        m_flNextMapZoneTime                        233
#define        m_fMapZone                                        234
#define        m_fClientMapZone                                235
#define        m_pentBombTarget                            236
#define        m_iPlayerSound                                237    //    the    index    of    the    sound    list    slot    reserved    for    this    player
#define        m_iTargetVolume                                238    //    ideal    sound    volume.   
#define        m_iWeaponVolume                            239    //    how    loud    the    player's    weapon    is    right    now.
#define        m_iExtraSoundTypes                            240    //    additional    classification    for    this    weapon's    sound
#define        m_iWeaponFlash                                241    //    brightness    of    the    weapon    flash
#define        m_flStopExtraSoundTime                    242    //   
#define        m_flFlashLightTime                            243    //    Time    until    next    battery    draw/Recharge
#define        m_iFlashBattery                                244    //    Flashlight    Battery    Draw
#define        m_afButtonLast                                    245
#define        m_afButtonPressed                            246
#define        m_afButtonReleased                            247
#define        m_pentSndLast                                    248    //    last    sound    entity    to    modify    player    room    type
#define        m_flSndRoomtype                                249    //    last    roomtype    set    by    sound    entity
#define        m_flSndRange                                    250    //    dist    from    player    to    sound    entity
#define        m_flFallVelocity                                    251

// constant items
#define ITEM_HEALTHKIT        1
#define ITEM_ANTIDOTE        2
#define ITEM_SECURITY        3
#define ITEM_BATTERY        4
#define MAX_ITEMS                5    // hard coded item types
stock const m_rgItems[MAX_ITEMS] = { 252 , 253 , ... }

