-
Автор темы
- #1
Дело в оффсетах это 100%
Mayz сказал что оффсеты не правильные, хотя я перепроверил и все правильно:\
Крашит после префабов
C++:
namespace CO {
// BasePlayer
constexpr auto ClientUpdate = 0x76BAB0; // BasePlayer ClientUpdate
constexpr auto ClientUpdate_Sleeping = 0x76B6E0; // BasePlayer ClientUpdate_Sleeping
constexpr auto GetJumpHeight = 0x771C80; // BasePlayer GetJumpHeight
constexpr auto GetHeight = 0x771200; // BasePlayer GetHeight (bool ducked) { }
constexpr auto GetRadius = 0x7740A0; // BasePlayer GetRadius
constexpr auto GetMaxSpeed = 0x771E50; // BasePlayer GetMaxSpeed
constexpr auto IsDucked = 0x776740; // BasePlayer IsDucked
constexpr auto OnLand = 0x77A160; // BasePlayer OnLand
constexpr auto AssistPlayer = 0x779460; // BasePlayer Menu_AssistPlayer
constexpr auto CanAttack = 0x767520; // BasePlayer CanAttack
constexpr auto SendClientTick = 0x7888C0; // BasePlayer SendClientTick
constexpr auto SendProjectileAttack = 0x789000; // BasePlayer SendProjectileAttack
constexpr auto ClientInput = 0x769750; // BasePlayer ClientInput
constexpr auto VisUpdateUsingCulling = 0x78D9B0; // BasePlayer VisUpdateUsingCulling
// PlayerModel
constexpr auto RebuildAll = 0x9BE260; // PlayerModel RebuildAll
// ViewModel
constexpr auto Play = 0x6E3FE0; // ViewModel Play
// ItemModProjectile
constexpr auto GetRandomVelocity = 0x7E88E0; // ItemModProjectile GetRandomVelocity
// HeldEntity
constexpr auto AddPunch = 0x571C60; // HeldEntity AddPunch
// TOD_Sky
constexpr auto UpdateAmbient = 0x35BD20; // TOD_Sky UpdateAmbient
// HitInfo
constexpr auto get_isHeadshot = 0x7BCA30; // HitInfo get_isHeadshot
// BaseCombatEntity
constexpr auto DoHitNotify = 0x88ED70; // BaseCombatEntity DoHitNotify
// AttackEntity
constexpr auto StartAttackCooldown = 0x701420; // AttackEntity StartAttackCooldown
// BaseMelee
constexpr auto ProcessAttack = 0x546B50; // BaseMelee ProcessAttack
// ModelState
constexpr auto set_flying = 0x1CA0A20; // ModelState set_flying
constexpr auto get_jumped = 0x1CA0930; // ModelState get_jumped
// BaseProjectile
constexpr auto CreateProjectile = 0x549CD0; // BaseProjectile CreateProjectile
// Projectile
constexpr auto DoMovement = 0x6B9000; // Projectile DoMovement
constexpr auto DoHit = 0x6B8890; // Projectile DoHit
constexpr auto Launch = 0x6BACD0; // Projectile internal void Launch() { }
constexpr auto Refract = 0x6BB520; // Projectile Refract(ref uint seed, Vector3 point, Vector3 normal, float resistance)
// door
constexpr auto KnockDoor = 0xAD2960; // Door Menu_KnockDoor
constexpr auto OpenDoor = 0xAD2AE0; // Door Menu_OpenDoor
constexpr auto OpenHatch = 0xAD2B30; // Door Menu_ToggleHatch
// UnityEngine.Material
constexpr auto set_shader = 0x24F8F40; // UnityEngine.Material set_shader
constexpr auto get_shader = 0x24F8D90; // UnityEngine.Material get_shader
constexpr auto SetInt = 0x24F8210; // UnityEngine.Material SetInt
constexpr auto SetColor = 0x24F8DD0; // UnityEngine.Material set_color
//UnityEngine.Mathf float
constexpr auto MathfMin = 0x2511160; // UnityEngine.Mathf Min
constexpr auto MathfAbs = 0x25107C0; // UnityEngine.Mathf Abs
constexpr auto MathfMax = 0x2511150; // UnityEngine.Mathf Max
constexpr auto MathfCos = 0x2510C90; // UnityEngine.Mathf Cos
constexpr auto MathfSin = 0x2511400; // UnityEngine.Mathf Sin
// UnityEngine.Time
constexpr auto set_timeScale = 0x251DEC0;// UnityEngine.Time set_timeScale
// UnityEngine.Transform
constexpr auto UnityEngine_Transform = 0x2520E00;// UnityEngine.Transform get_position
// UnityEngine.Component
constexpr auto get_transform = 0x250D5F0; // UnityEngine.Component get_transform
// UnityEngine.Physics
constexpr auto CheckCapsule = 0x2570B30; // UnityEngine.Physics CheckCapsule QueryTriggerInteraction public static bool CheckCapsule(Vector3 start, Vector3 end, float radius, int layerMask, QueryTriggerInteraction queryTriggerInteraction) { }
