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