Вопрос Drawing infernos with Weave

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So i managed to find a src with draw 3D circle and pasted it in, anyways i got a enemy nade indicator from UC and got everything in no errors netvars are very weird in weave so i just put the offsets this is my code and i crash on picking a team


void drawfire(){


for (int i = 2; i < interfaces.global_vars->maxClients; i++)
{
if (!csgo->local) break;
IClientNetworkable* NetEnt;
if (!NetEnt) continue;
auto entity = NetEnt->GetClientClass();
if (!entity) continue;
IBasePlayer* ClEnt = reinterpret_cast<IBasePlayer*>((DWORD)NetEnt - 0x8); // i think that better

//Inferno
if (entity->m_ClassID == ClassId->CInferno) //0x64
{
Vector pos;
Vector Grenpos = *reinterpret_cast<Vector*>((DWORD)ClEnt + 0x138); //0x138

bool* m_bFireIsBurning = reinterpret_cast<bool*>((DWORD)ClEnt + 0xE94); //0xE94
int* m_fireXDelta = reinterpret_cast<int*> ((DWORD)ClEnt + 0x9E4); //0x9E4
int* m_fireYDelta = reinterpret_cast<int*> ((DWORD)ClEnt + 0xB74); //0xB74
int* m_fireZDelta = reinterpret_cast<int*> ((DWORD)ClEnt +0xD04); //0xD04
int m_fireCount = *reinterpret_cast<int*> ((DWORD)ClEnt + 0x13A8); //0x13A8

color_t tcol;

if (Math::WorldToScreen(Grenpos, pos))
{
for (int i = 0; i <= m_fireCount; i++)
{
if (!m_bFireIsBurning)
continue;

auto dpos = Grenpos + Vector(m_fireXDelta, m_fireYDelta, m_fireZDelta);

Circle3D(dpos, 70, color_t(255, 25, 25, 25));
}
}
}
}


}
 
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Set code in code blocks. And Use debugger, it saves lot of time when u try to find the issue
 
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