@@ -924,23 +924,23 @@ namespace Base {
924924 *offsetPtr<float >(WeaponEntityPlot, 0x168 )
925925 );
926926 VisualDistance = *offsetPtr<float >(BasicGameData::PlayerPlot, 0x7690 );
927+ /*
927928 Coordinate::Increment = Vector3(
928929 *offsetPtr<float>(BasicGameData::PlayerPlot, 0x1530),
929930 *offsetPtr<float>(BasicGameData::PlayerPlot, 0x1534),
930931 *offsetPtr<float>(BasicGameData::PlayerPlot, 0x1538));
931- /*
932+ */
932933 void * IncrementPlot = *offsetPtr<undefined**>((undefined (*)())BasicGameData::PlayerPlot, 0x468 );
933934 if (IncrementPlot != nullptr ) {
934- Coordinate::Increment.x = *offsetPtr<float>(IncrementPlot, 0x7D30 );
935- Coordinate::Increment.y = *offsetPtr<float>(IncrementPlot, 0x7D34 );
936- Coordinate::Increment.z = *offsetPtr<float>(IncrementPlot, 0x7D38 );
935+ Coordinate::Increment.x = *offsetPtr<float >(IncrementPlot, 0xE250 );
936+ Coordinate::Increment.y = *offsetPtr<float >(IncrementPlot, 0xE254 );
937+ Coordinate::Increment.z = *offsetPtr<float >(IncrementPlot, 0xE258 );
937938 }
938939 else {
939940 Coordinate::Increment.x = 0.0 ;
940941 Coordinate::Increment.y = 0.0 ;
941942 Coordinate::Increment.z = 0.0 ;
942943 }
943- */
944944 void * AimingStatePlot = *offsetPtr<undefined**>((undefined (*)())BasicGameData::PlayerPlot, 0xC0 );
945945 if (AimingStatePlot != nullptr )
946946 AimingState = *offsetPtr<bool >(AimingStatePlot, 0xC28 );
@@ -1108,6 +1108,7 @@ namespace Base {
11081108 void * t_ShlpTargetPtr = nullptr ;
11091109 }
11101110 map<void *, void *> ProjectilesList;
1111+ vector<void *> ProjectilesList2;
11111112 // 执行投射物生成
11121113 static bool CallProjectilesGenerate (int Id, float * Coordinate, int From = 0 ) {
11131114 // 武器发出的投射物
@@ -1582,6 +1583,7 @@ namespace Base {
15821583 [](auto RCX) {
15831584 GetRDIPtr (&Base::ProjectilesOperation::TempData::t_ShlpTargetPtr);
15841585 Base::ProjectilesOperation::TempData::t_ShlpPtr = RCX;
1586+ // Base::ProjectilesOperation::ProjectilesList2.push_back(RCX);
15851587 return original (RCX);
15861588 });
15871589 MH_ApplyQueued ();
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