Вопрос Получение позицию костей External

Начинающий
Статус
Оффлайн
Регистрация
9 Окт 2023
Сообщения
2
Реакции[?]
0
Поинты[?]
0
Добрый день, хочу получить позицию костей, все перешерстил , оффсеты вроде рабочие,не могу понять в чем дело, есть у кого инфа?

Получение костей:
ICharacterInstance* GetICharacterInstance(int id = 0)
{
  uintptr_t  pIEntityRenderProxy = GetRenderProxy();
  if (!pIEntityRenderProxy)
    return 0;
  if (uintptr_t pEntityObject = ReadMem<uintptr_t>(ReadMem<uintptr_t>(pIEntityRenderProxy + 0x58)) + (id << 16))
  {
    return ReadMem<ICharacterInstance>((DWORD64)pEntityObject + 0x78);
  }
  return 0;
}

uintptr_t  GetRenderProxy()
{
  return ReadMem<uintptr_t>((uintptr_t)this + 0xB8);
}

ISkeletonPose GetISkeletonPose()
{
  return (ISkeletonPose)((DWORD64)this + 0xA80);
}

QuatT GetAbsJointByID(int BoneId)
{

  return ReadMem<QuatT>(ReadMem<uintptr_t>((DWORD64)this + 0x1B8) + 0x1C BoneId);
}

ICharacterInstance* pCharacter = pEnt->GetICharacterInstance(0);
if (pCharacter != NULL)
{
    ISkeletonPose* pSkeleton = pCharacter->GetISkeletonPose();
    if (pSkeleton != NULL)
    {
        Matrix3x4 SkeletonAbs = pEnt->GetWorldTM() * Matrix3x4(pSkeleton->GetAbsJointByID(BoneId::Bip01_Head));
        Vector3 bone = SkeletonAbs.GetTranslation();

ma:
struct Quat
{
public:
  Vec3 v;
  FLOAT w;
  Quat(const Matrix3x3& m)
  {
    float s, p, tr = m.m00 + m.m11 + m.m22;
    w = 1, v.x = 0, v.y = 0, v.z = 0;

    if (tr > 0)
      s = (float)sqrt(tr + 1.0f), p = 0.5f / s, w = s * 0.5f, v.x = (m.m21 - m.m12) * p, v.y = (m.m02 - m.m20) * p, v.z = (m.m10 - m.m01) * p;
    else if ((m.m00 >= m.m11) && (m.m00 >= m.m22))
      s = (float)sqrt(m.m00 - m.m11 - m.m22 + 1.0f), p = 0.5f / s, w = (m.m21 - m.m12) * p, v.x = s * 0.5f, v.y = (m.m10 + m.m01) * p, v.z = (m.m20 + m.m02) * p;
    else if ((m.m11 >= m.m00) && (m.m11 >= m.m22))
      s = (float)sqrt(m.m11 - m.m22 - m.m00 + 1.0f), p = 0.5f / s, w = (m.m02 - m.m20) * p, v.x = (m.m01 + m.m10) * p, v.y = s * 0.5f, v.z = (m.m21 + m.m12) * p;
    else if ((m.m22 >= m.m00) && (m.m22 >= m.m11))
      s = (float)sqrt(m.m22 - m.m00 - m.m11 + 1.0f), p = 0.5f / s, w = (m.m10 - m.m01) * p, v.x = (m.m02 + m.m20) * p, v.y = (m.m12 + m.m21) * p, v.z = s * 0.5f;
  }
  Quat() {}
  friend float operator | (const Quat& q, const Quat& p) { return (q.v.x * p.v.x + q.v.y * p.v.y + q.v.z * p.v.z + q.w * p.w); }
  friend Quat  operator - (const Quat& q, const Quat& p)
  {
    Quat ret;
    ret.w = q.w - p.w;

    ret.v.x = q.v.x - p.v.x;
    ret.v.y = q.v.y - p.v.y;
    ret.v.z = q.v.z - p.v.z;

    return ret;
  }
  void        SetRotationVDir(const Vec3& vdir)
  {
    w = (0.70710676908493042f);
    v.x = (vdir.z * 0.70710676908493042f);
    v.y = (0.0f);
    v.z = (0.0f);

    float l = sqrt(vdir.x * vdir.x + vdir.y * vdir.y);

    if (l > (0.00001))
    {
      Vec3 hv;

