How filthy and volatile. I love it. Thanks
-- Roy "Kylratix" Laurie
On 20 Dec 2004 at 20:36, Josh wrote:
> These offsets can change with steam updates. Thanks to Damaged Soul for
> leading me in the right direction and for money offsets :P I would imagine
> these offsets would be 5 off for a unix machine. I haven't gotten a compile
> for unix so I haven't tested it.
>
> #define OFFSET_ORIGIN_X 812 // Player
> Origin in
> X Axis
> #define OFFSET_ORIGIN_Y 813 // Player
> Origin in
> Y Axis
> #define OFFSET_ORIGIN_Z 814 // Player
> Origin in
> Z Axis
> #define OFFSET_VELOCITY_X 648
> #define OFFSET_VELOCITY_Y 649
> #define OFFSET_VELOCITY_Z 650
>
> Vector get_user_origin(edict_t pEnt)
> {
> float fX = *((float *)pEnt->GetUnknown() + OFFSET_ORIGIN_X);
> float fY = *((float *)pEnt->GetUnknown() + OFFSET_ORIGIN_Y);
> float fZ = *((float *)pEnt->GetUnknown() + OFFSET_ORIGIN_Z);
>
> return Vector( fX, fY, fZ );
> }
>
> And no you can't change the origin, well you can, but it won't register it
> with the engine so it will just be overwritten again.
>
> Have fun, similar function to get the velocity.
>
> Other offsets you might want to play with: (beware of setting health to
> 1024, weird things happen)
>
> define OFFSET_HEALTH 39
> #define OFFSET_CLIP 402
> #define OFFSET_ARMOR 749 // This will change
> the armor value on the player's screen
> #define OFFSET_ARMOR2 739 // This will change
> another offset associated with armor
> #define OFFSET_MONEY 863
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders