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@@ -1194,6 +1194,26 @@ void 一键生成动作() {
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点赞(); 欢庆舞(); 螃蟹舞(); 快看我(); 难过();
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}
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void 所有物品() {
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AKM_Chicheng(); AKM_Rongyao(); AKM_Wumujinwen(); AKM_Xueshi(); AKM_Kuangnu(); M16A4_Shachi(); M16A4_Qingyao(); M16A4_Wumujinwen(); M16A4_Huangshi(); M16A4_Yezhanyinghao(); M16A4_Kuangnu(); SCARL_Kuangnu(); SCARL_Wumujinwen(); SCARL_Chicheng(); SCARL_Xueshi();
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M416_RocketGirl(); M416_Wumujinwen(); M416_Kuishe(); M416_Tuya(); M416_Shamofengbao(); M416_Xueyumicai(); M416_Xueshi(); M416_Chicheng(); M416_Spring(); GROZA_Kuangnu(); AUG_Xueshi(); UZI_Kuangnu(); UMP9_Chicheng(); UMP9_Rongyao(); UMP9_RocketGirl();
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UMP9_Spring(); Kar98K_Qingyao(); Kar98K_Wumujinwen(); Kar98K_FireLava(); Kar98K_Xueshi(); Kar98K_Spring(); AWM_Rainbow(); SKS_Chicheng(); S686_Chicheng(); P92_Kuangnu(); P1911_Qingyao(); Crowbar_RedNight(); Pan_DoubleYolk(); Pan_Survivor(); Pan_NoHunt();
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Pan_RottenTomato(); Pan_Forward(); Pan_RedNight(); 你好(); 感谢(); 鼓掌(); 大笑(); 来这里(); 走(); 否定(); 肯定(); 投降(); 愤怒(); 摇摆舞(); 电摇();
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拍灰舞(); 俄舞(); 安静(); 雀跃(); 崩溃(); 海带舞(); 街舞(); 壁虎步(); 机械舞(); 蹦迪舞(); 斗舞(); 秀舞(); 拉票舞(); 创造舞(); 三连赞();
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桑巴舞(); 空翻(); 摇篮舞(); 摆裙舞(); 吃鸡舞(); 抖胸舞(); 青蛙舞(); 甩手舞(); 点赞(); 欢庆舞(); 螃蟹舞(); 快看我(); 难过(); 扭秧歌(); 拜年男();
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红包来了(); 拜年女(); 黄金风衣(); 黑曜金尊(); 晶翼女神(); 小黄裤(); 小黄衣(); 老玩家裤子(); 老玩家上衣(); 现金(); Q币(); 点券(); 新年烟花(); 新年爆竹(); 红包();
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坚甲(); 利爪(); 小鸡(); 鸡蛋(); 南瓜(); 圣诞糖果(); 西瓜(); 小黄鸭(); 鸡(); 机密情报(); 鸡神奖杯(); 胜利手雷(); 足球(); 震爆弹(); 烟雾弹();
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燃烧瓶(); 破片手榴弹(); 跳舞弹(); 大春雷(); 鞭炮(); 小春雷(); 南瓜炸弹(); 苹果(); 圣诞玩具苹果(); 圣诞小鸡玩偶(); 冬季雪球(); 肾上腺素(); AKM(); M416(); AWM();
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M16A4(); GROZA(); SCARL(); AUG(); QBZ(); M762(); MK47(); G36C(); UZI(); UMP9(); Vector(); Thompson(); PP19(); Kar98K(); M24();
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SKS(); VSS(); Mini14(); Mk14(); Win94(); SLR(); QBU(); S686(); S1897(); S12K(); M249(); DP28(); P92(); P1911(); R1895();
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P18C(); R45(); SawedOff(); SignalGun(); Scorpion(); ChickenFirework(); LanternFirework(); BeastSignal(); ChristmasSignal(); NewYearFirework(); Crossbow(); RiotShield(); Machete(); Crowbar(); Sickle();
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Pan(); Bullet762(); Bullet556(); ShotgunShell(); Bullet45(); Magnum(); SignalFlare(); Arrow(); FireworkShell(); BeastBait(); Choke(); SMGCompensator(); SniperCompensator(); SMGFlashHider(); SniperFlashHider();
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SMGSilencer(); SniperSilencer(); PistolSilencer(); RifleCompensator(); RifleFlashHider(); RifleSilencer(); Duckbill(); AngledGrip(); VerticalGrip(); LightGrip(); HalfGrip(); ThumbGrip(); LaserSight(); RedDot(); Holographic();
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Scope2x(); Scope4x(); Scope8x(); CantedSight(); PistolExtMag(); PistolQuickMag(); PistolQuickExtMag(); SMGExtMag(); SMGQuickMag(); SMGQuickExtMag(); SniperExtMag(); SniperQuickMag(); SniperQuickExtMag(); ShotgunBulletLoops(); RifleExtMag();
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RifleQuickMag(); RifleQuickExtMag(); Kar98kLoops(); UziStock(); TacticalStock(); CheekPad(); Quiver(); 夜视仪(); HelmetLv3(); VestLv3(); BackpackLv3(); HelmetLv1(); VestLv1(); BackpackLv1(); HelmetLv2();
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Bullet762(); Bullet556(); ShotgunShell(); Bullet45(); Magnum(); SignalFlare();
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Arrow(); FireworkShell(); VestLv2(); BackpackLv2(); ChristmasHelmet(); BeastHelmet();
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}
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int getItemType(int itemID) {
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if (itemID >= 101001 && itemID <= 603001) {
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@@ -1672,7 +1692,7 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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} else {
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ImGui::PushStyleColor(ImGuiCol_Text, accentColor);
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ImGui::Text("永远相信美好的事情即将发生.");
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ImGui::Text("你看到了我.");
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ImGui::PopStyleColor();
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ImGui::SameLine(ImGui::GetWindowWidth() - 120);
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ImGui::Separator();
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@@ -1915,13 +1935,7 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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RenderVirtualKeyboard();
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}
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}
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ImGui::PopItemWidth();
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("开服功能")) {
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ImGui::Spacing();
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@@ -1949,16 +1963,29 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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WriteInt(UE4+0x10ba09c,-516948194);
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WriteInt(UE4+0x1040090,1);
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}
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if (ImGui::Button("刷30个人机", ImVec2(-1, 35))) {
