添加项目文件。
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37
csgo2/native_sdk/entity/cbaseentity.h
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37
csgo2/native_sdk/entity/cbaseentity.h
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#pragma once
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#include "../../schema.h"
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#include "ccollisionproperty.h"
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#include "../handle/handle.h"
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#include "../cgameentitysystem.h"
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class CEntityIdentity;
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class CEntityInstance {
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public:
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DECLARE_CLASS(CEntityInstance);
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auto Schema_DynamicBinding() {
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SchemaClassInfoData_t* rv = nullptr;
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CALL_VIRTUAL(void, 0, this, &rv);
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return rv;
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}
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auto GetRefEHandle() {
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CHandle handle;
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CALL_VIRTUAL(void*, 2, this, &handle);
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return handle;
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}
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SCHEMA_FIELD(CEntityIdentity*, m_pEntity);
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SCHEMA_FIELD(const char*, m_designerName);
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};
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class CBaseEntity : CEntityInstance
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{
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public:
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DECLARE_CLASS(CBaseEntity);
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SCHEMA_FIELD(int, m_iHealth)
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//SCHEMA_FIELD(Vector, m_vecBaseVelocity)
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SCHEMA_FIELD(CCollisionProperty*, m_pCollision)
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};
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24
csgo2/native_sdk/entity/cbaseplayercontroller.h
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24
csgo2/native_sdk/entity/cbaseplayercontroller.h
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#pragma once
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#include "../../pch.h"
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#include "../handle/handle.h"
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#include "cbaseentity.h"
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class CBasePlayerController : public CBaseEntity
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{
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public:
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DECLARE_CLASS(CBasePlayerController);
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SCHEMA_FIELD(uint64_t, m_steamID)
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SCHEMA_FIELD(CHandle, m_hPawn)
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SCHEMA_FIELD(char, m_iszPlayerName)
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};
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class CCSPlayerController : public CBasePlayerController {
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public:
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DECLARE_CLASS(CCSPlayerController)
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SCHEMA_FIELD(uint32_t, m_iPawnHealth)
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SCHEMA_FIELD(bool, m_bPawnIsAlive)
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SCHEMA_FIELD(const char*, m_szClanName)
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};
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14
csgo2/native_sdk/entity/cbaseplayerpawn.h
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14
csgo2/native_sdk/entity/cbaseplayerpawn.h
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#pragma once
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#include "cbaseentity.h"
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#include "services.h"
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class CBasePlayerPawn : public CBaseEntity
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{
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public:
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DECLARE_CLASS(CBasePlayerPawn);
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SCHEMA_FIELD(CPlayer_MovementServices*, m_pMovementServices)
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SCHEMA_FIELD(uint8*, m_pWeaponServices)
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SCHEMA_FIELD(uint8**, m_pItemServices)
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};
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21
csgo2/native_sdk/entity/ccollisionproperty.h
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21
csgo2/native_sdk/entity/ccollisionproperty.h
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#pragma once
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#include "../../pch.h"
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#include "../../schema.h"
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struct VPhysicsCollisionAttribute_t
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{
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DECLARE_CLASS(VPhysicsCollisionAttribute_t)
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SCHEMA_FIELD(uint8_t, m_nCollisionGroup)
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};
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class CCollisionProperty
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{
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public:
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DECLARE_CLASS(CCollisionProperty)
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SCHEMA_FIELD(VPhysicsCollisionAttribute_t, m_collisionAttribute)
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//SCHEMA_FIELD(SolidType_t, m_nSolidType)
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SCHEMA_FIELD(uint8_t, m_usSolidFlags)
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SCHEMA_FIELD(uint8_t, m_CollisionGroup)
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};
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12
csgo2/native_sdk/entity/ccsplayercontroller.h
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12
csgo2/native_sdk/entity/ccsplayercontroller.h
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#pragma once
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#include "cbaseplayercontroller.h"
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#include "services.h"
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class CCSPlayerController : public CBasePlayerController
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{
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public:
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DECLARE_CLASS(CCSPlayerController);
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SCHEMA_FIELD(CCSPlayerController_InGameMoneyServices*, m_pInGameMoneyServices)
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};
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9
csgo2/native_sdk/entity/ccsplayerpawn.h
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9
csgo2/native_sdk/entity/ccsplayerpawn.h
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#pragma once
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#include "cbaseplayerpawn.h"
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class CCSPlayerPawn : public CBasePlayerPawn
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{
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public:
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DECLARE_CLASS(CCSPlayerPawn);
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};
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18
csgo2/native_sdk/entity/services.h
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18
csgo2/native_sdk/entity/services.h
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#pragma once
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#include <platform.h>
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#include "../schema.h"
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class CPlayer_MovementServices
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{
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public:
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DECLARE_CLASS(CPlayer_MovementServices);
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};
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class CCSPlayerController_InGameMoneyServices
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{
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public:
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DECLARE_CLASS(CCSPlayerController_InGameMoneyServices);
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SCHEMA_FIELD(int, m_iAccount)
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};
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