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// server.cpp — authoritative listen-server entity access.
//
// HL2 single-player runs the server (server.so) in the same process as the
// client. The client only receives fields the server actually networks (NPC
// health is *not* networked), but the server's CBaseEntity still holds the real
// m_iHealth. We reach it through IVEngineServer021:
// PEntityOfEntIndex(engine, idx) -> edict_t*
// edict->m_pUnk (offset 0xC) -> IServerUnknown*
// IServerUnknown::GetBaseEntity (vtable slot 6) -> CBaseEntity*
// then read the field offsets from the server datamap, which we resolve by
// scanning server.so for the typedescription_t entries referencing the field
// names (same idea as the client RecvTable walk).
#include "hl2h.h"
#include <cstdlib>
// IVEngineServer (VEngineServer021, no virtual destructor):
// slot 17 = GetEntityCount, slot 19 = PEntityOfEntIndex(int)
enum { SRV_GetEntityCount = 17, SRV_PEntityOfEntIndex = 19 };
// IServerUnknown derives IHandleEntity (virtual dtor = 2 slots, 2 methods),
// then adds GetCollideable(4), GetNetworkable(5), GetBaseEntity(6).
enum { SRV_GetBaseEntity = 6 };
// CBaseEdict layout: m_fStateFlags@0, serial/index@4, m_pNetworkable@8, m_pUnk@0xC
enum { EDICT_UNKNOWN_OFF = 0x0C };
// typedescription_t (32-bit): fieldType@0, fieldName@4, fieldOffset[0]@8,
// fieldOffset[1]@0xC, fieldSize@0x10, flags@0x12, externalName@0x14
enum {
FIELD_INTEGER = 5,
FIELD_BOOLEAN = 6,
FIELD_CHARACTER = 8,
FIELD_EMBEDDED = 10,
FIELD_CUSTOM = 11,
FIELD_EHANDLE = 13,
FIELD_TIME = 16,
FIELD_FLOAT = 1
};
// SF_FLOOR_TURRET_CITIZEN (npc_turret_floor.h). Citizen-built turrets
// Classify() as CLASS_PLAYER_ALLY, i.e. they are friendly without ever adding
// an entry to m_Relationship.
static const int TURRET_FLAG_CITIZEN = 0x200;
int g_srv_health = -1;
int g_srv_maxhealth = -1;
int g_srv_lifestate = -1;
int g_srv_modelindex = -1;
int g_srv_absvelocity = -1;
int g_srv_velocity = -1;
int g_srv_activeweapon = -1;
static int g_srv_relationship = -1;
static int g_srv_followtarget = -1;
static int g_srv_spawnflags = -1;
static int g_srv_hacked = -1;
static int g_srv_npcstate = -1;
static int g_srv_takedamage = -1;
static int g_srv_mapname = -1;
static int g_srv_armor = -1;
static int g_srv_detonate = -1;
static int g_srv_grenade_radius = -1;
static int g_srv_thrower = -1;
static int g_srv_juice_suit = -1;
static int g_srv_juice_health = -1;
static int g_srv_ammo = -1;
static int g_srv_myweapons = -1;
static bool g_srv_ready = false;
static bool g_srv_checked = false;
static uintptr_t find_string(const char *s) {
size_t n = strlen(s) + 1;
for (auto &r : g_server.ranges) {
const uint8_t *base = (const uint8_t *)r.lo;
size_t span = r.hi - r.lo;
for (size_t i = 0; i + n <= span; i++)
if (memcmp(base + i, s, n) == 0)
return r.lo + i;
}
return 0;
}
// Find the typedescription_t whose fieldName points at `name` and read its
// fieldOffset. type filters false positives (m_iHealth is FIELD_INTEGER).
