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Вопрос Есть у кого сурс автошота?

Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
Expand Collapse Copy
class IWeapon
{
public:
    void StartFire() {
        VU;
        return vCall8<void(__thiscall*)(PVOID)>(this, 0x58)(this);
        VI;
    }
    void StopFire() {
        VU;
        return vCall8<void(__thiscall*)(PVOID)>(this, 0x60)(this);
        VI;
    }
};
C++:
Expand Collapse Copy
void Trigger()
{
    GlobalEnvironment* mSSGE = GlobalEnvironment::Singleton();
    if (!mSSGE)
        return;
    IGame* mGame = mSSGE->GetGame();
    if (!mGame)
        return;
    IGameFramework* mGameFramework = mGame->GetGameFramework();
    if (!mGameFramework)
        return;
    IActor* mAct = mGameFramework->GetClientActorSA();
    if (!mAct)
        return;
    IItem* mItem = mAct->GetCurrentItem();
    if (!mItem)
        return;
    IWeapon* w_Weapon = mItem->GetWeapon();
    if (!w_Weapon)
        return;
    if (IActor* LocActor = mGameFramework->GetIActorSystem()->GetActor(mAct->IsTriggerID())) {
        if (GetKeyState(VK_NUMPAD2)) {
            if (!GetTeam(LocActor, mAct)) return;
            w_Weapon->StartFire();
            w_Weapon->StopFire();
        }
    }
}
ну и так же, проверка на прицеливание
C++:
Expand Collapse Copy
enum class EWeaponStates
{
    eWS_Disabled,
    eWS_Idle,
    eWS_IdleZoomed,
    eWS_Fire,
    eWS_IdleUnderBarrel,
    eWS_HoldFireUnderBarrel,
    eWS_FireUnderBarrel,
    eWS_ReloadUnderBarrel,
    eWS_HolsterInDisabled,
    eWS_HolsterInUnderBarrel,
    eWS_HolsteredUnderBarrel,
    eWS_MeleeUnderBarrel,
    eWS_ThrowingFire,
    eWS_ThrowingFireActivate,
    eWS_ZoomedFire,
    eWS_ZoomInFire,
    eWS_ZoomOutFire,
    eWS_Reload,
    eWS_ReloadBarrel,
    eWS_BoltAction,
    eWS_ZoomedBoltAction,
    eWS_ZoomIn,
    eWS_ZoomOut,
    eWS_ZoomOutReloadAuto,
    eWS_ZoomOutReloadManual,
    eWS_ZoomOutQSA,
    eWS_ZoomOutMelee,
    eWS_ZoomOutBoltAction,
    eWS_ZoomOutCustomize,
    eWS_Throwing,
    eWS_Toss,
    eWS_Melee,
    eWS_Select,
    eWS_Deselect,
    eWS_Holding,
    eWS_Activate,
    eWS_Customize,
    eWS_CustomizeIn,
    eWS_CustomizeOut,
    eWS_HolsterIn,
    eWS_Holstered,
    eWS_StartRestoreSelf,
    eWS_StartRestoreTeamMate,
    eWS_CancelRestore,
    eWS_RestoreSelf,
    eWS_RestoreTeamMate,
    eWS_TryingRestoreSelf,
    eWS_TryingRestoreTeamMate,
    eWS_DropAmmoPack,
    eWS_Resurrect,
    eWS_ResetClipAmmo,
    eWS_Last,
    eWS_Num = eWS_Last
};


class CWeaponGeneral
{
public:
    
    EWeaponStates GetCurrState() { return CallFunction<EWeaponStates(__thiscall*)(PVOID64)>(this, 40)(this); }

    bool IsZooming() {

        bool IsZoom = (this->GetCurrState() == EWeaponStates::eWS_IdleZoomed)
            || (this->GetCurrState() == EWeaponStates::eWS_ZoomedFire)
            || (this->GetCurrState() == EWeaponStates::eWS_ZoomIn)
            || (this->GetCurrState() == EWeaponStates::eWS_ZoomOut)
            || (this->GetCurrState() == EWeaponStates::eWS_ZoomInFire)
            || (this->GetCurrState() == EWeaponStates::eWS_ZoomOutFire);
        if (!IsZoom) return 1;
        else return 0;
    }

