#![allow(dead_code)] pub const PLAYER_ENTITY_HANDLE_MISSING: i32 = 2047; pub const SPECTATOR_TEAM_NUM: u32 = 1; pub const BUTTONS_BASEID: u32 = 100000; pub const NORMAL_PROP_BASEID: u32 = 1000; pub const WEAPON_SKIN_NAME: u32 = 420420420; pub const WEAPON_ORIGINGAL_OWNER_ID: u32 = 6942000; pub const MY_WEAPONS_OFFSET: u32 = 500000; pub const GRENADE_AMMO_ID: u32 = 1111111; pub const INVENTORY_ID: u32 = 100000000; pub const IS_ALIVE_ID: u32 = 100000001; pub const GAME_TIME_ID: u32 = 100000002; pub const ENTITY_ID_ID: u32 = 100000003; pub const VELOCITY_X_ID: u32 = 100000004; pub const VELOCITY_Y_ID: u32 = 100000005; pub const VELOCITY_Z_ID: u32 = 100000006; pub const VELOCITY_ID: u32 = 100000007; pub const USERID_ID: u32 = 100000008; pub const AGENT_SKIN_ID: u32 = 100000009; pub const WEAPON_NAME_ID: u32 = 100000010; pub const YAW_ID: u32 = 100000111; pub const PITCH_ID: u32 = 100000012; pub const TICK_ID: u32 = 100000013; pub const STEAMID_ID: u32 = 100000014; pub const NAME_ID: u32 = 100000015; pub const PLAYER_X_ID: u32 = 100000016; pub const PLAYER_Y_ID: u32 = 100000017; pub const PLAYER_Z_ID: u32 = 100000018; pub const WEAPON_STICKERS_ID: u32 = 100000019; pub const INVENTORY_AS_IDS_ID: u32 = 100000020; pub const IS_AIRBORNE_ID: u32 = 100000021; pub const WEAPON_SKIN_ID: u32 = 10000000; pub const WEAPON_PAINT_SEED: u32 = 10000001; pub const WEAPON_FLOAT: u32 = 10000002; pub const ITEM_PURCHASE_COUNT: u32 = 200000000; pub const ITEM_PURCHASE_DEF_IDX: u32 = 300000000; pub const ITEM_PURCHASE_COST: u32 = 400000000; pub const ITEM_PURCHASE_HANDLE: u32 = 500000000; pub const ITEM_PURCHASE_NEW_DEF_IDX: u32 = 600000000; pub const FLATTENED_VEC_MAX_LEN: u32 = 100000; pub const USERCMD_VIEWANGLE_X: u32 = 100000022; pub const USERCMD_VIEWANGLE_Y: u32 = 100000023; pub const USERCMD_VIEWANGLE_Z: u32 = 100000024; pub const USERCMD_FORWARDMOVE: u32 = 100000025; pub const USERCMD_IMPULSE: u32 = 100000026; pub const USERCMD_MOUSE_DX: u32 = 100000027; pub const USERCMD_MOUSE_DY: u32 = 100000028; pub const USERCMD_BUTTONSTATE_1: u32 = 100000029; pub const USERCMD_BUTTONSTATE_2: u32 = 100000030; pub const USERCMD_BUTTONSTATE_3: u32 = 100000031; pub const USERCMD_CONSUMED_SERVER_ANGLE_CHANGES: u32 = 100000032; pub const USERCMD_LEFTMOVE: u32 = 100000033; pub const USERCMD_WEAPON_SELECT: u32 = 100000034; pub const USERCMD_SUBTICK_MOVE_ANALOG_FORWARD_DELTA: u32 = 100000035; pub const USERCMD_SUBTICK_MOVE_ANALOG_LEFT_DELTA: u32 = 100000036; pub const USERCMD_SUBTICK_MOVE_BUTTON: u32 = 100000037; pub const USERCMD_SUBTICK_MOVE_WHEN: u32 = 100000038; pub const USERCMD_SUBTICK_LEFT_HAND_DESIRED: u32 = 100000039; pub const USERCMD_ATTACK_START_HISTORY_INDEX_1: u32 = 100000040; pub const USERCMD_ATTACK_START_HISTORY_INDEX_2: u32 = 100000041; pub const USERCMD_ATTACK_START_HISTORY_INDEX_3: u32 = 100000042; pub const USERCMD_INPUT_HISTORY_BASEID: u32 = 100001000; pub const INPUT_HISTORY_X_OFFSET: u32 = 0; pub const INPUT_HISTORY_Y_OFFSET: u32 = 1; pub const INPUT_HISTORY_Z_OFFSET: u32 = 2; pub const INPUT_HISTORY_RENDER_TICK_COUNT_OFFSET: