ищу статик легс на weave
Чтобы стать инвалидом без рук?включить на десинк чамс и сделать реал прозрачным
и без оружия тоже ахаххаЧтобы стать инвалидом без рук?
-- static legs in air
ffi.cdef[[
typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
typedef struct
{
float x;
float y;
float z;
} Vector_t;
typedef struct
{
char pad0[0x60]; // 0x00
void* pEntity; // 0x60
void* pActiveWeapon; // 0x64
void* pLastActiveWeapon; // 0x68
float flLastUpdateTime; // 0x6C
int iLastUpdateFrame; // 0x70
float flLastUpdateIncrement; // 0x74
float flEyeYaw; // 0x78
float flEyePitch; // 0x7C
float flGoalFeetYaw; // 0x80
float flLastFeetYaw; // 0x84
float flMoveYaw; // 0x88
float flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
float flLeanAmount; // 0x90
char pad1[0x4]; // 0x94
float flFeetCycle; // 0x98 0 to 1
float flMoveWeight; // 0x9C 0 to 1
float flMoveWeightSmoothed; // 0xA0
float flDuckAmount; // 0xA4
float flHitGroundCycle; // 0xA8
float flRecrouchWeight; // 0xAC
Vector_t vecOrigin; // 0xB0
Vector_t vecLastOrigin;// 0xBC
Vector_t vecVelocity; // 0xC8
Vector_t vecVelocityNormalized; // 0xD4
Vector_t vecVelocityNormalizedNonZero; // 0xE0
float flVelocityLenght2D; // 0xEC
float flJumpFallVelocity; // 0xF0
float flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
float flRunningSpeed; // 0xF8
float flDuckingSpeed; // 0xFC
float flDurationMoving; // 0x100
float flDurationStill; // 0x104
bool bOnGround; // 0x108
bool bHitGroundAnimation; // 0x109
char pad2[0x2]; // 0x10A
float flNextLowerBodyYawUpdateTime; // 0x10C
float flDurationInAir; // 0x110
float flLeftGroundHeight; // 0x114
float flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
float flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
char pad3[0x4]; // 0x120
float flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
char pad4[0x208]; // 0x128
float flMinBodyYaw; // 0x330
float flMaxBodyYaw; // 0x334
float flMinPitch; //0x338
float flMaxPitch; // 0x33C
int iAnimsetVersion; // 0x340
} CCSGOPlayerAnimationState_534535_t;
]]
local entity_list_ptr = ffi.cast("void***", se.create_interface("client.dll", "VClientEntityList003"))
local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3])
local ffi_helpers = {
get_entity_address = function(ent_index)
local addr = get_client_entity_fn(entity_list_ptr, ent_index)
return addr
end
}
local offset_value = 0x9960
local shared_onground
client.register_callback("paint", function()
local localplayer = entitylist.get_local_player()
if not localplayer then return end
local m_fFlags = se.get_netvar("DT_BasePlayer", "m_fFlags")
local bOnGround = bit.band(localplayer:get_prop_float(m_fFlags), bit.lshift(1,0)) ~= 0
if not bOnGround then
ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + offset_value)[0].flDurationInAir = 99
ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + offset_value)[0].flHitGroundCycle = 0
ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + offset_value)[0].bHitGroundAnimation = false
end
shared_onground = bOnGround
end)
client.register_callback("paint", function()
local localplayer = entitylist.get_local_player()
if not localplayer then return end
local m_fFlags = se.get_netvar("DT_BasePlayer", "m_fFlags")
local bOnGround = bit.band(localplayer:get_prop_float(m_fFlags), bit.lshift(1,0)) ~= 0
if bOnGround and not shared_onground then
ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + offset_value)[0].flDurationInAir = 0.5
end
end)
--
Что он попробует без ffiПробуй переделыватьLua:-- static legs in air ffi.cdef[[ typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); typedef struct { float x; float y; float z; } Vector_t; typedef struct { char pad0[0x60]; // 0x00 void* pEntity; // 0x60 void* pActiveWeapon; // 0x64 void* pLastActiveWeapon; // 0x68 float flLastUpdateTime; // 0x6C int iLastUpdateFrame; // 0x70 float flLastUpdateIncrement; // 0x74 float flEyeYaw; // 0x78 float flEyePitch; // 0x7C float flGoalFeetYaw; // 0x80 float flLastFeetYaw; // 0x84 float flMoveYaw; // 0x88 float flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground float flLeanAmount; // 0x90 char pad1[0x4]; // 0x94 float flFeetCycle; // 0x98 0 to 1 float flMoveWeight; // 0x9C 0 to 1 float flMoveWeightSmoothed; // 0xA0 float flDuckAmount; // 0xA4 float flHitGroundCycle; // 0xA8 float flRecrouchWeight; // 0xAC Vector_t vecOrigin; // 0xB0 Vector_t vecLastOrigin;// 0xBC Vector_t vecVelocity; // 0xC8 Vector_t vecVelocityNormalized; // 0xD4 Vector_t vecVelocityNormalizedNonZero; // 0xE0 float flVelocityLenght2D; // 0xEC float flJumpFallVelocity; // 0xF0 float flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1 float flRunningSpeed; // 0xF8 float flDuckingSpeed; // 0xFC float flDurationMoving; // 0x100 float flDurationStill; // 0x104 bool bOnGround; // 0x108 bool bHitGroundAnimation; // 0x109 char pad2[0x2]; // 0x10A float flNextLowerBodyYawUpdateTime; // 0x10C float flDurationInAir; // 0x110 float flLeftGroundHeight; // 0x114 float flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing float flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running char pad3[0x4]; // 0x120 float flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1 char pad4[0x208]; // 0x128 float flMinBodyYaw; // 0x330 float flMaxBodyYaw; // 0x334 float flMinPitch; //0x338 float flMaxPitch; // 0x33C int iAnimsetVersion; // 0x340 } CCSGOPlayerAnimationState_534535_t; ]] local entity_list_ptr = ffi.cast("void***", se.create_interface("client.dll", "VClientEntityList003")) local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3]) local ffi_helpers = { get_entity_address = function(ent_index) local addr = get_client_entity_fn(entity_list_ptr, ent_index) return addr end } local offset_value = 0x9960 local shared_onground client.register_callback("paint", function() local localplayer = entitylist.get_local_player() if not localplayer then return end local m_fFlags = se.get_netvar("DT_BasePlayer", "m_fFlags") local bOnGround = bit.band(localplayer:get_prop_float(m_fFlags), bit.lshift(1,0)) ~= 0 if not bOnGround then ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + offset_value)[0].flDurationInAir = 99 ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + offset_value)[0].flHitGroundCycle = 0 ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + offset_value)[0].bHitGroundAnimation = false end shared_onground = bOnGround end) client.register_callback("paint", function() local localplayer = entitylist.get_local_player() if not localplayer then return end local m_fFlags = se.get_netvar("DT_BasePlayer", "m_fFlags") local bOnGround = bit.band(localplayer:get_prop_float(m_fFlags), bit.lshift(1,0)) ~= 0 if bOnGround and not shared_onground then ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + offset_value)[0].flDurationInAir = 0.5 end end) --
так тем более офаешь рил модельку, и десинк врубаешь чамс и всеЧто он попробует без ffi