};
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
Expand Collapse Copy
class IWeapon
{
public:
    void StartFire() {
        VU;
        return vCall8<void(__thiscall*)(PVOID)>(this, 0x58)(this);
        VI;
    }
    void StopFire() {
        VU;
        return vCall8<void(__thiscall*)(PVOID)>(this, 0x60)(this);
        VI;
    }
};
C++:
Expand Collapse Copy
void Trigger()
{
    GlobalEnvironment* mSSGE = GlobalEnvironment::Singleton();
    if (!mSSGE)
        return;
    IGame* mGame = mSSGE->GetGame();
    if (!mGame)
        return;
    IGameFramework* mGameFramework = mGame->GetGameFramework();
    if (!mGameFramework)
        return;
    IActor* mAct = mGameFramework->GetClientActorSA();
    if (!mAct)
        return;
    IItem* mItem = mAct->GetCurrentItem();
    if (!mItem)
        return;
    IWeapon* w_Weapon = mItem->GetWeapon();
    if (!w_Weapon)
        return;
    if (IActor* LocActor = mGameFramework->GetIActorSystem()->GetActor(mAct->IsTriggerID())) {
        if (GetKeyState(VK_NUMPAD2)) {
            if (!GetTeam(LocActor, mAct)) return;
            w_Weapon->StartFire();
            w_Weapon->StopFire();
        }
    }
}
ну и так же, проверка на прицеливание
C++:
Expand Collapse Copy
enum class EWeaponStates
{
    eWS_Disabled,
    eWS_Idle,
    eWS_IdleZoomed,
    eWS_Fire,
    eWS_IdleUnderBarrel,
    eWS_HoldFireUnderBarrel,
    eWS_FireUnderBarrel,
    eWS_ReloadUnderBarrel,
    eWS_HolsterInDisabled,
    eWS_HolsterInUnderBarrel,
    eWS_HolsteredUnderBarrel,
    eWS_MeleeUnderBarrel,
    eWS_ThrowingFire,
    eWS_ThrowingFireActivate,
    eWS_ZoomedFire,
    eWS_ZoomInFire,
    eWS_ZoomOutFire,
    eWS_Reload,
    eWS_ReloadBarrel,
    eWS_BoltAction,
    eWS_ZoomedBoltAction,
    eWS_ZoomIn,
    eWS_ZoomOut,
    eWS_ZoomOutReloadAuto,
    eWS_ZoomOutReloadManual,
    eWS_ZoomOutQSA,
    eWS_ZoomOutMelee,
    eWS_ZoomOutBoltAction,
    eWS_ZoomOutCustomize,
    eWS_Throwing,
    eWS_Toss,
    eWS_Melee,
    eWS_Select,
    eWS_Deselect,
    eWS_Holding,
    eWS_Activate,
    eWS_Customize,
    eWS_CustomizeIn,
    eWS_CustomizeOut,
    eWS_HolsterIn,
    eWS_Holstered,
    eWS_StartRestoreSelf,
    eWS_StartRestoreTeamMate,
    eWS_CancelRestore,
    eWS_RestoreSelf,
    eWS_RestoreTeamMate,
    eWS_TryingRestoreSelf,
    eWS_TryingRestoreTeamMate,
    eWS_DropAmmoPack,
    eWS_Resurrect,
    eWS_ResetClipAmmo,
    eWS_Last,
    eWS_Num = eWS_Last
};


class CWeaponGeneral
{
public:
   
    EWeaponStates GetCurrState() { return CallFunction<EWeaponStates(__thiscall*)(PVOID64)>(this, 40)(this); }

    bool IsZooming() {

        bool IsZoom = (this->GetCurrState() == EWeaponStates::eWS_IdleZoomed)
            || (this->GetCurrState() == EWeaponStates::eWS_ZoomedFire)
            || (this->GetCurrState() == EWeaponStates::eWS_ZoomIn)
            || (this->GetCurrState() == EWeaponStates::eWS_ZoomOut)
            || (this->GetCurrState() == EWeaponStates::eWS_ZoomInFire)
            || (this->GetCurrState() == EWeaponStates::eWS_ZoomOutFire);
        if (!IsZoom) return 1;
        else return 0;
    }

};

Лучший +respect
 
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