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إظهار المزيد1 799
المشتركون
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أرشيف المشاركات
1 799
Repost from PLC户籍猎手(全网唯一真实)-『独立思考,明辨是非』
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1 799
Repost from N/a
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1 799
//@RAHMANYVI
0x42C0B0 Hex C0035FD6 -- MRPCS Return
0x4C42D8 Hex C0035FD6 -- CRC Return
0x335A28 Hex C0035FD6 -- Hash Return
0x10AAC5 Hex D503201F -- NOP Bypass
0x10AAF4 Hex FFFFFFFF -- Full Decryption Flag
Delta Verification Bypass
libtersafe.so1 799
Repost from N/a
1 799
Void FX_Window(ImDrawList* d, V2 windowPos, V2 windowSize, float t)
{
const float fontSize = 16.0f;
const int maxCols = 100;
static float colY[maxCols];
static float colSpeed[maxCols];
static char colChars[maxCols][20]; // 预生成每列的字符序列
static float lastUpdate[maxCols]; // 记录上次更新时间
static bool init = false;
if (!init) {
for (int i = 0; i < maxCols; i++) {
colY[i] = (float)(rand() % 100);
colSpeed[i] = 0.05f + (rand() % 100) / 1000.f;
lastUpdate[i] = 0.0f;
// 预生成随机字符序列
for (int j = 0; j < 20; j++) {
colChars[i][j] = (char)(33 + (rand() % 94));
}
}
init = true;
}
int columns = (int)(windowSize.x / (fontSize * 0.8f));
if (columns > maxCols) columns = maxCols;
for (int i = 0; i < columns; i++) {
colY[i] += colSpeed[i] * 1.5f;
if (colY[i] * fontSize > windowSize.y + 300) {
colY[i] = -(float)(rand() % 20);
colSpeed[i] = 0.05f + (rand() % 100) / 1000.f;
// 重置时重新生成字符序列
for (int j = 0; j < 20; j++) {
colChars[i][j] = (char)(33 + (rand() % 94));
}
}
// 每0.1秒才更新一次字符,减少随机计算
if (t - lastUpdate[i] > 0.1f) {
lastUpdate[i] = t;
// 只更新部分字符,不是全部
int updateIdx = rand() % 20;
colChars[i][updateIdx] = (char)(33 + (rand() % 94));
}
int chainLen = 10 + (i % 8);
for (int j = 0; j < chainLen; j++) {
float charY = (colY[i] - j) * fontSize;
if (charY < 0 || charY > windowSize.y) continue;
float xOffset = sin(t * 2.0f + i) * 2.0f;
float alpha = 1.0f - ((float)j / chainLen);
ImU32 color;
if (j == 0)
color = ImColor(200, 255, 200, (int)(alpha * 255));
else
color = ImColor(20, (int)(150 * alpha), 20, (int)(alpha * 200));
// 使用预生成的字符,循环使用
char c = colChars[i][j % 20];
V2 pos = V2(windowPos.x + i * (fontSize * 0.8f) + xOffset, windowPos.y + charY);
d->AddText(NULL, fontSize, pos, color, &c, &c + 1);
}
if ((int)(t * 2) % 50 == 0 && i % 15 == 0) colY[i] += 0.5f;
}
}1 799
const char* LuaScript = R"nthsource_LUA_END(
_G.OutfitIndex = _G.OutfitIndex or {Suit=1,Bag=1,Helmet=1,Parachut=1,Pet=1}
_G.LastAppliedPet = 0
_G.PetSkin = 0
function _G.HandlePetLogic()
pcall(function()
if not _G.PetSkin or _G.PetSkin == 0 or _G.PetSkin == 50000 then return end
if _G.PetSkin == _G.LastAppliedPet then return end
if not _G.skinIdCache[_G.PetSkin] then
_G.download_item(_G.PetSkin)
_G.skinIdCache[_G.PetSkin] = true
end
-- 1. Update the Lobby / Module State (Usually works for pre-game)
local ModuleManager = require("client.module_framework.ModuleManager")
if ModuleManager then
local logic_pet = ModuleManager.GetModule(ModuleManager.CommonModuleConfig.logic_pet)
if logic_pet then
if logic_pet.SetCurPetID then logic_pet:SetCurPetID(_G.PetSkin) end
if logic_pet.EquipPet then logic_pet:EquipPet(_G.PetSkin) end
end
end
-- 2. Update the In-Game State via the PlayerController & Character
local pc = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
if pc and slua.isValid(pc) then
-- Update initialization info just in case the pet despawns/respawns (e.g., entering water)
if pc.InitialPetInfo then
pc.InitialPetInfo.PetId = _G.PetSkin
end
local uChar = pc:GetPlayerCharacterSafety()
if uChar and slua.isValid(uChar) then
local PetCharacter = uChar.PetCharacter -- Note: You may need to verify the exact property name holding the pet on the character
if PetCharacter and slua.isValid(PetCharacter) then
local PetAvatarComp = PetCharacter.PetAvatarComponent
if PetAvatarComp and slua.isValid(PetAvatarComp) then
-- Since SetPetID doesn't exist, you must override the DefaultAvatarTableData
PetAvatarComp.bUseDefaultAvatarTableData = true
if PetAvatarComp.InitialAvatarParam then
PetAvatarComp:InitialAvatarParam()
end
if PetAvatarComp.Initialize then
PetAvatarComp:Initialize()
end
end
end
end
end
_G.LastAppliedPet = _G.PetSkin
end)
end
)nthsource_LUA_END";
//Pathetic you're .
Cr : ultimate
1 799
_G.SkyFly = function(enabled)
pcall(function()
local pc = slua_GameFrontendHUD and slua_GameFrontendHUD:GetPlayerController()
if pc and slua.isValid(pc) then
local uChar = pc:GetPlayerCharacterSafety()
if uChar and slua.isValid(uChar) then
local Movement = uChar.CharacterMovement
if Movement and slua.isValid(Movement) then
if enabled then
Movement.GravityScale = 0
Movement:SetMovementMode(1)
Movement.MaxFlySpeed = 2000
else
Movement.GravityScale = 1
Movement:SetMovementMode(3)
end
end
end)
// Lua-based skyfly🌄
1 799
Repost from PLC户籍猎手(全网唯一真实)-『独立思考,明辨是非』
😃😀😃🙈PLC免费开盒助手
⚠️(进不去请关闭vpn)
⚠️开戶专用⚠️
👻下载去报复曾经那些看不起你的
❗️PLC户籍猎手❗️
🥰秒杀吊打市面上的天价⭕️💰社工
👑搭载26年最新PLC独家信息库
✅【点击我查看具体功能介绍】
🥰售后客服 @plcgjx
🥇官方频道 @plcshegong