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USkillUtils::GetPlayerController(UGameplayStatics::GetPlayerController(GetWorld(),0)->Pawn)->SpawnAI(30);
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if (ImGui::CollapsingHeader("刷新人机")) {
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if (ImGui::Button("刷30个人机", ImVec2(-1, 35))) {
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USkillUtils::GetPlayerController(UGameplayStatics::GetPlayerController(GetWorld(),0)->Pawn)->SpawnAI(30);
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}
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if (ImGui::Button("刷50个人机", ImVec2(-1, 35))) {
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USkillUtils::GetPlayerController(UGameplayStatics::GetPlayerController(GetWorld(), 0)->Pawn)->SpawnAI(50);
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}
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if (ImGui::Button("刷100个人机", ImVec2(-1, 35))) {
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USkillUtils::GetPlayerController(UGameplayStatics::GetPlayerController(GetWorld(), 0)->Pawn)->SpawnAI(100);
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}
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if (ImGui::Button("刷1000个人机", ImVec2(-1, 35))) {
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USkillUtils::GetPlayerController(UGameplayStatics::GetPlayerController(GetWorld(), 0)->Pawn)->SpawnAI(1000);
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}
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if (ImGui::Button("刷10000个人机", ImVec2(-1, 35))) {
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USkillUtils::GetPlayerController(UGameplayStatics::GetPlayerController(GetWorld(), 0)->Pawn)->SpawnAI(10000);
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}
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}
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if (ImGui::CollapsingHeader("刷新物资")) {
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if (ImGui::Button("刷所有物品", ImVec2(-1, 35))) 所有物品();
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if (ImGui::Button("刷游戏武器", ImVec2(-1, 35))) SpawnAllGear2();
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if (ImGui::Button("刷武器皮肤", ImVec2(-1, 35))) SpawnAllSkinWeapons();
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if (ImGui::Button("刷游戏装备", ImVec2(-1, 35))) SpawnAllGear();
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@@ -1990,7 +2017,7 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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}
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}
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if (ImGui::CollapsingHeader("防崩方案")) {
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if (ImGui::CollapsingHeader("防崩技术")) {
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if (ImGui::Button("心跳防崩", ImVec2(-1, 35))){
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SDK::UGameBackendHUD* hud = UGameBackendHUD::GetInstance();
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SDK::UGameFrontendHUD* hd = hud->GetFirstGameFrontendHUD();
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@@ -2181,22 +2208,48 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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}
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}
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if (ImGui::Button("120帧", ImVec2(-1,35))){
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if (ImGui::Button("开启240帧", ImVec2(-1, 35))) {
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auto objs = UObject::GetGlobalObjects();
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for (int i = 0; i < objs.Num(); i++) {
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auto Object = objs.GetByIndex(i);
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if (isObjectInvalid(Object))
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continue;
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if (isObjectInvalid(Object)) continue;
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if (Object->IsA(USTExtraGameInstance::StaticClass())) {
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auto SDK_USTExtraGameInstance = (USTExtraGameInstance *) Object;
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auto SDK_USTExtraGameInstance = (USTExtraGameInstance*)Object;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSLow = 240;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSMid = 240;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHigh = 240;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHDR = 240;
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}
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}
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}
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if (ImGui::Button("开启120帧", ImVec2(-1, 35))) {
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auto objs = UObject::GetGlobalObjects();
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for (int i = 0; i < objs.Num(); i++) {
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auto Object = objs.GetByIndex(i);
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if (isObjectInvalid(Object)) continue;
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if (Object->IsA(USTExtraGameInstance::StaticClass())) {
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auto SDK_USTExtraGameInstance = (USTExtraGameInstance*)Object;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSLow = 120;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSMid = 120;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSMid = 120;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHigh = 120;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHDR = 120;
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}
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}
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}