      hv.x = vdir.x / l;
      hv.y = vdir.y / l + 1.0f;
      hv.z = l + 1.0f;

      float r = sqrt(hv.x * hv.x + hv.y * hv.y);
      float s = sqrt(hv.z * hv.z + vdir.z * vdir.z);
      float hacos0 = 0.0;
      float hasin0 = -1.0;

      if (r > (0.00001)) { hacos0 = hv.y / r; hasin0 = -hv.x / r; }

      float hacos1 = hv.z / s;
      float hasin1 = vdir.z / s;

      w = (hacos0 * hacos1);
      v.x = (hacos0 * hasin1);
      v.y = (hasin0 * hasin1);
      v.z = (hasin0 * hacos1);
    }
  }
  static Quat CreateRotationVDir(const Vec3& vdir)
  {
    Quat q;
    q.SetRotationVDir(vdir);
    return q;
  }
  void Normalize(void)
  {
    float d = sqrt(w * w + v.x * v.x + v.y * v.y + v.z * v.z);

    w *= d;

    v.x *= d;
    v.y *= d;
    v.z *= d;
  }
  void SetNlerp(const Quat& p, const Quat& tq, float t)
  {
    Quat q = tq;

    assert(p.IsValid());
    assert(q.IsValid());

    if ((p | q) < 0)
    {
      float qx = -q.v.x;
      float qy = -q.v.y;
      float qz = -q.v.z;

      q.v.x = qx;
      q.v.y = qy;
      q.v.z = qz;
    }

    v.x = p.v.x * (1.0f - t) + q.v.x * t;
    v.y = p.v.y * (1.0f - t) + q.v.y * t;
    v.z = p.v.z * (1.0f - t) + q.v.z * t;

    w = p.w * (1.0f - t) + q.w * t;

    Normalize();
  }
  void SetSlerp(const Quat& tp, const Quat& tq, float t)
  {
    assert(tp.IsValid());
    Quat p, q;
    p = tp;
    q = tq;
    Quat q2;
    float cosine = (p | q);
    if (cosine < 0.0f)
    {
      float qx = -q.v.x;
      float qy = -q.v.y;
      float qz = -q.v.z;

      cosine = -cosine;

      q.v.x = qx;
      q.v.y = qy;
      q.v.z = qz;
    }
    if (cosine > 0.9999f)
    {
      SetNlerp(p, q, t);
      return;
    }
    q2.w = q.w - p.w * cosine;
    q2.v.x = q.v.x - p.v.x * cosine;
    q2.v.y = q.v.y - p.v.y * cosine;
    q2.v.z = q.v.z - p.v.z * cosine;
    float sine = sqrt(q2 | q2);
    float s, c;
    sincos(atan2(sine, cosine) * t, &s, &c);
    w = (p.w * c + q2.w * s / sine);
    v.x = (p.v.x * c + q2.v.x * s / sine);
    v.y = (p.v.y * c + q2.v.y * s / sine);
    v.z = (p.v.z * c + q2.v.z * s / sine);
  }
  static Quat CreateSlerp(const Quat& p, const Quat& tq, float t)
  {
    Quat d;
    d.SetSlerp(p, tq, t);
    return d;
  }
};
struct QuatT
{
public:
  Quat q;
  Vec3 t;
};
ma1:
struct Matrix3x4
{
public:
  FLOAT m00, m01, m02, m03;
  FLOAT m10, m11, m12, m13;
  FLOAT m20, m21, m22, m23;
  Vector3 GetTranslation() { Vector3 mf; mf.x = m03; mf.y = m13; mf.z = m23; return mf; }
  Vec3 GetTranslation_() { Vec3 mf; mf.x = m03; mf.y = m13; mf.z = m23; return mf; }
  inline Vec3 GetTranslationD3D() const { return Vec3(m03, m13, m23); }
  inline Vec3 GetColumn0() const { return Vec3(m00, m10, m20); }
  inline Vec3 GetColumn1() const { return Vec3(m01, m11, m21); }
  BOOL NumberValid(FLOAT& _x)
  {
    int i = FloatU32(_x);
    int expmask = FloatU32ExpMask;
    int iexp = i & expmask;
    bool invalid = (iexp == expmask);

    if (invalid)
    {
      int i = 0x7F800001;
      float fpe = [I](float[/I])(&i);
    }

    return !invalid;
  }
  Matrix3x4 SetTranslation(Vec3 NewTranslation) { m03 = NewTranslation.x; m13 = NewTranslation.y; m23 = NewTranslation.z; return *this; }
  Matrix3x4() {}
  Matrix3x4(const QuatT& q)
  {
    assert(q.q.IsValid());

