Розыгрыш Premium и Уникальной юзергруппы на форуме! Перейти


  • УЖЕ ЗАВТРА! Просто зашёл, нажал на кнопку участия и забрал кучу призов уже 30-го декабря: https://yougame.biz/threads/366947/

Как фиксануть autowall & rage (ayyware)

Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Кто подскажет симпу. Тупо вылетает когда включаю autowall и рейдж не стреляет. Что делать?

  1. struct surfacephysicsparams_t
  2. {
  3. float friction;
  4. float elasticity;
  5. float density;
  6. float thickness;
  7. float dampening;
  8. };
  9. struct surfaceaudioparams_t
  10. {
  11. float reflectivity; // like elasticity, but how much sound should be reflected by this surface
  12. float hardnessFactor; // like elasticity, but only affects impact sound choices
  13. float roughnessFactor; // like friction, but only affects scrape sound choices
  14. float roughThreshold; // surface roughness > this causes "rough" scrapes, < this causes "smooth" scrapes
  15. float hardThreshold; // surface hardness > this causes "hard" impacts, < this causes "soft" impacts
  16. float hardVelocityThreshold; // collision velocity > this causes "hard" impacts, < this causes "soft" impacts
  17. float highPitchOcclusion; //a value betweeen 0 and 100 where 0 is not occluded at all and 100 is silent (except for any additional reflected sound)
  18. float midPitchOcclusion;
  19. float lowPitchOcclusion;
  20. };
  21. struct surfacesoundnames_t
  22. {
  23. unsigned short walkStepLeft;
  24. unsigned short walkStepRight;
  25. unsigned short runStepLeft;
  26. unsigned short runStepRight;
  27. unsigned short impactSoft;
  28. unsigned short impactHard;
  29. unsigned short scrapeSmooth;
  30. unsigned short scrapeRough;
  31. unsigned short bulletImpact;
  32. unsigned short rolling;
  33. unsigned short breakSound;
  34. unsigned short strainSound;
  35. };
  36. struct surfacegameprops_t
  37. {
  38. public:
  39. float maxSpeedFactor;
  40. float jumpFactor;
  41. float flPenetrationModifier;
  42. float flDamageModifier;
  43. unsigned short material;
  44. byte climbable;
  45. char pad00[0x4];
  46. };
  47. struct surfacedata_t
  48. {
  49. surfacephysicsparams_t physics;
  50. surfaceaudioparams_t audio;
  51. surfacesoundnames_t sounds;
  52. surfacegameprops_t game;
  53. };
  54. class IPhysicsSurfaceProps
  55. {
  56. public:
  57. surfacedata_t *GetSurfaceData(int surfaceDataIndex)
  58. {
  59. typedef surfacedata_t*(__thiscall* fnGetSurfaceData)(void*, int);
  60. return call_vfunc<fnGetSurfaceData>(this, 5)(this, surfaceDataIndex);
  61. }
  62. };
 
  1. struct surfacephysicsparams_t
  2. {
  3. float friction;
  4. float elasticity;
  5. float density;
  6. float thickness;
  7. float dampening;
  8. };

  9. struct surfaceaudioparams_t
  10. {
  11. float reflectivity; // like elasticity, but how much sound should be reflected by this surface
  12. float hardnessFactor; // like elasticity, but only affects impact sound choices
  13. float roughnessFactor; // like friction, but only affects scrape sound choices
  14. float roughThreshold; // surface roughness > this causes "rough" scrapes, < this causes "smooth" scrapes
  15. float hardThreshold; // surface hardness > this causes "hard" impacts, < this causes "soft" impacts
  16. float hardVelocityThreshold; // collision velocity > this causes "hard" impacts, < this causes "soft" impacts
  17. float highPitchOcclusion; //a value betweeen 0 and 100 where 0 is not occluded at all and 100 is silent (except for any additional reflected sound)
  18. float midPitchOcclusion;
  19. float lowPitchOcclusion;
  20. };

  21. struct surfacesoundnames_t
  22. {
  23. unsigned short walkStepLeft;
  24. unsigned short walkStepRight;
  25. unsigned short runStepLeft;
  26. unsigned short runStepRight;
  27. unsigned short impactSoft;
  28. unsigned short impactHard;
  29. unsigned short scrapeSmooth;
  30. unsigned short scrapeRough;
  31. unsigned short bulletImpact;
  32. unsigned short rolling;
  33. unsigned short breakSound;
  34. unsigned short strainSound;
  35. };

  36. struct surfacegameprops_t
  37. {
  38. public:
  39. float maxSpeedFactor;
  40. float jumpFactor;
  41. float flPenetrationModifier;
  42. float flDamageModifier;
  43. unsigned short material;
  44. byte climbable;
  45. char pad00[0x4];

  46. };

  47. struct surfacedata_t
  48. {
  49. surfacephysicsparams_t physics;
  50. surfaceaudioparams_t audio;
  51. surfacesoundnames_t sounds;
  52. surfacegameprops_t game;
  53. };


  54. class IPhysicsSurfaceProps
  55. {
  56. public:

  57. surfacedata_t *GetSurfaceData(int surfaceDataIndex)
  58. {
  59. typedef surfacedata_t*(__thiscall* fnGetSurfaceData)(void*, int);
  60. return call_vfunc<fnGetSurfaceData>(this, 5)(this, surfaceDataIndex);
  61. }
  62. };
Держу в курсе,он заблочен. Вы с челом выше апнули тему которая неактуальна.(тема 14 мая)
 
Назад
Сверху Снизу