// max_off is generous on purpose: derived-class fields (m_bHackedByAlyx,
// m_hFollowTarget) live well past the base class size. A name can occur in
// several classes (m_iJuice is in both CWallHealth and CNewRecharge), so the
// collector returns every distinct offset.
static int datamap_offsets(const char *name, int want_type, int min_off,
int max_off, int *out, int maxn) {
if (!out || maxn <= 0)
return 0;
uintptr_t str = find_string(name);
if (!str)
return 0;
int n = 0;
for (auto &r : g_server.ranges) {
const uint8_t *base = (const uint8_t *)r.lo;
size_t span = r.hi - r.lo;
for (size_t off = 4; off + 0x18 <= span; off += 4) {
if (*(const uint32_t *)(base + off) != (uint32_t)str)
continue;
const uint8_t *e = base + off - 4; // entry->fieldName
int ftype = *(const int32_t *)(e + 0x00);
int foff = *(const int32_t *)(e + 0x08);
int fsize = *(const uint16_t *)(e + 0x10);
uintptr_t ext = *(const uintptr_t *)(e + 0x14);
if (ftype != want_type)
continue;
if (foff < min_off || foff > max_off)
continue;
if (fsize < 1 || fsize > 512)
continue;
// DEFINE_KEYFIELD entries have an external name ("health"); plain
// DEFINE_FIELD entries have none. Either way it must be in server.so.
if (ext && !g_server.contains(ext))
continue;
bool dup = false;
for (int i = 0; i < n; i++)
if (out[i] == foff)
dup = true;
if (!dup && n < maxn)
out[n++] = foff;
}
}
return n;
}
static int datamap_offset(const char *name, int want_type, int min_off = 0x40,
int max_off = 0x4000) {
int out[1];
return datamap_offsets(name, want_type, min_off, max_off, out, 1) ? out[0]
: -1;
}
bool resolve_server_netvars() {
if (g_srv_ready)
return true;
static const bool disabled = getenv("HL2H_NO_SERVER") != nullptr;
if (disabled) // escape hatch if server-side access misbehaves
return false;
// esp_collect runs at ~100 Hz; retry the (cheap-ish) module refresh and
// datamap scan about once a second until server.so is up and scan succeeds.
static unsigned retry = 0;
static bool fail_logged = false;
if ((retry++ % 100) != 0)
return false;
// server.so is only mapped once a map is running; refresh the module list.
if (!g_server.valid())
find_modules();
if (!g_server.valid()) {
if (!fail_logged) {
fail_logged = true;
logd("server datamap: server.so not mapped yet");
}
return false;
}
g_srv_health = datamap_offset("m_iHealth", FIELD_INTEGER);
g_srv_maxhealth = datamap_offset("m_iMaxHealth", FIELD_INTEGER);
g_srv_lifestate = datamap_offset("m_lifeState", FIELD_CHARACTER);
g_srv_modelindex = datamap_offset("m_nModelIndex", 7); // FIELD_SHORT
g_srv_absvelocity = datamap_offset("m_vecAbsVelocity", 3); // FIELD_VECTOR
g_srv_velocity = datamap_offset("m_vecVelocity", 3); // FIELD_VECTOR
g_srv_activeweapon = datamap_offset("m_hActiveWeapon", FIELD_EHANDLE);
// m_Relationship is DEFINE_UTLVECTOR, i.e. FIELD_CUSTOM (older builds used
// FIELD_EMBEDDED), never FIELD_EMBEDDED in the modern SDK.
g_srv_relationship = datamap_offset("m_Relationship", FIELD_CUSTOM);
if (g_srv_relationship < 0)
g_srv_relationship = datamap_offset("m_Relationship", FIELD_EMBEDDED);
g_srv_followtarget = datamap_offset("m_hFollowTarget", FIELD_EHANDLE);
// CBaseEntity::m_spawnflags is a DEFINE_KEYFIELD at a low offset.
g_srv_spawnflags = datamap_offset("m_spawnflags", FIELD_INTEGER, 0x4);
g_srv_hacked = datamap_offset("m_bHackedByAlyx", FIELD_BOOLEAN);
g_srv_npcstate = datamap_offset("m_NPCState", FIELD_INTEGER);
// CBaseEntity::m_takedamage is a char in the 2013 SDK
// (CNetworkVarForDerived(char, m_takedamage)); older builds used int.
g_srv_takedamage = datamap_offset("m_takedamage", FIELD_CHARACTER);
if (g_srv_takedamage < 0)
g_srv_takedamage = datamap_offset("m_takedamage", FIELD_INTEGER);
// CChangeLevel::m_szMapName is a char[cchMapNameMost] on trigger_changelevel.
g_srv_mapname = datamap_offset("m_szMapName", FIELD_CHARACTER, 0x40, 0x4000);
// CBasePlayer::m_ArmorValue (int).
g_srv_armor = datamap_offset("m_ArmorValue", FIELD_INTEGER);
// CBaseGrenade fuse / blast radius (m_flDetonateTime is not networked).
g_srv_detonate = datamap_offset("m_flDetonateTime", FIELD_TIME);
g_srv_grenade_radius = datamap_offset("m_DmgRadius", FIELD_FLOAT);
g_srv_thrower = datamap_offset("m_hThrower", FIELD_EHANDLE);
int juice_offs[8];
int njuice = datamap_offsets("m_iJuice", FIELD_INTEGER, 0x40, 0x4000,
juice_offs, 8);
int maxjuice = datamap_offset("m_iMaxJuice", FIELD_INTEGER);
// CNewRecharge (suit charger) has m_iMaxJuice five ints after m_iJuice;
// CWallHealth (health charger) has no m_iMaxJuice, so its offset is the
// other match.
g_srv_juice_suit = maxjuice > 20 ? maxjuice - 20 : -1;
g_srv_juice_health = -1;
for (int i = 0; i < njuice; i++)
if (juice_offs[i] != g_srv_juice_suit) {
g_srv_juice_health = juice_offs[i];
break;
}
if (g_srv_juice_health < 0 && njuice)
g_srv_juice_health = juice_offs[0];
// CBaseCombatCharacter arrays: ammo counts and the weapon handle list.
g_srv_ammo = datamap_offset("m_iAmmo", FIELD_INTEGER, 0x40, 0x4000);
g_srv_myweapons = datamap_offset("m_hMyWeapons", FIELD_EHANDLE);
g_srv_ready = g_srv_health > 0;
if (g_srv_ready) {
logf("server datamap (%s): health=%d maxhealth=%d lifeste=%d "
"modelindex=%d absvel=%d vel=%d activeweapon=%d relationship=%d "
"followtarget=%d spawnflags=%d hacked=%d npcstate=%d "
"takedamage=%d mapname=%d armor=%d detonate=%d dmgradius=%d "
"ammo=%d myweapons=%d juice_suit=%d juice_health=%d",
g_server.path.c_str(), g_srv_health, g_srv_maxhealth, g_srv_lifestate,
g_srv_modelindex, g_srv_absvelocity, g_srv_velocity,
g_srv_activeweapon, g_srv_relationship, g_srv_followtarget,
g_srv_spawnflags, g_srv_hacked, g_srv_npcstate, g_srv_takedamage,
g_srv_mapname, g_srv_armor, g_srv_detonate, g_srv_grenade_radius,
g_srv_ammo, g_srv_myweapons, g_srv_juice_suit, g_srv_juice_health);
fail_logged = false;
} else if (!fail_logged) {
fail_logged = true;
logf("server datamap: scan failed (server.so at %s)",
g_server.path.c_str());
toastf(TOAST_WARN, "Server datamap scan failed; jumpbug assist limited");
}
return g_srv_ready;
}
// Returns the authoritative health of the server entity at this index, or -1.