//PlayerWalkMovement
constexpr auto UpdateVelocity = 0x760620;// PlayerWalkMovement UpdateVelocity
constexpr auto HandleRunning = 0x75CCB0; // PlayerWalkMovement HandleRunDuckCrawl
constexpr auto HandleJumping = 0x75CB80; // PlayerWalkMovement HandleJumping
constexpr auto DoFixedUpdate = 0x75B1E0;// PlayerWalkMovement DoFixedUpdate
// baseentity
constexpr auto SendSignalBroadcast = 0x530350; // BaseEntity SendSignalBroadcast
constexpr auto ClosestPoint = 0x526670; // BaseEntity ClosestPoint
// PlayerEyes
constexpr auto get_rotation = 0x72BF40; // PlayerEyes get_rotation
constexpr auto get_position = 0x72BA90; // PlayerEyes get_position
constexpr auto get_BodyLeanOffset = 0x72B130; // PlayerEyes get_BodyLeanOffset
constexpr auto DoFirstPersonCamera = 0x727F80;// PlayerEyes DoFirstPersonCamera
// BaseMountable
constexpr auto CanHoldItems = 0x894750; // BaseMountable CanHoldItems
constexpr auto EyePositionForPlayer = 0x894F30; // BaseMountable EyePositionForPlayer
// InputState
constexpr auto IsDown = 0x7E1FB0;// InputState IsDown
constexpr auto WasJustPressed = 0x7E2080;// InputState WasJustPressed
// HitTest
constexpr auto BuildAttackMessage = 0x7BCB80;// HitTest BuildAttackMessage
// script.json
constexpr auto BaseNetworkable = 49319112; // BaseNetworkable_c*
constexpr auto ConvarGraphics = 49542952; // ConVar_Graphics_c*
constexpr auto HitTest = 49560840; // HitTest_c*
constexpr auto Client = 49382592; // ConVar_Client_c*
constexpr auto ConvarAdmin = 49835768; // ConVar_Admin_c*
// dump.cs
constexpr auto ServerRPC = 0x530500; // public void ServerRPC(string funcName) { }
constexpr auto LineOfSight = 0x6D3450; // public static bool LineOfSight(Vector3 p0, Vector3 p1, int layerMask, BaseEntity ignoreEntity) { }
constexpr auto EffectRun = 0x6FF8D0; // public static void Run(string strName, GameObject obj) { }
constexpr auto IsUpgradeBlocked = 0x558A70; // private bool IsUpgradeBlocked() { }
constexpr auto get_Entity = 0x734DF0; // public static BasePlayer get_Entity() { } || public static class LocalPlayer
constexpr auto Magnitude2D = 0x1EAD240; // public static float Magnitude2D(Vector3 v) { }
constexpr auto CanAffordUpgrade = 0x5564D0; // private bool CanAffordUpgrade(BuildingGrade.Enum iGrade, BasePlayer player) { }
constexpr auto CanChangeToGrade = 0x556670; // private bool CanChangeToGrade(BuildingGrade.Enum iGrade, BasePlayer player) { }
constexpr auto UpgradeToGrade = 0x559C60; // private void UpgradeToGrade(BuildingGrade.Enum i, BasePlayer player) { }
constexpr auto MoveTowards = 0x25241A0; // public static Vector3 MoveTowards(Vector3 current, Vector3 target, float maxDistanceDelta) { }
constexpr auto IsBeingHacked = 0x570270; // public bool IsBeingHacked() { }
constexpr auto IsFullyHacked = 0x47DBB0; // public bool IsFullyHacked() { }
constexpr auto set_rayleigh = 0xB01930;// public static void set_atmosphere_rayleigh(float value) { }
constexpr auto set_mie = 0xB01880; // public static void set_atmosphere_mie(float value) { }
constexpr auto set_brightness = 0xB01670; // public static void set_atmosphere_brightness(float value) { }
constexpr auto IsHidden = 0x47F580; // public class StashContainer : StorageContainer || public bool IsHidden() { }
constexpr auto GetModifiedAimConeDirection = 0x60CCB0; // public static Vector3 GetModifiedAimConeDirection(float aimCone, Vector3 inputVec, bool anywhereInside = True) { }
constexpr auto Run = 0xD66790; // public static string Run(ConsoleSystem.Option options, string strCommand, object[] args) { }
constexpr auto StartCoroutine = 0x2514460; // public Coroutine StartCoroutine(IEnumerator routine) { }
constexpr auto CreateEffect = 0x6EFE70; // public static GameObject CreateEffect(string strPrefab, Effect effect) { }
}
Крашит после префабов