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Исходник Offsets for update 18/8/2017

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17 Авг 2017
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C_BaseCombatWeapon got its shit rearranged and lost quite some vfuncs:
Код:
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        float GetSpread() { return get_vfunc<float(__thiscall*)(void*)>(this, 439)(this); }
        WeaponInfo_t* GetWeaponData() { return get_vfunc<WeaponInfo_t*(__thiscall*)(void*)>(this, 446)(this); }
        float GetInaccuracy() { return get_vfunc<float(__thiscall*)(void*)>(this, 469)(this); }
        void UpdateAccuracyPenalty() { get_vfunc<void(__thiscall*)(void*)>(this, 470)(this); }
WeaponInfo_t struct updated
Код:
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class CCSWeaponData
    {
    public:
 
        virtual ~CCSWeaponData() {};
        /*Parse(KeyValues *, char const*)
        RefreshDynamicParameters(void)
        GetPrimaryClipSize(C_EconItemView const*, int, float)const
        GetSecondaryClipSize(C_EconItemView const*, int, float)const
        GetDefaultPrimaryClipSize(C_EconItemView const*, int, float)const
        GetDefaultSecondaryClipSize(C_EconItemView const*, int, float)const
        GetPrimaryReserveAmmoMax(C_EconItemView const*, int, float)const
        GetSecondaryReserveAmmoMax(C_EconItemView const*, int, float)const*/
 
        char* m_szWeaponName; //0x0004
        char pad_0x0008[0x8]; //0x0008
        CCStrike15ItemDefinition* m_pItemDefinition; //0x0010
        int m_iMaxClip1; //0x0014
        char pad_0x0018[0xC]; //0x0018
        int m_iMaxAmmo; //0x0024
        char pad_0x0028[0x4]; //0x0028
        char* m_szWorldModel; //0x002C
        char* m_szViewModel; //0x0030
        char* m_szDroppedModel; //0x0034
        char pad_0x0038[0x4]; //0x0038
        char* N0000054E; //0x003C
        char pad_0x0040[0x38]; //0x0040
        char* N0000055D; //0x0078
        char pad_0x007C[0x4]; //0x007C
        char* m_szAmmoType; //0x0080
        char pad_0x0084[0x4]; //0x0084
        char* m_szLocalizedName; //0x0088
        char pad_0x008C[0x3C]; //0x008C
        int m_eWeaponType; //0x00C8
        int m_iPrice; //0x00CC
        char pad_0x00D0[0x4]; //0x00D0
        char* m_szAnimationPrefix; //0x00D4
        char pad_0x00D8[0x14]; //0x00D8
        int m_iDamage; //0x00EC
        float m_fArmorRatio; //0x00F0
        char pad_0x00F4[0x4]; //0x00F4
        float m_fPenetration; //0x00F8
        char pad_0x00FC[0x8]; //0x00FC
        float m_fRange; //0x0104
        float m_fRangeModifier; //0x0108
        char pad_0x010C[0x10]; //0x010C
        bool m_bHasSilencer; //0x011C
        char pad_0x011D[0x10B]; //0x011D
        bool m_bHasBurstmode; //0x0228
        bool m_bIsRevolver; //0x0229
        char pad_0x022A[0x1BE]; //0x022A
 
    };

LoadFromBuffer sig
Код:
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Functions::KeyValues_LoadFromBuffer = Utilities::Memory::FindPattern("client.dll", (PBYTE)"\xE8\x00\x00\x00\x00\x80\x7D\xF8\x00\x00\x00\x85\xDB", "x????xxxx??xx");
maybe fix for autowall
Код:
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bool TraceToExit1(CVector &end, trace_t *enter_trace, CVector start, CVector dir, trace_t *exit_trace)
{
    float distance = 0.0f;
 
    while (distance <= 90.0f)
    {
        distance += 4.0f;
        end = start + dir * distance;
 
        auto point_contents = EngineTrace->GetPointContents(end, MASK_SHOT_HULL | CONTENTS_HITBOX, NULL);
 
        if (point_contents & MASK_SHOT_HULL && !(point_contents & CONTENTS_HITBOX))
            continue;
 
        auto new_end = end - (dir * 4.0f);
 
        Ray_t ray;
        ray.Init(end, new_end);
        EngineTrace->TraceRay(ray, MASK_SHOT, 0, exit_trace);
 
        if (exit_trace->startsolid && exit_trace->surface.flags & SURF_HITBOX)
        {
            ray.Init(end, start);
 
            CTraceFilter filter;
            filter.pSkip1 = exit_trace->m_pEnt;
 
            EngineTrace->TraceRay(ray, 0x600400B, &filter, exit_trace);
 
            if ((exit_trace->fraction < 1.0f || exit_trace->allsolid) && !exit_trace->startsolid)
            {
                end = exit_trace->endpos;
                return true;
            }
 
            continue;
        }
 
        if (!(exit_trace->fraction < 1.0 || exit_trace->allsolid || exit_trace->startsolid) || exit_trace->startsolid)
        {
            if (exit_trace->m_pEnt)
            {
                if (enter_trace->m_pEnt && enter_trace->m_pEnt == ClientEntityList->GetClientEntity(0))
                    return true;
            }
 
            continue;
        }
 
        if (exit_trace->surface.flags >> 7 & 1 && !(enter_trace->surface.flags >> 7 & 1))
            continue;
 
        if (exit_trace->plane.normal.Dot(dir) <= 1.0f)
        {
            auto fraction = exit_trace->fraction * 4.0f;
            end = end - (dir * fraction);
 
            return true;
        }
    }
 
    return false;
}
 
да ну нахуй 1000000 тем создавать блять
 
LoadFromBuffer не надо обновлять боже.
"55 8B EC 83 E4 F8 83 EC 34 53 8B 5D 0C 89 4C 24 04"
 
@GoGi i needed to updated leadfrombuffer it was
Functions::KeyValues_LoadFromBuffer = Utilities::Memory::FindPattern("client.dll", (PBYTE)"\xE8\x00\x00\x00\x00\x8A\xD8\xFF\x15\x00\x00\x00\x00\x84\xDB", "x????xxxx????xx");
 
Всё равно нихуя не работает. Уже и на uc посмотрел. Всё равно крашит
 
class CSWeaponInfo ??
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Anyone could help me out this is closing my game and I do not know how to upgrade someone would have it updated

struct CCSWeaponInfo_t

{
char __pad0x0063[0x0063];
char m_pszName[32]; //0x63
char __pad0x0023[0x0023];
char m_pszModel[32]; //0xA6
char __pad0x0682[0x0682];
int m_nType; //0x748
char __pad0x0004[0x0004];
int m_nID; //0x750
char __pad0x0234[0x0234];
BYTE m_IsFullAuto; //0x988
char __pad0x001F[0x001F];
float m_flPenetration; //0x9A8
int m_nDamage; //0x9AC
float m_flRange; //0x8B0
float m_flRangeModifier; //0x9B4
int m_nBullets; //0x9B8
};
 
для ауу weaponinfo пж
 
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