int server_entity_health(int idx, int *maxhealth, int *lifestate,
void **base_out) {
if (base_out)
*base_out = nullptr;
if (!g_srv_ready || !g_iface.engineserver || g_srv_health < 0)
return -1;
using PEntityFn = void *(*)(void *, int);
void *edict = vfunc<PEntityFn>(g_iface.engineserver, SRV_PEntityOfEntIndex)(
g_iface.engineserver, idx);
if (!edict)
return -1;
void *unk = *(void **)((uintptr_t)edict + EDICT_UNKNOWN_OFF);
if (!unk)
return -1;
using GetBaseFn = void *(*)(void *);
void *base = vfunc<GetBaseFn>(unk, SRV_GetBaseEntity)(unk);
if (!base)
return -1;
uintptr_t b = (uintptr_t)base;
int hp = g_srv_health > 0 ? *(int *)(b + g_srv_health) : -1;
int mx = g_srv_maxhealth > 0 ? *(int *)(b + g_srv_maxhealth) : -1;
int ls = g_srv_lifestate > 0
? (int)*(unsigned char *)(b + g_srv_lifestate)
: -1;
if (base_out)
*base_out = base;
if (maxhealth)
*maxhealth = mx;
if (lifestate)
*lifestate = ls;
if (!g_srv_checked) {
g_srv_checked = true;
using CountFn = int (*)(void *);
int count = vfunc<CountFn>(g_iface.engineserver, SRV_GetEntityCount)(
g_iface.engineserver);
logf("server access: entity_count=%d first_idx=%d base=%p hp=%d maxhp=%d "
"life=%d srv_model=%d",
count, idx, base, hp, mx, ls,
g_srv_modelindex > 0
? (int)*(short *)(b + g_srv_modelindex)
: -1);
}
return hp;
}
int server_model_index(void *base) {
if (!base || g_srv_modelindex <= 0)
return -1;
return (int)*(short *)((uintptr_t)base + g_srv_modelindex);
}
int server_entity_count() {
if (!g_iface.engineserver)
return 0;
using CountFn = int (*)(void *);
int n = vfunc<CountFn>(g_iface.engineserver, SRV_GetEntityCount)(
g_iface.engineserver);
return (n > 0 && n <= 8192) ? n : 0;
}
static void *edict_unknown(int idx) {
if (!g_iface.engineserver)
return nullptr;
using PEntityFn = void *(*)(void *, int);
void *edict = vfunc<PEntityFn>(g_iface.engineserver, SRV_PEntityOfEntIndex)(
g_iface.engineserver, idx);
if (!edict)
return nullptr;
return *(void **)((uintptr_t)edict + EDICT_UNKNOWN_OFF);
}
void *server_entity_base(int idx) {
void *unk = edict_unknown(idx);
if (!unk)
return nullptr;
using GetBaseFn = void *(*)(void *);
return vfunc<GetBaseFn>(unk, SRV_GetBaseEntity)(unk);
}
// Linked entity class name (e.g. "weapon_smg1", "trigger_changelevel").
const char *server_entity_classname(int idx) {
void *unk = edict_unknown(idx);
if (!unk)
return nullptr;
using GetNetFn = void *(*)(void *);
void *net = vfunc<GetNetFn>(unk, 5)(unk);
if (!net)
return nullptr;
using NameFn = const char *(*)(void *);
return vfunc<NameFn>(net, 3)(net);
}
// A trigger_changelevel's target map and world-space brush bounds. The class
// name comes from IServerNetworkable::GetClassName (slot 3); the volume from
// ICollideable::WorldSpaceSurroundingBounds (slot 17, no virtual dtor).
bool server_trigger_info(int idx, char *map, size_t mapn, Vector &mins,
Vector &maxs) {
if (!g_srv_ready || g_srv_mapname < 0)
return false;
void *unk = edict_unknown(idx);
if (!unk)
return false;
using GetNetFn = void *(*)(void *);
void *net = vfunc<GetNetFn>(unk, 5)(unk);
if (!net)
return false;
using NameFn = const char *(*)(void *);
const char *cls = vfunc<NameFn>(net, 3)(net);
if (!cls || !strcasestr(cls, "changelevel"))
return false;
void *base = server_entity_base(idx);
if (!base)
return false;
const char *m = (const char *)((uintptr_t)base + g_srv_mapname);
size_t n = strnlen(m, 32); // cchMapNameMost
if (n == 0 || n >= 32)
return false;
for (size_t i = 0; i < n; i++) {
unsigned char c = (unsigned char)m[i];
if (c < 0x20 || c > 0x7e)
return false;
}
if (map && mapn) {
if (n >= mapn)
n = mapn - 1;
memcpy(map, m, n);
map[n] = 0;
}
using GetCollFn = void *(*)(void *);
void *coll = vfunc<GetCollFn>(unk, 4)(unk);
if (coll) {
using BoundsFn = void (*)(void *, Vector *, Vector *);
vfunc<BoundsFn>(coll, 17)(coll, &mins, &maxs);
}
return true;
}
// Set the authoritative vertical velocity of a server entity. m_vecAbsVelocity
// is what CGameMovement::SetupMove reads through GetAbsVelocity(); writing the
// networked m_vecVelocity directly is deliberately avoided because the server
// datamap scan can find a same-named field on another class first. The movement
// code syncs m_vecVelocity through SetAbsVelocity after the command.
