ну что уж, ребятки, те кто остались ещё здесь и играют с пандорой, мечтают получить сломаную анимацию аиров как в ските(ходит по воздуху вбок или прямо) возрадуйтесь, моя нога дошла до это форума
работаем
animbreaker:
ffi.cdef[[
typedef void*(__thiscall* get_client_entity_t)(void*, int);
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 menu = {
misc = {
animation_breaker = ui.add_dropdown("anim.breaker", {"forward legs", "backward legs", "forward run animation", "no animations", "crab", "forward run in air", "crab in air"}),
breakarm = ui.add_checkbox("break animation arm"),
staticair = ui.add_checkbox("static legs in air"),
ducari = ui.add_checkbox("Ducari in Gym")
}
}
local entity_list_ptr = ffi.cast("void***", client.create_interface("client.dll", "VClientEntityList003"))
local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3])
local get_entity_address = function(ent_index)
local addr = get_client_entity_fn(entity_list_ptr, ent_index)
return addr
end
local localplayer = entity_list.get_client_entity(engine.get_local_player())
callbacks.register("post_anim_update", function(e)
local J = entity_list.get_client_entity( engine.get_local_player( ))
if menu.misc.animation_breaker:get() == 0 then
ui.get("Misc", "General", "Movement", "Leg movement"):set(2)
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(0, 0.5) --forward legs
elseif menu.misc.animation_breaker:get() == 1 then
ui.get("Misc", "General", "Movement", "Leg movement"):set(2)
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(0, 1) --backward legs
elseif menu.misc.animation_breaker:get() == 2 then
ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation
elseif menu.misc.animation_breaker:get() == 3 then
ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(8, 0) --no animations
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(9, 0) --no animations
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(10, 0) --no animations
elseif menu.misc.animation_breaker:get() == 4 then
ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab
elseif J and client.is_alive and menu.misc.animation_breaker:get() == 5 then
ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0) --forward run animation
ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(J:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
elseif J and client.is_alive and menu.misc.animation_breaker:get() == 6 then
ui.get("Misc", "General", "Movement", "Leg movement"):set(1)
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(7, 0.8) --crab
ffi.cast("CCSGOPlayerAnimationState_534535_t**", get_entity_address(J:index()) + 0x9960)[0].flAffectedFraction = 1 --anim in air
end
if menu.misc.ducari:get() then
e:get_prop("DT_BaseAnimating", "m_flModelScale"):set_float_index(0, 0.5) --ModelScale
else
e:get_prop("DT_BaseAnimating", "m_flModelScale"):set_float_index(0, 1)
end
if menu.misc.breakarm:get() then
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(14, 1) --break arm
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(15, 1) --break arm
end
if menu.misc.staticair:get() then
e:get_prop("DT_BaseAnimating", "m_flPoseParameter"):set_float_index(6, 1) --static legs in air
end
end)
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