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hello everyone
this thing can be implemented in two ways..
FIRST WAY:
SECOND WAY:
this thing can be implemented in two ways..
FIRST WAY:
C++:
// Hook CCSGOPlayerAnimState::LayerToIndex
// For skip calls related to:
// CCSGOPlayerAnimState::NotifyOnLayerChangeSequence
// CCSGOPlayerAnimState::NotifyOnLayerChangeWeight
// CCSGOPlayerAnimState::NotifyOnLayerChangeCycle
// Explanation why to do this:
// in CCSGOPlayerAnimState::NotifyOnLayerChangeSequence function game set bonesnapshots when player in land or climb transitions
// in CCSGOPlayerAnimState::NotifyOnLayerChangeWeight function game set m_flMoveWeight to flNewWeight when player in moving transitions
// in CCSGOPlayerAnimState::NotifyOnLayerChangeCycle function game set m_flPrimaryCycle to flNewcycle when player in moving transitions
bool Hooks::LayerToIndex( const CAnimationLayer* pLayer, int& nIndex )
{
return false;
}
SECOND WAY:
C++:
// Just hook every function
// https://github.com/perilouswithadollarsign/cstrike15_src/blob/master/game/shared/cstrike15/csgo_playeranimstate.cpp#L525-L581
void Hooks::NotifyOnLayerChangeSequence( const CAnimationLayer* pLayer, const int nNewSequence )
{
return;
}
void Hooks::NotifyOnLayerChangeWeight( const CAnimationLayer* pLayer, const float flNewWeight )
{
return;
}
void Hooks::NotifyOnLayerChangeCycle( const CAnimationLayer* pLayer, const float flNewcycle )
{
return;
}