Вопрос Что нужно зафиксить в enrage что-бы не крашило на сегодняшний день:?

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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Забаненный
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5 Окт 2021
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73
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12
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0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
+-, что-то нашёл что-то нет, я уже понял что обновлять, только в enrage это sdk.cpp
C++:
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);
}
C++:
#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)
обновлял вчера, искал сам долго, вроле работает
 
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C++:
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);
}
C++:
#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)
обновлял вчера, искал сам долго, вроле работает
ого, +rep
 
Сверху Снизу