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Вопрос Fix model

  • Автор темы Автор темы nesz
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23 Янв 2022
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ну или же нужен хоть какой-то фикс модели ( не тот код этого рейвтрипера)
 

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  • Снимок экрана (2).png
    Снимок экрана (2).png
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C++:
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using mother_fucker_valve = Vector * (__thiscall*)(void*);
inline mother_fucker_valve _yes_fuck;

void* pBuildTransformationsEntity;
Vector vecBuildTransformationsAngles;
Vector* __fastcall hkGetEyeAngles(void* ecx, void* edx)
{
    static int* WantedReturnAddress1 = (int*)util::FindSignature("client.dll", crypt_str("8B 55 0C 8B C8 E8 ? ? ? ? 83 C4 08 5E 8B E5"));
    static int* WantedReturnAddress2 = (int*)util::FindSignature("client.dll", crypt_str("8B CE F3 0F 10 00 8B 06 F3 0F 11 45 ? FF 90 ? ? ? ? F3 0F 10 55 ?")) ; //Update Animations X/Y
    static int* WantedReturnAddress3 = (int*)util::FindSignature("client.dll", crypt_str("F3 0F 10 55 ? 51 8B 8E ? ? ? ?")); //Update Animations X/Y

    static auto oGetEyeAngles = hooks::player_hook->get_func_address <mother_fucker_valve>(170);

    if (_ReturnAddress() == (void*)WantedReturnAddress1 || _ReturnAddress() == (void*)WantedReturnAddress2 || _ReturnAddress() == (void*)WantedReturnAddress3)
        return oGetEyeAngles(ecx);

    if (!ecx || pBuildTransformationsEntity != ecx)
        return oGetEyeAngles(ecx);

    pBuildTransformationsEntity = nullptr;

    return &vecBuildTransformationsAngles;
}

using BuildTransformations = Vector * (__thiscall*)(void*, CStudioHdr* hdr, Vector* pos, Quaternion* q, matrix3x4_t* cameraTransform, int bonemask, byte* computed);
void __fastcall hkBuildTransformations(void* ecx, void* edx, CStudioHdr* hdr, Vector* pos, Quaternion* q, matrix3x4_t* cameraTransform, int bonemask, byte* computed)
{
    static auto oBuildTransformations = hooks::player_hook->get_func_address <BuildTransformations>(190);
    if (ecx && ((player_t*)ecx)->EntIndex() == m_engine()->GetLocalPlayer())
    {
        pBuildTransformationsEntity = ecx;
        vecBuildTransformationsAngles = ((player_t*)ecx)->GetRenderAngles();
    }

    oBuildTransformations(ecx, hdr, pos, q, cameraTransform, bonemask, computed);
    pBuildTransformationsEntity = nullptr;
}
 
C++:
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 auto playerhooks = util::FindSignature("client.dll", ("55 8B EC 83 E4 F8 83 EC 18 56 57 8B F9 89 7C")) + 0x47;
    hooks::player_hook = new vmthook(reinterpret_cast<DWORD**>(playerhooks));
    hooks::player_hook->hook_function(reinterpret_cast<uintptr_t>(hkBuildTransformations), 190);
    hooks::player_hook->hook_function(reinterpret_cast<uintptr_t>(hkGetEyeAngles), 170);
 
это не было кодом раветрипера привет раветрипер @trapwest это было репостом с юц же
чё нахуй, какой репост, я тут причём?
C++:
Expand Collapse Copy
using mother_fucker_valve = Vector * (__thiscall*)(void*);
inline mother_fucker_valve _yes_fuck;

void* pBuildTransformationsEntity;
Vector vecBuildTransformationsAngles;
Vector* __fastcall hkGetEyeAngles(void* ecx, void* edx)
{
    static int* WantedReturnAddress1 = (int*)util::FindSignature("client.dll", crypt_str("8B 55 0C 8B C8 E8 ? ? ? ? 83 C4 08 5E 8B E5"));
    static int* WantedReturnAddress2 = (int*)util::FindSignature("client.dll", crypt_str("8B CE F3 0F 10 00 8B 06 F3 0F 11 45 ? FF 90 ? ? ? ? F3 0F 10 55 ?")) ; //Update Animations X/Y
    static int* WantedReturnAddress3 = (int*)util::FindSignature("client.dll", crypt_str("F3 0F 10 55 ? 51 8B 8E ? ? ? ?")); //Update Animations X/Y

    static auto oGetEyeAngles = hooks::player_hook->get_func_address <mother_fucker_valve>(170);

    if (_ReturnAddress() == (void*)WantedReturnAddress1 || _ReturnAddress() == (void*)WantedReturnAddress2 || _ReturnAddress() == (void*)WantedReturnAddress3)
        return oGetEyeAngles(ecx);

    if (!ecx || pBuildTransformationsEntity != ecx)
        return oGetEyeAngles(ecx);

    pBuildTransformationsEntity = nullptr;

    return &vecBuildTransformationsAngles;
}

using BuildTransformations = Vector * (__thiscall*)(void*, CStudioHdr* hdr, Vector* pos, Quaternion* q, matrix3x4_t* cameraTransform, int bonemask, byte* computed);
void __fastcall hkBuildTransformations(void* ecx, void* edx, CStudioHdr* hdr, Vector* pos, Quaternion* q, matrix3x4_t* cameraTransform, int bonemask, byte* computed)
{
    static auto oBuildTransformations = hooks::player_hook->get_func_address <BuildTransformations>(190);
    if (ecx && ((player_t*)ecx)->EntIndex() == m_engine()->GetLocalPlayer())
    {
        pBuildTransformationsEntity = ecx;
        vecBuildTransformationsAngles = ((player_t*)ecx)->GetRenderAngles();
    }

    oBuildTransformations(ecx, hdr, pos, q, cameraTransform, bonemask, computed);
    pBuildTransformationsEntity = nullptr;
}
shonax technology $$$
 
C++:
Expand Collapse Copy
using mother_fucker_valve = Vector * (__thiscall*)(void*);
inline mother_fucker_valve _yes_fuck;

void* pBuildTransformationsEntity;
Vector vecBuildTransformationsAngles;
Vector* __fastcall hkGetEyeAngles(void* ecx, void* edx)
{
    static int* WantedReturnAddress1 = (int*)util::FindSignature("client.dll", crypt_str("8B 55 0C 8B C8 E8 ? ? ? ? 83 C4 08 5E 8B E5"));
    static int* WantedReturnAddress2 = (int*)util::FindSignature("client.dll", crypt_str("8B CE F3 0F 10 00 8B 06 F3 0F 11 45 ? FF 90 ? ? ? ? F3 0F 10 55 ?")) ; //Update Animations X/Y
    static int* WantedReturnAddress3 = (int*)util::FindSignature("client.dll", crypt_str("F3 0F 10 55 ? 51 8B 8E ? ? ? ?")); //Update Animations X/Y

    static auto oGetEyeAngles = hooks::player_hook->get_func_address <mother_fucker_valve>(170);

    if (_ReturnAddress() == (void*)WantedReturnAddress1 || _ReturnAddress() == (void*)WantedReturnAddress2 || _ReturnAddress() == (void*)WantedReturnAddress3)
        return oGetEyeAngles(ecx);

    if (!ecx || pBuildTransformationsEntity != ecx)
        return oGetEyeAngles(ecx);

    pBuildTransformationsEntity = nullptr;

    return &vecBuildTransformationsAngles;
}

using BuildTransformations = Vector * (__thiscall*)(void*, CStudioHdr* hdr, Vector* pos, Quaternion* q, matrix3x4_t* cameraTransform, int bonemask, byte* computed);
void __fastcall hkBuildTransformations(void* ecx, void* edx, CStudioHdr* hdr, Vector* pos, Quaternion* q, matrix3x4_t* cameraTransform, int bonemask, byte* computed)
{
    static auto oBuildTransformations = hooks::player_hook->get_func_address <BuildTransformations>(190);
    if (ecx && ((player_t*)ecx)->EntIndex() == m_engine()->GetLocalPlayer())
    {
        pBuildTransformationsEntity = ecx;
        vecBuildTransformationsAngles = ((player_t*)ecx)->GetRenderAngles();
    }

    oBuildTransformations(ecx, hdr, pos, q, cameraTransform, bonemask, computed);
    pBuildTransformationsEntity = nullptr;
}

определение дай
hooks::player_hook
 
static int* WantedReturnAddress1 = (int*)util::FindSignature("client.dll", crypt_str("8B 55 0C 8B C8 E8 ? ? ? ? 83 C4 08 5E 8B E5")); static int* WantedReturnAddress2 = (int*)util::FindSignature("client.dll", crypt_str("8B CE F3 0F 10 00 8B 06 F3 0F 11 45 ? FF 90 ? ? ? ? F3 0F 10 55 ?")) ; //Update Animations X/Y static int* WantedReturnAddress3 = (int*)util::FindSignature("client.dll", crypt_str("F3 0F 10 55 ? 51 8B 8E ? ? ? ?")); //Update Animations X/Y
3 сигны с билд трансформом юзать это гениально
ну и кста этими хуками ты ничего не пофиксишь
 
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