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Гайд Fix animgraph 2 for darkside.sdk

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1 Май 2023
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1776768540974.png

в i_schema_system.hpp

hpp:
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struct SchemaClassInfoData_t
{
    SchemaClassInfoData_t* pBaseClass;                    // 0x0000
    const char* szName;                                   // 0x0008
    const char* szBinaryName;                             // 0x0010
    const char* szModuleName;                             // 0x0018
    std::int32_t nSize;                                   // 0x0020
    std::int16_t nFieldCount;                             // 0x0024
    std::int16_t nStaticMetadataCount;                    // 0x0026
    std::byte pad_0[0x2];                                 // 0x0028
    std::uint8_t nAlignment;                              // 0x002A
    std::uint8_t bHasBaseClass;                           // 0x002B
    std::int16_t nTotalClassSize;                         // 0x002C
    std::int16_t nDerivedClassSize;                       // 0x002E
    SchemaClassFieldData_t* pFields;                      // 0x0030
    std::byte pad_1[0x8];                                 // 0x0038
    SchemaBaseClassInfoData_t* pBaseClasses;              // 0x0040
    SchemaMetadataEntryData_t* pStaticMetadata;           // 0x0048
    CSchemaSystemTypeScope* pTypeScope;                   // 0x0058
    CSchemaType* pSchemaType;                             // 0x0060
    std::byte pad_2[0x10];                                // 0x0068
    std::byte pad_3[0x8];                                 // 0x0078


(game_enums.hpp):
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// updated for cs2 ag2 beta
enum e_bones {
    BONE_ORIGIN = 0,
    BONE_PELVIS = 1,
    BONE_SPINE0 = 2,
    BONE_SPINE1 = 3,
    BONE_SPINE2 = 4,
    BONE_NECK = 6,
    BONE_HEAD = 7,
    BONE_LEFT_CLAVICLE = 8,
    BONE_LEFT_SHOULDER = 9,
    BONE_LEFT_ELBOW = 10,
    BONE_LEFT_HAND = 11,
    BONE_RIGHT_CLAVICLE = 12,
    BONE_RIGHT_SHOULDER = 13,
    BONE_RIGHT_ELBOW = 14,
    BONE_RIGHT_HAND = 15,
    BONE_LEFT_HIP = 17,
    BONE_LEFT_KNEE = 18,
    BONE_LEFT_FOOT_HEEL = 19,
    BONE_RIGHT_HIP = 20,
    BONE_RIGHT_KNEE = 21,
    BONE_RIGHT_FOOT_HEEL = 22,
    BONE_CHEST = 23,
    BONE_GUN = 24,
    BONE_LEFT_EYE = 25,
    BONE_RIGHT_EYE = 26,
    BONE_RANDOM = 27,
    BONE_CVJ_BONE = 28,
    BONE_LEFT_FOOT_TOES_T = 74,
    BONE_RIGHT_FOOT_TOES_T = 77,
    BONE_LEFT_FOOT_TOES_CT = 81,
    BONE_RIGHT_FOOT_TOES_CT = 86,
    BONE_MAX = 128
};

visuals.cpp:
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static const int k_bone_connections[][2] = {
    // Spine
    { 1, 3 },   // PELVIS -> SPINE1
    { 3, 4 },   // SPINE1 -> SPINE2
    { 4, 23 },  // SPINE2 -> CHEST
    { 23, 6 },  // CHEST -> NECK
    { 6, 7 },   // NECK -> HEAD

    // Left arm
    { 6, 9 },    // NECK -> SHOULDER_L
    { 9, 10 },   // SHOULDER_L -> ELBOW_L
    { 10, 11 },  // ELBOW_L -> HAND_L

    // Right arm
    { 6, 13 },   // NECK -> SHOULDER_R
    { 13, 14 },  // SHOULDER_R -> ELBOW_R
    { 14, 15 },  // ELBOW_R -> HAND_R

    // Left leg
    { 1, 17 },   // PELVIS -> HIP_L
    { 17, 18 },  // HIP_L -> KNEE_L
    { 18, 19 },  // KNEE_L -> FOOT_HEEL_L
    { 19, 74 },  // FOOT_HEEL_L -> FOOT_TOES_L_T

    // Right leg
    { 1, 20 },   // PELVIS -> HIP_R
    { 20, 21 },  // HIP_R -> KNEE_R
    { 21, 22 },  // KNEE_R -> FOOT_HEEL_R
    { 22, 77 },  // FOOT_HEEL_R -> FOOT_TOES_R_T
};


visuals.cpp:
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// в calculate_bbox:
for (int i = 0; i < 30; i++) {  // 28 олдовый
    const vec3_t bp = read_bone(ba, i);
    // далее там у вас хуйня идет
}

// в store_players:
for (int j = 0; j < 30; j++) pi.m_bones[j] = read_bone(ba, j);

m_modelState offset new 0x150

 
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