Ima assume it’s a unity framework game cause of the short offset and cause its crashing on launch. For pointers you gotta split it
#import "Macros.h"
#import "button.h"
struct Vector3{
float x;
float y;
float z;
Vector3();
Vector3(float x, float y, float z);
~Vector3();
};
Vector3::Vector3() {}
Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z) {}
Vector3::~Vector3() {}
void *(*get_transform)(void *_instance);
void (*set_position_Injected)(void *_instance, Vector3 _vectorInstance);
void setPosition(void *component, Vector3 position) {
void* transform = get_transform(component);
set_position_Injected(transform, position);
}
void(*old_UpdatePlaye)(void *instance);
void UpdatePlaye(void *instance){
bool isMine = *(bool*)((uint64_t)instance + 0xE4);
float userValue2 = [[switches getValueFromSwitch:@"Teleport"] floatValue];
if([switches isSwitchOn:@"Teleport"]) {
if(isMine == true){
setPosition(instance, Vector3(100.0f,0.0f,100.0f));
}
}
return old_UpdatePlaye(instance);
}
void setup() {
HOOK(0x184AF3C, UpdatePlaye, old_UpdatePlaye);
get_transform = (void*(*)(void *))getRealOffset(0x2F23737);
set_position_Injected = (void (*)(void *, Vector3 ))getRealOffset(0x2F2F337);
我认为这是一个统一框架游戏导致的短偏移并导致其在启动时崩溃。对于指针,你必须将其拆分
[代码=cpp]#import“Macros.h”
#导入“按钮.h”
结构向量3{
浮动x;
浮动y;
浮点z;
向量3();
Vector3(浮点x,浮点y,浮点z);
〜矢量3();
};
Vector3::Vector3() {}
Vector3::Vector3(浮点 x, 浮点 y, 浮点 z) : x(x), y(y), z(z) {}
Vector3::~Vector3() {}
无效*(*get_transform)(无效*_instance);
void (*set_position_Injected)(void *_instance, Vector3 _vectorInstance);
void setPosition(void *component, Vector3 位置) {
无效*变换= get_transform(组件);
set_position_Injected(变换,位置);
}
void(*old_UpdatePlaye)(void *实例);
void UpdatePlaye(void *实例){
bool isMine = *(bool*)((uint64_t)instance + 0xE4);
float userValue2 = [[开关 getValueFromSwitch:@"Teleport"] floatValue];
if([开关 isSwitchOn:@"Teleport"]) {
if(isMine == true){
setPosition(实例, Vector3(100.0f,0.0f,100.0f));
}
}
返回old_UpdatePlaye(实例);
}
无效设置(){
HOOK(0x184AF3C,UpdatePlaye,old_UpdatePlaye);
get_transform = (void*(*)(void *))getRealOffset(0x2F23737);
set_position_Injected = (void (*)(void *, Vector3 ))getRealOffset(0x2F2F337);[/CODE]
这应该有效
[/引用]
Thank you very much for your help, I will try laterIma assume it’s a unity framework game cause of the short offset and cause its crashing on launch. For pointers you gotta split it
C++:#import "Macros.h" #import "button.h" struct Vector3{ float x; float y; float z; Vector3(); Vector3(float x, float y, float z); ~Vector3(); }; Vector3::Vector3() {} Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z) {} Vector3::~Vector3() {} void *(*get_transform)(void *_instance); void (*set_position_Injected)(void *_instance, Vector3 _vectorInstance); void setPosition(void *component, Vector3 position) { void* transform = get_transform(component); set_position_Injected(transform, position); } void(*old_UpdatePlaye)(void *instance); void UpdatePlaye(void *instance){ bool isMine = *(bool*)((uint64_t)instance + 0xE4); float userValue2 = [[switches getValueFromSwitch:@"Teleport"] floatValue]; if([switches isSwitchOn:@"Teleport"]) { if(isMine == true){ setPosition(instance, Vector3(100.0f,0.0f,100.0f)); } } return old_UpdatePlaye(instance); } void setup() { HOOK(0x184AF3C, UpdatePlaye, old_UpdatePlaye); get_transform = (void*(*)(void *))getRealOffset(0x2F23737); set_position_Injected = (void (*)(void *, Vector3 ))getRealOffset(0x2F2F337);
this should work
I still got the game crashingIma assume it’s a unity framework game cause of the short offset and cause its crashing on launch. For pointers you gotta split it
