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  1. #1
    supercarz1991's Avatar
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    S2S Fun: No Player Animations

    was just messin around with the NOLF2 Source and converted this over to CA...your player wont have any animation on other peoples screen

    Code:
    #define CLIENTUPDATE_ALLOWINPUT              (1<<4)
     
    LTBOOL          m_bAllowPlayerMovement;
    uint16      m_PlayerInfoChangeFlags;
     
    void cBase::failz0r(LPDIRECT3DDEVICE9 pDevice)
    {
            if(g_LTClient->IsConnected())
            {
            if(ValidPointer(g_LTClient))
            {
                            g_LTClient = *(CLTClient**)ADDR_LTCLIENT;
                g_CommonLT =  g_LTClient->Common();
                            CAutoMessage cMsg;
                            cMsg.Writeuint8( 100 ); // player movement
                            cMsg.Writeuint16(CLIENTUPDATE_ALLOWINPUT);
                            cMsg.Writeuint8((uint8)m_bAllowPlayerMovement);
                            g_LTClient->SendToServer(cMsg.Read(), MESSAGE_GUARANTEED);
                            m_PlayerInfoChangeFlags != ~CLIENTUPDATE_ALLOWINPUT;
                            keybd_event(0x33,0,0,0);
            }
    }
    }

    commando: You're probably the best non-coder coder I know LOL


  2. #2
    MrLionBr's Avatar
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    What type of animation are you talking about?

    If i'm correct, thats an alternative invisble hack? '-'

  3. #3
    Flengo's Avatar
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    Quote Originally Posted by MrLionBr View Post
    What type of animation are you talking about?

    If i'm correct, thats an alternative invisble hack? '-'
    They can see you. It just looks like you're a retard.

    It just seems like you aren't doing anything, but you are.
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  4. #4
    CookieMonster™'s Avatar
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    It's like they come up at you and try to kill you than they die randomly because you were behind them all the time.
    This is interesting.
    Will be sure to test this out.

  5. #5
    MrLionBr's Avatar
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    Quote Originally Posted by CookieMonster™ View Post
    It's like they come up at you and try to kill you than they die randomly because you were behind them all the time.
    This is interesting.
    Will be sure to test this out.
    Ohhh this shit is good. =D * Testing ...*

  6. #6
    supercarz1991's Avatar
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    Quote Originally Posted by CookieMonster™ View Post
    It's like they come up at you and try to kill you than they die randomly because you were behind them all the time.
    This is interesting.
    Will be sure to test this out.
    if you know what your doing, u can turn this into a form of the character spawn hack

    and the key to every hack i've found so far is thanks to the original NOLF2 source code

    most of this is useless, but this is the full void for where i got this

    Code:
    void CPlayerMgr::UpdatePlayerInfo(bool bPlaying)
    {
    	if (m_bAllowPlayerMovement != m_bLastAllowPlayerMovement)
    	{
    		g_pGameClientShell->SetInputState(!!m_bAllowPlayerMovement);
    	}
    
    	if (m_pPlayerCamera->IsChaseView() != m_bLastSent3rdPerson)
    	{
    		m_nPlayerInfoChangeFlags |= CLIENTUPDATE_3RDPERSON;
    		m_bLastSent3rdPerson = m_pPlayerCamera->IsChaseView();
    
    		if (m_pPlayerCamera->IsChaseView())
    		{
    			m_nPlayerInfoChangeFlags |= CLIENTUPDATE_3RDPERVAL;
    		}
    	}
    
    	if (m_bAllowPlayerMovement != m_bLastAllowPlayerMovement)
    	{
    		m_nPlayerInfoChangeFlags |= CLIENTUPDATE_ALLOWINPUT;
    	}
    
    	// Always send CLIENTUPDATE_ALLOWINPUT changes guaranteed...
    
    	if (m_nPlayerInfoChangeFlags & CLIENTUPDATE_ALLOWINPUT)
    	{
    		CAutoMessage cMsg;
    		cMsg.Writeuint8(MID_PLAYER_UPDATE); //Player Movement ID here 100
    		cMsg.Writeuint16(CLIENTUPDATE_ALLOWINPUT);
    		cMsg.Writeuint8((uint8)m_bAllowPlayerMovement);
    		g_pLTClient->SendToServer(cMsg.Read(), MESSAGE_GUARANTEED);
    		m_nPlayerInfoChangeFlags &= ~CLIENTUPDATE_ALLOWINPUT;
    	}
    
        float fCurTime   = g_pLTClient->GetTime();
    	float fSendRate  = 1.0f / g_CV_CSendRate.GetFloat(DEFAULT_CSENDRATE);
    	float fSendDelta = (fCurTime - m_fPlayerInfoLastSendTime);
    
    	if ( m_pMoveMgr->IsInWorld() && (!g_pClientMultiplayerMgr->IsConnectedToRemoteServer( ) || fSendDelta > fSendRate))
    	{
    		CAutoMessage cMsg;
    
    		cMsg.Writeuint8(MID_PLAYER_UPDATE);
    
    		if (g_vtPlayerRotate.GetFloat(1.0) > 0.0)
    		{
    			if( PPM_SNOWMOBILE == m_pMoveMgr->GetVehicleMgr()->GetPhysicsModel() )
    			{
    				m_nPlayerInfoChangeFlags |= CLIENTUPDATE_FULLPLAYERROT;
    				
    				m_nPlayerInfoChangeFlags &= ~CLIENTUPDATE_ACCURATEPLAYERROT;
    				m_nPlayerInfoChangeFlags &= ~CLIENTUPDATE_PLAYERROT;
    			}
    			else if( m_bServerAccurateRotation )
    			{
    				m_nPlayerInfoChangeFlags |= CLIENTUPDATE_ACCURATEPLAYERROT;
    				
