LUA скрипт [pandora]animbreaker in air

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вообщем сливаю вам сурс с щиткодом который я напастил(ну хоть работает)
отдельный респект Haram его сурсы анимбрикера
shitcode:
--дохуя говна снизу

ffi.cdef[[
    typedef void*(__thiscall* get_client_entity_t)(void*, int);
    typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
    int VirtualFree(void* lpAddress, unsigned long dwSize, unsigned long dwFreeType);
    void* VirtualAlloc(void* lpAddress, unsigned long dwSize, unsigned long  flAllocationType, unsigned long flProtect);
    int VirtualProtect(void* lpAddress, unsigned long dwSize, unsigned long flNewProtect, unsigned long* lpflOldProtect);


    typedef struct
    {
        float x;
        float y;
        float z;
    } Vector_t;

    
    typedef struct
    {
        char    pad0[0x60]; // 0x00
        void* pEntity; // 0x60
        void* pActiveWeapon; // 0x64
        void* pLastActiveWeapon; // 0x68
        float        flLastUpdateTime; // 0x6C
        int            iLastUpdateFrame; // 0x70
        float        flLastUpdateIncrement; // 0x74
        float        flEyeYaw; // 0x78
        float        flEyePitch; // 0x7C
        float        flGoalFeetYaw; // 0x80
        float        flLastFeetYaw; // 0x84
        float        flMoveYaw; // 0x88
        float        flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
        float        flLeanAmount; // 0x90
        char    pad1[0x4]; // 0x94
        float        flFeetCycle; // 0x98 0 to 1
        float        flMoveWeight; // 0x9C 0 to 1
        float        flMoveWeightSmoothed; // 0xA0
        float        flDuckAmount; // 0xA4
        float        flHitGroundCycle; // 0xA8
        float        flRecrouchWeight; // 0xAC
        Vector_t        vecOrigin; // 0xB0
        Vector_t        vecLastOrigin;// 0xBC
        Vector_t        vecVelocity; // 0xC8
        Vector_t        vecVelocityNormalized; // 0xD4
        Vector_t        vecVelocityNormalizedNonZero; // 0xE0
        float        flVelocityLenght2D; // 0xEC
        float        flJumpFallVelocity; // 0xF0
        float        flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
        float        flRunningSpeed; // 0xF8
        float        flDuckingSpeed; // 0xFC
        float        flDurationMoving; // 0x100
        float        flDurationStill; // 0x104
        bool        bOnGround; // 0x108
        bool        bHitGroundAnimation; // 0x109
        char    pad2[0x2]; // 0x10A
        float        flNextLowerBodyYawUpdateTime; // 0x10C
        float        flDurationInAir; // 0x110
        float        flLeftGroundHeight; // 0x114
        float        flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
        float        flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
        char    pad3[0x4]; // 0x120
        float        flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
        char    pad4[0x208]; // 0x128
        float        flMinBodyYaw; // 0x330
        float        flMaxBodyYaw; // 0x334
        float        flMinPitch; //0x338
        float        flMaxPitch; // 0x33C
        int            iAnimsetVersion; // 0x340
    } CCSGOPlayerAnimationState_534535_t;
]]

local menu = {
    misc = {
        animation_breaker = ui.add_dropdown("anim.breaker", {"forward legs", "backward legs", "forward run animation", "no animations", "crab", "forward run in air", "crab in air"}),
        breakarm = ui.add_checkbox("break animation arm"),
        staticair = ui.add_checkbox("static legs in air"),
        ducari = ui.add_checkbox("Ducari in Gym")
    }
}

local entity_list_ptr = ffi.cast("void***", client.create_interface("client.dll", "VClientEntityList003"))
local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3])
local  get_entity_address = function(ent_index)
        local addr = get_client_entity_fn(entity_list_ptr, ent_index)
        return addr
    end
local localplayer = entity_list.get_client_entity(engine.get_local_player())

callbacks.register("post_anim_update", function(e)
if menu.misc.animation_breaker:get() == 0 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(2)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(0, 0.5) --forward legs
elseif menu.misc.animation_breaker:get() == 1 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(2)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(0, 1) --backward legs
elseif menu.misc.animation_breaker:get() == 2 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation
elseif menu.misc.animation_breaker:get() == 3 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(8, 0) --no animations
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(9, 0) --no animations
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(10, 0) --no animations
elseif menu.misc.animation_breaker:get() == 4 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab
elseif menu.misc.animation_breaker:get() == 5 then
    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(localplayer:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation
elseif menu.misc.animation_breaker:get() == 6 then
    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(localplayer:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab
end

