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- 1 Май 2023
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в i_schema_system.hpp
hpp:
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):
// 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:
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:
// 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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