#define        m_afPhysicsFlags                                257    //    physics    flags    -    set    when    'normal'    physics    should    be    revisited    or    overriden
#define        m_fNextSuicideTime                            258    //    the    time    after    which    the    player    can    next    use    the    suicide    command
#define        m_flTimeStepSound                            259    //    when    the    last    stepping    sound    was    made
#define        m_flTimeWeaponIdle_PLAYER              260    //    when    to    play    another    weapon    idle    animation.
#define        m_flSwimTime                                    261    //    how    long    player    has    been    underwater
#define        m_flDuckTime                                    262    //    how    long    we've    been    ducking
#define        m_flWallJumpTime                                263    //    how    long    until    next    walljump
#define        m_flSuitUpdate                                    264    //    when    to    play    next    suit    update
stock const m_rgSuitPlayList[4] = {265,266,...}    //[CSUITPLAYLIST]    //    next    sentencenum    to    play    for    suit    update
#define        m_iSuitPlayNext                                269    //    next    sentence    slot    for    queue    storage
stock const m_rgiSuitNoRepeat[32] = {270,271,...}    //    [32]    //[CSUITNOREPEAT]        //    suit    sentence    no    repeat    list
stock const m_rgflSuitNoRepeatTime[32] = {302,303,...}                          //    [32]    //[CSUITNOREPEAT]    //    how    long    to    wait    before    allowing    repeat
#define        m_lastDamageAmount                        334    //    Last    damage    taken
#define        m_tbdPrev                                            335    //    Time-based    damage    timer
#define        m_flgeigerRange                                336    //    range    to    nearest    radiation    source
#define        m_flgeigerDelay                                    337    //    delay    per    update    of    range    msg    to    client
#define        m_igeigerRangePrev                            338
#define        m_iStepLeft                                        339    //    alternate    left/right    foot    stepping    sound
#define        m_szTextureName                                1360    //    440*4        m_szTextureName[19    char]    //HL    13    [CBTEXTURENAMEMAX]    //    current    texture    name    we're    standing    on
#define        m_chTextureType                                1379    //    current    texture    type    //    may    be    use    344    instead
#define        m_idrowndmg                                    345    //    track    drowning    damage    taken
#define        m_idrownrestored                                346    //    track    drowning    damage    restored
#define        m_bitsHUDDamage                            347    //    Damage    bits    for    the    current    fame.    These    get    sent    to   
#define        m_fInitHUD                                        348    //    True    when    deferred    HUD    restart    msg    needs    to    be    sent
#define        m_fGameHUDInitialized                        349
#define        m_iTrain                                            350    //    Train    control    position
#define        m_fWeapon                                        351    //    Set    this    to    FALSE    to    force    a    reset    of    the    current    weapon    HUD    info
#define        m_pTank_pent                                    1408    //    linux    +    20    //    352    //    the    tank    which    the    player    is    currently    controlling,    NULL    if    no    tank
#define        m_pTank_serialnumber                        353    //    the    tank    which    the    player    is    currently    controlling,    NULL    if    no    tank
#define        m_fDeadTime                                    354    //    the    time    at    which    the    player    died    (used    in    PlayerDeathThink())
#define        m_fNoPlayerSound                            355    //    a    debugging    feature.    Player    makes    no    sound    if    this    is    true.   
#define        m_fLongJump                                    356    //    does    this    player    have    the    longjump    module?
#define        m_tSneaking                                        357
#define        m_iUpdateTime                                    358    //    stores    the    number    of    frame    ticks    before    sending    HUD    update    messages
#define        m_iClientHealth                                    359    //    the    health    currently    known    by    the    client.    If    this    changes,    send    a    new
#define        m_iClientBattery                                360    //    the    Battery    currently    known    by    the    client.    If    this    changes,    send    a    new
#define        m_iHideHUD                                        361    //    the    players    hud    weapon    info    is    to    be    hidden
#define        m_iClientHideHUD                                362
#define        m_iFOV                                            363    //    field    of    view
#define        m_iClientFOV                                    364    //    client's    known    FOV
#define        m_iSpawnCount                                365
#define        m_pLinkedEntity                                366
stock const m_rgpPlayerItems_CBasePlayer[6] = { 367 , 368 , ... }
#define        m_pActiveItem                                    373
#define        m_pClientActiveItem                            374    //    client    version    of    the    active    item
#define        m_pLastItem                                        375
