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unorganized.h
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unorganized.h
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class CHeadlessHatmanPathCost : public IPathCost
{
// TODO
};
class CMerasmusPathCost : public IPathCost
{
// TODO
};
class CRobotPathCost : public IPathCost
{
// TODO
};
class CZombiePathCost : public IPathCost
{
// TODO
};
inline CBasePlayer *ToBasePlayer(CBaseEntity *pEntity)
{
if (pEntity == nullptr || !pEntity->IsPlayer()) {
return nullptr;
}
return static_cast<CBasePlayer *>(pEntity);
}
inline CTFPlayer *ToTFPlayer(CBaseEntity *pEntity)
{
if (pEntity == nullptr || !pEntity->IsPlayer()) {
return nullptr;
}
return static_cast<CTFPlayer *>(pEntity);
}
inline CTFBot *ToTFBot(CBaseEntity *pEntity)
{
CTFPlayer *player = ToTFPlayer(pEntity);
if (player == nullptr || !player->IsBotOfType(1337)) {
return nullptr;
}
return static_cast<CTFBot *>(player);
}
class CHeadlessHatmanBody : public IBody
{
// TODO
};
class CMerasmusBody : public IBody
{
// TODO
};
class CBotNPCBody : public IBody
{
// TODO
};
class CEyeballBossBody : public CBotNPCBody
{
// TODO
};
class CBotNPCArcher::CBotNPCArcherIntention : public IIntention
{
// TODO
};
class CBotNPCDecoy::CBotNPCDecoyIntention : public IIntention
{
// TODO
};
class CEyeballBoss::CEyeballBossIntention : public IIntention
{
// TODO
};
class CGhost::CGhostIntention : public IIntention
{
// TODO
};
class CHeadlessHatmanIntention : public IIntention
{
// TODO
};
class CMerasmusIntention : public IIntention
{
// TODO
};
class CRobot::CRobotIntention : public IIntention
{
// TODO
};
class CZombieIntention : public IIntention
{
// TODO
};
class CEyeballBossLocomotion : public ILocomotion
{
// TODO
};
class CMerasmusFlyingLocomotion : public ILocomotion
{
// TODO
};
class CBotNPCDecoyLocomotion : public NextBotGroundLocomotion
{
// TODO
};
class CGhostLocomotion : public NextBotGroundLocomotion
{
// TODO
};
class CHeadlessHatmanLocomotion : public NextBotGroundLocomotion
{
// TODO
};
class CMerasmusLocomotion : public NextBotGroundLocomotion
{
// TODO
};
class CRobotLocomotion : public NextBotGroundLocomotion
{
// TODO
};
class CZombieLocomotion : public NextBotGroundLocomotion
{
// TODO
};
class CDisableVision : public IVision
{
// TODO
};
union attribute_data_union_t
{
// TODO
};
class ISchemaAttributeType
{
public:
virtual ~ISchemaAttributeType();
UNKNOWN GetTypeUniqueIdentifier();
UNKNOWN LoadEconAttributeValue(CEconItem *, CEconItemAttributeDefinition const*, attribute_data_union_t const&);
UNKNOWN ConvertEconAttributeValueToByteStream(attribute_data_union_t const&, std::string *);
UNKNOWN BConvertStringToEconAttributeValue(CEconItemAttributeDefinition const*, const char *, attribute_data_union_t *, bool);
UNKNOWN ConvertEconAttributeValueToString(CEconItemAttributeDefinition const*, attribute_data_union_t const&, std::string *);
UNKNOWN LoadByteStreamToEconAttributeValue(CEconItem *, CEconItemAttributeDefinition const*, std::string const&);
UNKNOWN InitializeNewEconAttributeValue(attribute_data_union_t *);
UNKNOWN UnloadEconAttributeValue(attribute_data_union_t *);
UNKNOWN OnIterateAttributeValue(IEconItemAttributeIterator *, CEconItemAttributeDefinition const*, attribute_data_union_t const&);
UNKNOWN BSupportsGameplayModificationAndNetworking();
};
struct static_attrib_t
{
bool BInitFromKV_SingleLine(const char *context, KeyValues *kv, CUtlVector<CUtlString> *errors, bool integer);
unsigned short m_iAttrIndex; // +0x00
attribute_data_union_t m_Value; // +0x04
};
// TODO: fix these to not conflict with the definitions in shareddefs.h
#define COLOR_WHITE Color(255, 255, 255, 255)
#define COLOR_GRAY100 Color(100, 100, 100, 255)
#define COLOR_RED Color(255, 0, 0, 255)
#define COLOR_ORANGE Color(255, 100, 0, 255)
#define COLOR_LTYELLOW Color(255, 255, 150, 255)
#define COLOR_GREEN Color( 0, 255, 0, 255)
#define COLOR_LTGREEN Color(150, 255, 150, 255)
#define COLOR_MAGENTA Color(255, 0, 255, 255)
#define COLOR32_WHITE { .r = 255, .g = 255, .b = 255, .a = 255, }
#define RGB_GRAY100 100, 100, 100
#define RGB_YELLOW 255, 255, 0
#define RGB_LTYELLOW 255, 255, 100
#define RGBA_WHITE 255, 255, 255, 255
#define RGBA_RED 255, 0, 0, 255
#define RGBA_GREEN 0, 255, 0, 255
