- Moderatör
-
- #1
Słyszę, słyszę letni powiew.
Kurucu
class UWorld
{
public:
cUWorld* m_UWorld; //0x0000
char pad_0x0008[0x38]; //0x0008
};//Size=0x0040
class cUWorld
{
public:
char pad_0x0000[0x30]; //0x0000
ULevel* m_persistentLevel;; //0x0030
char pad_0x0038[0x98]; //0x0038
ViewLocationLastFrame* m_viewLocationRenderedLastFrame; //0x00D0
char pad_0x00D8[0x68]; //0x00D8
UGameInstance* m_owningGameInstance; //0x0140
char pad_0x0148[0x2F8]; //0x0148
};//Size=0x0440
class ViewLocationLastFrame
{
public:
FVector ViewLocation; //0x0000
char pad_0x000C[0x34]; //0x000C
};//Size=0x0040
class UGameInstance
{
public:
char pad_0x0000[0x38]; //0x0000
TArray<ULocalPlayer*>localPlayers; //0x0038
};//Size=0x0040
class ULocalPlayer
{
public:
char pad_0x0000[0x30]; //0x0000
APlayerController* m_playerController; //0x0030
char pad_0x0038[0x20]; //0x0038
ViewportClient* m_ViewportClient; //0x0058
char pad_0x0060[0x10]; //0x0060
FVector Position; //0x0070
char pad_0x007C[0x1C]; //0x007C
Camera* m_camera; //0x0098
char pad_0x00A0[0x3A0]; //0x00A0
};//Size=0x0440
class ViewportClient
{
public:
char pad_0x0000[0x80]; //0x0000
World* m_World; //0x0080
char pad_0x0088[0x3B8]; //0x0088
};//Size=0x0440
class ULevel
{
public:
char pad_0x0000[0xA0]; //0x0000
TArray<Player*>actors; //0x00A0
char pad_0x00A8[0x398]; //0x00A8
};//Size=0x0440
class Player
{
public:
char pad_0x0000[0x158]; //0x0000
APawn* m_Pawn; //0x0158
char pad_0x0160[0x8]; //0x0160
USceneComponent* m_rootComponent; //0x0168
char pad_0x0170[0x238]; //0x0170
APlayerState* m_PlayerState; //0x03A8
USkeletalMeshComponent* m_Mesh; //0x03B0
char pad_0x03B8[0xC8]; //0x03B8
};//Size=0x0480
class USkeletalMeshComponent
{
public:
char pad_0x0000[0x120]; //0x0000
FVector RootPosition; //0x0120
char pad_0x012C[0x314]; //0x012C
};//Size=0x0440
class USceneComponent
{
public:
char pad_0x0000[0x120]; //0x0000
FVector Position; //0x0120
char pad_0x012C[0x314]; //0x012C
};//Size=0x0440
class APlayerState
{
class APlayerState
{
public:
char pad_0x0000[0x390]; //0x0000
FString m_PawnName; //0x0390
char pad_0x0398[0x93C]; //0x0398
float Health; //0x0CD4
float MaxHealth; //0x0CD8
float Armor; //0x0CDC
float MaxArmor; //0x0CE0
char pad_0x0CE4[0x75C]; //0x0CE4
};//Size=0x1440
FortniteClient-Win64-Shipping.exe + 0x65DAB00;
FString ObjName(Player* obj)
{
DWORD_PTR funcAddress = (DWORD_PTR)(DWORD64)MEM::GetModule(FortniteClient-Win64-Shipping.exe)->BaseAddress + 0x2139F30;
if (funcAddress != 0)
{
return reinterpret_cast<FString(__fastcall*)(Player*)>(funcAddress)(obj);
}
}
bool WScreen(APlayerController* m_Player, FVector WorldPosition, FVector2 *ScreenPosition)
{
DWORD_PTR funcAddress = (DWORD_PTR)(DWORD64)MEM::GetModule(FortniteClient-Win64-Shipping.exe)->BaseAddress + 0x20C93E0;
if (funcAddress != 0)
{
return reinterpret_cast<char(__fastcall*)(APlayerController*, FVector, FVector2 *, char)>(funcAddress)(m_Player, WorldPosition, ScreenPosition, 0);
}
}
if (m_UWorld != 0)
{
ULocalPlayer* LocalPlayer = (ULocalPlayer*)m_UWorld->m_UWorld->m_owningGameInstance->localPlayers.Data[0];
cUWorld* RealWorld = (cUWorld*)LocalPlayer->m_ViewportClient->m_World;
for (int i = 0; i < RealWorld->m_persistentLevel->actors.Count; i++)
{
Player* m_Player = 0;
m_Player = (Player*)RealWorld->m_persistentLevel->actors.Data[i];
FVector2 Screen;
bool FOV = WScreen(LocalPlayer->m_playerController, m_Player->m_rootComponent->Position, &Screen);
if (FOV)
{
char ObjectName[256];
WCHAR w_player_name[256];
swprintf(w_player_name, L"%s", ObjName(m_Player).Data);
WideCharToMultiByte(CP_ACP, 0, w_player_name, ObjName(m_Player).Count, ObjectName, ObjName(m_Player).Count, 0, 0);
if (strstr(ObjName, "PlayerPawn")
{
//DrawESPtext
}
}
}
}
Sakın nasıl çalıştığını sorma anlatması 6 saat sürer !bu nasıl çalışıyor
Bu commodore64 değil mi yaSakın nasıl çalıştığını sorma anlatması 6 saat sürer !
Ya dur bi abi ya.Bu commodore64 değil mi ya
Ya dur bi abi ya.
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