stock const m_rgAmmo_CBasePlayer[32] = {376,377,...}                    //   376    //    [MAX_AMMO_SLOTS]   
stock const m_rgAmmoLast[32] = {408,409,...}    //    [MAX_AMMO_SLOTS]   
stock const m_vecAutoAim[3] = {440,441,442}
#define        m_fOnTarget                                        443
#define        m_iDeaths                                        444
#define        m_iRespawnFrames                            445    //    used    in    PlayerDeathThink()    to    make    sure    players    can    always    respawn
#define        m_izSBarState_0                                446    //    [SBAR_END]
#define        m_izSBarState_1                                447    //    [SBAR_END]
#define        m_izSBarState_2                                448    //    [SBAR_END]
#define        m_flNextSBarUpdateTime                    449
#define        m_flStatusBarDisappearDelay                450
#define        m_SbarString0                                    1804    //    [SBAR_STRING_SIZE]    //    128
#define        m_lastx                                            483
#define        m_lasty                                            484    //    483    484    //    These    are    the    previous    update's    crosshair    angles,    DON"T    SAVE/RESTORE
#define        m_nCustomSprayFrames                    485    //    Custom    clan    logo    frames    for    this    player
#define        m_flNextDecalTime                            486    //    next    time    this    player    can    spray    a    decal    //    382
#define        m_szTeamName                                1948    //    m_szTeamName[16]
#define        g_szModelIndexPlayer                        491    //    psz
#define        m_szShieldAnimExt                            1968    //    m_szShieldAnimExt[32]   
#define        m_iGaitSequence                                500
#define        m_flGaitFrame                                    501
#define        m_flGaitYaw                                        502
#define        m_flPrevGaitOrigin_x                            503
#define        m_flPrevGaitOrigin_y                            504
#define        m_flPrevGaitOrigin_z                            505
#define        m_flPitch                                            506
#define        m_flYaw                                            507
#define        m_flGaitMovement                                508
#define        m_fAutoWeaponSwitch                        509
//    #define        m_boolsUserPrefsAndShield                510    //    m_bHasVGUIMenus    (1<<0)    //    m_bHasAutoHelp    (1<<8)    //    m_bUsesShield    (1<<16)    //    m_bHasShield    (1<<24)
#define        m_boolsUserPrefsAndShield                2040        //    [g/s]et_pdata_bool
#define        m_bHasAutoHelp                                2041        //    [g/s]et_pdata_bool
#define        m_bUsesShield                                    2042        //    [g/s]et_pdata_bool
#define        m_bHasShield                                    2043        //    [g/s]et_pdata_bool
#define        m_fObserverHasTarget                        511
#define        m_flFindNextPlayerTime                        512
#define        m_flDtMultiplier                                    513
#define        m_flFlashedUntil                                514
#define        m_flFlashedAt                                    515
#define        m_flFlashHoldTime                            516
#define        m_flFlashDuration                                517
#define        m_iFlashAlpha                                    518
#define        m_flNextAutoFollowTime                    519
#define        m_szAutoBuyData[256]                        2080    //    m_szAutoBuyData[256]
#define        m_pSomeRebuyPointer                        584    //    Rebuy    stuff    CBasePlayer::Rebuy    CBasePlayer::RebuyInitData    ClientPutInServer
#define        m_iRebuyLastPrimaryItemId                585
#define        m_iRebuyLastPrimaryItemAmmo        586
#define        m_iRebuyLastSecondaryItemId            587
#define        m_iRebuyLastSecondaryItemAmmo  588
#define        m_iRebuyHEGrenadeAmmo             589
#define        m_iRebuyFlashbangAmmo                590
#define        m_iRebuySmokeGrenadeAmmo        591
#define        m_iRebuyDefuseKit                            592
#define        m_iRebuyNVGoggles                        593
#define        m_iRebuyKevlar                                594
#define        m_bRebuyStructBuilt                            595
#define        m_flNextLocationUpdateTime                596
#define        m_szLocation                                    2388                //    597-604    m_szLocation[28]   
#define        m_flProgressBarStartTime                    605
#define        m_flProgressBarEndTime                    606
#define        m_boolsObserver607                            607    //    m_bObserverAutoDirector    (1<<0)    //    m_bCanSwitchObserverModes    (1<<8)
#define        m_bObserverAutoDirector                    2428    //    [g/s]et_pdata_bool
#define        m_bCanSwitchObserverModes            2429    //    [g/s]et_pdata_bool
//    608
#define        m_flIntense                                        609    win    //    ?void?    CBasePlayer::Intense()    {    m_flIntense    =    gpGlobals->time    }
//    610
//    611
#define        m_flNextSayTime                                612
#define        m_flNextSayTeamTime                        613
#define        m_flNextFullUpdateTime                        614
#define        m_flNextVoteTimeCmd                        615
#define        m_flNextVoteMapTime                        616
#define        m_flNextListMapsTime                        617
#define        m_flNextListPlayersTime                    618
#define        m_flNextNightVisionTime                    619
Код:
//    CBaseEntity    ->    CBaseDelay    ->    CBaseAnimating    ->    CBaseToggle    ->    CBaseMonster    ->    CGrenade