// Server-side AI relationship (D_ER=0, D_HT=1, D_FR=2, D_LI=3, D_NU=4).
// m_Relationship is a CUtlVector<Relationship_t>; each entry is
// EHANDLE entity, Class_T classType, Disposition_t disposition, int priority.
int server_npc_relation(int idx, int local_idx) {
if (!g_srv_ready || g_srv_relationship < 0 || local_idx <= 0)
return -1;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return -1;
uintptr_t rel = (uintptr_t)base + g_srv_relationship;
int count = *(int *)(rel + 12);
if (count <= 0 || count > 64)
return -1;
uintptr_t elems = *(uintptr_t *)(rel + 16);
if (!elems)
elems = *(uintptr_t *)(rel + 0);
if (!elems || (elems & 3))
return -1;
int class_relation = -1;
for (int i = 0; i < count; i++) {
uintptr_t e = elems + (uintptr_t)i * 16;
uint32_t h = *(uint32_t *)(e + 0);
int class_type = *(int *)(e + 4);
int disposition = *(int *)(e + 8);
if (h != 0 && h != 0xFFFFFFFFu) {
if ((int)(h & 0x7FF) == local_idx)
return disposition;
} else if (class_type == 1) { // CLASS_PLAYER
class_relation = disposition;
}
}
return class_relation;
}
// NPC_STATE_SCRIPT = 4 (ai_npcstate.h). Scripted NPCs are passive: cutscene
// actors, Kleiner's Lamarr, scripted soldiers standing down, and so on.
int server_npc_state(int idx) {
if (!g_srv_ready || g_srv_npcstate < 0)
return -1;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return -1;
return *(int *)((uintptr_t)base + g_srv_npcstate);
}
// TAKEDAMAGE: 0 = DAMAGE_NO, 1 = DAMAGE_EVENTS_ONLY, 2 = DAMAGE_YES,
// 3 = DAMAGE_AIM. 0/1 cannot be damaged at all. The field is a char, so read
// a byte even if the older int layout was resolved.
int server_npc_takedamage(int idx) {
if (!g_srv_ready || g_srv_takedamage < 0)
return -1;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return -1;
return (int)*(unsigned char *)((uintptr_t)base + g_srv_takedamage);
}
bool server_npc_has_follow_target(int idx) {
if (!g_srv_ready || g_srv_followtarget < 0)
return false;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return false;
uint32_t h = *(uint32_t *)((uintptr_t)base + g_srv_followtarget);
return h != 0 && h != 0xFFFFFFFFu;
}
// Turret friendliness that never appears in m_Relationship: CNPC_FloorTurret's
// Classify() reports CLASS_PLAYER_ALLY for citizen-built (SF_FLOOR_TURRET_CITIZEN)
// and Alyx-hacked turrets, which makes the default class table D_LI toward the
// player. Returns -1 if unknown, else bit0 = citizen, bit1 = hacked.
int server_npc_turret_flags(int idx) {
if (!g_srv_ready || (g_srv_spawnflags < 0 && g_srv_hacked < 0))
return -1;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return -1;
uintptr_t b = (uintptr_t)base;
int flags = -1;
int hacked = -1;
if (g_srv_spawnflags > 0)
flags = *(int *)(b + g_srv_spawnflags);
if (g_srv_hacked > 0)
hacked = (int)*(unsigned char *)(b + g_srv_hacked);
int out = 0;
if (flags > 0 && (flags & TURRET_FLAG_CITIZEN))
out |= 1;
if (hacked > 0)
out |= 2;
return out;
}
bool server_set_velocity_z(int idx, float vz) {
if (!g_srv_ready || !g_iface.engineserver || g_srv_absvelocity <= 0)
return false;
void *base = nullptr;
if (server_entity_health(idx, nullptr, nullptr, &base) < 0 || !base)
return false;
*(float *)((uintptr_t)base + g_srv_absvelocity + 8) = vz;
return true;
}
// Local player's HEV suit armor from the authoritative server entity.
int server_player_armor(int idx) {
if (!g_srv_ready || g_srv_armor < 0)
return -1;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return -1;
return *(int *)((uintptr_t)base + g_srv_armor);
}
// CBaseGrenade fuse time and blast radius from the server entity. Both are
// non-networked (m_flDetonateTime is commented out of the send table).
