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WarFace Revers
#1
Kod:   SCANDIR_ALL: 53 43 41 4E 44 49 52 5F 41 4C 4C 00 * (_DWORD *) (to + 84) = * (_DWORD *) (dword_1992308 + pLog); * (_DWORD *) (to + 88) = * (_DWORD *) (dword_1992308 + pRenderer); * (_DWORD *) (to + 92) = * (_DWORD *) (dword_1992308 + pConsole); * (_DWORD *) (to + 96) = * (_DWORD *) (dword_1992308 + pTimer); * (_DWORD *) (to + 100) = * (_DWORD *) (dword_1992308 + p3DEngine); CFlowSaveGameNode: 43 46 6C 6F 77 53 61 76 65 47 61 6D 65 4E 6F 64 v11 = * (_DWORD *) (dword_1AE6C60 + IGame);     Kod:   class IEntitySystem {GetEntityIterator: 47 65 74 45 6E 74 69 74 69 65 73 42 79 43 6C 61 73 73 00 v6 = (* (int (**) (void)) (** (_DWORD **) (LODWORD (dword_1658048 ) + 36) + GetEntityIterator)) (); FindEntityByName: [_LocalPlayer] 5F 4C 6F 63 61 6C 50 6C 61 79 65 72 00 v16 = (* (int (__stdcall **) (char *)) (** (_DWORD **) (dword_1992308 + FindEntityByName) + 232) ) (& v85); GetEntityIteratorByClass: [BasicEntityData] 42 61 73 69 63 45 6E 74 69 74 79 44 61 74 61 00 (* (void (__stdcall **) (_DWORD)) (** (_DWORD **) (dword_1992308 + 168) + GetEntityIteratorByClass) ) (* (_DWORD *) v36); GetEntityByName: 47 65 74 45 6E 74 69 74 79 42 79 4E 61 6D 65 00 GetEntity: 47 65 74 45 6E 74 69 74 79 00 v5 = (* (int (__cdecl **) (int, _DWORD)) (** (_DWORD **) (dword_1ABD3C0 + 80) + GetEntity)) (v4, 0); }     Kod:   klasa ISkeletonPose {GetBonePos: 47 65 74 42 6F 6E 65 50 6F 73 00 v6 = (podpisany __int16) (* (int (__thiscall **) (int, int)) (* (_DWORD *) v7 + GetJointNameByID)) (v7 , a1); if (v6 == - 1) {v10 = (* (int (__thiscall **) (int, int)) (* (_DWORD *) v9 + GetAbsJointByI)) (v9, v6); } Class ICharacterInstance {GetBoneLocal: 47 65 74 42 6F 6E 65 4C 6F 63 61 6C 00 v10 = (* (int (__thiscall **) (int)) (* (_DWORD *) v7 + ISkeletonPose * GetISkeletonPose)) (v7) ; v9 = (* (int (__thiscall **) (int, int)) (* (_DWORD *) v10 + 104)) (v10, v42); if (v9 == - 1)} class IEntityIt {Next (GameObjectSystem): 47 61 6D 65 4F 62 6A 65 63 74 53 79 73 74 65 6D 00 dla (i = (* (int (__thiscall **) (_DWORD) ) (* (_DWORD *) v3 + Next)) (v3); i; i = (* (int (__thiscall **) (_DWORD)) (* (_DWORD *) v3 + 20)) (v3))}     Kod:   class IEntity {GetProxy: 43 72 65 61 74 65 52 65 6E 64 65 72 50 72 6F 78 79 00 if (! (* (int (__thiscall **) (int, _DWORD)) (* (_DWORD *) v1 + GetProxy )) (v1, 0)) GetChild: 47 65 74 43 68 69 6C 64 00 (v7 = (* (int (__thiscall **) (int, int)) (* (_DWORD *) v3 + GetChild)) (v3 , v6), v8 = v7, v7) GetChildCount: 47 65 74 43 68 69 6C 64 43 6F 75 6E 74 00 a1 = (* (int (**) (void)) (* (_DWORD *) v1 + GetChildCount) ) (); GetWorldTM: 47 65 74 57 6F 72 6C 64 42 6F 75 6E 64 73 43 65 _EAX = (* (int (__thiscall **) (int)) (* (_DWORD *) v2 + GetWorldTM)) (v2); GetFlags: 47 65 74 46 6C 61 67 73 00 a1 = (* (int (__thiscall **) (int)) (* (_DWORD *) v1 + GetFlags)) (v1); GetWorldTM: 47 65 74 57 6F 72 6C 64 42 6F 75 6E 64 73 43 65 _EAX = (* (int (__thiscall **) (int)) (* (_DWORD *) v2 + GetWorldTM)) (v2); GetWorldPos: 47 65 74 57 6F 72 6C 64 50 6F 73 00 if (a1) (* (void (**) (void)) (* (_DWORD *) a1 + GetWorldPos)) (); result = v4; GetName: 47 65 74 4E 61 6D 65 00 a1 = (* (int (__thiscall **) (int)) (* (_DWORD *) v3 + GetName)) (v3); GetRawId: 47 65 74 52 61 77 49 64 00 a1 = (* (int (__thiscall **) (int)) (* (_DWORD *) v3 + GetRawId)) (v3); GetWorldBoundsCenter 47 65 74 57 6F 72 6C 64 42 6F 75 6E 64 73 43 65 v4 = (* (int (__thiscall **) (int, int *)) (* (_DWORD *) v2 + GetWorldBoundsCenter)) (v2, & v45); __asm GetAngles: 47 65 74 41 6E 67 6C 65 73 00 ICharacterInstance * GetCharacter: 47 65 74 43 68 61 72 61 63 74 65 72 00 v5 = (* (int (__thiscall **) (int, int)) (* ( _DWORD *) v2 + ICharacterInstance * GetCharacter)) (v2, a2); SetScale: 53 65 74 53 63 61 6C 65 00 __asm
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#2
Ładne informacje (:
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#3
doskonały znacznie lepiej niż moje sposoby
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#4
wow thx
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