if menu.misc.ducari:get() then
    e:get_prop("DT_BaseAnimating", "m_flModelScale"):set_float_index(0, 0.5) --ModelScale
else
 e:get_prop("DT_BaseAnimating", "m_flModelScale"):set_float_index(0, 1)
end

if menu.misc.breakarm:get() then
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(14, 1) --break arm
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(15, 1) --break arm
end


if menu.misc.staticair:get() then
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(6, 1) --static legs in air
end
end)
d5eed70b0b46095a76e65e90d3e881ae.jpg
 
Модератор раздела "Создание скриптов для читов"
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int VirtualFree(void* lpAddress, unsigned long dwSize, unsigned long dwFreeType); void* VirtualAlloc(void* lpAddress, unsigned long dwSize, unsigned long flAllocationType, unsigned long flProtect); int VirtualProtect(void* lpAddress, unsigned long dwSize, unsigned long flNewProtect, unsigned long* lpflOldProtect);
нахуя это всё..


ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(localplayer:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
это кстати не самый лучший выбор, но думаю сойдёт
 
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хорошо хоть не насрал👍
нахуя это всё..
отвечаю на вопрос: мусора дохуя потому-что я быриком за 5 минут нашел у себя в луашках этот столб с готовыми ffi и просто впихнул его
моя цель была в том что бы на пандоре все заработало, хотел проверить
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
хорошо хоть не насрал👍

отвечаю на вопрос: мусора дохуя потому-что я быриком за 5 минут нашел у себя в луашках этот столб с готовыми ffi и просто впихнул его
моя цель была в том что бы на пандоре все заработало, хотел проверить
Зачем тебе ффи, конда ты можешь сетать m_flPoseParameter 6?
 
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Зачем тебе ффи, конда ты можешь сетать m_flPoseParameter 6?
а как я сетну анимлеер без ffi если пос параметер сам за себя говорит что он лишь параметр позиции, и сетая его ты только изменяешь анимацию в позиции, но в аирах свои анимлееры и там тот же m_flPoseParameter[7] = 0.8 ака аллах легс не робит
 
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I also tried fixing it & nothing worked. thx btw
shitcode:
--load after spawn and unload before map loading

ffi.cdef[[
    typedef void*(__thiscall* get_client_entity_t)(void*, int);
    typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);

    typedef struct
    {
        float x;
        float y;
        float z;
    } Vector_t;

    
    typedef struct
    {
        char    pad0[0x60]; // 0x00
        void* pEntity; // 0x60
        void* pActiveWeapon; // 0x64
        void* pLastActiveWeapon; // 0x68
        float        flLastUpdateTime; // 0x6C
        int            iLastUpdateFrame; // 0x70
        float        flLastUpdateIncrement; // 0x74
        float        flEyeYaw; // 0x78
        float        flEyePitch; // 0x7C
        float        flGoalFeetYaw; // 0x80
        float        flLastFeetYaw; // 0x84
        float        flMoveYaw; // 0x88
        float        flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
        float        flLeanAmount; // 0x90
        char    pad1[0x4]; // 0x94
        float        flFeetCycle; // 0x98 0 to 1
        float        flMoveWeight; // 0x9C 0 to 1
        float        flMoveWeightSmoothed; // 0xA0
        float        flDuckAmount; // 0xA4
        float        flHitGroundCycle; // 0xA8
        float        flRecrouchWeight; // 0xAC
        Vector_t        vecOrigin; // 0xB0
        Vector_t        vecLastOrigin;// 0xBC
        Vector_t        vecVelocity; // 0xC8
        Vector_t        vecVelocityNormalized; // 0xD4
        Vector_t        vecVelocityNormalizedNonZero; // 0xE0
        float        flVelocityLenght2D; // 0xEC
        float        flJumpFallVelocity; // 0xF0
        float        flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
        float        flRunningSpeed; // 0xF8
        float        flDuckingSpeed; // 0xFC
        float        flDurationMoving; // 0x100
        float        flDurationStill; // 0x104
        bool        bOnGround; // 0x108
        bool        bHitGroundAnimation; // 0x109
        char    pad2[0x2]; // 0x10A
        float        flNextLowerBodyYawUpdateTime; // 0x10C
        float        flDurationInAir; // 0x110
        float        flLeftGroundHeight; // 0x114
        float        flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
        float        flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
        char    pad3[0x4]; // 0x120
        float        flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
        char    pad4[0x208]; // 0x128
        float        flMinBodyYaw; // 0x330
        float        flMaxBodyYaw; // 0x334
        float        flMinPitch; //0x338
        float        flMaxPitch; // 0x33C
        int            iAnimsetVersion; // 0x340
    } CCSGOPlayerAnimationState_534535_t;
]]

