Coder.DiasII (03-20-2014),kssiobr (03-20-2014),Skaterforeva1 (03-20-2014)
here u go maybe u can thank me or sumfin
Code:class cCharacterFX { public: char _0x0000[4]; float fTick; //0x0004 char _0x0008[8]; union { Object *obj; //0x0010 int *Object; //0x0010 }; char _0x0014[44]; __int32 bIsPlayer; //0x0040 char _0x0044[68]; D3DXVECTOR3 ViewAngles; //0x0088 char _0x0094[12]; D3DXVECTOR3 DimOffset; //0x00A0 char _0x00AC[1213]; BYTE bIsDead; //0x0569 BYTE bSpawnShield; //0x056A char _0x056C[13]; __int32 *hHitObj; //0x0578 cHitBox* hHitBox; //0x057C char _0x0580[52]; __int32 nWeaponId; //0x05B4 char _0x05B8[44]; WORD wHealth; //0x05E4 WORD wArmor; //0x05E6 char _0x05E8[4]; __int32 Index; //0x05EC };//Size=0x05F0
Coder.DiasII (03-20-2014),kssiobr (03-20-2014),Skaterforeva1 (03-20-2014)
Good job friend
Timboy67678 (03-20-2014)
:O Nice catch/find
My releases
have in mind that you can use Object class in GetNodeTransfom, you can just replace int* to Object in some virtual functions whitout problems.
Well if your lazy a union is doing a perfect job xD
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k