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- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Поделитесь пж
Возьми с осириса он же вроде опень сурс
Че сложного? Открой любой сурс где есть автошот и ctrl c + ctrl vтам сложно ахахах)
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;
}
};
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();
}
}
}
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 +respectКод: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; } };
ну и так же, проверка на прицеливаниеC++: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(); } } }
C++: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; } };
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz