This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
life_inv_dreckswasser FValue= 0 | |
life_inv_salemaraw FValue= 0 | |
life_inv_storagesmall FValue= 0 | |
life_inv_defibrillator FValue= 0 | |
life_inv_sprite FValue= 0 | |
life_inv_waffenteilmini FValue= 0 | |
life_inv_vodka FValue= 0 | |
life_inv_durchsuchungsbefehl FValue= 0 | |
life_inv_catsharkraw FValue= 0 | |
life_inv_verkabelung FValue= 0 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#define BLOCK_BEGIN 0x25A46A0 | |
#define CONSTANT1 0x00000001DD5D645B | |
#define CONSTANT2 0xBF204ABFDD5D645C | |
#define OFFSET1 0xFFFFFFFFFD420FC0 | |
#define OFFSET2 0x137650 | |
#define OFFSET3 0xFFFFFFFFFFFFFFA0 | |
#define OFFSET4 0x1DED90 | |
namespace filepatching |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include <windows.h> | |
#include <tlhelp32.h> | |
#include <shlwapi.h> | |
#include <conio.h> | |
#include <stdio.h> | |
#define WIN32_LEAN_AND_MEAN | |
#define CREATE_THREAD_ACCESS (PROCESS_CREATE_THREAD | PROCESS_QUERY_INFORMATION | PROCESS_VM_OPERATION | PROCESS_VM_WRITE | PROCESS_VM_READ) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
static Vector2 RotatePoint(Vector2 pointToRotate, Vector2 centerPoint, float angle, bool angleInRadians = false) | |
{ | |
if (!angleInRadians) | |
angle = (float)(angle * (3.14159265358979323846f / 180.f)); | |
float cosTheta = (float)cos(angle); | |
float sinTheta = (float)sin(angle); | |
Vector2 returnVec( | |
cosTheta * (pointToRotate.x - centerPoint.x) + sinTheta * (pointToRotate.y - centerPoint.y), |