возможно, но где?))У тебя this это nullptr, все, что можно сказать по этому скрину.
Возможно оутдейтед оффсет
*this должно быть вроде, а ток можешь проверку сделать, this == nullptr returnвозможно, но где?))
weird, in fixed lw its the same, can you send " c_baseplayeranimationstate " and " AnimationLayer " struct?
class c_baseplayeranimationstate
{
public:
char pad[3];
char bUnknown; //0x4
char pad2[87];
weapon_t* m_pLastBoneSetupWeapon; //0x5C
player_t* m_pBaseEntity; //0x60
weapon_t* m_pActiveWeapon; //0x64
weapon_t* 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
Vector m_vOrigin; //0xB0, 0xB4, 0xB8
Vector 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];
float& time_since_in_air()
{
return *(float*)((uintptr_t)this + 0x110);
}
float& yaw_desync_adjustment()
{
return *(float*)((uintptr_t)this + 0x334);
}
float& m_landing()
{
return *(float*)((uintptr_t)this + 0x0109);
}
float& m_bonladder()
{
return *(float*)((uintptr_t)this + 0x0124);
}
float& m_primary_cycle()
{
return *(float*)((uintptr_t)this + 0x0098);
}
float& m_move_weight()
{
return *(float*)((uintptr_t)this + 0x009C);
}
};
class AnimationLayer
{
public:
bool m_bClientBlend; //0x0000
float m_flBlendIn; //0x0004
void* m_pStudioHdr; //0x0008
int m_nDispatchSequence; //0x000C
int m_nDispatchSequence_2; //0x0010
uint32_t m_nOrder; //0x0014
uint32_t m_nSequence; //0x0018
float_t m_flPrevCycle; //0x001C
float_t m_flWeight; //0x0020
float_t m_flWeightDeltaRate; //0x0024
float_t m_flPlaybackRate; //0x0028
float_t m_flCycle; //0x002C
void* m_pOwner; //0x0030
char pad_0038[4]; //0x0034
};
same, indexes signatures?C++:class c_baseplayeranimationstate { public: char pad[3]; char bUnknown; //0x4 char pad2[87]; weapon_t* m_pLastBoneSetupWeapon; //0x5C player_t* m_pBaseEntity; //0x60 weapon_t* m_pActiveWeapon; //0x64 weapon_t* 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 Vector m_vOrigin; //0xB0, 0xB4, 0xB8 Vector 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]; float& time_since_in_air() { return *(float*)((uintptr_t)this + 0x110); } float& yaw_desync_adjustment() { return *(float*)((uintptr_t)this + 0x334); } float& m_landing() { return *(float*)((uintptr_t)this + 0x0109); } float& m_bonladder() { return *(float*)((uintptr_t)this + 0x0124); } float& m_primary_cycle() { return *(float*)((uintptr_t)this + 0x0098); } float& m_move_weight() { return *(float*)((uintptr_t)this + 0x009C); } };
C++:class AnimationLayer { public: bool m_bClientBlend; //0x0000 float m_flBlendIn; //0x0004 void* m_pStudioHdr; //0x0008 int m_nDispatchSequence; //0x000C int m_nDispatchSequence_2; //0x0010 uint32_t m_nOrder; //0x0014 uint32_t m_nSequence; //0x0018 float_t m_flPrevCycle; //0x001C float_t m_flWeight; //0x0020 float_t m_flWeightDeltaRate; //0x0024 float_t m_flPlaybackRate; //0x0028 float_t m_flCycle; //0x002C void* m_pOwner; //0x0030 char pad_0038[4]; //0x0034 };
checking rnsame, indexes signatures?
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