Superkill, CharacterHitBox
How to get real-time access to the hitbox?
at the moment I'm doing it like this:
СPlayer -> CharacterFX ->CharacterHitBox
I know the structure of CPlayer, CharacterFX,
but I do not know the structure of CharacterHitBox
I found this in some thread:
Code:
for (int i = 0; i < pPlayer->pCharacterFx->nBones; i++)
{
pPlayer->pCharacterFx->pHitBox[i]->Radius = { 150.0f, 150.0f, 150.0f }; //x y z
}
can someone give me this structure? (pHitBox[i]->Radius)
and I need information on how to find in the structure of CharacterFX -> nBones
Charhitbox has it's own ModelInstance class. If you can find it, you'll see that it has ModelInstance RTTI.
Once you can loop thru it, use SetObjDims to modify the float.
tip: the pointer that holds the HitboxObject vector/ array/ loop is just a little bit below Charhitbox rtti. Also, the pointer doesn't have RTTI/class name. It looks innocent and doesn't want to call attention haha. inside that pointer, there's a lot of pointer that directs you to a another one and so on, get in that pointer then search thru pointers inside it.
tip: if you can find the Dimension Enlarger then reverse/patch function so that you can manipulate the node ID and value while it's looping.
tip: the best solution is to reverse the dimension enlarger to fully understand it (understand how the loop works) then make your own function to loop thru the pointer.
tip: Dimension Enlarger uses the float below the Charhitbox (1.0f is usually the default value and it's near the value 29 or 30.)
Also, the fn looks like this -> sub_blabla(charhitboxPointerHere, floatvalue here);
tip: Dimension Enlarger instruction has SetObjDims call. Just search the SOD function's address in cshell module.
tip: the loop structure is so much alike CAIObject (at least in my region, idk about the other versions). So if you know how CIAObject loop works then this should be a piece of cake.
goodluck!
Naydi v telege crosscheat i svyagis so mnoy!