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2 646
Repost from MARCOS MODS
creio que o resto vcs ja tem definidos no projeto, caso de redefinição eh pq vc ja tem o codigo declarado ae eh so apagar
i believe you already have the rest defined in the project, if you need to redefine it, it's because you already have the code declared, so you just need to delete it
2 646
Repost from MARCOS MODS
declarações na sua class.h ou outro arquivo que define
declarations in your class.h file or other file that defines
struct HitObjectInfo {
void *klass;
void *monitor;
bool m_IsInPool;
void *HitObject;
void *HitCollider;
Vector3 HitLocation;
Vector3 HitNormal;
Vector3 RayDir;
Vector3 StartPosition;
int32_t Damage;
float Distance;
int32_t ActorLayer;
int32_t HitGroup;
void *HitPhysicMaterial;
bool IgnoreHappens;
bool ViewBlocked;
Vector3 OrigStartPosition;
uint8_t SpecialHitType;
uint32_t SpecialHitLevelObjID;
};
#define GameObject Il2CppGetMethodOffset(OBFUSCATE("UnityEngine.dll"), OBFUSCATE("UnityEngine"), OBFUSCATE("Component"), OBFUSCATE("get_gameObject"), 0)
inline void *get_gameObject(void *player) {
return ((void *(*)(void *))(GameObject))(player);
}
#define WeaponOnHand (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("Player"), OBFUSCATE("GetWeaponOnHand"))
inline void *GetWeaponOnHand(void *player) {
return ((void* (*)(void*))(WeaponOnHand))(player);
}
#define m_DamageRange (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("GPBDEDFKJNA"), OBFUSCATE("JDGGIFMKIKF"), 0)
static float get_Range(void* pthis) {
return ((float (*)(void*))(m_DamageRange))(pthis);
}
#define LAimCollider (uintptr_t) Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("AttackableEntity"), OBFUSCATE("set_LockedAimingCollider"), 1)
static void SetAimCollider(void* entity, void* collider) {
using fnSetCollider = void(*)(void*, void*);
auto _set_collider = reinterpret_cast<fnSetCollider>(LAimCollider);
if (_set_collider != nullptr) {
_set_collider(entity, collider);
}
}
static void *Player_GetHeadCollider(void *player) {
void *(*_Player_GetHeadCollider)(void *players) = (void *(*)(void *))(HeadColider);
return _Player_GetHeadCollider(player);
}
static bool get_IsDieing(void *player) {
bool (*_get_die)(void *players) = (bool (*)(void *))(Die);
return _get_die(player);
}2 646
Repost from MARCOS MODS
aim silent
static bool AimSilentMarcosMods = false;
static bool IsValidTarget(void* enemy) {
if (enemy == nullptr) return false;
return !get_IsDieing(enemy);
}
static Vector3 GetShootOrigin(HitObjectInfo* HitObject, void* localPlayer) {
Vector3 origin = HitObject->StartPosition;
if (origin.x == 0.0f && origin.y == 0.0f && origin.z == 0.0f) {
return CameraMain(localPlayer);
}
return origin;
}
static bool IsTargetBehindWall(Vector3 origin, Vector3 targetPos, Vector3 originalHitPos, void* hitObject) {
if (hitObject == nullptr) {
return false;
}
float distanceToTarget = Vector3::Distance(origin, targetPos);
float distanceToWall = Vector3::Distance(origin, originalHitPos);
return (distanceToWall < (distanceToTarget - 1.5f));
}
static int (*old_BLAGCMCGEJG)(void *, HitObjectInfo *) = nullptr;
int BLAGCMCGEJG(void *ist, HitObjectInfo *HitObject) {
if (!AimSilentMarcosMods || HitObject == nullptr) {
return old_BLAGCMCGEJG(ist, HitObject);
}
void* current_match = Curent_Match();
if (current_match != nullptr) {
void* local_player = GetLocalPlayer(current_match);
if (local_player != nullptr) {
void* closest_enemy = GetClosestEnemy();
if (IsValidTarget(closest_enemy)) {
Vector3 enemy_head = GetHeadPosition(closest_enemy);
Vector3 shoot_origin = GetShootOrigin(HitObject, local_player);
Vector3 original_hit = HitObject->HitLocation;
if (!IsTargetBehindWall(shoot_origin, enemy_head, original_hit, HitObject->HitObject)) {
float distance_to_head = Vector3::Distance(original_hit, enemy_head);
if (distance_to_head < 360.0f || HitObject->HitObject == nullptr) {
void* head_collider = Player_GetHeadCollider(closest_enemy);
if (head_collider != nullptr) {
SetAimCollider(local_player, head_collider);
HitObject->HitObject = get_gameObject(head_collider);
HitObject->HitCollider = head_collider;
HitObject->HitLocation = enemy_head;
HitObject->HitNormal = enemy_head;
HitObject->RayDir = Vector3::Normalized(enemy_head - shoot_origin);
HitObject->StartPosition = shoot_origin;
HitObject->OrigStartPosition = shoot_origin;
HitObject->Distance = Vector3::Distance(shoot_origin, enemy_head);
HitObject->SpecialHitType = 0;
HitObject->HitGroup = 1;
HitObject->IgnoreHappens = false;
HitObject->ViewBlocked = false;
}
}
}
}
}
}
return old_BLAGCMCGEJG(ist, HitObject);
}
DobbyHook((void*)Il2CppGetMethodOffset(OBFUSCATE("Assembly-CSharp.dll"), OBFUSCATE("COW.GamePlay"), OBFUSCATE("GPBDEDFKJNA"), OBFUSCATE("BLAGCMCGEJG"), 1), (void *) BLAGCMCGEJG, (void **) &old_BLAGCMCGEJG);2 646
Repost from Doraemon Mod FF
Anh em vào live thằng này nhấp spam lùa
https://vt.tiktok.com/ZS9jPmLrkBLaU-impId/