C++:#import "Macros.h" #import "button.h" struct Vector3{ float x; float y; float z; Vector3(); Vector3(float x, float y, float z); ~Vector3(); }; Vector3::Vector3() {} Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z) {} Vector3::~Vector3() {} void *(*get_transform)(void *_instance); void (*set_position_Injected)(void *_instance, Vector3 _vectorInstance); void setPosition(void *component, Vector3 position) { void* transform = get_transform(component); set_position_Injected(transform, position); } void(*old_UpdatePlaye)(void *instance); void UpdatePlaye(void *instance){ bool isMine = *(bool*)((uint64_t)instance + 0xE4); float userValue2 = [[switches getValueFromSwitch:@"Teleport"] floatValue]; if([switches isSwitchOn:@"Teleport"]) { if(isMine == true){ setPosition(instance, Vector3(100.0f,0.0f,100.0f)); } } return old_UpdatePlaye(instance); } void setup() { HOOK(0x184AF3C, UpdatePlaye, old_UpdatePlaye); get_transform = (void*(*)(void *))getRealOffset(0x2F23737); set_position_Injected = (void (*)(void *, Vector3 ))getRealOffset(0x2F2F337);
this should work
Everything is going well, thank you very muchThank you very much for your help, I will try later
Ima assume it’s a unity framework game cause of the short offset and cause its crashing on launch. For pointers you gotta split it
C++:#import "Macros.h" #import "button.h" struct Vector3{ float x; float y; float z; Vector3(); Vector3(float x, float y, float z); ~Vector3(); }; Vector3::Vector3() {} Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z) {} Vector3::~Vector3() {} void *(*get_transform)(void *_instance); void (*set_position_Injected)(void *_instance, Vector3 _vectorInstance); void setPosition(void *component, Vector3 position) { void* transform = get_transform(component); set_position_Injected(transform, position); } void(*old_UpdatePlaye)(void *instance); void UpdatePlaye(void *instance){ bool isMine = *(bool*)((uint64_t)instance + 0xE4); float userValue2 = [[switches getValueFromSwitch:@"Teleport"] floatValue]; if([switches isSwitchOn:@"Teleport"]) { if(isMine == true){ setPosition(instance, Vector3(100.0f,0.0f,100.0f)); } } return old_UpdatePlaye(instance); } void setup() { HOOK(0x184AF3C, UpdatePlaye, old_UpdatePlaye); get_transform = (void*(*)(void *))getRealOffset(0x2F23737); set_position_Injected = (void (*)(void *, Vector3 ))getRealOffset(0x2F2F337);
this should work
I want to know how a hit box worksIma assume it’s a unity framework game cause of the short offset and cause its crashing on launch. For pointers you gotta split it
C++:#import "Macros.h" #import "button.h" struct Vector3{ float x; float y; float z; Vector3(); Vector3(float x, float y, float z); ~Vector3(); }; Vector3::Vector3() {} Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z) {} Vector3::~Vector3() {} void *(*get_transform)(void *_instance); void (*set_position_Injected)(void *_instance, Vector3 _vectorInstance); void setPosition(void *component, Vector3 position) { void* transform = get_transform(component); set_position_Injected(transform, position); } void(*old_UpdatePlaye)(void *instance); void UpdatePlaye(void *instance){ bool isMine = *(bool*)((uint64_t)instance + 0xE4); float userValue2 = [[switches getValueFromSwitch:@"Teleport"] floatValue]; if([switches isSwitchOn:@"Teleport"]) { if(isMine == true){ setPosition(instance, Vector3(100.0f,0.0f,100.0f)); } } return old_UpdatePlaye(instance); } void setup() { HOOK(0x184AF3C, UpdatePlaye, old_UpdatePlaye); get_transform = (void*(*)(void *))getRealOffset(0x2F23737); set_position_Injected = (void (*)(void *, Vector3 ))getRealOffset(0x2F2F337);
this should work
Comment out the uservalue2 variable and try again. The ismine variable could be causing it too just test different thingsI still got the game crashing
You don’t change the vector 3 headerIf I were to modify the set_localscale function, what would my Vector3.h look like
Yes, I did. Now I am trying hitbox. Can you give me some inspiration? What kind of function am I going to changeYou don’t change the vector 3 header
We use cookies to personalize content and ads, to provide social media features and to analyse our traffic. We also share necessary information with our advertising and analytics partners to optimize your experience on our site.
Learn more about cookies
We use cookies to personalize content and ads, to provide social media features and to analyse our traffic. We also share necessary information with our advertising and analytics partners to optimize your experience on our site.
Learn more about cookies