    				m_nPlayerInfoChangeFlags &= ~CLIENTUPDATE_PLAYERROT;
    				m_nPlayerInfoChangeFlags &= ~CLIENTUPDATE_FULLPLAYERROT;
    			}
    			else
    			{
    				m_nPlayerInfoChangeFlags |= CLIENTUPDATE_PLAYERROT;
    				
    				m_nPlayerInfoChangeFlags &= ~CLIENTUPDATE_ACCURATEPLAYERROT;
    				m_nPlayerInfoChangeFlags &= ~CLIENTUPDATE_FULLPLAYERROT;
    			}
    		}
    
    		if ( m_bSendCameraOffsetToServer )
    		{
    			m_nPlayerInfoChangeFlags |= CLIENTUPDATE_CAMERAOFFSET;
    		}
    
            cMsg.Writeuint16(m_nPlayerInfoChangeFlags);
    
    		if (m_nPlayerInfoChangeFlags & CLIENTUPDATE_PLAYERROT)
    		{
    			// Set the player's rotation (don't allow model to rotate up/down).
    
                LTRotation rPlayerRot(m_fPlayerPitch, m_fPlayerYaw, m_fPlayerRoll);
                cMsg.Writeuint8(CompressRotationByte(&rPlayerRot));
    		}
    		else if ( m_nPlayerInfoChangeFlags & CLIENTUPDATE_ACCURATEPLAYERROT )
    		{
    
                LTRotation rPlayerRot( m_fPlayerPitch, m_fPlayerYaw, m_fPlayerRoll );
                cMsg.Writeuint16( CompressRotationShort( &rPlayerRot ) );
    		}
    		else if( m_nPlayerInfoChangeFlags & CLIENTUPDATE_FULLPLAYERROT )
    		{
    			LTRotation rPlayerRot( m_fPlayerPitch, m_fPlayerYaw, m_fPlayerRoll);
    			cMsg.WriteCompLTRotation( rPlayerRot );
    		}
    
    		if ( m_nPlayerInfoChangeFlags & ( CLIENTUPDATE_PLAYERROT | CLIENTUPDATE_ACCURATEPLAYERROT ) )
    		{
    			//
    			// pitch
    			//
    
    			// and write it to the message.
    			cMsg.Writeuint8( CompressAngleToByte( m_fPitch ) );
    		}
    
    		// write the camera offset
    		if ( m_nPlayerInfoChangeFlags & CLIENTUPDATE_CAMERAOFFSET )
    		{
    			LTRESULT ltResult;
    
    			// Get the fire position from the camera
    			LTVector vCameraPosition;
    
    			// get the camera
    			HOBJECT hCamera = g_pPlayerMgr->GetCamera();
    
    			if ( g_pPlayerMgr->IsFirstPerson() &&
    			     ( !g_pPlayerMgr->IsUsingExternalCamera() ) && 
    			     ( 0 != hCamera ) )
    			{
    				// we're in 1st person and not using an external camera,
    
    				// get the camera's position
    				ltResult = g_pLTClient->GetObjectPos( hCamera, &vCameraPosition );
    				ASSERT( LT_OK == ltResult );
    			}
    			else
    			{
    				HMODELNODE hPlayerHeadNode;
    				LTransform transHeadNode;
    
    				// external camera, figure out where the model's head
    				// is and use that.  It won't be as accurate but it is
    				// better than nothing.
    
    				// get the head node
    				ltResult = g_pModelLT->GetNode( g_pLTClient->GetClientObject(),
    				                                "Head_node",
    				                                hPlayerHeadNode );
    				ASSERT( LT_OK == ltResult );
    
    				// get the node's transform
    				ltResult =
    					g_pModelLT->GetNodeTransform( g_pLTClient->GetClientObject(),
    					                              hPlayerHeadNode,
    					                              transHeadNode,
    					                              true );
    				ASSERT( LT_OK == ltResult );
    
    				// fake the camera position
    				ltResult =
    					g_pLTClient->GetTransformLT()->GetPos( transHeadNode,
    					                                       vCameraPosition );
    				ASSERT( LT_OK == ltResult );
    			}
    
    			// get the player's position
    			LTVector vPlayerPosition;
    			ltResult = g_pLTClient->GetObjectPos( g_pMoveMgr->GetObject(),
    			                                      &vPlayerPosition );
    			ASSERT( LT_OK == ltResult );
    
    			// get the camera offset
    			LTVector vOffset = vCameraPosition - vPlayerPosition;
    
    			TVector3< short > vCompressedOffset;
    
    			// compress the offset
    			bool result = CompressOffset( &vCompressedOffset, vOffset, 100 );
    			ASSERT( true == result );
    
    			// write the offset to the message
    			cMsg.Writeuint16( vCompressedOffset.x );
    
    			cMsg.Writeuint16( vCompressedOffset.y );
    
    			cMsg.Writeuint16( vCompressedOffset.z );
    
    		}
    
    		// Write the control flags
    
    		if (bPlaying)
    			cMsg.Writeuint32(g_pMoveMgr->GetControlFlags());
    		else
    			cMsg.Writeuint32(g_pMoveMgr->GetControlFlags() & BC_CFLG_DUCK);
    
    		// Write position info...
    
    		m_pMoveMgr->WritePositionInfo(cMsg);
    
    		g_pLTClient->SendToServer(cMsg.Read(), 0);
    
    		m_fPlayerInfoLastSendTime = fCurTime;
    		m_nPlayerInfoChangeFlags  = 0;
    	}
    }
    Last edited by supercarz1991; 04-06-2012 at 01:25 AM.

    commando: You're probably the best non-coder coder I know LOL


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