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Repost from N/a
99互推平台 · TG 精选频道⤵️
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⭐️ 一键加入优质项目频道
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1 848
Repost from N/a
99互推平台 · TG 精选频道⤵️
我们致力于发现并整理Telegram 中值得关注的优质频道📌
99团队为你提供一个更安全干净的全频道文件夹📂
⭐️ 精选高质稳定频道收录
⭐️ 持续更新稳定项目频道
⭐️ 一键加入优质项目频道
点击下方文字、加入九九专属频道文件夹
📂 [立即加入九九频道文件夹] 📂 [立即加入九九频道文件夹] 📂 [立即加入九九频道文件夹]💳 下方是精选游戏小号卡网🎞
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1 848
if (美国子弹) {
if (isValidMatch() && g_LocalPlayer->WeaponManagerComponent) {
auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent;
if (WeaponManagerComponent && Tools::IsPtrValid(WeaponManagerComponent)) {
auto CurrentWeaponReplicated = (ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated;
if (CurrentWeaponReplicated && Tools::IsPtrValid(CurrentWeaponReplicated)) {
if (CurrentWeaponReplicated->IsA(ASTExtraShootWeapon::StaticClass())) {
CurrentWeaponReplicated->BulletDecalScale.X = 50.0f;
}
}
}
}
}
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if (蹲下加速) {
long int Self = getZZ(getZZ(getZZ(UE4+ 0xF1D5F70)+0x30)+0x4B8);
long int rwdz = (Self)+0x1840;
int 探头 = getDword(rwdz);
long int rwsd = getZZ(Self+0x518)+0xce0;
long int hqsdpz = Self+0x2c30;
long int gx = getZZ(Self+0x518)+0x268;
if(探头==1 or 探头==4) {
WriteFloat(rwsd,4200);
WriteFloat(hqsdpz,1.0e10);
WriteFloat(gx,9999999);
}
else
{
WriteFloat(rwsd,670);
WriteFloat(hqsdpz,1);
WriteFloat(gx,8192);
}
}
1 848
if (蹲下加速) {
long int Self = getZZ(getZZ(getZZ(UE4+ 0xF1D5F70)+0x30)+0x4B8);
long int rwdz = (Self)+0x1840;
int 探头 = getDword(rwdz);
long int rwsd = getZZ(Self+0x518)+0xce0;
long int hqsdpz = Self+0x2c30;
long int gx = getZZ(Self+0x518)+0x268;
if(探头==1 or 探头==4) {
WriteFloat(rwsd,4200);
WriteFloat(hqsdpz,1.0e10);
WriteFloat(gx,9999999);
}
else
{
WriteFloat(rwsd,670);
WriteFloat(hqsdpz,1);
WriteFloat(gx,8192);
}
}
1 848
圆形血量 数据如下 供开发者使用 imgui
if (圆形血量) {
ImColor 血量颜色;
float PercentHP=(Player->Health/Player->HealthMax)*100;
int CurHP=(int)std::max(0,std::min((int)Player->Health,100));
int MaxHP=100;
血量颜色=ImColor(255,255,0,255); //字体
if(Player->Health==0.0f&&!Player->bDead){
血量颜色=ImColor(255,0,0,200); //血量颜色
PercentHP=Player->NearDeathBreath;
if(Player->NearDeatchComponent){
MaxHP=Player->NearDeatchComponent->BreathMax;
}}
draw->AddCircleArc({HeadPosSC.x,HeadPosSC.y-80},15,{0,3.6f*PercentHP},ImColor(0,255,0,155),0,4);
std::string xl=std::to_string((int)CurHP);
auto textSize=ImGui::CalcTextSize2(xl.c_str(),0,20);
绘制字体描边(20,HeadPosSC.x-(textSize.x/2),HeadPosSC.y-(textSize.y/2)-80,血量颜色,xl.c_str());
}1 848
圆形血量 数据如下 供开发者使用 imgui
if (圆形血量) {
ImColor 血量颜色;
float PercentHP=(Player->Health/Player->HealthMax)*100;
int CurHP=(int)std::max(0,std::min((int)Player->Health,100));
int MaxHP=100;
血量颜色=ImColor(255,255,0,255); //字体
if(Player->Health==0.0f&&!Player->bDead){
血量颜色=ImColor(255,0,0,200); //血量颜色
PercentHP=Player->NearDeathBreath;
if(Player->NearDeatchComponent){
MaxHP=Player->NearDeatchComponent->BreathMax;
}}
draw->AddCircleArc({HeadPosSC.x,HeadPosSC.y-80},15,{0,3.6f*PercentHP},ImColor(0,255,0,155),0,4);
std::string xl=std::to_string((int)CurHP);
auto textSize=ImGui::CalcTextSize2(xl.c_str(),0,20);
绘制字体描边(20,HeadPosSC.x-(textSize.x/2),HeadPosSC.y-(textSize.y/2)-80,血量颜色,xl.c_str());
}
