241 lines
8.8 KiB
C++
241 lines
8.8 KiB
C++
#include "reader.hpp"
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#include <thread>
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#include <map>
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#include <cmath>
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#include "../classes/auto_updater.hpp"
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#include "../classes/config.hpp"
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std::map<std::string, int> boneMap = {
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{"head", 6},
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{"neck_0", 5},
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{"spine_1", 4},
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{"spine_2", 2},
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{"pelvis", 0},
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{"arm_upper_L", 8},
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{"arm_lower_L", 9},
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{"hand_L", 10},
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{"arm_upper_R", 13},
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{"arm_lower_R", 14},
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{"hand_R", 15},
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{"leg_upper_L", 22},
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{"leg_lower_L", 23},
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{"ankle_L", 24},
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{"leg_upper_R", 25},
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{"leg_lower_R", 26},
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{"ankle_R", 27}
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};
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// CC4
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uintptr_t CC4::get_planted() {
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return g_game.process->read<uintptr_t>(g_game.process->read<uintptr_t>(g_game.base_client.base + updater::offsets::dwPlantedC4));
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}
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uintptr_t CC4::get_node() {
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return g_game.process->read<uintptr_t>(get_planted() + updater::offsets::m_pGameSceneNode);
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}
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Vector3 CC4::get_origin() {
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return g_game.process->read<Vector3>(get_node() + updater::offsets::m_vecAbsOrigin);
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}
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// CGame
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void CGame::init() {
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std::cout << "[cs2] Waiting for cs2.exe..." << std::endl;
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process = std::make_shared<pProcess>();
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while (!process->AttachProcess("cs2.exe"))
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std::this_thread::sleep_for(std::chrono::seconds(1));
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std::cout << "[cs2] Attached to cs2.exe\n" << std::endl;
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do {
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base_client = process->GetModule("client.dll");
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base_engine = process->GetModule("engine2.dll");
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if (base_client.base == 0 || base_engine.base == 0) {
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std::this_thread::sleep_for(std::chrono::seconds(1));
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std::cout << "[cs2] Failed to find module client.dll/engine2.dll, waiting for the game to load it..." << std::endl;
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}
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} while (base_client.base == 0 || base_engine.base == 0);
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GetClientRect(process->hwnd_, &game_bounds);
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buildNumber = process->read<uintptr_t>(base_engine.base + updater::offsets::dwBuildNumber);
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}
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void CGame::close() {
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std::cout << "[cs2] Deatachig from process" << std::endl;
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process->Close();
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}
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void CGame::loop() {
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std::lock_guard<std::mutex> lock(reader_mutex);
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if (updater::offsets::dwLocalPlayerController == 0x0)
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throw std::runtime_error("Offsets have not been correctly set, cannot proceed.");
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inGame = false;
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isC4Planted = false;
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localPlayer = process->read<uintptr_t>(base_client.base + updater::offsets::dwLocalPlayerController);
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if (!localPlayer) return;
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localPlayerPawn = process->read<std::uint32_t>(localPlayer + updater::offsets::m_hPlayerPawn);
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if (!localPlayerPawn) return;
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entity_list = process->read<uintptr_t>(base_client.base + updater::offsets::dwEntityList);
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localList_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((localPlayerPawn & 0x7FFF) >> 9) + 16);
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localpCSPlayerPawn = process->read<uintptr_t>(localList_entry2 + 120 * (localPlayerPawn & 0x1FF));
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if (!localpCSPlayerPawn) return;
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view_matrix = process->read<view_matrix_t>(base_client.base + updater::offsets::dwViewMatrix);
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localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
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localOrigin = process->read<Vector3>(localpCSPlayerPawn + updater::offsets::m_vOldOrigin);
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isC4Planted = process->read<bool>(base_client.base + updater::offsets::dwPlantedC4 - 0x8);
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inGame = true;
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int playerIndex = 0;
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std::vector<CPlayer> list;
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CPlayer player;
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uintptr_t list_entry, list_entry2, playerPawn, playerMoneyServices, clippingWeapon, weaponData, playerNameData;
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while (true) {
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playerIndex++;
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list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
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if (!list_entry) break;
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player.entity = process->read<uintptr_t>(list_entry + 120 * (playerIndex & 0x1FF));
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if (!player.entity) continue;
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/**
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* Skip rendering your own character and teammates
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*
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* If you really want you can exclude your own character from the check but
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* since you are in the same team as yourself it will be excluded anyway
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**/
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player.team = process->read<int>(player.entity + updater::offsets::m_iTeamNum);
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if (config::team_esp && (player.team == localTeam)) continue;
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playerPawn = process->read<std::uint32_t>(player.entity + updater::offsets::m_hPlayerPawn);
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list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
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if (!list_entry2) continue;
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player.pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
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if (!player.pCSPlayerPawn) continue;
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player.health = process->read<int>(player.pCSPlayerPawn + updater::offsets::m_iHealth);
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player.armor = process->read<int>(player.pCSPlayerPawn + updater::offsets::m_ArmorValue);
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if (player.health <= 0 || player.health > 100) continue;
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if (config::team_esp && (player.pCSPlayerPawn == localPlayer)) continue;
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/*
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* Unused for now, but for a vis check
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*
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* player.spottedState = process->read<uintptr_t>(player.pCSPlayerPawn + 0x1630);
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* player.is_spotted = process->read<DWORD_PTR>(player.spottedState + 0xC); // bSpottedByMask
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* player.is_spotted = process->read<bool>(player.spottedState + 0x8); // bSpotted
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*/
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playerNameData = process->read<uintptr_t>(player.entity + updater::offsets::m_sSanitizedPlayerName);
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char buffer[256];
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process->read_raw(playerNameData, buffer, sizeof(buffer));
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std::string name = std::string(buffer);
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player.name = name;
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player.gameSceneNode = process->read<uintptr_t>(player.pCSPlayerPawn + updater::offsets::m_pGameSceneNode);
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player.origin = process->read<Vector3>(player.pCSPlayerPawn + updater::offsets::m_vOldOrigin);
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player.head = { player.origin.x, player.origin.y, player.origin.z + 75.f };
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if (player.origin.x == localOrigin.x && player.origin.y == localOrigin.y && player.origin.z == localOrigin.z)
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continue;
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if (config::render_distance != -1 && (localOrigin - player.origin).length2d() > config::render_distance) continue;
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if (player.origin.x == 0 && player.origin.y == 0) continue;
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if (config::show_skeleton_esp) {
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player.gameSceneNode = process->read<uintptr_t>(player.pCSPlayerPawn + updater::offsets::m_pGameSceneNode);
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player.boneArray = process->read<uintptr_t>(player.gameSceneNode + 0x1F0);
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player.ReadBones();
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}
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if (config::show_head_tracker && !config::show_skeleton_esp) {
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player.gameSceneNode = process->read<uintptr_t>(player.pCSPlayerPawn + updater::offsets::m_pGameSceneNode);
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player.boneArray = process->read<uintptr_t>(player.gameSceneNode + 0x1F0);
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player.ReadHead();
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}
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if (config::show_extra_flags) {
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/*
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* Reading values for extra flags is now separated from the other reads
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* This removes unnecessary memory reads, improving performance when not showing extra flags
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*/
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player.is_defusing = process->read<bool>(player.pCSPlayerPawn + updater::offsets::m_bIsDefusing);
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playerMoneyServices = process->read<uintptr_t>(player.entity + updater::offsets::m_pInGameMoneyServices);
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player.money = process->read<int32_t>(playerMoneyServices + updater::offsets::m_iAccount);
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player.flashAlpha = process->read<float>(player.pCSPlayerPawn + updater::offsets::m_flFlashOverlayAlpha);
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clippingWeapon = process->read<std::uint64_t>(player.pCSPlayerPawn + updater::offsets::m_pClippingWeapon);
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std::uint64_t firstLevel = process->read<std::uint64_t>(clippingWeapon + 0x10); // First offset
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weaponData = process->read<std::uint64_t>(firstLevel + 0x20); // Final offset
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/*weaponData = process->read<std::uint64_t>(clippingWeapon + 0x10);
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weaponData = process->read<std::uint64_t>(weaponData + updater::offsets::m_szName);*/
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char buffer[MAX_PATH];
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process->read_raw(weaponData, buffer, sizeof(buffer));
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std::string weaponName = std::string(buffer);
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if (weaponName.compare(0, 7, "weapon_") == 0)
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player.weapon = weaponName.substr(7, weaponName.length()); // Remove weapon_ prefix
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else
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player.weapon = "Invalid Weapon Name";
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}
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list.push_back(player);
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}
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players.clear();
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players.assign(list.begin(), list.end());
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}
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uintptr_t boneAddress;
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Vector3 bonePosition;
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int boneIndex;
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void CPlayer::ReadHead() {
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boneAddress = boneArray + 6 * 32;
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bonePosition = g_game.process->read<Vector3>(boneAddress);
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bones.bonePositions["head"] = g_game.world_to_screen(&bonePosition);
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}
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void CPlayer::ReadBones() {
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for (const auto& entry : boneMap) {
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const std::string& boneName = entry.first;
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boneIndex = entry.second;
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boneAddress = boneArray + boneIndex * 32;
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bonePosition = g_game.process->read<Vector3>(boneAddress);
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bones.bonePositions[boneName] = g_game.world_to_screen(&bonePosition);
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}
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}
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Vector3 CGame::world_to_screen(Vector3* v) {
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float _x = view_matrix[0][0] * v->x + view_matrix[0][1] * v->y + view_matrix[0][2] * v->z + view_matrix[0][3];
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float _y = view_matrix[1][0] * v->x + view_matrix[1][1] * v->y + view_matrix[1][2] * v->z + view_matrix[1][3];
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float w = view_matrix[3][0] * v->x + view_matrix[3][1] * v->y + view_matrix[3][2] * v->z + view_matrix[3][3];
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float inv_w = 1.f / w;
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_x *= inv_w;
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_y *= inv_w;
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float x = game_bounds.right * .5f;
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float y = game_bounds.bottom * .5f;
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x += 0.5f * _x * game_bounds.right + 0.5f;
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y -= 0.5f * _y * game_bounds.bottom + 0.5f;
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return { x, y, w };
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}
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