Вопрос This было nullptr

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У тебя this это nullptr, все, что можно сказать по этому скрину.
Возможно оутдейтед оффсет
 
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weird, in fixed lw its the same, can you send " c_baseplayeranimationstate " and " AnimationLayer " struct?
 
iq abuser
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weird, in fixed lw its the same, can you send " c_baseplayeranimationstate " and " AnimationLayer " struct?
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
};
 
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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
};
same, indexes signatures?
 
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