#define RGBA_CYAN 0, 255, 255, 255
#define RGBA_MAGENTA 255, 0, 255, 255
class INextBotEntityFilter
{
public:
virtual bool IsAllowed(CBaseEntity *ent) const = 0;
};
class INextBotFilter
{
public:
virtual bool IsSelected(const CBaseEntity *ent) const = 0;
};
class INextBotReply
{
public:
enum class FailureReason : int
{
REJECTED = 0, // AimHeadTowards denied the aim
PREEMPTED = 1, // a higher priority aim preempted our aim
UNIMPLEMENTED = 2, // subclass didn't override IBody::AimHeadTowards
};
virtual void OnSuccess(INextBot *nextbot);
virtual void OnFail(INextBot *nextbot, FailureReason reason);
};
class PressFireButtonReply : public INextBotReply
{
public:
virtual void OnSuccess(INextBot *nextbot) override;
};
class PressAltFireButtonReply : public INextBotReply
{
public:
virtual void OnSuccess(INextBot *nextbot) override;
};
class PressFireButtonIfValidBuildPositionReply : public INextBotReply
{
public:
virtual void OnSuccess(INextBot *nextbot) override;
};
class PressJumpButtonReply : public INextBotReply
{
public:
virtual void OnSuccess(INextBot *nextbot) override;
};
bool IgnoreActorsTraceFilterFunction(IHandleEntity *pHandleEntity, int contentsMask);
class NextBotTraceFilterIgnoreActors : public CTraceFilterSimple
{
public:
NextBotTraceFilterIgnoreActors(CBaseEntity *ent)
: CTraceFilterSimple(ent, COLLISION_GROUP_NONE,
IgnoreActorsTraceFilterFunction)
{
}
};
class NextBotTraceFilterOnlyActors : public CTraceFilterSimple
{
public:
NextBotTraceFilterOnlyActors(/* ??? */)
: CTraceFilterSimple(/* ??? */)
{
// TODO
}
virtual bool ShouldHitEntity(IHandleEntity *pEntity, int contentsMask) override
{
if (!CTraceFilterSimple::ShouldHitEntity(pEntity, contentsMask)) {
return false;
}
// TODO
}
virtual TraceType_t GetTraceType() const override { return TRACE_ENTITIES_ONLY; }
private:
// TODO
};
class NextBotTraversableTraceFilter : public CTraceFilterSimple
{
public:
NextBotTraversableTraceFilter(/* ??? */)
: CTraceFilterSimple(/* ??? */)
{
// TODO
}
virtual bool ShouldHitEntity(IHandleEntity *pEntity, int contentsMask) override
{
// TODO
}
private:
// 10 INextBot *
// 14 ILocomotion::TraverseWhenType
};
bool VisionTraceFilterFunction(IHandleEntity *pHandleEntity, int contentsMask);
class NextBotVisionTraceFilter : public CTraceFilterSimple
{
public:
NextBotVisionTraceFilter(CBaseEntity *ent)
: CTraceFilterSimple(ent, COLLISION_GROUP_NONE,
VisionTraceFilterFunction)
{
}
};
class GroundLocomotionCollisionTraceFilter : public CTraceFilterSimple
{
// TODO
};
bool IgnoreActorsTraceFilterFunction(IHandleEntity *pHandleEntity, int contentsMask)
{
CBaseEntity *ent = EntityFromEntityHandle(pHandleEntity);
return !ent->IsCombatCharacter();
}
bool VisionTraceFilterFunction(IHandleEntity *pHandleEntity, int contentsMask)
{
CBaseEntity *ent = EntityFromEntityHandle(pHandleEntity);
if (ent->IsCombatCharacter()) {
return false;
} else {
return ent->BlocksLOS();
}
}
/* I invented this function, because this particular idiom comes up frequently;
* I can't seem to actually find it anywhere in the 2013 SDK or the 2007 leak,
* so I don't know if it actually is an inlined function or just a copypasta */
inline int GetEnemyTeam(CBaseEntity *ent)
{
int enemy_team = ent->GetTeamNumber();
switch (enemy_team) {
case TF_TEAM_RED:
enemy_team = TF_TEAM_BLUE;
break;
case TF_TEAM_BLUE:
enemy_team = TF_TEAM_RED;
break;
}
return enemy_team;
}
// check out CTFPlayer::GetOpposingTFTeam!
class CClosestTFPlayer
{
public:
CClosestTFPlayer(const Vector& origin, int teamnum = TEAM_ANY) :
m_vecOrigin(origin), m_iTeamNum(teamnum) {}
bool operator()(CBasePlayer *player)
{
// TODO
}
Vector m_vecOrigin; // +0x00
float m_flMinDist = FLT_MAX; // +0x0c
CTFPlayer *m_pPlayer = nullptr; // +0x10
int m_iTeamNum; // +0x14
};
// WTF WTF WTF WTF WTF
void CBaseObject::UpdateOnRemove()
{
// ...
this->DestroyObject();
if (TFGameRules() != nullptr && TFGameRules()->IsMannVsMachineMode() && this->GetTeamNumber() == TF_TEAM_BLUE) {
for (int i = 0; i < IBaseObjectAutoList::AutoList().Count(); ++i) {
CBaseObject *obj = static_cast<CBaseObject *>(IBaseObjectAutoList::AutoList()[i]);
if (obj == this) continue;
if (obj->GetType() == this->GetType()) {
if (!obj->IsDying() && obj->GetBuilder() == nullptr) {
obj->DetonateObject();
}
}
}
}
// ...
}