u32 = 3; pub const INPUT_HISTORY_RENDER_TICK_FRACTION_OFFSET: u32 = 4; pub const INPUT_HISTORY_PLAYER_TICK_COUNT_OFFSET: u32 = 5; pub const INPUT_HISTORY_PLAYER_TICK_FRACTION_OFFSET: u32 = 6; use super::sendtables::{Field, ValueField}; use std::{collections::HashMap, sync::Arc}; #[derive(Debug, Clone)] pub struct PropController { pub id: u32, pub special_ids: SpecialIDs, pub name_to_id: HashMap, pub id_to_name: HashMap, pub path_to_name: HashMap<[i32; 7], String>, pub prop_infos: HashMap, } #[derive(Debug, Clone)] pub struct SpecialIDs {} #[derive(Debug, Clone, PartialEq)] pub struct PropInfo { pub id: u32, // pub prop_type: PropType, pub prop_name: Arc, // pub prop_friendly_name: String, // pub is_player_prop: bool } impl PropController { pub fn new() -> Self { Self { id: NORMAL_PROP_BASEID, special_ids: SpecialIDs::new(), name_to_id: HashMap::new(), id_to_name: HashMap::new(), path_to_name: HashMap::new(), prop_infos: [ ( WEAPON_SKIN_ID, PropInfo { id: WEAPON_SKIN_ID, prop_name: "weapon_skin_id".into(), }, ), ( WEAPON_PAINT_SEED, PropInfo { id: WEAPON_PAINT_SEED, prop_name: "weapon_paint_seed".into(), }, ), ( WEAPON_FLOAT, PropInfo { id: WEAPON_FLOAT, prop_name: "weapon_float".into(), }, ), ( MY_WEAPONS_OFFSET, PropInfo { id: MY_WEAPONS_OFFSET, prop_name: "my_weapons_offset".into(), }, ), ( ITEM_PURCHASE_COST, PropInfo { id: ITEM_PURCHASE_COST, prop_name: "item_purchase_cost".into(), }, ), ] .into_iter() .collect(), } } pub fn find_prop_name_paths(&mut self, serializer: &mut super::sendtables::Serializer) { self.traverse_fields(&mut serializer.fields, serializer.name.clone(), Vec::new()) } fn traverse_fields(&mut self, fields: &mut [Field], ser_name: String, path_og: Vec) { for (idx, f) in fields.iter_mut().enumerate() { let mut path = path_og.clone(); path.push(idx as i32); match f { Field::Value(x) => { let full_name = ser_name.clone() + "." + &x.name; self.handle_prop(&full_name, x, path); } Field::Serializer(ser) => { self.traverse_fields( &mut ser.serializer.fields, ser_name.clone() + "." + &ser.serializer.name, path.clone(), ); } Field::Pointer(ser) => { self.traverse_fields( &mut ser.serializer.fields, ser_name.clone() + "." + &ser.serializer.name, path.clone(), ); } Field::Array(ser) => { if let Field::Value(v) = &mut ser.field_enum.as_mut() { self.handle_prop(&(ser_name.clone() + "." + &v.name), v, path); } } Field::Vector(_x) => { let vec_path = path.clone(); if let Ok(inner) = f.get_inner_mut(0) { match inner { Field::Serializer(s) => { for (inner_idx, f) in &mut s.serializer.fields.iter_mut().enumerate() { if let Field::Value(v) = f { let mut myp = vec_path.clone(); myp.push(inner_idx as i32); self.handle_prop( &(ser_name.clone() + "." + &v.name), v, myp, ); } } self.traverse_fields( &mut s.serializer.fields, ser_name.clone() + "." + &s.serializer.name, path_og.clone(), ) } Field::Value(x) => { self.handle_prop( &(ser_name.clone() + "." + &x.name), x, path.clone(), ); } _ => {} } } } Field::None => {} }; } } fn handle_prop(&mut self, full_name: &str, f: &mut ValueField, path: Vec) { f.full_name = full_name.to_owned(); // CAK47.m_iClip1 => ["CAK47", "m_iClip1"] let split_at_dot: Vec<&str> = full_name.split(".").collect(); let is_weapon_prop = (split_at_dot[0].contains("Weapon") || split_at_dot[0].contains("AK")) && !split_at_dot[0].contains("Player") || split_at_dot[0].contains("Knife") || split_at_dot[0].contains("CDEagle") || split_at_dot[0].contains("C4") || split_at_dot[0].contains("Molo") || split_at_dot[0].contains("Inc") || split_at_dot[0].contains("Infer"); let is_projectile_prop = (split_at_dot[0].contains("Projectile") || split_at_dot[0].contains("Grenade") || split_at_dot[0].contains("Flash")) && !split_at_dot[0].contains("Player"); let is_grenade_or_weapon = is_weapon_prop || is_projectile_prop; // Strip first part of name from grenades and weapons. // if weapon prop: CAK47.m_iClip1 => m_iClip1 // if grenade: CSmokeGrenadeProjectile.CBodyComponentBaseAnimGraph.m_cellX => CBodyComponentBaseAnimGraph.m_cellX let prop_name = match is_grenade_or_weapon { true => split_at_dot[1..].join("."), false => full_name.to_string(), }; let mut a = [0, 0, 0, 0, 0, 0, 0]; for (idx, v) in path.iter().enumerate() { a[idx] = *v; } self.path_to_name.insert(a, prop_name.to_string()); let prop_already_exists = self.name_to_id.contains_key(&(prop_name).to_string()); self.set_id(&prop_name, f); if !prop_already_exists { self.insert_propinfo(&prop_name, f); } f.should_parse = true; if full_name == "CCSPlayerPawn.CCSPlayer_WeaponServices.m_hMyWeapons" { f.prop_id = MY_WEAPONS_OFFSET; } if full_name == "CCSPlayerPawn.CCSPlayer_ActionTrackingServices.WeaponPurchaseCount_t.m_nCount" { f.prop_id = ITEM_PURCHASE_COUNT; } if full_name == "CCSPlayerPawn.CCSPlayer_BuyServices.SellbackPurchaseEntry_t.m_unDefIdx" { f.prop_id = ITEM_PURCHASE_DEF_IDX; } if full_name == "CCSPlayerPawn.CCSPlayer_BuyServices.SellbackPurchaseEntry_t.m_nCost" { f.prop_id = ITEM_PURCHASE_COST; } if full_name == "CCSPlayerPawn.CCSPlayer_ActionTrackingServices.WeaponPurchaseCount_t.m_nItemDefIndex" { f.prop_id = ITEM_PURCHASE_NEW_DEF_IDX; } if full_name == "CCSPlayerPawn.CCSPlayer_BuyServices.SellbackPurchaseEntry_t.m_hItem" { f.prop_id = ITEM_PURCHASE_HANDLE; } if prop_name.contains("CEconItemAttribute.m_iRawValue32") { f.prop_id = WEAPON_SKIN_ID; } self.id += 1; } fn set_id(&mut self, weap_prop: &str, f: &mut ValueField) { match self.name_to_id.get(weap_prop) { // If we already have an id for prop of same name then use that id. // Mainly for weapon props. For example CAK47.m_iClip1 and CWeaponSCAR20.m_iClip1 // are the "same" prop. (they have same path and we want to refer to it with one id not ~20) Some(id) => { f.prop_id = *id; self.id_to_name.insert(*id, weap_prop.to_string()); } None => { self.name_to_id.insert(weap_prop.to_string(), self.id); self.id_to_name.insert(self.id, weap_prop.to_string()); f.prop_id = self.id; } } } fn insert_propinfo(&mut self, prop_name: &str, f: &mut ValueField) { self.prop_infos.insert( f.prop_id, PropInfo { id: f.prop_id, prop_name: prop_name.into(), }, ); } } impl SpecialIDs { pub fn new() -> Self { Self {} } }