    Vec3 v2 = { 0, 0, 0 };
    v2.x = (q.q.v.x) + (q.q.v.x);

    float xx = 1 - v2.x * q.q.v.x; float yy = v2.y * q.q.v.y; float xw = v2.x * q.q.w;
    float xy = v2.y * q.q.v.x;   float yz = v2.z * q.q.v.y; float  yw = v2.y * q.q.w;
    float xz = v2.z * q.q.v.x;   float zz = v2.z * q.q.v.z; float  zw = v2.z * q.q.w;

    m00 = float(1 - yy - zz);     m01 = float(xy - zw);     m02 = float(xz + yw);   m03 = float(q.t.x);
    m10 = float(xy + zw);      m11 = float(xx - zz);     m12 = float(yz - xw);   m13 = float(q.t.y);
    m20 = float(xz - yw);      m21 = float(yz + xw);     m22 = float(xx - yy);   m23 = float(q.t.z);
  }

  bool IsValid()
  {
    if (!NumberValid(m00)) return false;  if (!NumberValid(m01)) return false;  if (!NumberValid(m02)) return false;  if (!NumberValid(m03)) return false;
    if (!NumberValid(m10)) return false;  if (!NumberValid(m11)) return false;  if (!NumberValid(m12)) return false;  if (!NumberValid(m13)) return false;
    if (!NumberValid(m20)) return false;  if (!NumberValid(m21)) return false;  if (!NumberValid(m22)) return false;  if (!NumberValid(m23)) return false;
    return true;
  }
  friend Matrix3x4 operator * (const Matrix3x4& l, const Matrix3x4& r)
  {
    assert(l.IsValid());
    assert(r.IsValid());
    Matrix3x4 m = r;
    m.m00 = l.m00 * r.m00 + l.m01 * r.m10 + l.m02 * r.m20;
    m.m10 = l.m10 * r.m00 + l.m11 * r.m10 + l.m12 * r.m20;
    m.m20 = l.m20 * r.m00 + l.m21 * r.m10 + l.m22 * r.m20;
    m.m01 = l.m00 * r.m01 + l.m01 * r.m11 + l.m02 * r.m21;
    m.m11 = l.m10 * r.m01 + l.m11 * r.m11 + l.m12 * r.m21;
    m.m21 = l.m20 * r.m01 + l.m21 * r.m11 + l.m22 * r.m21;
    m.m02 = l.m00 * r.m02 + l.m01 * r.m12 + l.m02 * r.m22;
    m.m12 = l.m10 * r.m02 + l.m11 * r.m12 + l.m12 * r.m22;
    m.m22 = l.m20 * r.m02 + l.m21 * r.m12 + l.m22 * r.m22;
    m.m03 = l.m00 * r.m03 + l.m01 * r.m13 + l.m02 * r.m23 + l.m03;
    m.m13 = l.m10 * r.m03 + l.m11 * r.m13 + l.m12 * r.m23 + l.m13;
    m.m23 = l.m20 * r.m03 + l.m21 * r.m13 + l.m22 * r.m23 + l.m23;
    return m;
  }
 
Начинающий
Статус
Онлайн
Регистрация
13 Май 2023
Сообщения
142
Реакции[?]
26
Поинты[?]
26K
ICharacterInstance* GetICharacterInstance(int id = 0) { uintptr_t pIEntityRenderProxy = GetRenderProxy(); if (!pIEntityRenderProxy) return 0; if (uintptr_t pEntityObject = ReadMem<uintptr_t>(ReadMem<uintptr_t>(pIEntityRenderProxy + 0x58)) + (id << 16)) { return ReadMem<ICharacterInstance>((DWORD64)pEntityObject + 0x78); } return 0; }
C++:
_QWORD Point = Read<_QWORD>((_QWORD)GetRenderProxy() + 0x60);
        _QWORD v2 = Read<_QWORD>(Point + 8 * Slot);
        return Read<ICharacterInstance*>((uintptr_t)v2 + 0x78);
pIEntityRenderProxy + 0x58, а надо pIEntityRenderProxy + 0x60
 
Пользователь
Статус
Оффлайн
Регистрация
21 Окт 2019
Сообщения
344
Реакции[?]
48
Поинты[?]
15K
Добрый день, хочу получить позицию костей, все перешерстил , оффсеты вроде рабочие,не могу понять в чем дело, есть у кого инфа?

