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entity.py
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from local import LocalPlayer
from helper import *
from memory import *
import offsets
class Entity(LocalPlayer):
def __init__(self, mem) -> None:
self.mem = mem
self.entity_list = []
self.glow_objects_list = []
self.player = self.get_entity(0)
def entity_loop(self):
try:
self.entity_list.clear()
for i in range(0, 1024):
entity = self.mem.game_handle.read_uint(self.mem.client_dll + 0x4dd245c + i * 0x10)
if entity != 0:
if self.class_id(entity) == None:
continue
if [entity, self.class_id(entity)] not in self.entity_list:
self.entity_list.append([i, entity, self.class_id(entity)])
except Exception as err:
pass
def glow_objects_loop(self):
try:
self.glow_objects_list.clear()
for i in range(1, 1024):
glow_object = self.mem.game_handle.read_uint(self.glow_object() + 0x38 * (i - 1) + 0x4)
if glow_object != 0:
if self.class_id(glow_object) == None:
continue
if [glow_object, self.class_id(glow_object)] not in self.glow_objects_list:
self.glow_objects_list.append([i, glow_object, self.class_id(glow_object)])
except Exception as err:
pass
def get_entity(self, entity):
return self.mem.game_handle.read_uint((self.mem.client_dll + offsets.dwEntityList) + entity * 0x10)
def get_life_state(self, entity):
return self.mem.game_handle.read_int(entity + offsets.m_lifeState)
def get_health(self, entity):
return self.mem.game_handle.read_int(entity + offsets.m_iHealth)
def get_team(self, entity):
return self.mem.game_handle.read_int(entity + offsets.m_iTeamNum)
def get_dormant(self, entity):
return self.mem.game_handle.read_bool(entity + offsets.m_bDormant)
def set_dormant(self, entity, val: bool):
return self.mem.game_handle.write_bool(entity + offsets.m_bDormant, val)
def is_visible(self, entity):
return self.mem.game_handle.read_bool(entity + offsets.m_bSpotted)
def set_is_visible(self, entity, val: bool):
return self.mem.game_handle.write_bool(entity + offsets.m_bSpotted, val)
def is_defusing(self, entity):
return self.mem.game_handle.read_bool(entity + offsets.m_bIsDefusing)
def get_flag(self, entity):
return self.mem.game_handle.read_int(entity + offsets.m_fFlags)
def get_shots_fired(self, entity):
return self.mem.game_handle.read_uint(entity + offsets.m_iShotsFired)
def get_total_hits(self, entity):
return self.mem.game_handle.read_uint(entity + 0x103f8) # m_totalHitsOnServer
def is_bomb_planted(self):
return self.mem.game_handle.read_bool(
self.mem.game_handle.read_int(
self.mem.client_dll + offsets.dwGameRulesProxy) + offsets.m_bBombPlanted)
def glow_object(self):
return self.mem.game_handle.read_uint(self.mem.client_dll + offsets.dwGlowObjectManager)
def glow_object_size(self):
return self.mem.game_handle.read_uint(self.glow_object() + 0xC)
def glow_index(self, entity):
return self.mem.game_handle.read_uint(entity + offsets.m_iGlowIndex)
def is_bomb_planted(self):
return self.mem.game_handle.read_bool((client_dll + offsets.dwGameRulesProxy) + offsets.m_bBombPlanted)
def engine_ptr(self):
return self.mem.game_handle.read_uint(self.mem.engine_dll + offsets.dwClientState)
def in_game(self):
return self.mem.game_handle.read_uint(self.engine_ptr() + offsets.dwClientState_State) == 6
def get_map_name(self):
return self.mem.game_handle.read_string(self.engine_ptr() + offsets.dwClientState_Map)
def class_id(self, entity):
dwClientNetworkable = self.mem.game_handle.read_uint(entity + 0x8)
dwGetClientClassFn = self.mem.game_handle.read_uint(dwClientNetworkable + 0x8)
dwEntityClientClass = self.mem.game_handle.read_uint(dwGetClientClassFn + 0x1)
classID = self.mem.game_handle.read_uint(dwEntityClientClass + 0x14)
return classID
def get_position(self, entity):
x = self.mem.game_handle.read_float(entity + offsets.m_vecOrigin)
y = self.mem.game_handle.read_float(entity + offsets.m_vecOrigin + 0x4)
z = self.mem.game_handle.read_float(entity + offsets.m_vecOrigin + 0x8)
return Vector3(x, y, z)
def set_position(self, entity, x: float, y: float):
x = self.mem.game_handle.write_float(entity + offsets.m_vecOrigin, x)
y = self.mem.game_handle.write_float(entity + offsets.m_vecOrigin + 0x4, y)
def get_view_angle(self):
x = self.mem.game_handle.read_float(self.engine_ptr() + offsets.dwClientState_ViewAngles)
y = self.mem.game_handle.read_float(self.engine_ptr() + offsets.dwClientState_ViewAngles + 0x4)
z = self.mem.game_handle.read_float(self.engine_ptr() + offsets.dwClientState_ViewAngles + 0x8)
return Vector3(x, y, z)
def set_view_angle(self, x_angle, y_angle, z_angle):
x = self.mem.game_handle.write_float(self.engine_ptr() + offsets.dwClientState_ViewAngles, x_angle)
y = self.mem.game_handle.write_float(self.engine_ptr() + offsets.dwClientState_ViewAngles + 0x4, y_angle)
z = self.mem.game_handle.write_float(self.engine_ptr() + offsets.dwClientState_ViewAngles + 0x8, z_angle)
def get_bone_position(self, entity, bone_id):
base = self.mem.game_handle.read_int(entity + offsets.m_dwBoneMatrix)
x = self.mem.game_handle.read_float(base + 0x30 * bone_id + 0x0c)
y = self.mem.game_handle.read_float(base + 0x30 * bone_id + 0x1c)
z = self.mem.game_handle.read_float(base + 0x30 * bone_id + 0x2c)
return Vector3(x, y, z)
def active_weapon(self):
actWeapon = self.mem.game_handle.read_uint(self.local_player() + offsets.m_hActiveWeapon) & 0xFFF
actWeapon = self.mem.game_handle.read_uint(self.mem.client_dll + offsets.dwEntityList + (actWeapon - 1) * 0x10)
return self.mem.game_handle.read_short(actWeapon + offsets.m_iItemDefinitionIndex)
def get_name(self, entity):
player_info = self.mem.game_handle.read_uint(self.engine_ptr()
+ offsets.dwClientState_PlayerInfo)
player_info_items = self.mem.game_handle.read_uint(
self.mem.game_handle.read_uint(player_info + 0x40) + 0xC
)
info = self.mem.game_handle.read_uint(player_info_items + 0x28 + (entity * 0x34))
if info > 0:
return self.mem.game_handle.read_string(info + 0x10)
def get_rank(self, entity):
player_resources = self.mem.game_handle.read_uint(self.mem.client_dll + offsets.dwPlayerResource)
return self.mem.game_handle.read_uint(player_resources + offsets.m_iCompetitiveRanking + (entity + 1) * 0x4)
def get_wins(self, entity):
player_resources = self.mem.game_handle.read_uint(self.mem.client_dll + offsets.dwPlayerResource)
return self.mem.game_handle.read_uint(player_resources + offsets.m_iCompetitiveWins + (entity + 1) * 0x4)