C++ Исходник Pandora animstate fix

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Столкнулся с неприятностью.. Когда я заинжектил пандору, чит не стрелял в мувах. И вот фикс :CoolCat:
C++:
class CCSGOPlayerAnimState
{
public:
    char pad[3];
    char bUnknown; //0x4
    char pad2[91];
    Player* m_pBaseEntity; //0x60
    void* m_pActiveWeapon; //0x64
    void* m_pLastActiveWeapon; //0x68
    float m_flLastClientSideAnimationUpdateTime; //0x6C
    int m_iLastClientSideAnimationUpdateFramecount; //0x70
    float m_flUpdateTimeDelta; //0x74
    float m_flEyeYaw; //0x78
    float m_flPitch; //0x7C
    float m_flGoalFeetYaw; //0x80
    float m_flCurrentFeetYaw; //0x84
    float m_flCurrentTorsoYaw; //0x88
    float m_flUnknownVelocityLean; //0x8C //changes when moving/jumping/hitting ground
    float m_flLeanAmount; //0x90
    char pad4[4]; //NaN
    float m_flFeetCycle; //0x98 0 to 1
    float m_flFeetYawRate; //0x9C 0 to 1
    float m_fUnknown2;
    float m_fDuckAmount; //0xA4
    float m_fLandingDuckAdditiveSomething; //0xA8
    float m_fUnknown3; //0xAC
    vec3_t m_vOrigin; //0xB0, 0xB4, 0xB8
    vec3_t m_vLastOrigin; //0xBC, 0xC0, 0xC4
    float m_vVelocityX; //0xC8
    float m_vVelocityY; //0xCC
    char pad5[4];
    float m_flUnknownFloat1; //0xD4 Affected by movement and direction
    char pad6[8];
    float m_flUnknownFloat2; //0xE0 //from -1 to 1 when moving and affected by direction
    float m_flUnknownFloat3; //0xE4 //from -1 to 1 when moving and affected by direction
    float m_unknown; //0xE8
    float m_velocity; //0xEC
    float flUpVelocity; //0xF0
    float m_flSpeedNormalized; //0xF4 //from 0 to 1
    float m_flFeetSpeedForwardsOrSideWays; //0xF8 //from 0 to 2. something is 1 when walking, 2.something when running, 0.653 when crouch walking
    float m_flFeetSpeedUnknownForwardOrSideways; //0xFC //from 0 to 3. something
    float m_flTimeSinceStartedMoving; //0x100
    float m_flTimeSinceStoppedMoving; //0x104
    bool m_bOnGround; //0x108
    bool m_bInHitGroundAnimation; //0x109
    char pad7[10];
    float m_flLastOriginZ; //0x114
    float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x118 from 0 to 1, is 1 when standing
    float m_flStopToFullRunningFraction; //0x11C from 0 to 1, doesnt change when walking or crouching, only running
    char pad8[4]; //NaN
    float m_flMovingFraction; //0x124 affected while jumping and running, or when just jumping, 0 to 1
    char pad9[4]; //NaN
    float m_flUnknown3;
    char pad10[528];
};
 
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