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出售 20¥ @GG_Awei
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@TeamMegaFile
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g_LocalController = localController;
    g_LocalPlayer = localPlayer;
char extras[32];

ImVec2 totalBoxSize(80, 25);
    ImVec2 numberBoxSize(25, 25);   
    float startY = 65;         
    float spacing = 10;         
    float centerX = glWidth / 2;
    float playerX = centerX - totalBoxSize.x - spacing / 2;
    draw->AddRectFilled(ImVec2(playerX, startY), ImVec2(playerX + totalBoxSize.x, startY + totalBoxSize.y), IM_COL32(220, 220, 220, 255));
    draw->AddRectFilled(ImVec2(playerX, startY), ImVec2(playerX + numberBoxSize.x, startY + numberBoxSize.y), IM_COL32(255, 0, 0, 255));
    std::string playerNum = std::to_string(totalEnemies);
    ImVec2 numTextSize = ImGui::CalcTextSize(playerNum.c_str());
    draw->AddText(ImVec2(playerX + (numberBoxSize.x - numTextSize.x) / 2, startY + (numberBoxSize.y - numTextSize.y) / 2), IM_COL32(255, 255, 255, 255), playerNum.c_str());
    std::string playerLabel = "Real";
    ImVec2 labelSize = ImGui::CalcTextSize(playerLabel.c_str());
    draw->AddText(ImVec2(playerX + numberBoxSize.x + 5, startY + (totalBoxSize.y - labelSize.y) / 2), IM_COL32(50, 50, 50, 255), playerLabel.c_str());//TG @Nova_Mod
    float botX = centerX + spacing / 2;
    draw->AddRectFilled(ImVec2(botX, startY),ImVec2(botX + totalBoxSize.x, startY + totalBoxSize.y), IM_COL32(220, 220, 220, 255));
    draw->AddRectFilled(ImVec2(botX, startY),ImVec2(botX + numberBoxSize.x, startY + numberBoxSize.y),IM_COL32(0, 200, 0, 255));//TG @Nova_Mod
    std::string botNum = std::to_string(totalBots);
    numTextSize = ImGui::CalcTextSize(botNum.c_str());
    draw->AddText(ImVec2(botX + (numberBoxSize.x - numTextSize.x) / 2, startY + (numberBoxSize.y - numTextSize.y) / 2), IM_COL32(255, 255, 255, 255), botNum.c_str());//TG @Nova_Mod
    std::string botLabel = "Bot";
    labelSize = ImGui::CalcTextSize(botLabel.c_str());
    draw->AddText(ImVec2(botX + numberBoxSize.x + 5, startY + (totalBoxSize.y - labelSize.y) / 2), IM_COL32(50, 50, 50, 255), botLabel.c_str());

https://t.me/JH_Opensource/1705
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简单解释:该函数首先获取游戏世界和本地玩家,然后通过将玩家的旋转转换为前向向量来检索玩家的位置和视线方向。它遍历关卡中的所有角色,检查每个角色是否是有效且重要的类型,如玩家、车辆、战利品或空投飞机。对于每个角色,它计算从玩家到该角色的方向,并使用点积来判断该角色是否在玩家前方(点积 > 0)。只有位于前方的角色才会被添加到输出列表中。通过这种早期过滤,代码减少了后续处理和绘制的角色数量,从而提升性能并帮助减少延迟。
😁1
std::vector<AActor*> out;
UWorld* GWorld = GetWorld();
if (!GWorld || !GWorld->PersistentLevel) return out;

auto localPlayer = g_LocalPlayer;
if (!localPlayer) return out;

FVector localLocation = localPlayer->K2_GetActorLocation();
FRotator localRotation = localPlayer->K2_GetActorRotation();
FVector forwardVector = localRotation.Vector();

auto Actors = *(((TArray<AActor*>* (*)(uintptr_t))(UE4 + GetActorArray_Offset))(reinterpret_cast<uintptr_t>(GWorld->PersistentLevel)));
for (int i = 0; i < Actors.Num(); i++) {
  AActor* Actor = Actors[i];
  if (!Actor || isObjectInvalid(Actor)) continue;

  if (Actor->IsA(ASTExtraPlayerCharacter::StaticClass()) ||
   Actor->IsA(ASTExtraVehicleBase::StaticClass()) ||
   Actor->IsA(ASTExtraGameStateBase::StaticClass()) ||
   Actor->IsA(ASTExtraGrenadeBase::StaticClass()) ||
   Actor->IsA(APickUpListWrapperActor::StaticClass()) ||
   Actor->IsA(APickUpWrapperActor::StaticClass()) ||
   Actor->IsA(APlayerTombBox::StaticClass()) ||
   Actor->IsA(ASTExtraPlayerController::StaticClass()) ||
   Actor->IsA(AAirDropPlane::StaticClass())) {

   FVector actorLocation = Actor->K2_GetActorLocation();
   FVector directionToActor = (actorLocation - localLocation).GetSafeNormal();
   float dot = FVector::DotProduct(forwardVector, directionToActor);
   if (dot > 0.0f) {
    out.push_back(Actor);
   }
  }
}
return out;
}

https://t.me/JH_Opensource/1706
PUBGM_CoreUObject_structs.hpp
5.8 KB
将此添加到您的 CoreUObject 结构中
https://t.me/JH_Opensource/1706
王者dd
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Forwarded from (◍ ´꒳` ◍) .