Code snippets and general CA Info

Posts 16–17 of 17 · Page 2 of 2
Quote Originally Posted by matypatty View Post
im talking about an actual private server
i'm not talkin about the forum server we made with NOLF2. There's a private server out there that the only thing still buggy is the in game play, but it works
Updated some more items in Player Manager.

With CMoveMgr, you can manipulate players gravity through this (Latest patch saw nexon remove loading the value of the old RCC Constant (VarTrack) PlayerGravity)

comparison between old and recent (22/5/14) patch.


took some of the enums from TO2, may or may not be accurate.

Code:
enum CameraState	
{
	SOUTH, 
	SOUTHEAST, 
	EAST, 
	NORTHEAST, 
	NORTH,
	NORTHWEST, 
	WEST, 
	SOUTHWEST, 
	MLOOK, 
	HOLD
};

enum CameraMode		
{
	FIRSTPERSON, 
	CHASE, 
	GOINGFIRSTPERSON,
	CIRCLING, 
	SCRIPT
};

enum CameraPoint	
{ 
	AT_POSITION, 
	IN_DIRECTION, 
	AUTOMATIC 
};

class CPlayerCamera
{
public:
	CObject* hTarget; //0x0000 
	CLTClient* pLTClient; //0x0004 
	LTRotation ltRot;//0x0008 
	D3DXVECTOR3 vPos; //0x0018 
	D3DXVECTOR3 vLastTargetPos; //0x0024 
	D3DXVECTOR3 vLastOptPos; //0x0030 
	LTRotation ltLastRot; //0x003C 
	CameraState eOrientation; //0x004C 
	CameraState eSaveOrientation; //0x0050 
	CameraMode eCameraMode; //0x0054 
	CameraMode eSaveCameraMode; //0x0058 
	CameraPoint ePointType; //0x005C 
	float fOptX; //0x0060 
	float fOptY; //0x0064 
	float fPOptZ; //0x0068 
	float fCamDistback; //0x006C 
	float fCamDistUp; //0x0070 
	float fCamDistDiag; //0x0074 
	BOOL bSlide; //0x0078 
	D3DXVECTOR3 vTargetChaseOffset; //0x007C 
	D3DXVECTOR3 vTartegPointAtOffset; //0x0088 
	float fCircleHightOffset; //0x0094 
	float fCircleRadius; //0x0098 
	char _0x009C[44];
	D3DXVECTOR3 vTargetFirstPersonOffset; //0x00C8 
	char _0x00D4[12];
	float fThirdPersonCameraRadiusOut; //0x00E0 

};//Size=0x00E4

enum SurfaceType
{
	ST_UNKNOWN = 0,	// Unknown value
	ST_AIR = 1,	// Not a surface, but not the sky either
	ST_FLESH = 2,	// Human flesh
	ST_ARMOR = 3,	// Armored Human
	ST_SKY = 110,	// Sky poly
	ST_LADDER = 200,	// Ladder volume brush
	ST_LIQUID = 201,	// Liquid volume brush
	ST_INVISIBLE = 202,	// Invisible surface
};

class CMoveMgr
{
public:
	char _0x0000[24];
	D3DXVECTOR3 vWantedDimensions; //0x0018 
	DWORD dwControlFlags; //0x0024 
	DWORD dwLastControlFlags; //0x0028 
	char _0x002C[4];
	BOOL bBodyOnLadder; //0x0030 
	CObject* hLadderObject; //0x0034 
	char _0x0038[24];
	SurfaceType eStandingSurfaceType; //0x0050 
	D3DXVECTOR3 vGroundNormal; //0x0054 
	BOOL bOnGround; //0x0060 
	char _0x0064[4];
	BOOL bFalling; //0x0068 
	char _0x006C[16];
	float fLastOnGroundY; //0x007C 
	BOOL bJumped; //0x0080 
	char _0x0084[28];
	float fGravity; //0x00A0 
};//Size=0x00A4

class cPlayerMgr
{
public:
	char _0x0000[16];
	CMoveMgr* pMoveMgr; //0x0010 
	char _0x0014[4];
	CClientWeaponMgr* pWeaponMgr; //0x0018 
	char _0x001C[12];
	BOOL bLastSent3rdPerson; //0x0028 
	DWORD dwPlayerFlags; //0x002C 
	DWORD dwPlayerState; //0x0030  PS_UNKNOWN=0, PS_ALIVE=1, PS_DEAD=2, PS_DYING=3, PS_GHOST=4
	char _0x0034[8];
	LTRotation ltRot; //0x003C
	float fPitch; //0x004C 
	float fYaw; //0x0050 
	float fRoll; //0x0054 
	float fFireJitterPitch; //0x0058 
	float fFireJitterYaw; //0x005C 
	char _0x0060[168];
	BOOL bStartedDuckingDown; //0x0108 
	BOOL bStartedDuckingUp; //0x010C 
	float fCamDuck; //0x0110 
	float fDuckDownV; //0x0114 
	float fDuckUpV; //0x0118 
	float fMaxDuckDist; //0x011C 
	float fStartDuckTime; //0x0120 
	BOOL bCamera; //0x0124 
	D3DXVECTOR3 vSSLightScale; //0x0128 super spy light scale
	CObject* CameraObject; //0x0134 
	CPlayerCamera* pPlayerCamera; //0x0138 
	BOOL bCameraOnHead; //0x013C 
	BOOL bFirstUpdate; //0x0140 
	BOOL b********dated; //0x0144 
	BOOL bStrafing; //0x0148 
	BOOL bHoldingMouseLook; //0x014C 

	__inline CClientWeapon *GetCurrentWeapon()
	{
		if (pWeaponMgr && pWeaponMgr->CurrentWeapon)
			return pWeaponMgr->CurrentWeapon;
		else
			return NULL;
	}

};//Size=0x0150
updated fly hack:

Code:
if(flyhack && spacedown) 
    PlayerMgr->pMoveMgr->fGravity = 1000;
else
    PlayerMgr->pMoveMgr->fGravity = -1000;
Posts 16–17 of 17 · Page 2 of 2
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