Исходник Autowall fix [25/10]

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hf not for !ayymemers(не тестил для ауу просто)
Заменить свое на это

Код:
struct surfacephysicsparams_t
{
    float    friction;
    float    elasticity;
    float    density; 
    float    thickness; 
    float    dampening;
};
 
struct surfaceaudioparams_t
{
    float    reflectivity;             // like elasticity, but how much sound should be reflected by this surface
    float    hardnessFactor;           // like elasticity, but only affects impact sound choices
    float    roughnessFactor;          // like friction, but only affects scrape sound choices 
    float    roughThreshold;           // surface roughness > this causes "rough" scrapes, < this causes "smooth" scrapes
    float    hardThreshold;            // surface hardness > this causes "hard" impacts, < this causes "soft" impacts
    float    hardVelocityThreshold;    // collision velocity > this causes "hard" impacts, < this causes "soft" impacts 
    float    highPitchOcclusion;       //a value betweeen 0 and 100 where 0 is not occluded at all and 100 is silent (except for any additional reflected sound)
    float    midPitchOcclusion;
    float    lowPitchOcclusion;
};
 
struct surfacesoundnames_t
{
    unsigned short    walkStepLeft;
    unsigned short    walkStepRight;
    unsigned short      runStepLeft;
    unsigned short      runStepRight;
    unsigned short    impactSoft;
    unsigned short    impactHard;
    unsigned short    scrapeSmooth;
    unsigned short    scrapeRough;
    unsigned short    bulletImpact;
    unsigned short    rolling;
    unsigned short    breakSound;
    unsigned short    strainSound;
};
 
struct surfacegameprops_t
{
public:
    float    maxSpeedFactor;
    float    jumpFactor;
    char    pad00[0x4];
    float    flPenetrationModifier;
    float    flDamageModifier;
    unsigned short    material;
    byte climbable;
    char    pad01[0x3];
 
};//Size=0x0019
 
struct surfacedata_t
{
    surfacephysicsparams_t    physics;
    surfaceaudioparams_t    audio;
    surfacesoundnames_t        sounds;
    surfacegameprops_t        game;
};
 
 
class IPhysicsSurfaceProps
{
public:
 
    surfacedata_t    *GetSurfaceData(int surfaceDataIndex)
    {
        typedef surfacedata_t*(__thiscall* fnGetSurfaceData)(void*, int);
        return call_vfunc<fnGetSurfaceData>(this, 5)(this, surfaceDataIndex);
    }
};
 
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Keep leachin off them UC posts for those sympathies
 
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