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Variables.h
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#pragma once
class Pl0000;
typedef struct Variables_t
{
struct Visuals_t
{
bool bTraceLine;
float flTraceLength;
bool bChams;
int iChamType;
bool bEspBox;
bool b2DEspBox;
bool bEnemyInfo;
bool bNPCInfo;
bool bCollisionObjectInfo;
bool bCollisionObjectInfo2;
bool bCollisionDebugObjectInfo;
bool bSkeleton;
bool bDebugLocalPlayerSkeleton;
float flFov;
} Visuals;
struct Gameplay_t
{
bool bGodmode;
bool bNoEnemyDamage;
bool bNoWorldDamage;
bool bNoCollision;
int iLevel;
bool bBalanceEnemyLevels;
bool bExclusivelyPositiveTolerance;
bool bLevelBuffMode;
int iEnemyLevel;
int iEnemyLevelTolerance;
int iSpawnObjectId;
int iSpawnItemId;
int iSpawnItemQuantity;
char szItemName[64];
bool bInstantEquip;
bool bRainbowModel;
bool bRainbowHair;
float flModelTintHue;
int iSelectedModelMesh;
bool bSelectedMeshEnable;
Vector4 vModelTint;
char szModelTextureName[MAX_PATH];
bool bRainbowPod;
bool bHidePod;
float flPodTintHue;
int iSelectedPodMesh;
int iAnimation;
Vector3Aligned vSpawnEntityScale;
int iSelectedEntityType;
int iSelectedAnimation;
int iSelectedEntityHandle;
int iSelectedEntityLevel;
bool bFreezePlayer;
bool bNoTutorialDialogs;
bool bSpeedhack;
float flSpeedMultiplier;
int iSelectedBlacklistItem;
char szBlacklistName[32];
std::vector<std::string> SpawnBlacklist;
} Gameplay;
struct Misc_t
{
enum CameraFlg : unsigned int
{
CAMERA_THIRDPERSON = 0,
CAMERA_FIRSTPERSON = 1,
CAMERA_FREE = 2,
CAMERA_ALT_MASK = CAMERA_FIRSTPERSON | CAMERA_FREE,
};
char szCpkName[32];
bool bCpkLoaded;
bool bFirstperson;
bool bFirstpersonOld;
unsigned int bCameraFlags;
unsigned int bCameraFlagsOld;
float flDeltaX;
float flDeltaY;
char szSoundName[128];
bool bWireframe;
bool bAntiVSync;
bool bAntiFramerateCap;
bool bBackupSave;
bool bConsoleShowGameErrors;
bool bLoading;
int nSlot;
} Misc;
struct Menu_t
{
bool bOpened;
bool bIgnoreInputWhenOpened;
struct Input_t
{
XINPUT_STATE state;
XINPUT_STATE emulate;
LPDIDATAFORMAT pKeyboardFormat; // c_dfDIKeyboard
LPDIDATAFORMAT pMouseFormat; // c_dfDIMouse2
} Input;
} Menu;
struct Animation
{
int id;
const char* szDescription;
};
constexpr static Animation AnimationList[58] =
{
{ 0, "None" },
{ 1, "Step Forward" },
{ 2, "One Foot Lounge" },
{ 3, "One Foot Lounge Fast" },
{ 4, "Falling" },
{ 5, "Jump" },
{ 6, "Squat (Absorb Jump)" },
{ 7, "Absorb Jump With Small Damage And Camera Shake" },
{ 8, "Squat (Absorb Jump)" },
{ 9, "Squat (Absorb Jump)" },
{ 10, "Pod Magnet (Freezes Player)" },
{ 11, "Squat (Absorb Jump)" },
{ 12, "Ground Backflip (Recovery)" },
{ 13, "Ground Backflip (Recovery)" },