#define        m_bStartDefuse                384    //    [g/s]et_pdata_bool
#define        m_bIsC4                        385    //    [g/s]et_pdata_bool
#define        m_hDefuser_pent            388    //    LINUX    +    20                    //    offset    97
#define        m_hDefuser_serial            98
#define        m_flDefuseCountDown    99
#define        m_flC4Blow                    100
#define        m_flNextFreqInterval        101
#define        m_flNextBeep                102
#define        m_flNextFreq                    103
#define        m_sBeepName                104
#define        m_fAttenu                        105
#define        m_flNextBlink                106
#define        m_flNextDefuseCheck    107
#define        m_bJustBlew                    108
#define        m_iGrenadeTeam            109
#define        m_iC4Hurry                    110
#define        m_pentCurBombTarget    444    //    LINUX    +    20    get_pdata_ent
#define        m_SGSmoke                112

//    int                    _dummy_113;    //    unknown    offset

#define        m_usEvent_Grenade        228    //    [g/s]et_pdata_short
#define        m_bLightSmoke            458    //    [g/s]et_pdata_bool
//    bool                    m_b459;        //    set    to    1    on    smoke    explode

stock const m_vecAngles[3] = {115,116,117}

#define        m_iRebundsCount            118
#define        m_fSoundSet                119
Код:
#if defined _cbaseplayerweapon_included
  #endinput
#endif
#define _cbaseplayerweapon_included

#tryinclude "cstrike_pdatas/cbaseanimating_offsets.inc"

// CBaseEntity -> CBaseDelay -> CBaseAnimating -> CBasePlayerItem
// Linux +4
stock const XO_CBASEPLAYERITEM = 4;

// CBasePlayerItem
stock const m_pPlayer = 41;
stock const m_pNext = 42;
stock const m_iId = 43;

// CBaseEntity -> CBaseDelay -> CBaseAnimating -> CBasePlayerItem -> CBasePlayerWeapon
// Linux +4
stock const XO_CBASEPLAYERWEAPON = 4;

// CBasePlayerWeapon   
stock const m_iPlayEmptySound = 44;
stock const m_fFireOnEmpty = 45;  // True when the gun is empty and the player is still holding down the attack key
stock const m_flNextPrimaryAttack = 46;    // soonest time ItemPostFrame will call PrimaryAttack
stock const m_flNextSecondaryAttack = 47;    // soonest time ItemPostFrame will call SecondaryAttack
stock const m_flTimeWeaponIdle = 48;    // soonest time ItemPostFrame will call WeaponIdle
stock const m_iPrimaryAmmoType = 49;    // "primary" ammo index into players m_rgAmmo[]
stock const m_iSecondaryAmmoType = 50;    // "secondary" ammo index into players m_rgAmmo[]
stock const m_iClip = 51;    // number of shots left in the primary weapon clip, -1 it not used
stock const m_iClientClip = 52;    // the last version of m_iClip sent to hud dll
stock const m_iClientWeaponState = 53;    // the last version of the weapon state sent to hud dll (is current weapon, is on target)
stock const m_fInReload = 54;    // Are we in the middle of a reload;
stock const m_fInSpecialReload = 55;    // Are we in the middle of a reload for the shotguns
stock const m_iDefaultAmmo = 56;    // how much ammo you get when you pick up this weapon as placed by a level designer.
stock const m_iShellLate = 57;
stock const m_flWeaponSpeed = 58;    // used for guns to restore after shield
stock const m_bDelayFire = 236;

stock const m_iDirection = 60;    // The current lateral kicking direction ; 1 = right, 0 = left.

stock const m_flAccuracy = 62;
stock const m_flLastFire = 63;
stock const m_iShotFired = 64;

stock const m_iszViewModel = 68;
stock const m_flGlock18Shoot = 69;
stock const m_iGlock18ShotsFired = 70;
stock const m_flFamasShoot = 71;
stock const m_iFamasShotsFired = 72;
stock const m_flFamasBurstSpread = 73;
stock const m_fWeaponState = 74;
enum ( <<=1 )
{
    WEAPONSTATE_USP_SILENCED = 1,
    WEAPONSTATE_GLOCK18_BURST_MODE,
    WEAPONSTATE_M4A1_SILENCED,
    WEAPONSTATE_ELITE_LEFT,
    WEAPONSTATE_FAMAS_BURST_MODE,
    WEAPONSTATE_SHIELD_DRAWN
}

stock const m_flNextReload = 75;
stock const m_flDecreaseShotsFired = 76;
stock const m_usGlock18Event = 154;    // [g/s]et_pdata_short
stock const m_usFamasEvent = 155;    // [g/s]et_pdata_short

