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Autor Topic: Source Physics Body - Kapocha (1.04e)  (Visto 3615 veces)

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Online Kapocha33 Posteado: December 08, 2020, 03:41:16 PM | Modificado: December 08, 2020, 03:45:59 PM by Kapocha33

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Consultas al Discord: Kapocha33

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Offline Thor Host #1 Posteado: December 08, 2020, 04:24:37 PM

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Muy buenos Kapocha, una pregunta.
¿Es necesario tener modelos de pants preparados para que funcionen la fisica de los modelos?
pd: Compartes tu pet glow? xD


Online Kapocha33 #2 Posteado: December 08, 2020, 04:27:05 PM

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Muy buenos Kapocha, una pregunta.
¿Es necesario tener modelos de pants preparados para que funcionen la fisica de los modelos?

Casi la mayoría de los Pants de las nuevas versiones ya vienen echo para esto.. Con pentium lo pasas a .smd y con milkshape te Tenes que fijar que la parte en donde le aplicas la físicas este separada del resto del modelo

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Offline manfromvn #3 Posteado: December 14, 2020, 09:30:10 PM

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Hi, can you offer offset for 1.04D ?. thanks


Offline SaintZeus #4 Posteado: December 20, 2020, 10:40:18 PM | Modificado: December 22, 2020, 12:09:21 PM by SaintZeus

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@Kapocha33 amigo este código me cierra el main:

Edit: reparado!  cool2

Gracias:


Offline SaintZeus #5 Posteado: December 21, 2020, 06:26:16 PM | Modificado: December 22, 2020, 12:09:44 PM by SaintZeus

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Offline c4nhsatcodong #6 Posteado: December 22, 2020, 06:18:47 AM

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Hi, can you offer offset for 1.04D ?. thanks

encuéntrame en la firma, encontraré dinero de compensación para ti

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Offline showmax #7 Posteado: February 19, 2021, 10:38:20 AM | Modificado: February 19, 2021, 10:40:52 AM by showmax

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Citar
#pragma once

#define CPhysicsCloth_Create               ((int(__thiscall*)(int This, int a2, int Joint, float X, float Z, float Y, int a7, int a8, float Width, float Height, int a11, int a12, int a13)) 0x0051D460)
#define CPhysicsCloth_Create2               ((int(__thiscall*)(int This, int a2, int GroupMesh, int Joint, float X, float Z, float Y, int a8, int a9, float Width, float Height, int a12, int a13, int a14, int a15)) 0x0051F6A0)
#define CPhysicsCloth_Create3               ((int(__thiscall*)(int This, int a2, int GroupMesh, int Joint, int a5, int a6)) 0x0051F100)
#define CPhysicsCloth_AddCollisionSphere      ((int(__thiscall*)(int This, float a1, float a2, float a3, float a4, int a5)) 0x0051EEF0)

class CustomPhysicsBody
{
public:
   /*CustomPhysicsBody(void);
   ~CustomPhysicsBody(void);*/
   static void CPhysicsBodyID();
   static void CPhysicsBody();
   void Load();
};
extern CustomPhysicsBody gCustomPhysicsBody;


Citar
#include "StdAfx.h"
#include "CustomPhysicsBody.h"
#include "Item.h"
#include "TMemory.h"
#include "Import.h"
#include "Util.h"
#include "Defines.h"
#include "Import.h"
#include "Defines.h"
// chinh sua cai quan cho no bay  bay
CustomPhysicsBody gCustomPhysicsBody;



DWORD CapeBodyThis;
DWORD CapeBodya1;
DWORD CapeBodya2;
DWORD CapeBodyModel;

void CustomPhysicsBody::Load()
{
   SetCompleteHook(0xE9, 0x0061027A, &CPhysicsBody);
   SetCompleteHook(0xE9, 0x0060FFCC, &CPhysicsBodyID);
}
   