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if (ImGui::Button("开启60帧", ImVec2(-1, 35))) {
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auto objs = UObject::GetGlobalObjects();
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for (int i = 0; i < objs.Num(); i++) {
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auto Object = objs.GetByIndex(i);
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if (isObjectInvalid(Object)) continue;
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if (Object->IsA(USTExtraGameInstance::StaticClass())) {
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auto SDK_USTExtraGameInstance = (USTExtraGameInstance*)Object;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSLow = 60;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSMid = 60;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHigh = 60;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHDR = 60;
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}
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}
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}
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if (ImGui::Button("除雾", ImVec2(-1,35))){
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auto objs = UObject::GetGlobalObjects();
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@@ -2216,37 +2269,37 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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}
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}
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if (ImGui::Button("枪械一套", ImVec2(-1, 35))) {
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if (ImGui::Button("枪械一套", ImVec2(-1,35))){
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auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent;
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if (WeaponManagerComponent) {
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auto Slot = WeaponManagerComponent->GetCurrentUsingPropSlot();
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if ((int)Slot.GetValue() >= 1 && (int)Slot.GetValue() <= 3) {
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auto CurrentWeaponReplicated = (ASTExtraShootWeapon*)WeaponManagerComponent->CurrentWeaponReplicated;
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if (CurrentWeaponReplicated) {
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auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp;
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auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp;
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if (ShootWeaponEntityComp && ShootWeaponEffectComp) {
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auto Slot = WeaponManagerComponent->GetCurrentUsingPropSlot();
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if ((int) Slot.GetValue() >= 1 && (int) Slot.GetValue() <= 3) {
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auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated;
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if (CurrentWeaponReplicated) {
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auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp;
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auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp;
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if (ShootWeaponEntityComp && ShootWeaponEffectComp) {
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memset(&ShootWeaponEntityComp->RecoilInfo, 0, sizeof(FSRecoilInfo));
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ShootWeaponEntityComp->AccessoriesVRecoilFactor = 0.0f;
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ShootWeaponEntityComp->AccessoriesHRecoilFactor = 0.0f;
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ShootWeaponEntityComp->AccessoriesRecoveryFactor = 0.0f;
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memset(&ShootWeaponEntityComp->DeviationInfo, 0, sizeof(FSDeviation));
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ShootWeaponEntityComp->ShotGunVerticalSpread = 0.0f;
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ShootWeaponEntityComp->ShotGunHorizontalSpread = 0.0f;
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ShootWeaponEntityComp->GameDeviationFactor = 0.0f;
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ShootWeaponEntityComp->GameDeviationAccuracy = 0.0f;
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ShootWeaponEntityComp->CrossHairInitialSize = 0.0f;
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ShootWeaponEntityComp->CrossHairBurstSpeed = 0.0f;
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ShootWeaponEntityComp->CrossHairBurstIncreaseSpeed = 0.0f;
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ShootWeaponEntityComp->RecoilKickADS = 0.0f;
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memset(&ShootWeaponEntityComp->DeviationInfo, 0, sizeof(FSDeviation));
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ShootWeaponEntityComp->ShotGunVerticalSpread = 0.0f;
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ShootWeaponEntityComp->ShotGunHorizontalSpread = 0.0f;
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ShootWeaponEntityComp->GameDeviationFactor = 0.0f;
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@@ -2254,7 +2307,7 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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ShootWeaponEntityComp->CrossHairInitialSize = 0.0f;
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ShootWeaponEntityComp->CrossHairBurstSpeed = 0.0f;
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ShootWeaponEntityComp->CrossHairBurstIncreaseSpeed = 0.0f;
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ShootWeaponEffectComp->CameraShakeInnerRadius = 0.0f;
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ShootWeaponEffectComp->CameraShakeOuterRadius = 0.0f;
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ShootWeaponEffectComp->CameraShakFalloff = 0.0f;