local menu = {
    misc = {
        animation_breaker = ui.add_dropdown("anim.breaker", {"forward legs", "backward legs", "forward run animation", "no animations", "crab", "forward run in air", "crab in air"}),
        breakarm = ui.add_checkbox("break animation arm"),
        staticair = ui.add_checkbox("static legs in air"),
        ducari = ui.add_checkbox("Ducari in Gym")
    }
}

local entity_list_ptr = ffi.cast("void***", client.create_interface("client.dll", "VClientEntityList003"))
local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3])
local  get_entity_address = function(ent_index)
        local addr = get_client_entity_fn(entity_list_ptr, ent_index)
        return addr
    end
local localplayer = entity_list.get_client_entity(engine.get_local_player())

callbacks.register("post_anim_update", function(e)
if menu.misc.animation_breaker:get() == 0 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(2)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(0, 0.5) --forward legs
elseif menu.misc.animation_breaker:get() == 1 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(2)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(0, 1) --backward legs
elseif menu.misc.animation_breaker:get() == 2 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation
elseif menu.misc.animation_breaker:get() == 3 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(8, 0) --no animations
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(9, 0) --no animations
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(10, 0) --no animations
elseif menu.misc.animation_breaker:get() == 4 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab
elseif localplayer and client.is_alive and menu.misc.animation_breaker:get() == 5 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation
    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(localplayer:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
elseif localplayer and client.is_alive and menu.misc.animation_breaker:get() == 6 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab
    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(localplayer:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
end

if menu.misc.ducari:get() then
    e:get_prop("DT_BaseAnimating", "m_flModelScale"):set_float_index(0, 0.5) --ModelScale
else
 e:get_prop("DT_BaseAnimating", "m_flModelScale"):set_float_index(0, 1)
end

if menu.misc.breakarm:get() then
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(14, 1) --break arm
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(15, 1) --break arm
end


if menu.misc.staticair:get() then
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(6, 1) --static legs in air
end
end)
load after spawn and unload before map loading
I just got it working only use this instructions
это кстати не самый лучший выбор, но думаю сойдёт
как оказалось это пиздец не лучший выбор :roflanEbalo: 👍
но по крайне мере я не видел ещё на пандору рабочих анимбрикеров с анимацией ходьбы в аирах
 
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shitcode:
--load after spawn and unload before map loading

ffi.cdef[[
    typedef void*(__thiscall* get_client_entity_t)(void*, int);
    typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);

    typedef struct
    {
        float x;
        float y;
        float z;
    } Vector_t;

   
    typedef struct
    {
        char    pad0[0x60]; // 0x00
        void* pEntity; // 0x60
        void* pActiveWeapon; // 0x64
        void* pLastActiveWeapon; // 0x68
        float        flLastUpdateTime; // 0x6C
        int            iLastUpdateFrame; // 0x70
        float        flLastUpdateIncrement; // 0x74
        float        flEyeYaw; // 0x78
        float        flEyePitch; // 0x7C
        float        flGoalFeetYaw; // 0x80
        float        flLastFeetYaw; // 0x84
        float        flMoveYaw; // 0x88
        float        flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
        float        flLeanAmount; // 0x90
        char    pad1[0x4]; // 0x94
        float        flFeetCycle; // 0x98 0 to 1
        float        flMoveWeight; // 0x9C 0 to 1
        float        flMoveWeightSmoothed; // 0xA0
        float        flDuckAmount; // 0xA4
        float        flHitGroundCycle; // 0xA8
        float        flRecrouchWeight; // 0xAC
        Vector_t        vecOrigin; // 0xB0
        Vector_t        vecLastOrigin;// 0xBC
        Vector_t        vecVelocity; // 0xC8
        Vector_t        vecVelocityNormalized; // 0xD4
        Vector_t        vecVelocityNormalizedNonZero; // 0xE0
        float        flVelocityLenght2D; // 0xEC
        float        flJumpFallVelocity; // 0xF0
        float        flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
        float        flRunningSpeed; // 0xF8
        float        flDuckingSpeed; // 0xFC
        float        flDurationMoving; // 0x100
        float        flDurationStill; // 0x104
        bool        bOnGround; // 0x108
        bool        bHitGroundAnimation; // 0x109
        char    pad2[0x2]; // 0x10A
        float        flNextLowerBodyYawUpdateTime; // 0x10C
        float        flDurationInAir; // 0x110
        float        flLeftGroundHeight; // 0x114
        float        flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
        float        flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
        char    pad3[0x4]; // 0x120
        float        flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
        char    pad4[0x208]; // 0x128
        float        flMinBodyYaw; // 0x330
        float        flMaxBodyYaw; // 0x334
        float        flMinPitch; //0x338
        float        flMaxPitch; // 0x33C
        int            iAnimsetVersion; // 0x340
    } CCSGOPlayerAnimationState_534535_t;
]]

