static internal int GetEntityID(int EntityBase) { int vt = BHMem.ReadMemory <int>(EntityBase + 0x8); int fn = BHMem.ReadMemory <int>(vt + 2 * 0x4); int cls = BHMem.ReadMemory <int>(fn + 0x1); return(BHMem.ReadMemory <int>(cls + 0x14)); }
static internal float[] GetBonePosition(int PlayerID, int BoneID) { int BoneMatrix = BHMem.ReadMemory <int>(Base(PlayerID) + DwBoneMatrix); float[] Pos = new float[3]; Pos[0] = BHMem.ReadMemory <float>(BoneMatrix + 0x30 * BoneID + 0x0C); Pos[1] = BHMem.ReadMemory <float>(BoneMatrix + 0x30 * BoneID + 0x1C); Pos[2] = BHMem.ReadMemory <float>(BoneMatrix + 0x30 * BoneID + 0x2C); return(Pos); }
static internal bool GetDormant(int PlayerID) { return(BHMem.ReadMemory <bool>(Base(PlayerID) + DwDormant)); }
static internal bool GetLifeState(int PlayerID) { return(!BHMem.ReadMemory <bool>(Base(PlayerID) + DwLifeState)); }
static internal int GetHealth(int PlayerID) { return(BHMem.ReadMemory <int>(Base(PlayerID) + DwHealth)); }
static internal int Base(int PlayerID) { return(BHMem.ReadMemory <int>(DwClientBase + DwEntityList + (0x10 * PlayerID))); }
static internal int GetTeam(int PlayerID) { return(BHMem.ReadMemory <int>(Base(PlayerID) + DwTeam)); }
static internal float[] GetVelocity() { return(BHMem.ReadMatrix <float>(Base() + DwVelocity, 3)); }
static internal float[] GetPunch() { return(BHMem.ReadMatrix <float>(Base() + DwPunch, 3)); }
static internal bool GetLifeState() { return(BHMem.ReadMemory <bool>(Base() + DwLifeState)); }
static internal float[] GetPosition() { return(BHMem.ReadMatrix <float>(Base() + DwPosition, 3)); }
static internal int GetTeam() { return(BHMem.ReadMemory <int>(Base() + DwTeam)); }
static internal int Base() { return(BHMem.ReadMemory <int>(DwClientBase + DwLocalPlayer)); }
static internal string GetModel(int PlayerID) { int ModelBase = BHMem.ReadMemory <int>(Base(PlayerID) + 0x6C); return(System.Text.Encoding.ASCII.GetString(BHMem.ReadBytes(ModelBase + 0x0004, 260), 0, 32)); }
static internal float[] GetVelocity(int PlayerID) { return(BHMem.ReadMatrix <float>(Base(PlayerID) + DwVelocity, 3)); }
static internal float[] GetPosition(int PlayerID) { return(BHMem.ReadMatrix <float>(Base(PlayerID) + DwPosition, 3)); }