Получение костей:
ICharacterInstance* GetICharacterInstance(int id = 0)
{
  uintptr_t  pIEntityRenderProxy = GetRenderProxy();
  if (!pIEntityRenderProxy)
    return 0;
  if (uintptr_t pEntityObject = ReadMem<uintptr_t>(ReadMem<uintptr_t>(pIEntityRenderProxy + 0x58)) + (id << 16))
  {
    return ReadMem<ICharacterInstance>((DWORD64)pEntityObject + 0x78);
  }
  return 0;
}

uintptr_t  GetRenderProxy()
{
  return ReadMem<uintptr_t>((uintptr_t)this + 0xB8);
}

ISkeletonPose GetISkeletonPose()
{
  return (ISkeletonPose)((DWORD64)this + 0xA80);
}

QuatT GetAbsJointByID(int BoneId)
{

  return ReadMem<QuatT>(ReadMem<uintptr_t>((DWORD64)this + 0x1B8) + 0x1C BoneId);
}

ICharacterInstance* pCharacter = pEnt->GetICharacterInstance(0);
if (pCharacter != NULL)
{
    ISkeletonPose* pSkeleton = pCharacter->GetISkeletonPose();
    if (pSkeleton != NULL)
    {
        Matrix3x4 SkeletonAbs = pEnt->GetWorldTM() * Matrix3x4(pSkeleton->GetAbsJointByID(BoneId::Bip01_Head));
        Vector3 bone = SkeletonAbs.GetTranslation();

ma:
struct Quat
{
public:
  Vec3 v;
  FLOAT w;
  Quat(const Matrix3x3& m)
  {
    float s, p, tr = m.m00 + m.m11 + m.m22;
    w = 1, v.x = 0, v.y = 0, v.z = 0;

    if (tr > 0)
      s = (float)sqrt(tr + 1.0f), p = 0.5f / s, w = s * 0.5f, v.x = (m.m21 - m.m12) * p, v.y = (m.m02 - m.m20) * p, v.z = (m.m10 - m.m01) * p;
    else if ((m.m00 >= m.m11) && (m.m00 >= m.m22))
      s = (float)sqrt(m.m00 - m.m11 - m.m22 + 1.0f), p = 0.5f / s, w = (m.m21 - m.m12) * p, v.x = s * 0.5f, v.y = (m.m10 + m.m01) * p, v.z = (m.m20 + m.m02) * p;
    else if ((m.m11 >= m.m00) && (m.m11 >= m.m22))
      s = (float)sqrt(m.m11 - m.m22 - m.m00 + 1.0f), p = 0.5f / s, w = (m.m02 - m.m20) * p, v.x = (m.m01 + m.m10) * p, v.y = s * 0.5f, v.z = (m.m21 + m.m12) * p;
    else if ((m.m22 >= m.m00) && (m.m22 >= m.m11))
      s = (float)sqrt(m.m22 - m.m00 - m.m11 + 1.0f), p = 0.5f / s, w = (m.m10 - m.m01) * p, v.x = (m.m02 + m.m20) * p, v.y = (m.m12 + m.m21) * p, v.z = s * 0.5f;
  }
  Quat() {}
  friend float operator | (const Quat& q, const Quat& p) { return (q.v.x * p.v.x + q.v.y * p.v.y + q.v.z * p.v.z + q.w * p.w); }
  friend Quat  operator - (const Quat& q, const Quat& p)
  {
    Quat ret;
    ret.w = q.w - p.w;

    ret.v.x = q.v.x - p.v.x;
    ret.v.y = q.v.y - p.v.y;
    ret.v.z = q.v.z - p.v.z;

    return ret;
  }
  void        SetRotationVDir(const Vec3& vdir)
  {
    w = (0.70710676908493042f);
    v.x = (vdir.z * 0.70710676908493042f);
    v.y = (0.0f);
    v.z = (0.0f);

    float l = sqrt(vdir.x * vdir.x + vdir.y * vdir.y);

    if (l > (0.00001))
    {
      Vec3 hv;