{ 14, "Vault" },
{ 15, "Lay On Ground/Die (Freezes Player)" },
{ 16, "Attack (Left Mouse)" },
{ 17, "Roundhouse Kick" },
{ 18, "Backward Dash" },
{ 19, "Perfect Dodge" },
{ 20, "A2 Small Sword Taunt" },
{ 21, "Counter Chip Effect (Block/Parry)" },
{ 22, "Volt Slave (Shock, Lingers)" },
{ 23, "A2 Leg Grab Taunt" },
{ 24, "Sword Lateral Spin" },
{ 25, "Slow Motion Sword Play" },
{ 26, "Unknown" },
{ 27, "[Access Violation]" },
{ 28, "Obtain Item" },
{ 29, "Obtain Item With Dialog" },
{ 30, "Obtain Item (Small Flair)" },
{ 31, "Pick Up Item" },
{ 32, "Pervert/Hentai/Stop Looking Up My Dress" },
{ 33, "Pick Up Item Squat" },
{ 34, "Stand Up Straight" },
{ 35, "Stand Up Straight" },
{ 36, "Spin And Shoot Pod" },
{ 37, "Pod Boost/Swing"},
{ 38, "Flight Suit Movement" },
{ 39, "Flight Suit Animation?" },
{ 40, "Flight Suit Backwards Dash" },
{ 41, "Stand Up Straight" },
{ 42, "Flinch" },
{ 43, "Flinch" },
{ 44, "Flinch And Stumble" },
{ 45, "Flinch And Knockback" },
{ 46, "Collaspe Forward And Backflip Up" },
{ 47, "Float Up" },
{ 48, "Push" },
{ 49, "Flinch" },
{ 50, "Seizure Flinch" },
{ 51, "Ragdoll In Air" },
{ 52, "Collapse Backward And Backflip Up" },
{ 53, "Collapse And Die" },
{ 54, "Die" },
{ 55, "Self Destruct Start" },
{ 56, "Self Destruct" },
{ 57, "Self Destruct Effect" },
};
struct Spawn
{
const char* m_szName;
const char* m_szClass;
int m_ObjectId;
};
constexpr static Spawn SpawnEntities[] =
{
{ "2B", "partner", 0x10000 },
{ "A2", "partner", 0x10100 },
{ "9S", "partner", 0x10200 },
{ "Emil", "\0", 0x11010 },
{ "Moose", "regenerate_animal", 0x2A010 },
{ "White Moose", "regenerate_animal", 0x2A011 },
{ "Boar", "regenerate_animal", 0x2A000 },
{ "White Boar", "regenerate_animal", 0x2A001 },
{ "Grun", "Em4000Core", 0x31700 },
{ "Eve", "em5000", 0x42000 },
{ "Missle", "missile", 0x35000 },
{ "Missle1", "missile", 0x35001 },
{ "Missle2", "missile", 0x30810 },
{ "Flight Suit", "flightUnit", 0x10010 },
{ "Director", "et0009", 0x40009 },
{ "Corpse1", "Corpse", 0x21080 },
{ "Corpse2", "Corpse", 0x21081 },
{ "Enemy Drop", "EmBase", 0x70001 },
{ "Enemy Drop 2", "EmBase", 0x20030 },
{ "MapInst", "MapInstance", 0x90001 },
{ "Door", "BehaviorDoor", 0xF0016 },
{ "Door2", "BehaviorDoor", 0xF0432 },
{ "Door3", "BehaviorDoor", 0xF5500 },
{ "Door4", "BehaviorDoor", 0xF5501 },
{ "Door5", "BehaviorDoor", 0xF5502 },
{ "Door6", "BehaviorDoor", 0xF5503 },
{ "Door7", "BehaviorDoor", 0xF1600 },
{ "Door8", "BehaviorDoor", 0xF1610 },
{ "Terminal", "BehaviorTransporter", 0xC1002 },
//{ "Protagonist", "Player", 0x10000 }
