𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒𝐓𝐈𝐂 𝐋𝐄𝐀𝐊𝐒
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📌 Educational & Research Purpose Only 🔍 Sharing publicly available source code for learning ❌ No selling ❌ No buying ❌ No promotions ⚠️ I am not responsible for misuse 📚 For knowledge & awareness only MODs & Kernel Resources.☑️
إظهار المزيد2 117
المشتركون
+1024 ساعات
+797 أيام
+23430 أيام
أرشيف المشاركات
2 118
KismetSystemLibrary.ExecuteConsoleCommand(uPlayerController, "r.Atmosphere 0")
KismetSystemLibrary.ExecuteConsoleCommand(uPlayerController, "r.Fog 0")
KismetSystemLibrary.ExecuteConsoleCommand(uPlayerController, "r.LightShafts 0")2 118
📱 Lua Based Wall Climb
local GameplayData = require("GameLua.GameCore.Data.Gamepla
local function WeowWallClimb()
local uLocalPlayer = GameplayData.GetPlayerCharacter()
if slua.isValid(uLocalPlayer) and uLocalPlayer.IsAlive and uLocalPlayer:IsAlive() then
local charMove = uLocalPlayer.CharacterMovement or uLocalPlayer.CharMoveComp
if slua.isValid(charMove) then
charMove.WalkableFloorAngle = 199.0
charMove.MaxStepHeight = 999.0
end
end
end
local function InitWallClimbSystem(PlayerContext)
if PlayerContext.AddGameTimer then
PlayerContext:AddGameTimer(0.1, true, function()
WeowWallClimb()
end)
end
end
Credit:
XThrlen
2 118
bool Toggle(const char* label, bool* v) {
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems) return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
ImGuiIO& io = GetIO();
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImVec2 pos = window->DC.CursorPos;
float height = GetFrameHeight() * 1.2f;
float width = height * 1.65f;
float radius = height * 0.5f;
const ImRect total_bb(pos, ImVec2(pos.x + width + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), pos.y + height));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id)) return false;
bool hovered, held;
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
if (pressed) { *v = !(*v); MarkItemEdited(id); }
static std::map<ImGuiID, float> anim_map;
if (!anim_map.count(id)) anim_map[id] = *v ? 1.0f : 0.0f;
float& anim_t = anim_map[id];
float target_t = *v ? 1.0f : 0.0f;
float delta = target_t - anim_t;
anim_t += delta * (10.0f * io.DeltaTime);
if (fabsf(delta) < 0.001f) anim_t = target_t;
float t = anim_t;
const ImRect frame_bb(pos, ImVec2(pos.x + width, pos.y + height));
ImVec4 bg_col_off = ColorConvertU32ToFloat4(IM_COL32(120, 120, 128, 77));
ImVec4 bg_col_on = ColorConvertU32ToFloat4(IM_COL32(52, 199, 89, 255));
ImVec4 bg_col = ImVec4(bg_col_off.x + (bg_col_on.x - bg_col_off.x) * t, bg_col_off.y + (bg_col_on.y - bg_col_off.y) * t, bg_col_off.z + (bg_col_on.z - bg_col_off.z) * t, bg_col_off.w + (bg_col_on.w - bg_col_off.w) * t);
window->DrawList->AddRectFilled(frame_bb.Min, frame_bb.Max, ColorConvertFloat4ToU32(bg_col), radius);
float circle_radius = radius * 0.88f;
float circle_padding = radius * 0.12f;
float circle_x_min = pos.x + circle_padding + circle_radius;
float circle_x_max = pos.x + width - circle_padding - circle_radius;
ImVec2 circle_center = ImVec2(circle_x_min + t * (circle_x_max - circle_x_min), pos.y + radius);
window->DrawList->AddCircleFilled(ImVec2(circle_center.x, circle_center.y + 1.0f), circle_radius + 0.5f, IM_COL32(0, 0, 0, 20), 32);
window->DrawList->AddCircleFilled(ImVec2(circle_center.x, circle_center.y + 0.5f), circle_radius, IM_COL32(0, 0, 0, 10), 32);
window->DrawList->AddCircleFilled(circle_center, circle_radius, IM_COL32(255, 255, 255, 255), 32);
window->DrawList->AddCircleFilled(ImVec2(circle_center.x - circle_radius * 0.15f, circle_center.y - circle_radius * 0.25f), circle_radius * 0.4f, IM_COL32(255, 255, 255, 50), 16);
if (label_size.x > 0.0f) {
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + (height - label_size.y) * 0.5f), label);
}
return pressed;
}2 118
Repost from 【SRCWALA】
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