отладку используй, и фикси, в чем проблема?В шапке
Cinput обновлён?
+-, что-то нашёл что-то нет, я уже понял что обновлять, только в enrage это sdk.cppCinput обновлён?
+-, что-то нашёл что-то нет, я уже понял что обновлять, только в enrage это sdk.cpp
class CInput
{
public:
char pad_0000[0xC];
bool m_fTrackIRAvailable;
bool m_fMouseInitialized;
bool m_fMouseActive;
bool m_fJoystickAdvancedInit;
char pad_0010[0x2c];
char* m_pKeys;
char pad_0040[0x30];
int32_t m_nCamCommand;
char pad_0074[0x4c];
bool m_fCameraInterceptingMouse;
bool m_fCameraInThirdPerson;
bool m_fCameraMovingWithMouse;
char pad_00C3[0x1];
Vector m_vecCameraOffset;
bool m_fCameraDistanceMove;
char pad_00D1[0x13];
bool m_CameraIsOrthographic;
bool m_CameraIsThirdPersonOverview;
char pad_00E6[0x2];
Vector* m_angPreviousViewAngles;
Vector* m_angPreviousViewAnglesTilt;
char pad_00F0[0x10];
float m_flLastForwardMove;
int32_t m_nClearInputState;
CUserCmd* m_pCommands; // 00000108
CVerifiedUserCmd* m_pVerifiedCommands; // 0000010C
inline CUserCmd* GetUserCmd(int nSlot, int sequence_number);
CUserCmd* GetUserCmd(int sequence_number)
{
return &m_pCommands[sequence_number % MULTIPLAYER_BACKUP];
}
CVerifiedUserCmd* GetVerifiedUserCmd(int sequence_number)
{
return &m_pVerifiedCommands[sequence_number % MULTIPLAYER_BACKUP];
}
};
CUserCmd* CInput::GetUserCmd(int nSlot, int sequence_number)
{
typedef CUserCmd* (__thiscall* GetUserCmd_t)(void*, int, int);
return CallVFunction<GetUserCmd_t>(this, 8)(this, nSlot, sequence_number);
}
#pragma pack(push, 1)
class CCSWeaponInfo {
public:
char pad0[4];
char* m_console_name;
char pad1[12];
int m_max_clip1;
int m_max_clip2;
int m_default_clip1;
int m_default_clip2;
int m_primary_reserve_ammo_max;
int m_secondary_reserve_ammo_max;
char* m_world_model;
char* m_view_model;
char* m_dropped_model;
char pad2[80];
char* m_hud_name;
char* m_weapon_name;
char pad3[2];
bool m_is_melee_weapon;
char pad4[9];
float m_weapon_weight;
char pad5[40];
int m_weapon_type;
char pad6[4];
int m_weapon_price;
int m_kill_award;
char pad7[4];
float m_cycle_time;
float m_cycle_time_alt;
char pad8[8];
bool m_full_auto;
char pad9[3];
int m_damage;
float m_armor_ratio;
int m_bullets;
float m_penetration;
char pad10[8];
float m_range;
float m_range_modifier;
float m_throw_velocity;
char pad11[12];
bool m_has_silencer;
char pad12[11];
char* m_bullet_type;
float m_max_speed;
float m_max_speed_alt;
char pad13[4];
float m_spread;
float m_spread_alt;
float m_inaccuracy_crouch;
float m_inaccuracy_crouch_alt;
float m_inaccuracy_stand;
float m_inaccuracy_stand_alt;
float m_inaccuracy_jump_initial;
float m_inaccuracy_jump_apex;
float m_inaccuracy_jump;
float m_inaccuracy_jump_alt;
float m_inaccuracy_land;
float m_inaccuracy_land_alt;
float m_inaccuracy_ladder;
float m_inaccuracy_ladder_alt;
float m_inaccuracy_fire;
float m_inaccuracy_fire_alt;
float m_inaccuracy_move;
float m_inaccuracy_move_alt;
float m_inaccuracy_reload;
int m_recoil_seed;
float m_recoil_angle;
float m_recoil_angle_alt;
float m_recoil_angle_variance;
float m_recoil_angle_variance_alt;
float m_recoil_magnitude;
float m_recoil_magnitude_alt;
float m_recoil_magnitude_variance;