// Weapon Specific :
// Linux +4

// CC4
stock const m_bArming = 312;                    // offset 82 linux       
stock const m_bInArmingAnimation = 313;    // offset 82
    // bool                    _dummy_bool_330;
    // bool                    _dummy_bool_331;

stock const m_flArmedTime = 79;        // offset 83 linux
    // int                    _dummy_80;                // offset 84 linux // set to 1 when deployed and player has shield ?

// CHEGrenade
stock const m_usExplo_HEGREN = 156;

// CAK47
stock const m_iShell_AK47 = 78;
stock const m_fIsDeployed_AK47 = 79;
stock const m_usEvent_AK47 = 160;

// CAUG
stock const m_iShell_AUG = 78;
stock const m_fIsDeployed_AUG = 79;
stock const m_usEvent_AUG = 160;

// CDEAGLE
stock const m_iShell_DEAGLE = 78;
stock const m_usEvent_DEAGLE = 158;

// CELITE
stock const m_iShell_ELITE = 78;
stock const m_usEventLeft_ELITE = 158;
stock const m_usEventRigth_ELITE = 159;
    
// CFiveSeven
stock const m_iShell_FiveSeven = 78;
stock const m_usEvent_FiveSeven = 158;
    
// CM249
stock const m_iShell_CM249 = 78;
stock const m_fIsDeployed_CM249 = 79;
stock const m_usEvent_CM249 = 160;

// CM4A1
stock const m_iShell_M4A1 = 78;
stock const m_fIsDeployed_M4A1 = 79;
stock const m_usEvent_M4A1 = 160;

// CMAC10
stock const m_iShell_MAC10 = 78;
stock const m_fIsDeployed_MAC10 = 79;
stock const m_usEvent_MAC10 = 160;

// CMP5N
stock const m_iShell_CMP5N = 78;
stock const m_fIsDeployed_CMP5N = 79;
stock const m_usEvent_CMP5N = 160;

// CP228
stock const m_iShell_P228 = 78;
stock const m_usEvent_P228 = 158;
    
// CP90
stock const m_iShell_P90 = 78;
stock const m_fIsDeployed_P90 = 79;
stock const m_usEvent_P90 = 160;

// CSG552
stock const m_iShell_SG552 = 78;
stock const m_fIsDeployed_SG552 = 79;
stock const m_usEvent_SG552 = 160;

// CTMP
stock const m_iShell_TMP = 78;
stock const m_fIsDeployed_TMP = 79;
stock const m_usEvent_TMP = 160;

// CUMP45
stock const m_iShell_UMP45 = 78;
stock const m_fIsDeployed_UMP45 = 79;
stock const m_usEvent_UMP45 = 160;

// CUSP
stock const m_iShell_USP = 78;
stock const m_usEvent_USP = 158;
    
// CGalil
stock const m_iShell_Galil = 78;
stock const m_fIsDeployed_Galil = 79;
stock const m_usEvent_Galil = 160;

// CFamas
stock const m_iShell_Famas = 78;
stock const m_fIsDeployed_Famas = 79;
    
// CGLOCK18
stock const m_iShell_GLOCK18 = 78;
stock const m_fIsDeployed_GLOCK18 = 79;
    
// CSmokeGrenade
stock const m_usSmokeExplo = 156;
    
// CSCOUT
stock const m_iShell_SCOUT = 78;
stock const m_usEvent_SCOUT = 158;
    
// CAWP
stock const m_iShell_AWP = 78;
stock const m_usEvent_AWP = 158;
    
// CSG550
stock const m_iShell_SG550 = 78;
stock const m_usEvent_SG550 = 158;
    