local menu = {
    misc = {
        animation_breaker = ui.add_dropdown("anim.breaker", {"forward legs", "backward legs", "forward run animation", "no animations", "crab", "forward run in air", "crab in air"}),
        breakarm = ui.add_checkbox("break animation arm"),
        staticair = ui.add_checkbox("static legs in air"),
        ducari = ui.add_checkbox("Ducari in Gym")
    }
}

local entity_list_ptr = ffi.cast("void***", client.create_interface("client.dll", "VClientEntityList003"))
local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3])
local  get_entity_address = function(ent_index)
        local addr = get_client_entity_fn(entity_list_ptr, ent_index)
        return addr
    end
local localplayer = entity_list.get_client_entity(engine.get_local_player())

callbacks.register("post_anim_update", function(e)
if menu.misc.animation_breaker:get() == 0 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(2)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(0, 0.5) --forward legs
elseif menu.misc.animation_breaker:get() == 1 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(2)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(0, 1) --backward legs
elseif menu.misc.animation_breaker:get() == 2 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation
elseif menu.misc.animation_breaker:get() == 3 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(8, 0) --no animations
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(9, 0) --no animations
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(10, 0) --no animations
elseif menu.misc.animation_breaker:get() == 4 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab
elseif localplayer and client.is_alive and menu.misc.animation_breaker:get() == 5 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation
    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(localplayer:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
elseif localplayer and client.is_alive and menu.misc.animation_breaker:get() == 6 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab
    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(localplayer:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
end

if menu.misc.ducari:get() then
    e:get_prop("DT_BaseAnimating", "m_flModelScale"):set_float_index(0, 0.5) --ModelScale
else
e:get_prop("DT_BaseAnimating", "m_flModelScale"):set_float_index(0, 1)
end

if menu.misc.breakarm:get() then
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(14, 1) --break arm
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(15, 1) --break arm
end


if menu.misc.staticair:get() then
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(6, 1) --static legs in air
end
end)
load after spawn and unload before map loading
I just got it working only use this instructions

как оказалось это пиздец не лучший выбор :roflanEbalo: 👍
но по крайне мере я не видел ещё на пандору рабочих анимбрикеров с анимацией ходьбы в аирах
damn, just replace localplayer in post_anim_update for e (e. g.
JavaScript:
elseif e and client.is_alive and menu.misc.animation_breaker:get() == 5 then

    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)

    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation

    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(e:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air

elseif e and client.is_alive and menu.misc.animation_breaker:get() == 6 then

    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)

    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab

    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(e:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air

end
) and it'll be getting dynamically instead of once per script load and you won't be dereferencing nullptr
 
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damn, just replace localplayer in post_anim_update for e (e. g.
JavaScript:
elseif e and client.is_alive and menu.misc.animation_breaker:get() == 5 then

    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)

    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation

    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(e:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air

elseif e and client.is_alive and menu.misc.animation_breaker:get() == 6 then

    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)

    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab

    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(e:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air

end
) and it'll be getting dynamically instead of once per script load and you won't be dereferencing nullptr
thx my bad, im only started in lua scripting for cheats🤕
no crashes code():
--load after spawn and unload before map loading

ffi.cdef[[
    typedef void*(__thiscall* get_client_entity_t)(void*, int);
    typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);

    typedef struct
    {
        float x;
        float y;
        float z;
    } Vector_t;

    
    typedef struct
    {
        char    pad0[0x60]; // 0x00
        void* pEntity; // 0x60
        void* pActiveWeapon; // 0x64
        void* pLastActiveWeapon; // 0x68
        float        flLastUpdateTime; // 0x6C
        int            iLastUpdateFrame; // 0x70
        float        flLastUpdateIncrement; // 0x74
        float        flEyeYaw; // 0x78
        float        flEyePitch; // 0x7C
        float        flGoalFeetYaw; // 0x80
        float        flLastFeetYaw; // 0x84
        float        flMoveYaw; // 0x88
        float        flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
        float        flLeanAmount; // 0x90
        char    pad1[0x4]; // 0x94
        float        flFeetCycle; // 0x98 0 to 1
        float        flMoveWeight; // 0x9C 0 to 1
        float        flMoveWeightSmoothed; // 0xA0
        float        flDuckAmount; // 0xA4
        float        flHitGroundCycle; // 0xA8
        float        flRecrouchWeight; // 0xAC
        Vector_t        vecOrigin; // 0xB0
        Vector_t        vecLastOrigin;// 0xBC
        Vector_t        vecVelocity; // 0xC8
        Vector_t        vecVelocityNormalized; // 0xD4
        Vector_t        vecVelocityNormalizedNonZero; // 0xE0
        float        flVelocityLenght2D; // 0xEC
        float        flJumpFallVelocity; // 0xF0
        float        flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
        float        flRunningSpeed; // 0xF8
        float        flDuckingSpeed; // 0xFC
        float        flDurationMoving; // 0x100
        float        flDurationStill; // 0x104
        bool        bOnGround; // 0x108
        bool        bHitGroundAnimation; // 0x109
        char    pad2[0x2]; // 0x10A
        float        flNextLowerBodyYawUpdateTime; // 0x10C
        float        flDurationInAir; // 0x110
        float        flLeftGroundHeight; // 0x114
        float        flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
        float        flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
        char    pad3[0x4]; // 0x120
        float        flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
        char    pad4[0x208]; // 0x128
        float        flMinBodyYaw; // 0x330
        float        flMaxBodyYaw; // 0x334
        float        flMinPitch; //0x338
        float        flMaxPitch; // 0x33C
        int            iAnimsetVersion; // 0x340
    } CCSGOPlayerAnimationState_534535_t;
]]

local menu = {
    misc = {
        animation_breaker = ui.add_dropdown("anim.breaker", {"forward legs", "backward legs", "forward run animation", "no animations", "crab", "forward run in air", "crab in air"}),
        breakarm = ui.add_checkbox("break animation arm"),
        staticair = ui.add_checkbox("static legs in air"),
        ducari = ui.add_checkbox("Ducari in Gym")
    }
}

local entity_list_ptr = ffi.cast("void***", client.create_interface("client.dll", "VClientEntityList003"))
local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3])
local  get_entity_address = function(ent_index)
        local addr = get_client_entity_fn(entity_list_ptr, ent_index)
        return addr
    end
local localplayer = entity_list.get_client_entity(engine.get_local_player())

callbacks.register("post_anim_update", function(e)
local J = entity_list.get_client_entity( engine.get_local_player( ))
if menu.misc.animation_breaker:get() == 0 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(2)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(0, 0.5) --forward legs
elseif menu.misc.animation_breaker:get() == 1 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(2)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(0, 1) --backward legs
elseif menu.misc.animation_breaker:get() == 2 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation
elseif menu.misc.animation_breaker:get() == 3 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(8, 0) --no animations
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(9, 0) --no animations
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(10, 0) --no animations
elseif menu.misc.animation_breaker:get() == 4 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab
elseif J and client.is_alive and menu.misc.animation_breaker:get() == 5 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation
    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(J:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
elseif J and client.is_alive and menu.misc.animation_breaker:get() == 6 then
    ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab
    ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(J:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
end

if menu.misc.ducari:get() then
    e:get_prop("DT_BaseAnimating", "m_flModelScale"):set_float_index(0, 0.5) --ModelScale
else
 e:get_prop("DT_BaseAnimating", "m_flModelScale"):set_float_index(0, 1)
end

if menu.misc.breakarm:get() then
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(14, 1) --break arm
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(15, 1) --break arm
end


if menu.misc.staticair:get() then
    e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(6, 1) --static legs in air
end
end)
got fixed
now 0 crashes
 
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