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Вопрос World Modulation CS2

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31 Июл 2025
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Hello,

I don't know what I'm doing wrong here. I'm trying to implement world modulation and did a little research, then found this:

48 8B C4 4C 89 40 ? 48 89 50 ? 55 53 41 57 @ scenesystem.dll

i searched a bit and found this:

Code:
  1. void __fastcall hooks::DrawAggregateSceneObject(void* a1, int a2, CBaseSceneData* a3, int a4, int a5, void* a6, void* a7)
  2. {
  3. auto og = hooks::m_aggregate_scene_object.GetOriginal();
  4. int type = get_model_type(a3->material->GetName());
  5. Color_t color{};
  6. switch (type) {
  7. case MODEL_SUN:
  8. color = cfg_get(ColorPickerVar_t, g_cfg.colSunColor * 255).colValue;
  9. break;
  10. case MODEL_EFFECTS:
  11. color = cfg_get(ColorPickerVar_t, g_cfg.colCloudColor * 255).colValue;
  12. break;
  13. case MODEL_OTHER:
  14. color = cfg_get(ColorPickerVar_t, g_cfg.colWorldColor * 255).colValue;
  15. break;
  16. }
  17. for (int i = 0; i < a4; ++i)
  18. {
  19. auto scene = &a3;
    [*] if (scene) {
    [*] scene->r = color.r;
    [*] scene->g = color.g;
    [*] scene->b = color.b;
    [*] scene->a = 255;
    [*] }
    [*] }
    [*]
    [*]
    [*] og(a1, a2, a3, a4, a5, a6, a7);
    [*]}


Code:
  1. class CSceneObject
  2. {
  3. public:
  4. char pad_0000[184]; //0x0000
  5. uint8_t r; //0x00B8
  6. uint8_t g; //0x00B9
  7. uint8_t b; //0x00BA
  8. uint8_t a; //0x00BB
  9. char pad_00BC[196]; //0x00BC
  10. }; //Size: 0x0180
  11. class CBaseSceneData
  12. {
  13. public:
  14. char pad_0000[24]; //0x0000
  15. CSceneObject* sceneObject; //0x0018
  16. CMaterial2* material; //0x0020
  17. CMaterial2* material2; //0x0028
  18. char pad_0030[16]; //0x0030
  19. uint8_t r; //0x0040
  20. uint8_t g; //0x0041
  21. uint8_t b; //0x0042
  22. uint8_t a; //0x0043
  23. char pad_0044[36]; //0x0044
  24. }; //Size: 0x0068

I hope someone can help me! Thank you for any response.
Thank you!
 
Hello,

I don't know what I'm doing wrong here. I'm trying to implement world modulation and did a little research, then found this:

48 8B C4 4C 89 40 ? 48 89 50 ? 55 53 41 57 @ scenesystem.dll

i searched a bit and found this:

Code:
  1. void __fastcall hooks::DrawAggregateSceneObject(void* a1, int a2, CBaseSceneData* a3, int a4, int a5, void* a6, void* a7)
  2. {
  3. auto og = hooks::m_aggregate_scene_object.GetOriginal();

  4. int type = get_model_type(a3->material->GetName());
  5. Color_t color{};

  6. switch (type) {
  7. case MODEL_SUN:
  8. color = cfg_get(ColorPickerVar_t, g_cfg.colSunColor * 255).colValue;
  9. break;
  10. case MODEL_EFFECTS:
  11. color = cfg_get(ColorPickerVar_t, g_cfg.colCloudColor * 255).colValue;
  12. break;
  13. case MODEL_OTHER:
  14. color = cfg_get(ColorPickerVar_t, g_cfg.colWorldColor * 255).colValue;
  15. break;
  16. }

  17. for (int i = 0; i < a4; ++i)
  18. {
  19. auto scene = &a3;
    [*] if (scene) {
    [*] scene->r = color.r;
    [*] scene->g = color.g;
    [*] scene->b = color.b;
    [*] scene->a = 255;
    [*] }
    [*] }
    [*]
    [*]
    [*] og(a1, a2, a3, a4, a5, a6, a7);
    [*]}


Code:
  1. class CSceneObject
  2. {
  3. public:
  4. char pad_0000[184]; //0x0000
  5. uint8_t r; //0x00B8
  6. uint8_t g; //0x00B9
  7. uint8_t b; //0x00BA
  8. uint8_t a; //0x00BB
  9. char pad_00BC[196]; //0x00BC
  10. }; //Size: 0x0180
  11. class CBaseSceneData
  12. {
  13. public:
  14. char pad_0000[24]; //0x0000
  15. CSceneObject* sceneObject; //0x0018
  16. CMaterial2* material; //0x0020
  17. CMaterial2* material2; //0x0028
  18. char pad_0030[16]; //0x0030
  19. uint8_t r; //0x0040
  20. uint8_t g; //0x0041
  21. uint8_t b; //0x0042
  22. uint8_t a; //0x0043
  23. char pad_0044[36]; //0x0044
  24. }; //Size: 0x0068

I hope someone can help me! Thank you for any response.
Thank you!
pads are not correct
 
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