// CG3SG1
stock const m_iShell_G3SG1 = 78;
stock const m_usEvent_G3SG1 = 158;
    
// CFlashbang // no private data

// CXM1014
stock const m_iShell_XM1014 = 78;
stock const m_flPumpTime_XM1014 = 79;
stock const m_usEvent_XM1014 = 160;
    
// CM3
stock const m_iShell_CM3 = 78;
stock const m_flPumpTime_CM3 = 79;
stock const m_usEvent_CM3 = 160;
    
// CC4
stock const m_bArming_C4 = 312;
stock const m_bInArmingAnimation_C4 = 313;
stock const m_flArmedTime_C4 = 79;

// CKnife
stock const m_fAllSolid_CKnife = 78;
stock const m_fStartSolid_CKnife = 79;
stock const m_fInOpen_CKnife = 80;
stock const m_fInWater_CKnife = 81;
stock const m_flFraction_CKnife = 82;
stock const m_vecEndPos_CKnife = {83,84,85};
stock const m_flPlaneDist_CKnife = 86;
stock const m_vecPlaneNormal_CKnife[3] = {87,88,89};
stock const m_pHit_CKnife = 90;
stock const m_iHitgroup_CKnife = 91;
stock const m_usEvent_CKnife = 184;
    
// CWeaponCycler
stock const m_iszModel_WeaponCycler = 78;
stock const m_iModel_WeaponCycler = 79;
Код:
// CBaseEntity -> CWeaponBox
// Linux +4
#define XO_CWEAPONBOX 4

stock const m_rgpPlayerItems_CWeaponBox[6] = { 34 , 35 , ... }
// Usage get_pdata_cbase(weaponbox, m_rgpPlayerItems_CWeaponBox[ 1 ], 4)

stock const m_rgiszAmmo[32] = { 40 , 41 , ... }
stock const m_rgAmmo_CWeaponBox[32] = { 72 , 73 , ... }
#define        m_cAmmoTypes                    104
Код:
// CBaseEntity -> CArmoury
// Linux + 4
#define XO_CARMOURY    4

#define        m_iItem                    34        // weapon ID defined in fgd
#define        m_iCount                    35        // item count before entity desappear
#define        m_iSaveCount            36        // saved m_iCount value at Spawn
#define        m_bRestoreCount        148        // if true [g/s]et_pdata_bool
Код:
#if defined _cruleentity_included
  #endinput
#endif
#define _cruleentity_included

#tryinclude "/cstrike_pdatas/cbaseentity_offsets.inc"

// CBaseEntity -> CRuleEntity
// Linux +4
stock const XO_CRULEENTITY = 4;

stock const m_iszMaster = 34;


//  CBaseEntity -> CRulePointEntity
// No Pdatas

//  CBaseEntity -> CRulePointEntity -> CGamePlayerEquip
stock const XO_CGAMEPLAYEREQUIP = 4;

stock const m_weaponNames[32] = {35,36,...};
stock const m_weaponCount[32] = {67,68,...};


Если вы используете что-то из всего этого, вы можете включить их следующим образом:
Код:
#tryinclude <cstrike_pdatas>

#if !defined _cbaseentity_included
        #assert Cstrike Pdatas and Offsets library required! Read the below instructions:   \
                1. Download it at forums.alliedmods.net/showpost.php?p=1712101#post1712101   \
                2. Put it into amxmodx/scripting/include/ folder   \
                3. Compile this plugin locally, details: wiki.amxmodx.org/index.php/Compiling_Plugins_%28AMX_Mod_X%29   \
                4. Install compiled plugin, details: wiki.amxmodx.org/index.php/Configuring_AMX_Mod_X#Installing
#endif
Источник

На этом всё - Благодарю за Внимание 😉
 

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Бесполезный же после обновления fakemeta.
 
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Четкий французский скриптер)) Жаль, что завязал с кс
 

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