      hv.x = vdir.x / l;
      hv.y = vdir.y / l + 1.0f;
      hv.z = l + 1.0f;

      float r = sqrt(hv.x * hv.x + hv.y * hv.y);
      float s = sqrt(hv.z * hv.z + vdir.z * vdir.z);
      float hacos0 = 0.0;
      float hasin0 = -1.0;

      if (r > (0.00001)) { hacos0 = hv.y / r; hasin0 = -hv.x / r; }

      float hacos1 = hv.z / s;
      float hasin1 = vdir.z / s;

      w = (hacos0 * hacos1);
      v.x = (hacos0 * hasin1);
      v.y = (hasin0 * hasin1);
      v.z = (hasin0 * hacos1);
    }
  }
  static Quat CreateRotationVDir(const Vec3& vdir)
  {
    Quat q;
    q.SetRotationVDir(vdir);
    return q;
  }
  void Normalize(void)
  {
    float d = sqrt(w * w + v.x * v.x + v.y * v.y + v.z * v.z);

    w *= d;

    v.x *= d;
    v.y *= d;
    v.z *= d;
  }
  void SetNlerp(const Quat& p, const Quat& tq, float t)
  {
    Quat q = tq;

    assert(p.IsValid());
    assert(q.IsValid());

    if ((p | q) < 0)
    {
      float qx = -q.v.x;
      float qy = -q.v.y;
      float qz = -q.v.z;

      q.v.x = qx;
      q.v.y = qy;
      q.v.z = qz;
    }

    v.x = p.v.x * (1.0f - t) + q.v.x * t;
    v.y = p.v.y * (1.0f - t) + q.v.y * t;
    v.z = p.v.z * (1.0f - t) + q.v.z * t;

    w = p.w * (1.0f - t) + q.w * t;

    Normalize();
  }
  void SetSlerp(const Quat& tp, const Quat& tq, float t)
  {
    assert(tp.IsValid());
    Quat p, q;
    p = tp;
    q = tq;
    Quat q2;
    float cosine = (p | q);
    if (cosine < 0.0f)
    {
      float qx = -q.v.x;
      float qy = -q.v.y;
      float qz = -q.v.z;

      cosine = -cosine;

      q.v.x = qx;
      q.v.y = qy;
      q.v.z = qz;
    }
    if (cosine > 0.9999f)
    {
      SetNlerp(p, q, t);
      return;
    }
    q2.w = q.w - p.w * cosine;
    q2.v.x = q.v.x - p.v.x * cosine;
    q2.v.y = q.v.y - p.v.y * cosine;
    q2.v.z = q.v.z - p.v.z * cosine;
    float sine = sqrt(q2 | q2);
    float s, c;
    sincos(atan2(sine, cosine) * t, &s, &c);
    w = (p.w * c + q2.w * s / sine);
    v.x = (p.v.x * c + q2.v.x * s / sine);
    v.y = (p.v.y * c + q2.v.y * s / sine);
    v.z = (p.v.z * c + q2.v.z * s / sine);
  }
  static Quat CreateSlerp(const Quat& p, const Quat& tq, float t)
  {
    Quat d;
    d.SetSlerp(p, tq, t);
    return d;
  }
};
struct QuatT
{
public:
  Quat q;
  Vec3 t;
};
ma1:
struct Matrix3x4
{
public:
  FLOAT m00, m01, m02, m03;
  FLOAT m10, m11, m12, m13;
  FLOAT m20, m21, m22, m23;
  Vector3 GetTranslation() { Vector3 mf; mf.x = m03; mf.y = m13; mf.z = m23; return mf; }
  Vec3 GetTranslation_() { Vec3 mf; mf.x = m03; mf.y = m13; mf.z = m23; return mf; }
  inline Vec3 GetTranslationD3D() const { return Vec3(m03, m13, m23); }
  inline Vec3 GetColumn0() const { return Vec3(m00, m10, m20); }
  inline Vec3 GetColumn1() const { return Vec3(m01, m11, m21); }
  BOOL NumberValid(FLOAT& _x)
  {
    int i = FloatU32(_x);
    int expmask = FloatU32ExpMask;
    int iexp = i & expmask;
    bool invalid = (iexp == expmask);

    if (invalid)
    {
      int i = 0x7F800001;
      float fpe = [I](float[/I])(&i);
    }

    return !invalid;
  }
  Matrix3x4 SetTranslation(Vec3 NewTranslation) { m03 = NewTranslation.x; m13 = NewTranslation.y; m23 = NewTranslation.z; return *this; }
  Matrix3x4() {}
  Matrix3x4(const QuatT& q)
  {
    assert(q.q.IsValid());

