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#pragma once
// use the R2 namespace for game funcs
namespace R2
{
enum server_state_t
{
ss_dead = 0, // Dead
ss_loading, // Spawning
ss_active, // Running
ss_paused, // Running, but paused
};
extern server_state_t* g_pServerState;
// server entity stuff
extern void* (*Server_GetEntityByIndex)(int index);
const int PERSISTENCE_MAX_SIZE = 0xD000;
enum class ePersistenceReady : char
{
NOT_READY,
READY = 3,
READY_LOCAL = 3,
READY_REMOTE
};
#pragma pack(push, 1)
struct CBasePlayer
{
char pad0[0x16];
// +0x16
char m_Name[64];
// +0x56
char pad1[0x44A];
// +0x4A0
ePersistenceReady m_iPersistenceReady;
// +0x4A1
char pad2[0x59];
// +0x4FA
char m_PersistenceBuffer[PERSISTENCE_MAX_SIZE];
char pad3[0x2006];
// +0xF500
char m_UID[32];
};
#pragma pack(pop)
extern CBasePlayer*(__fastcall* UTIL_PlayerByIndex)(int playerIndex);
} // namespace R2
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