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reversals.cpp
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#include "reversals.h"
int* gameMode = (int*)(0x50F49C);
int* numOfPlayers = (int*)(0x50f500);
glmatrixf* glmvpmatrix = (glmatrixf*)(0x501AE8);
sqr* world = (sqr*)0x50A1F8;
int* sfactor = (int*)0x505BB4;
int* lastmillis = (int*)0x509EAC;
playerent* localPlayer = *(playerent**)0x50F4F4;
PlayerClass::PlayerClass() {}
//playerVector constructor
PlayerClass::PlayerClass(intptr_t* player)
{
ent = (playerent*)*(intptr_t*)player;
dist = 0;
fAngleFromCross = 0;
vAimbotAngles = {};
}
bool PlayerClass::IsVisible()
{
intptr_t traceLine = 0x048a310;
traceresult_s traceresult;
traceresult.collided = false;
vec from = localPlayer->vHead;
vec to = ent->vHead;
__asm
{
push 0; bSkipTags
push 0; bCheckPlayers
push localPlayer
push to.z
push to.y
push to.x
push from.z
push from.y
push from.x
lea eax, [traceresult]
call traceLine;
add esp, 36
}
return !traceresult.collided;
}