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#1
heya. to jest od bf4 i właśnie przetestowałem to na bf3 z klasami bf4, więc będzie działać. Mogę, ale nie muszę, opublikować potrzebne 4 klasy na ten temat w przyszłym tygodniu. musisz tworzyć własne funkcje, nie wydam już pełnych fragmentów.       Kod:   fb :: ClientSoldierEntity-> m_animatableComponent [1] -> m_animatable-> m_updatePoseResultData.m_activeWorldTransforms [HumanoidJointID] .transAndScale     Kod:   enum HumanoidJointID { Biodra = 0x0, LeftUpLeg = 0x1, LeftLeg = 0x2, LeftFoot = 0x3, RightUpLeg = 0x4, RightLeg = 0x5, RightFoot = 0x6, Kręgosłup = 0x7, LeftArm = 0x8, LeftForeArm = 0x9, LeftHand = 0xA, RightArm = 0xB, RightForeArm = 0xC, RightHand = 0xD, Głowa = 0xE, LeftToeBase = 0xF, RightToeBase = 0x10, LeftShoulder = 0x11, RightShoulder = 0x12, Szyja = 0x13, Kręgosłup1 = 0x14, Spine2 = 0x15, Spine3 = 0x16, Neck1 = 0x17, LeftUpLegRoll = 0x18, LeftLegRoll = 0x19, RightUpLegRoll = 0x1A, RightLegRoll = 0x1B, LeftArmRoll = 0x1C, LeftForeArmRoll = 0x1D, RightArmRoll = 0x1E, RightForeArmRoll = 0x1F, LeftFingerBase = 0x20, RightFingerBase = 0x21, Spine4 = 0x22, Spine5 = 0x23, Spine6 = 0x24, Spine7 = 0x25, Spine8 = 0x26, Spine9 = 0x27, Neck2 = 0x28, Neck3 = 0x29, Neck4 = 0x2A, Neck5 = 0x2B, Neck6 = 0x2C, Neck7 = 0x2D, Neck8 = 0x2E, Neck9 = 0x2F, HipsTranslation = 0x30, LeftHandThumb1 = 0x31, LeftHandThumb2 = 0x32, LeftHandThumb3 = 0x33, LeftHandThumb4 = 0x34, LeftHandIndex1 = 0x35, LeftHandIndex2 = 0x36, LeftHandIndex3 = 0x37, LeftHandIndex4 = 0x38, LeftHandMiddle1 = 0x39, LeftHandMiddle2 = 0x3A, LeftHandMiddle3 = 0x3B, LeftHandMiddle4 = 0x3C, LeftHandRing1 = 0x3D, LeftHandRing2 = 0x3E, LeftHandRing3 = 0x3F, LeftHandRing4 = 0x40, LeftHandPinky1 = 0x41, LeftHandPinky2 = 0x42, LeftHandPinky3 = 0x43, LeftHandPinky4 = 0x44, LeftHandExtraFinger1 = 0x45, LeftHandExtraFinger2 = 0x46, LeftHandExtraFinger3 = 0x47, LeftHandExtraFinger4 = 0x48, RightHandThumb1 = 0x49, RightHandThumb2 = 0x4A, RightHandThumb3 = 0x4B, RightHandThumb4 = 0x4C, RightHandIndex1 = 0x4D, RightHandIndex2 = 0x4E, RightHandIndex3 = 0x4F, RightHandIndex4 = 0x50, RightHandMiddle1 = 0x51, RightHandMiddle2 = 0x52, RightHandMiddle3 = 0x53, RightHandMiddle4 = 0x54, RightHandRing1 = 0x55, RightHandRing2 = 0x56, RightHandRing3 = 0x57, RightHandRing4 = 0x58, RightHandPinky1 = 0x59, RightHandPinky2 = 0x5A, RightHandPinky3 = 0x5B, RightHandPinky4 = 0x5C, RightHandExtraFinger1 = 0x5D, RightHandExtraFinger2 = 0x5E, RightHandExtraFinger3 = 0x5F, RightHandExtraFinger4 = 0x60, LeftInHandThumb = 0x61, LeftInHandIndex = 0x62, LeftInHandMiddle = 0x63, LeftInHandRing = 0x64, LeftInHandPinky = 0x65, LeftInHandExtraFinger = 0x66, RightInHandThumb = 0x67, RightInHandIndex = 0x68, RightInHandMiddle = 0x69, RightInHandRing = 0x6A, RightInHandPinky = 0x6B, RightInHandExtraFinger = 0x6C, LeftInFootThumb = 0x6D, LeftInFootIndex = 0x6E, LeftInFootMiddle = 0x6F, LeftInFootRing = 0x70, LeftInFootPinky = 0x71, LeftInExtraFootFinger = 0x72, RightInFootThumb = 0x73, RightInFootIndex = 0x74, RightInFootMiddle = 0x75, RightInFootRing = 0x76, RightInFootPinky = 0x77, RightInExtraFootFinger = 0x78, LeftShoulderExtra = 0x79, RightShoulderExtra = 0x7A, LeftFootThumb1 = 0x7B, LeftFootThumb2 = 0x7C, LeftFootThumb3 = 0x7D, LeftFootThumb4 = 0x7E, LeftFootIndex1 = 0x7F, LeftFootIndex2 = 0x80, LeftFootIndex3 = 0x81, LeftFootIndex4 = 0x82, LeftFootMiddle1 = 0x83, LeftFootMiddle2 = 0x84, LeftFootMiddle3 = 0x85, LeftFootMiddle4 = 0x86, LeftFootRing1 = 0x87, LeftFootRing2 = 0x88, LeftFootRing3 = 0x89, LeftFootRing4 = 0x8A, LeftFootPinky1 = 0x8B, LeftFootPinky2 = 0x8C, LeftFootPinky3 = 0x8D, LeftFootPinky4 = 0x8E, LeftExtraFootFinger1 = 0x8F, LeftExtraFootFinger2 = 0x90, LeftExtraFootFinger3 = 0x91, LeftExtraFootFinger4 = 0x92, RightFootThumb1 = 0x93, RightFootThumb2 = 0x94, RightFootThumb3 = 0x95, RightFootThumb4 = 0x96, RightFootIndex1 = 0x97, RightFootIndex2 = 0x98, RightFootIndex3 = 0x99, RightFootIndex4 = 0x9A, RightFootMiddle1 = 0x9B, RightFootMiddle2 = 0x9C, RightFootMiddle3 = 0x9D, RightFootMiddle4 = 0x9E, RightFootRing1 = 0x9F, RightFootRing2 = 0xA0, RightFootRing3 = 0xA1, RightFootRing4 = 0xA2, RightFootPinky1 = 0xA3, RightFootPinky2 = 0xA4, RightFootPinky3 = 0xA5, RightFootPinky4 = 0xA6, RightExtraFootFinger1 = 0xA7, RightExtraFootFinger2 = 0xA8, RightExtraFootFinger3 = 0xA9, RightExtraFootFinger4 = 0xAA, };
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#2
Może to być użyteczne dla celbota THX
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#3
Dobry koleś. Dziękujemy za dodanie reputacji do tego użytkownika. Możesz mieć szczęście, aby otrzymać tę samą Reputację po kolei.
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#4
A co tu nowego, co zasługuje na zupełnie nowy wątek?
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#5
Jak możesz znaleźć coś takiego? Chciałbym wiedzieć, sam chcę zrobić hak.
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#6
Zacytować: Wysłany przez pierwotnie CypherPresents A co tu nowego, co zasługuje na zupełnie nowy wątek? to decyduje o tobie lub czytelniku. w każdym razie klasy w warszawskim megametadzie.
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#7
Dammmmn to seksowne czy używasz : fb :: ClientAntAnimatableComponent * pAAC = pCE-> getActiveAnimatableComponent (); pAAC-> m_janatable-> m_updatePoseResultData.m_activeWorldTransforms
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#8
tak, jego m_updatePoseResultData.m_activeWorldTransforms (lub m_interpolatedWorldTransforms)
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#9
Zacytować: Originally Posted by dogmatt tak, jego m_updatePoseResultData.m_activeWorldTransforms (lub m_interpolatedWorldTransforms) ClientAntAnimatableComponent 0x10,0x10,0x438,0x4c? Wygląda jak bzdura w moim reclassie. Spędziłem już kilka godzin na tym i zawiodłem.
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#10
Zacytować: Napisał Kozmo ClientAntAnimatableComponent 0x10,0x10,0x438,0x4c? Wygląda jak bzdura w moim reclassie. Spędziłem już kilka godzin na tym i zawiodłem. Ja też. Czy naprawdę docenić niektóre wskazówki, jak uzyskać poz ...
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