//0xA2180 c, 0x21060 c, 0x20030, 0x40006, 0xF2014, 0x20030, 0x30610, 0x30240, 0x30450, 0x30050, 0x30260, 0x30261, 0x30240, 0x30070, 0x30071, 0x30080, 0x30610, 0x30450, 0x30240, 0x30050, 0x31000, 0x40006, 0x40002, 0x31000
//{ "Director2", "Et0024", 0x40012 }, CRASHES
//{ "BG", "Bg4440", 0xC4440}, CRASHES
//{ "Enemy1", "Em2101", 0x22101 }, CRASHES
//{ "Enemy2", "Em2101", 0xA21C1 }, CRASHES
//{ "Kago", "kago", 0xF0431 }, CRASHES
//{ "Baketsu", "baketsu", 0xF0113 } CRASHES
};
constexpr static const char* AnimationListBoxList[58] =
{
"[0] ~ None" ,
"[1] ~ Step Forward" ,
"[2] ~ One Foot Lounge",
"[3] ~ One Foot Lounge Fast",
"[4] ~ Falling",
"[5] ~ Jump",
"[6] ~ Squat (Absorb Jump)",
"[7] ~ Absorb Jump With Small Damage And Camera Shake",
"[8] ~ Squat (Absorb Jump)",
"[9] ~ Squat (Absorb Jump)",
"[10] ~ Pod Magnet (Freezes Player)",
"[11] ~ Squat (Absorb Jump)",
"[12] ~ Ground Backflip (Recovery)",
"[13] ~ Ground Backflip (Recovery)",
"[14] ~ Vault",
"[15] ~ Lay On Ground/Die (Freezes Player)",
"[16] ~ Attack (Left Mouse)",
"[17] ~ Roundhouse Kick",
"[18] ~ Backward Dash",
"[19] ~ Perfect Dodge",
"[20] ~ A2 Small Sword Taunt",
"[21] ~ Counter Chip Effect (Block/Parry)",
"[22] ~ Volt Slave(Shock, Lingers)",
"[23] ~ A2 Leg Grab Taunt",
"[24] ~ Sword Lateral Spin",
"[25] ~ Slow Motion Sword Play",
"[26] ~ Kick (Finsher)",
"[27] ~ [Access Violation]",
"[28] ~ Obtain Item",
"[29] ~ Obtain Item With Dialog",
"[30] ~ Obtain Item (Small Flair)",
"[31] ~ Pick Up Item",
"[32] ~ Pervert/Hentai/Stop Looking Up My Dress",
"[33] ~ Pick Up Item Squat",
"[34] ~ Stand Up Straight",
"[35] ~ Stand Up Straight",
"[36] ~ Spin And Shoot Pod",
"[37] ~ Pod Boost/Swing",
"[38] ~ Flight Suit Movement",
"[39] ~ Flight Suit Animation?",
"[40] ~ Flight Suit Backwards Dash",
"[41] ~ Stand Up Straight",
"[42] ~ Flinch",
"[43] ~ Flinch",
"[44] ~ Flinch And Stumble",
"[45] ~ Flinch And Knockback",
"[46] ~ Collaspe Forward And Backflip Up",
"[47] ~ Float Up",
"[48] ~ Push",
"[49] ~ Flinch",
"[50] ~ Seizure Flinch",
"[51] ~ Ragdoll In Air",
"[52] ~ Collapse Backward And Backflip Up",
"[53] ~ Collapse And Die",
"[54] ~ Die",
"[55] ~ Self Destruct Start",
"[56] ~ Self Destruct",
"[57] ~ Self Destruct Effect"
};
constexpr static const char* GameSounds[]
{
"core_noise",
"core_new_game",
"core_level_up",
"core_novel_click_nomal",
"core_novel_click_loading",
"core_novel_click_pod",
"core_novel_ward",
"core_pl_dress_effect",
"core_pl_curtain_close",
"core_pl_AS_hold_spark",
"core_pl_gameover_noize"
"core_pl_low_life_loop"
"core_pl_AS_hologram_loop"
"wp3000_blackbox_sonar_hand_start",
"wp3000_blackbox_sonar_hand_end",
"wp3000_valcan_shot_em",
"M1040_Park_Guide_1st",
"M1040_Park_Guide_2nd",
"bg3020_c4bomb_exp"
};
} Variables;
extern Variables Vars;