Naked(CustomPhysicsBody::CPhysicsBodyID)
{
   static DWORD CReturn = 0x0060FFD3;
   _asm
   {
         CMP DWORD PTR SS:[EBP-0x54],0x16A9//Dark Soul Pants
         je ReturnLoad
         CMP DWORD PTR SS:[EBP-0x54],ITEM2(9,165)//Blue Eye Wizard Pants(Descompilado S15)
         je ReturnLoad
         CMP DWORD PTR SS:[EBP-0x54],ITEM2(9,52)//Hades Pants(TEST)
         je ReturnLoad
         // ---
      ReturnLoad :
      // ---
      jmp CReturn
   }
}

Naked(CustomPhysicsBody::CPhysicsBody)
{
   static DWORD CReturn = 0x00610339;
   _asm
   {
   MOV EAX,DWORD PTR SS:[EBP-0x64]
   MOV EAX,DWORD PTR SS:[EBP-0x64]
   MOV DWORD PTR SS:[EBP-0x48],EAX
   MOV DWORD PTR SS:[EBP-0x4],-1
   MOV ECX,DWORD PTR SS:[EBP-0x48]
   MOV DWORD PTR SS:[EBP-0x28],ECX
   MOV CapeBodyThis, EAX
   MOV EDX,DWORD PTR SS:[EBP+0xC]
   MOV CapeBodya2, EDX
   MOV EAX,DWORD PTR SS:[EBP-0x14]
   MOV CapeBodyModel, EAX
   MOV EAX,DWORD PTR SS:[EBP+0x8]
   MOV CapeBodya1, EAX
   }
//
   if (CapeBodya2 == ITEM2(9,22))//Dark Soul Pants
   {
   CPhysicsCloth_Create2(CapeBodyThis, CapeBodya1, 2, 17, 0.0, 9.0, 7.0, 7, 5, 50.0, 100.0, *(DWORD *)(*(DWORD *)(CapeBodyModel + 56) + 4 * *(WORD *)(*(DWORD *)(CapeBodyModel + 40) + 210)), *(DWORD *)(*(DWORD *)(CapeBodyModel + 56) + 4 * *(WORD *)(*(DWORD *)(CapeBodyModel + 40) + 210)), 5126, CapeBodya2);
   CPhysicsCloth_AddCollisionSphere(CapeBodyThis, 0.0, -15.0, -20.0, 30.0, 2);
   }
   if (CapeBodya2 == ITEM2(9,165))//Blue Eye Wizard Pants(Descompilado S15)
   {
   CPhysicsCloth_Create2(CapeBodyThis, CapeBodya1, 5, 2, 0.0, 18.0, -2.0, 5, 4, 36.0, 50.0, *(DWORD *)(*(DWORD *)(CapeBodyModel + 56) + 4 * *(WORD *)(*(DWORD *)(CapeBodyModel + 40) + 210)), *(DWORD *)(*(DWORD *)(CapeBodyModel + 56) + 4 * *(WORD *)(*(DWORD *)(CapeBodyModel + 40) + 210)), 5122, CapeBodya2);
   CPhysicsCloth_AddCollisionSphere(CapeBodyThis, 0.0, 10.0, 0.0, 25.0, 2);
   }
   if (CapeBodya2 == ITEM2(9,52))//Hades Pants(TEST)
   {
      CPhysicsCloth_Create3(CapeBodyThis, CapeBodya1, 1, 2, 536871936, CapeBodya2);
      CPhysicsCloth_AddCollisionSphere(CapeBodyThis, 0.0, 0.0, -15.0, 22.0, 2);
      CPhysicsCloth_AddCollisionSphere(CapeBodyThis, 0.0, 0.0, -27.0, 23.0, 2);
      CPhysicsCloth_AddCollisionSphere(CapeBodyThis, 0.0, 0.0, -40.0, 24.0, 2);
      CPhysicsCloth_AddCollisionSphere(CapeBodyThis, 0.0, 0.0, -54.0, 25.0, 2);
      CPhysicsCloth_AddCollisionSphere(CapeBodyThis, 0.0, 0.0, -69.0, 26.0, 2);
   }
//
   _asm
   {
      Jmp CReturn
   }
}



Main.cpp
: gCustomPhysicsBody.Load();

Goodluck!



Offline Cheke #8 Posteado: January 29, 2023, 02:58:38 AM

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@Kapocha33 estaria bueno que agregues algun sistema en tu dll para esto :D


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