    Vec3 v2 = { 0, 0, 0 };
    v2.x = (q.q.v.x) + (q.q.v.x);

    float xx = 1 - v2.x * q.q.v.x; float yy = v2.y * q.q.v.y; float xw = v2.x * q.q.w;
    float xy = v2.y * q.q.v.x;   float yz = v2.z * q.q.v.y; float  yw = v2.y * q.q.w;
    float xz = v2.z * q.q.v.x;   float zz = v2.z * q.q.v.z; float  zw = v2.z * q.q.w;

    m00 = float(1 - yy - zz);     m01 = float(xy - zw);     m02 = float(xz + yw);   m03 = float(q.t.x);
    m10 = float(xy + zw);      m11 = float(xx - zz);     m12 = float(yz - xw);   m13 = float(q.t.y);
    m20 = float(xz - yw);      m21 = float(yz + xw);     m22 = float(xx - yy);   m23 = float(q.t.z);
  }

  bool IsValid()
  {
    if (!NumberValid(m00)) return false;  if (!NumberValid(m01)) return false;  if (!NumberValid(m02)) return false;  if (!NumberValid(m03)) return false;
    if (!NumberValid(m10)) return false;  if (!NumberValid(m11)) return false;  if (!NumberValid(m12)) return false;  if (!NumberValid(m13)) return false;
    if (!NumberValid(m20)) return false;  if (!NumberValid(m21)) return false;  if (!NumberValid(m22)) return false;  if (!NumberValid(m23)) return false;
    return true;
  }
  friend Matrix3x4 operator * (const Matrix3x4& l, const Matrix3x4& r)
  {
    assert(l.IsValid());
    assert(r.IsValid());
    Matrix3x4 m = r;
    m.m00 = l.m00 * r.m00 + l.m01 * r.m10 + l.m02 * r.m20;
    m.m10 = l.m10 * r.m00 + l.m11 * r.m10 + l.m12 * r.m20;
    m.m20 = l.m20 * r.m00 + l.m21 * r.m10 + l.m22 * r.m20;
    m.m01 = l.m00 * r.m01 + l.m01 * r.m11 + l.m02 * r.m21;
    m.m11 = l.m10 * r.m01 + l.m11 * r.m11 + l.m12 * r.m21;
    m.m21 = l.m20 * r.m01 + l.m21 * r.m11 + l.m22 * r.m21;
    m.m02 = l.m00 * r.m02 + l.m01 * r.m12 + l.m02 * r.m22;
    m.m12 = l.m10 * r.m02 + l.m11 * r.m12 + l.m12 * r.m22;
    m.m22 = l.m20 * r.m02 + l.m21 * r.m12 + l.m22 * r.m22;
    m.m03 = l.m00 * r.m03 + l.m01 * r.m13 + l.m02 * r.m23 + l.m03;
    m.m13 = l.m10 * r.m03 + l.m11 * r.m13 + l.m12 * r.m23 + l.m13;
    m.m23 = l.m20 * r.m03 + l.m21 * r.m13 + l.m22 * r.m23 + l.m23;
    return m;
  }
C++:
    class IEntitySlot {
    public:

        char pad_0x0000[0x78];
        ICharacterInstance* m_pCharacter;
    };

    struct CRenderProxy {

        ICharacterInstance* GetCharacter(int nSlot) {
            if (nSlot < 0 || nSlot >= m_slots.size() || !m_slots[nSlot])
                return nullptr;
            return m_slots[nSlot]->m_pCharacter();
        }

        char pad_0x0000[0x60];
        std::vector<IEntitySlot*> m_slots;
    };

    struct CEntity {

        CRenderProxy* GetProxy(EEntityProxy proxy) {
            return *(CRenderProxy**)((uintptr_t)this + 0x8i64 * *(uint8_t*)((uintptr_t)this + proxy + 0x138) + 0xB8);
        }

        CRenderProxy* GetRenderProxy() {
            return (CRenderProxy*)GetProxy(EEntityProxy::ENTITY_PROXY_RENDER);
        }
    }
 
Сверху Снизу