Исходник Original nemesis setup bones

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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Maybe wrong!

Код:
```c++
void __userpurge BoneManager::SetupBones(int pPlayer@<ecx>, int a2@<xmm2>, int a3, unsigned int player_flags)
{
  // [COLLAPSED LOCAL DECLARATIONS. PRESS KEYPAD CTRL-"+" TO EXPAND]

  GlobalVars = g_pGlobalVarBase;
  curtime = g_pGlobalVarBase->curtime;
  frametime = g_pGlobalVarBase->frametime;
  framecount = g_pGlobalVarBase->framecount;
  g_pGlobalVarBase->frametime = g_pGlobalVarBase->interval_per_tick;
  v6 = Effects;
  *(GlobalVars + 16) = a2;
  BackupEffects = *(v6 + pPlayer);
  backup_occlusion_flags = *(pPlayer + 0xA28);
  backup_occlusion_frame = *(pPlayer + 0xA30);
  ent_client_flags = *(pPlayer + 0x68);
  backup_ik_context = *(IK_CONTEXT + pPlayer);
  playerflags1 = player_flags;
  playerflags2 = player_flags;
  player_flagsa = (player_flags & 8) != 0;
  player_flags_and_1 = playerflags1 & 1;
  v11 = (player_flags >> 4) & 1;
  v12 = (player_flags & 4) != 0;
  v13 = (playerflags2 & 2) != 0;
  if ( player_flagsa )
  {
    *(Effects + pPlayer) |= 8u;                 // player->effects() |= 8u;
    *(pPlayer + 0xA28) &= ~0xAu;                // player->occlusion_flags() &= ~0xAu;
    *(pPlayer + 0xA30) = 0;                     // player->occlusion_frame() = 0;
  }
  if ( v12 )
  {
    *(IK_CONTEXT + pPlayer) = 0;                // player->ik_context() = nullptr;
    *(pPlayer + 0x68) |= 2u;                    // player->ent_client_flags() |= 2u;
  }
  if ( v13 )
    *(pPlayer + 0xA68) = 0;                     // player->last_setup_bones_frame() = 0;
  if ( player_flags_and_1 )
  {
    *(m_flLastBoneSetupTime + pPlayer) = 0xFF7FFFFF;// inv
    *(m_iMostRecentModelBoneCounter + pPlayer) = 0;
    if ( pPlayer + m_dwBoneMatrix )
    {
      *(m_dwBoneMatrix + pPlayer + 8) = 0;
      *(m_dwBoneMatrix + pPlayer + 12) = 0;
    }
  }
  (*(*(pPlayer + 4) + 52))(pPlayer + 4, a3, 256, (v11 << 9) + 0xFFD00, a2);// setup bones
  if ( player_flagsa )
  {
    *(Effects + pPlayer) = BackupEffects;
    *(pPlayer + 0xA28) = backup_occlusion_flags;
    *(pPlayer + 0xA30) = backup_occlusion_frame;
  }
  if ( v12 )
  {
    *(IK_CONTEXT + pPlayer) = backup_ik_context;
    *(pPlayer + 104) = ent_client_flags;
  }
  *(GlobalVars + 0x10) = curtime;               // curtime
  *(GlobalVars + 0x14) = frametime;             // frametime
                                                //
  *(GlobalVars + 4) = framecount;
}
```
 
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thats from nem remaster
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Maybe wrong!

Код:
```c++
void __userpurge BoneManager::SetupBones(int pPlayer@<ecx>, int a2@<xmm2>, int a3, unsigned int player_flags)
{
  // [COLLAPSED LOCAL DECLARATIONS. PRESS KEYPAD CTRL-"+" TO EXPAND]

  GlobalVars = g_pGlobalVarBase;
  curtime = g_pGlobalVarBase->curtime;
  frametime = g_pGlobalVarBase->frametime;
  framecount = g_pGlobalVarBase->framecount;
  g_pGlobalVarBase->frametime = g_pGlobalVarBase->interval_per_tick;
  v6 = Effects;
  *(GlobalVars + 16) = a2;
  BackupEffects = *(v6 + pPlayer);
  backup_occlusion_flags = *(pPlayer + 0xA28);
  backup_occlusion_frame = *(pPlayer + 0xA30);
  ent_client_flags = *(pPlayer + 0x68);
  backup_ik_context = *(IK_CONTEXT + pPlayer);
  playerflags1 = player_flags;
  playerflags2 = player_flags;
  player_flagsa = (player_flags & 8) != 0;
  player_flags_and_1 = playerflags1 & 1;
  v11 = (player_flags >> 4) & 1;
  v12 = (player_flags & 4) != 0;
  v13 = (playerflags2 & 2) != 0;
  if (player_flagsa)
  {
    *(Effects + pPlayer) |= 8u; // player->effects() |= 8u;
    *(pPlayer + 0xA28) &= ~0xAu; // player->occlusion_flags() &= ~0xAu;
    *(pPlayer + 0xA30) = 0; // player->occlusion_frame() = 0;
  }
  if ( v12 )
  {
    *(IK_CONTEXT + pPlayer) = 0; // player->ik_context() = nullptr;
    *(pPlayer + 0x68) |= 2u; // player->ent_client_flags() |= 2u;
  }
  if ( v13 )
    *(pPlayer + 0xA68) = 0; // player->last_setup_bones_frame() = 0;
  if ( player_flags_and_1 )
  {
    *(m_flLastBoneSetupTime + pPlayer) = 0xFF7FFFFF;// inv
    *(m_iMostRecentModelBoneCounter + pPlayer) = 0;
    if (pPlayer + m_dwBoneMatrix)
    {
      *(m_dwBoneMatrix + pPlayer + 8) = 0;
      *(m_dwBoneMatrix + pPlayer + 12) = 0;
    }
  }
  (*(*(pPlayer + 4) + 52))(pPlayer + 4, a3, 256, (v11 << 9) + 0xFFD00, a2);// setup bones
  if (player_flagsa)
  {
    *(Effects + pPlayer) = BackupEffects;
    *(pPlayer + 0xA28) = backup_occlusion_flags;
    *(pPlayer + 0xA30) = backup_occlusion_frame;
  }
  if ( v12 )
  {
    *(IK_CONTEXT + pPlayer) = backup_ik_context;
    *(pPlayer + 104) = ent_client_flags;
  }
  *(GlobalVars + 0x10) = curtime; // curtime
  *(GlobalVars + 0x14) = frametime; // frametime
                                                //
  *(GlobalVars + 4) = framecount;
}
```
moron just stole my code then posted it publicly not even knowing what's going on lmao.
 
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как всегда возможно вронг
 
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also its wrong
 
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