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entity.cpp
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#include "csgo_sdk.h"
//Macro to implement simple netvars quickly
#define ent_netvar( nv_type, nv_name, nv_offset ) nv_type entity_t::##nv_name( ) { return m_memory->read< nv_type >( m_ptr + nv_offset ); }
namespace sdk {
entity_t::entity_t(forceinline::memory_manager* memory, sdk::modules_t* modules, std::uintptr_t ent_ptr) {
m_memory = memory;
m_modules = modules;
m_ptr = ent_ptr;
}
ent_netvar(bool, dormant, 0xED);
ent_netvar(int, health, 0x100);
ent_netvar(int, index, 0x64);
ent_netvar(int, life_state, 0x25F);
ent_netvar(int, team, 0xF4);
ent_netvar(vec3_t, origin, 0x138);
void entity_t::get_name(std::string& out) {
struct player_info_t {
char __pad[0x10];
char name[32];
};
std::uintptr_t client_state = m_memory->read< std::uintptr_t >(m_modules->engine_dll + 0x588FEC); //m_dwClientState
std::uintptr_t user_info_table = m_memory->read< std::uintptr_t >(client_state + 0x52C0); //m_dwClientState_PlayerInfo
std::uintptr_t x = m_memory->read< std::uintptr_t >(m_memory->read< std::uintptr_t >(user_info_table + 0x40) + 0xC);
player_info_t p = m_memory->read< player_info_t >(m_memory->read< uintptr_t >(x + 0x28 + 0x34 * (index() - 1)));
out.resize(32);
memcpy(out.data(), p.name, 32);
}
bool entity_t::is_alive() {
return life_state() == 0;
}
}