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Автор темы
- #1
как гетнуть?
спасибо но нетуРуками
Пожалуйста, авторизуйтесь для просмотра ссылки.тут вроде есть
local get_max_desync = function (animstate)
local speedfactor = math.clamp(animstate.feet_speed_forwards_or_sideways, 0, 1)
local avg_speedfactor = (animstate.stop_to_full_running_fraction * -0.3 - 0.2) * speedfactor + 1
local duck_amount = animstate.duck_amount
if duck_amount > 0 then
local max_velocity = math.clamp(animstate.feet_speed_forwards_or_sideways, 0, 1)
local duck_speed = duck_amount * max_velocity
avg_speedfactor = avg_speedfactor + (duck_speed * (0.5 - avg_speedfactor))
end
return 58 * math.clamp(avg_speedfactor, .5, 1)
end
от душы, ты мой спасительКод:local get_max_desync = function (animstate) local speedfactor = math.clamp(animstate.feet_speed_forwards_or_sideways, 0, 1) local avg_speedfactor = (animstate.stop_to_full_running_fraction * -0.3 - 0.2) * speedfactor + 1 local duck_amount = animstate.duck_amount if duck_amount > 0 then local max_velocity = math.clamp(animstate.feet_speed_forwards_or_sideways, 0, 1) local duck_speed = duck_amount * max_velocity avg_speedfactor = avg_speedfactor + (duck_speed * (0.5 - avg_speedfactor)) end return 58 * math.clamp(avg_speedfactor, .5, 1) end
Пожалуйста, зарегистрируйтесь или авторизуйтесь, чтобы увидеть содержимое.
лучшее объяснение спасибо!!!!!! я от ахуевания себе дилдак на яндекс маркете заказал(9(Руками
где в ските ебаный анимстеит братьот душы, ты мой спаситель
взять структуту анимстейта и сделать ffi.castгде в ските ебаный анимстеит брать
где в ските ебаный анимстеит брать
local ffi = require "ffi";
ffi.cdef [[
typedef struct {
char pad[ 3 ];
char m_bForceWeaponUpdate; //0x4
char pad1[ 91 ];
void* m_pBaseEntity; //0x60
void* m_pActiveWeapon; //0x64
void* m_pLastActiveWeapon; //0x68
float m_flLastClientSideAnimationUpdateTime; //0x6C
int m_iLastClientSideAnimationUpdateFramecount; //0x70
float m_flAnimUpdateDelta; //0x74
float m_flEyeYaw; //0x78
float m_flPitch; //0x7C
float m_flGoalFeetYaw; //0x80
float m_flCurrentFeetYaw; //0x84
float m_flCurrentTorsoYaw; //0x88
float m_flUnknownVelocityLean; //0x8C
float m_flLeanAmount; //0x90
char pad2[ 4 ];
float m_flFeetCycle; //0x98
float m_flFeetYawRate; //0x9C
char pad3[ 4 ];
float m_fDuckAmount; //0xA4
float m_fLandingDuckAdditiveSomething; //0xA8
char pad4[ 4 ];
float m_vOriginX; //0xB0
float m_vOriginY; //0xB4
float m_vOriginZ; //0xB8
float m_vLastOriginX; //0xBC
float m_vLastOriginY; //0xC0
float m_vLastOriginZ; //0xC4
float m_vVelocityX; //0xC8
float m_vVelocityY; //0xCC
char pad5[ 4 ];
float m_flUnknownFloat1; //0xD4
char pad6[ 8 ];
float m_flUnknownFloat2; //0xE0
float m_flUnknownFloat3; //0xE4
float m_flUnknown; //0xE8
float m_flSpeed2D; //0xEC
float m_flUpVelocity; //0xF0
float m_flSpeedNormalized; //0xF4
float m_flFeetSpeedForwardsOrSideWays; //0xF8
float m_flFeetSpeedUnknownForwardOrSideways; //0xFC
float m_flTimeSinceStartedMoving; //0x100
float m_flTimeSinceStoppedMoving; //0x104
bool m_bOnGround; //0x108
bool m_bInHitGroundAnimation; //0x109
float m_flTimeSinceInAir; //0x10A
float m_flLastOriginZ; //0x10E
float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112
float m_flStopToFullRunningFraction; //0x116
char pad7[ 4 ]; //0x11A
float m_flMagicFraction; //0x11E
char pad8[ 60 ]; //0x122
float m_flWorldForce; //0x15E
char pad9[ 462 ]; //0x162
float m_flMaxYaw; //0x334
float m_flMinYaw; //0x330
} c_animstate;
]];
local native_GetClientEntity = vtable_bind("client.dll", "VClientEntityList003", 3, "uintptr_t(__thiscall*)(void*, int)");
local function get_animstate(entity)
local player_ptr = native_GetClientEntity(entity);
local animstate_ptr = ffi.cast("char*", player_ptr) + 0x9960;
local state = ffi.cast("c_animstate**", animstate_ptr)[0];
return state;
end
local function get_max_feetdelta(animstate)
local duck_amount = animstate.m_fDuckAmount;
local feet_speed_forwards_or_sideways = math.max(0, math.min(1, animstate.m_flFeetSpeedForwardsOrSideWays));
local feet_speed_unknown_forward_or_sideways = math.max(1, animstate.m_flFeetSpeedUnknownForwardOrSideways);
local value = (animstate.m_flStopToFullRunningFraction * -0.3 - 0.2) * feet_speed_forwards_or_sideways + 1;
if duck_amount > 0 then
value = value + duck_amount * feet_speed_unknown_forward_or_sideways * (0.5 - value);
end
local m_flMinBodyYaw = value * math.abs(animstate.m_flMinYaw);
local m_flMaxBodyYaw = value * math.abs(animstate.m_flMaxYaw);
if (math.abs(animstate.m_flEyeYaw - animstate.m_flGoalFeetYaw) <= m_flMaxBodyYaw) then
if (m_flMinBodyYaw > math.abs(animstate.m_flEyeYaw - animstate.m_flGoalFeetYaw)) then
return math.abs(m_flMinBodyYaw);
else
return math.abs(m_flMaxBodyYaw);
end
else
return math.abs(m_flMaxBodyYaw);
end
end
-- example
local me = entity.get_local_player();
if me == nil then
return;
end
local animstate = get_animstate(me);
local max_delta = get_max_feetdelta(animstate);
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