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@@ -2273,7 +2326,7 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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if (isObjectInvalid(Object)) continue;
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if (Object->IsA(ASTExtraBaseCharacter::StaticClass())) {
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auto playerChar = (ASTExtraBaseCharacter *) Object;
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playerChar->SpeedScale = 99999;
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playerChar->SpeedScale = 999999;
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}
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}
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}
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@@ -2314,20 +2367,6 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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}
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}
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if (ImGui::Button("开启120帧", ImVec2(-1, 35))) {
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auto objs = UObject::GetGlobalObjects();
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for (int i = 0; i < objs.Num(); i++) {
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auto Object = objs.GetByIndex(i);
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if (isObjectInvalid(Object)) continue;
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if (Object->IsA(USTExtraGameInstance::StaticClass())) {
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auto SDK_USTExtraGameInstance = (USTExtraGameInstance *) Object;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSLow = 120;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSMid = 120;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHigh = 120;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHDR = 120;
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}
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}
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}
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if (ImGui::Button("开启240帧", ImVec2(-1, 35))) {
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auto objs = UObject::GetGlobalObjects();
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for (int i = 0; i < objs.Num(); i++) {
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@@ -2342,6 +2381,20 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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}
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}
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}
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if (ImGui::Button("开启120帧", ImVec2(-1, 35))) {
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auto objs = UObject::GetGlobalObjects();
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for (int i = 0; i < objs.Num(); i++) {
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auto Object = objs.GetByIndex(i);
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if (isObjectInvalid(Object)) continue;
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if (Object->IsA(USTExtraGameInstance::StaticClass())) {
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auto SDK_USTExtraGameInstance = (USTExtraGameInstance *) Object;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSLow = 120;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSMid = 120;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHigh = 120;
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SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHDR = 120;
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}
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}
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}
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if (ImGui::Button("开启60帧", ImVec2(-1, 35))) {
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auto objs = UObject::GetGlobalObjects();
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for (int i = 0; i < objs.Num(); i++) {
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@@ -2363,12 +2416,12 @@ ImGui::SetNextWindowSize(ImVec2(495.5f, 520.0f), ImGuiCond_FirstUseEver);
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auto Object = objs.GetByIndex(i);
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if (isObjectInvalid(Object)) continue;
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if (Object->IsA(UShootWeaponEntity::StaticClass())) {
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auto playerChar = (UShootWeaponEntity*)Object;
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auto playerChar = (UShootWeaponEntity *) Object;
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playerChar->bHasInfiniteClips = true;
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playerChar->bClipHasInfiniteBullets = true;
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}
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if (Object->IsA(ASTExtraShootWeapon::StaticClass())) {
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auto playerChar = (ASTExtraShootWeapon*)Object;
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auto playerChar = (ASTExtraShootWeapon *) Object;
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playerChar->CurMaxBulletNumInOneClip = 105;
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}
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}
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@@ -2490,6 +2543,8 @@ if (ImGui::CollapsingHeader("流式关卡管理")) {
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ImGui::EndTabBar();
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}
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}
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} // end else (isLogin)
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} // end if (!isLogin) / else
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ImGui::End();
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