float server_grenade_detonate(int idx) {
if (!g_srv_ready || g_srv_detonate < 0)
return -1.0f;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return -1.0f;
return *(float *)((uintptr_t)base + g_srv_detonate);
}
float server_grenade_radius(int idx) {
if (!g_srv_ready || g_srv_grenade_radius < 0)
return -1.0f;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return -1.0f;
return *(float *)((uintptr_t)base + g_srv_grenade_radius);
}
// CBaseGrenade::m_hThrower, used to recognise the local player's own frag even
// when the client owner handles are unresolved.
int server_grenade_thrower(int idx) {
if (!g_srv_ready || g_srv_thrower < 0)
return -1;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return -1;
uint32_t h = *(uint32_t *)((uintptr_t)base + g_srv_thrower);
if (h == 0 || h == 0xFFFFFFFFu)
return -1;
return (int)(h & 0x7FF);
}
// Health chargers (CWallHealth, CBaseToggle) and suit chargers
// (CNewRecharge, CBaseAnimating) have m_iJuice at different offsets; pick by
// the server class name.
int server_item_juice(int idx) {
if (!g_srv_ready)
return -1;
int off = g_srv_juice_health;
const char *cls = server_entity_classname(idx);
if (cls && (strstr(cls, "Recharge") || strstr(cls, "SuitCharger") ||
strstr(cls, "suitcharger")))
off = g_srv_juice_suit;
if (off < 0)
off = g_srv_juice_suit >= 0 ? g_srv_juice_suit : g_srv_juice_health;
if (off < 0)
return -1;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return -1;
int val = *(int *)((uintptr_t)base + off);
static int juice_logs = 0;
if (juice_logs < 8 && cls &&
(strstr(cls, "WallHealth") || strstr(cls, "Recharge") ||
strstr(cls, "healthcharger") || strstr(cls, "suitcharger"))) {
juice_logs++;
int hv = g_srv_juice_health >= 0
? *(int *)((uintptr_t)base + g_srv_juice_health)
: -999;
int sv = g_srv_juice_suit >= 0
? *(int *)((uintptr_t)base + g_srv_juice_suit)
: -999;
logf("juice: idx=%d cls=%s chosen=%d health_off=%d val=%d "
"suit_off=%d val=%d",
idx, cls, off, g_srv_juice_health, hv, g_srv_juice_suit, sv);
}
return val;
}
// Server-side CBaseCombatCharacter::m_iAmmo array (reserve ammo). The datamap
// offset points at the CNetworkArray length header; the elements start 4 bytes
// later (confirmed by the shifted current/max table).
int server_player_ammo(int idx, int type) {
if (!g_srv_ready || g_srv_ammo < 0 || type < 0 || type >= 32)
return -1;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return -1;
return *(int *)((uintptr_t)base + g_srv_ammo + 4 + type * 4);
}
// Server-side m_hMyWeapons[48] handle for one inventory slot (0 if empty).
// Same 4-byte CNetworkArray header as m_iAmmo.
uint32_t server_player_weapon(int idx, int slot) {
if (!g_srv_ready || g_srv_myweapons < 0 || slot < 0 || slot >= 48)
return 0;
void *base = nullptr;
server_entity_health(idx, nullptr, nullptr, &base);
if (!base)
return 0;
return *(uint32_t *)((uintptr_t)base + g_srv_myweapons + 4 + slot * 4);
}
// Entity index of the player's active weapon from the authoritative server
// entity. Used as a fallback if the client m_hActiveWeapon netvar is missing.
int server_active_weapon(int idx) {
if (!g_srv_ready || !g_iface.engineserver || g_srv_activeweapon <= 0)
return -1;
void *base = nullptr;
if (server_entity_health(idx, nullptr, nullptr, &base) < 0 || !base)
return -1;
uint32_t h = *(uint32_t *)((uintptr_t)base + g_srv_activeweapon);
if (h == 0xFFFFFFFFu)
return -1;
int wi = (int)(h & 0x7FF); // 11-bit entity index
return (wi > 0 && wi <= 4096) ? wi : -1;
}
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