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#1
Dans les Ayypaste .
Afin de corriger les problèmes du aux changements de variable et l'autowall.

-> MiscClasses.h

Code :
struct surfacephysicsparams_t
{
   float    friction;
   float    elasticity;
   float    density;
   float    thickness;
   float    dampening;
};

struct surfaceaudioparams_t
{
   float    reflectivity;             // like elasticity, but how much sound should be reflected by this surface
   float    hardnessFactor;           // like elasticity, but only affects impact sound choices
   float    roughnessFactor;          // like friction, but only affects scrape sound choices
   float    roughThreshold;           // surface roughness > this causes "rough" scrapes, < this causes "smooth" scrapes
   float    hardThreshold;            // surface hardness > this causes "hard" impacts, < this causes "soft" impacts
   float    hardVelocityThreshold;    // collision velocity > this causes "hard" impacts, < this causes "soft" impacts
   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)
   float    midPitchOcclusion;
   float    lowPitchOcclusion;
};

struct surfacesoundnames_t
{
   unsigned short    walkStepLeft;
   unsigned short    walkStepRight;
   unsigned short      runStepLeft;
   unsigned short      runStepRight;
   unsigned short    impactSoft;
   unsigned short    impactHard;
   unsigned short    scrapeSmooth;
   unsigned short    scrapeRough;
   unsigned short    bulletImpact;
   unsigned short    rolling;
   unsigned short    breakSound;
   unsigned short    strainSound;
};

struct surfacegameprops_t
{
public:
   float    maxSpeedFactor;
   float    jumpFactor;
   char    pad00[0x4];
   float    flPenetrationModifier;
   float    flDamageModifier;
   unsigned short    material;
   byte climbable;
   char    pad01[0x3];

};//Size=0x0019

struct surfacedata_t
{
   surfacephysicsparams_t    physics;
   surfaceaudioparams_t    audio;
   surfacesoundnames_t        sounds;
   surfacegameprops_t        game;
};


class IPhysicsSurfaceProps
{
public:

   surfacedata_t    *GetSurfaceData(int surfaceDataIndex)
   {
       typedef surfacedata_t*(__thiscall* fnGetSurfaceData)(void*, int);
       return call_vfunc<fnGetSurfaceData>(this, 5)(this, surfaceDataIndex);
   }
};
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#2
C'est pas du C# c'est du C++, et tu aurais pu donner les credits à l'auteur originel du fix (Davidko2006).

#3
Sujet déplacé dans la bonne section.


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