float m_recoil_magnitude_variance_alt;
};
#pragma pack(pop)
ого, +repC++:class CInput { public: char pad_0000[0xC]; bool m_fTrackIRAvailable; bool m_fMouseInitialized; bool m_fMouseActive; bool m_fJoystickAdvancedInit; char pad_0010[0x2c]; char* m_pKeys; char pad_0040[0x30]; int32_t m_nCamCommand; char pad_0074[0x4c]; bool m_fCameraInterceptingMouse; bool m_fCameraInThirdPerson; bool m_fCameraMovingWithMouse; char pad_00C3[0x1]; Vector m_vecCameraOffset; bool m_fCameraDistanceMove; char pad_00D1[0x13]; bool m_CameraIsOrthographic; bool m_CameraIsThirdPersonOverview; char pad_00E6[0x2]; Vector* m_angPreviousViewAngles; Vector* m_angPreviousViewAnglesTilt; char pad_00F0[0x10]; float m_flLastForwardMove; int32_t m_nClearInputState; CUserCmd* m_pCommands; // 00000108 CVerifiedUserCmd* m_pVerifiedCommands; // 0000010C inline CUserCmd* GetUserCmd(int nSlot, int sequence_number); CUserCmd* GetUserCmd(int sequence_number) { return &m_pCommands[sequence_number % MULTIPLAYER_BACKUP]; } CVerifiedUserCmd* GetVerifiedUserCmd(int sequence_number) { return &m_pVerifiedCommands[sequence_number % MULTIPLAYER_BACKUP]; } }; CUserCmd* CInput::GetUserCmd(int nSlot, int sequence_number) { typedef CUserCmd* (__thiscall* GetUserCmd_t)(void*, int, int); return CallVFunction<GetUserCmd_t>(this, 8)(this, nSlot, sequence_number); }
обновлял вчера, искал сам долго, вроле работаетC++:#pragma pack(push, 1) class CCSWeaponInfo { public: char pad0[4]; char* m_console_name; char pad1[12]; int m_max_clip1; int m_max_clip2; int m_default_clip1; int m_default_clip2; int m_primary_reserve_ammo_max; int m_secondary_reserve_ammo_max; char* m_world_model; char* m_view_model; char* m_dropped_model; char pad2[80]; char* m_hud_name; char* m_weapon_name; char pad3[2]; bool m_is_melee_weapon; char pad4[9]; float m_weapon_weight; char pad5[40]; int m_weapon_type; char pad6[4]; int m_weapon_price; int m_kill_award; char pad7[4]; float m_cycle_time; float m_cycle_time_alt; char pad8[8]; bool m_full_auto; char pad9[3]; int m_damage; float m_armor_ratio; int m_bullets; float m_penetration; char pad10[8]; float m_range; float m_range_modifier; float m_throw_velocity; char pad11[12]; bool m_has_silencer; char pad12[11]; char* m_bullet_type; float m_max_speed; float m_max_speed_alt; char pad13[4]; float m_spread; float m_spread_alt; float m_inaccuracy_crouch; float m_inaccuracy_crouch_alt; float m_inaccuracy_stand; float m_inaccuracy_stand_alt; float m_inaccuracy_jump_initial; float m_inaccuracy_jump_apex; float m_inaccuracy_jump; float m_inaccuracy_jump_alt; float m_inaccuracy_land; float m_inaccuracy_land_alt; float m_inaccuracy_ladder; float m_inaccuracy_ladder_alt; float m_inaccuracy_fire; float m_inaccuracy_fire_alt; float m_inaccuracy_move; float m_inaccuracy_move_alt; float m_inaccuracy_reload; int m_recoil_seed; float m_recoil_angle; float m_recoil_angle_alt; float m_recoil_angle_variance; float m_recoil_angle_variance_alt; float m_recoil_magnitude; float m_recoil_magnitude_alt; float m_recoil_magnitude_variance; float m_recoil_magnitude_variance_alt; }; #pragma pack(pop)
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz