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-rw-r--r--primedev/engine/r2engine.h175
1 files changed, 108 insertions, 67 deletions
diff --git a/primedev/engine/r2engine.h b/primedev/engine/r2engine.h
index e3bcc37e..c8b2e013 100644
--- a/primedev/engine/r2engine.h
+++ b/primedev/engine/r2engine.h
@@ -170,20 +170,50 @@ enum class eSignonState : int
CHANGELEVEL = 9, // server is changing level; please wait
};
-// clang-format off
-OFFSET_STRUCT(CBaseClient)
+class CBaseClient
{
- STRUCT_SIZE(0x2D728)
- FIELD(0x16, char m_Name[64])
- FIELD(0x258, KeyValues* m_ConVars)
- FIELD(0x2A0, eSignonState m_Signon)
- FIELD(0x358, char m_ClanTag[16])
- FIELD(0x484, bool m_bFakePlayer)
- FIELD(0x4A0, ePersistenceReady m_iPersistenceReady)
- FIELD(0x4FA, char m_PersistenceBuffer[PERSISTENCE_MAX_SIZE])
- FIELD(0xF500, char m_UID[32])
+public:
+ char _unk_0x0[22]; // 0x0 ( Size: 22 )
+ char m_Name[64]; // 0x16 ( Size: 64 )
+ char _unk_0x56[514]; // 0x56 ( Size: 514 )
+ KeyValues* m_ConVars; // 0x258 ( Size: 8 )
+ char _unk_0x260[64]; // 0x260 ( Size: 64 )
+ eSignonState m_Signon; // 0x2a0 ( Size: 4 )
+ int32_t m_nDeltaTick; // 0x2a4 ( Size: 4 )
+ uint64_t m_nOriginID; // 0x2a8 ( Size: 8 )
+ int32_t m_nStringTableAckTick; // 0x2b0 ( Size: 4 )
+ int32_t m_nSignonTick; // 0x2b4 ( Size: 4 )
+ char _unk_0x2b8[160]; // 0x2b8 ( Size: 180 )
+ char m_ClanTag[16]; // 0x358 ( Size: 16 )
+ char _unk_0x368[284]; // 0x368 ( Size: 284 )
+ bool m_bFakePlayer; // 0x484 ( Size: 1 )
+ bool m_bReceivedPacket; // 0x485 ( Size: 1 )
+ bool m_bLowViolence; // 0x486 ( Size: 1 )
+ bool m_bFullyAuthenticated; // 0x487 ( Size: 1 )
+ char _unk_0x488[24]; // 0x488 ( Size: 24 )
+ ePersistenceReady m_iPersistenceReady; // 0x4a0 ( Size: 1 )
+ char _unk_0x4a1[89]; // 0x4a1 ( Size: 89 )
+ char m_PersistenceBuffer[PERSISTENCE_MAX_SIZE]; // 0x4fa ( Size: 56781 )
+ char _unk_0xe2c7[4665]; // 0xe2c7 ( Size: 4665 )
+ char m_UID[32]; // 0xf500 ( Size: 32 )
+ char _unk_0xf520[123400]; // 0xf520 ( Size: 123400 )
};
-// clang-format on
+static_assert(sizeof(CBaseClient) == 0x2D728);
+static_assert(offsetof(CBaseClient, m_Name) == 0x16);
+static_assert(offsetof(CBaseClient, m_ConVars) == 0x258);
+static_assert(offsetof(CBaseClient, m_Signon) == 0x2A0);
+static_assert(offsetof(CBaseClient, m_nDeltaTick) == 0x2A4);
+static_assert(offsetof(CBaseClient, m_nOriginID) == 0x2A8);
+static_assert(offsetof(CBaseClient, m_nStringTableAckTick) == 0x2B0);
+static_assert(offsetof(CBaseClient, m_nSignonTick) == 0x2B4);
+static_assert(offsetof(CBaseClient, m_ClanTag) == 0x358);
+static_assert(offsetof(CBaseClient, m_bFakePlayer) == 0x484);
+static_assert(offsetof(CBaseClient, m_bReceivedPacket) == 0x485);
+static_assert(offsetof(CBaseClient, m_bLowViolence) == 0x486);
+static_assert(offsetof(CBaseClient, m_bFullyAuthenticated) == 0x487);
+static_assert(offsetof(CBaseClient, m_iPersistenceReady) == 0x4A0);
+static_assert(offsetof(CBaseClient, m_PersistenceBuffer) == 0x4FA);
+static_assert(offsetof(CBaseClient, m_UID) == 0xF500);
extern CBaseClient* g_pClientArray;
@@ -199,62 +229,73 @@ extern server_state_t* g_pServerState;
extern char* g_pModName;
-// clang-format off
-OFFSET_STRUCT(CGlobalVars)
+enum class GameMode_t : int
{
- FIELD(0x0,
- // Absolute time (per frame still - Use Plat_FloatTime() for a high precision real time
- // perf clock, but not that it doesn't obey host_timescale/host_framerate)
- double m_flRealTime);
-
- FIELDS(0x8,
- // Absolute frame counter - continues to increase even if game is paused
- int m_nFrameCount;
-
- // Non-paused frametime
- float m_flAbsoluteFrameTime;
-
- // Current time
- //
- // On the client, this (along with tickcount) takes a different meaning based on what
- // piece of code you're in:
- //
- // - While receiving network packets (like in PreDataUpdate/PostDataUpdate and proxies),
- // this is set to the SERVER TICKCOUNT for that packet. There is no interval between
- // the server ticks.
- // [server_current_Tick * tick_interval]
- //
- // - While rendering, this is the exact client clock
- // [client_current_tick * tick_interval + interpolation_amount]
- //
- // - During prediction, this is based on the client's current tick:
- // [client_current_tick * tick_interval]
- float m_flCurTime;
- )
-
- FIELDS(0x30,
- // Time spent on last server or client frame (has nothing to do with think intervals)
- float m_flFrameTime;
-
- // current maxplayers setting
- int m_nMaxClients;
- )
-
- FIELDS(0x3C,
- // Simulation ticks - does not increase when game is paused
- uint32_t m_nTickCount; // this is weird and doesn't seem to increase once per frame?
-
- // Simulation tick interval
- float m_flTickInterval;
- )
-
- FIELDS(0x60,
- const char* m_pMapName;
- int m_nMapVersion;
- )
-
- //FIELD(0x98, double m_flRealTime); // again?
+ NO_MODE = 0,
+ MP_MODE,
+ SP_MODE,
+};
+
+class CGlobalVars
+{
+public:
+ // Absolute time (per frame still - Use Plat_FloatTime() for a high precision real time
+ // perf clock, but not that it doesn't obey host_timescale/host_framerate)
+ double m_flRealTime; // 0x0 ( Size: 8 )
+
+ // Absolute frame counter - continues to increase even if game is paused
+ int m_nFrameCount; // 0x8 ( Size: 4 )
+
+ // Non-paused frametime
+ float m_flAbsoluteFrameTime; // 0xc ( Size: 4 )
+
+ // Current time
+ //
+ // On the client, this (along with tickcount) takes a different meaning based on what
+ // piece of code you're in:
+ //
+ // - While receiving network packets (like in PreDataUpdate/PostDataUpdate and proxies),
+ // this is set to the SERVER TICKCOUNT for that packet. There is no interval between
+ // the server ticks.
+ // [server_current_Tick * tick_interval]
+ //
+ // - While rendering, this is the exact client clock
+ // [client_current_tick * tick_interval + interpolation_amount]
+ //
+ // - During prediction, this is based on the client's current tick:
+ // [client_current_tick * tick_interval]
+ float m_flCurTime; // 0x10 ( Size: 4 )
+
+ char _unk_0x14[28]; // 0x14 ( Size: 28 )
+
+ // Time spent on last server or client frame (has nothing to do with think intervals)
+ float m_flFrameTime; // 0x30 ( Size: 4 )
+
+ // current maxplayers setting
+ int m_nMaxClients; // 0x34 ( Size: 4 )
+ GameMode_t m_nGameMode; // 0x38 ( Size: 4 )
+
+ // Simulation ticks - does not increase when game is paused
+ // this is weird and doesn't seem to increase once per frame?
+ uint32_t m_nTickCount; // 0x3c ( Size: 4 )
+
+ // Simulation tick interval
+ float m_flTickInterval; // 0x40 ( Size: 4 )
+ char _unk_0x44[28]; // 0x44 ( Size: 28 )
+
+ const char* m_pMapName; // 0x60 ( Size: 8 )
+ int m_nMapVersion; // 0x68 ( Size: 4 )
};
-// clang-format on
+static_assert(offsetof(CGlobalVars, m_flRealTime) == 0x0);
+static_assert(offsetof(CGlobalVars, m_nFrameCount) == 0x8);
+static_assert(offsetof(CGlobalVars, m_flAbsoluteFrameTime) == 0xc);
+static_assert(offsetof(CGlobalVars, m_flCurTime) == 0x10);
+static_assert(offsetof(CGlobalVars, m_flFrameTime) == 0x30);
+static_assert(offsetof(CGlobalVars, m_nMaxClients) == 0x34);
+static_assert(offsetof(CGlobalVars, m_nGameMode) == 0x38);
+static_assert(offsetof(CGlobalVars, m_nTickCount) == 0x3c);
+static_assert(offsetof(CGlobalVars, m_flTickInterval) == 0x40);
+static_assert(offsetof(CGlobalVars, m_pMapName) == 0x60);
+static_assert(offsetof(CGlobalVars, m_nMapVersion) == 0x68);
extern CGlobalVars* g_pGlobals;