:wheelchair:
240192B2 D986 B00B0000 FLD DWORD PTR DS:[ESI+BB0] ; load m_vecPunchAngle.x into st0 register 240192B8 D807 FADD DWORD PTR DS:[EDI] ; add qViewRenderAngles.x to st0 240192BA D91F FSTP DWORD PTR DS:[EDI] ; store the result in qViewRenderAngles.x 240192BC D986 B40B0000 FLD DWORD PTR DS:[ESI+BB4] ; load m_vecPunchAngle.y into st0 register 240192C2 D847 04 FADD DWORD PTR DS:[EDI+4] ; add qViewRenderAngles.y to st0 240192C5 D95F 04 FSTP DWORD PTR DS:[EDI+4] ; store the result in qViewRenderAngles.y 240192C8 D986 B80B0000 FLD DWORD PTR DS:[ESI+BB8] ; load m_vecPunchAngle.z into st0 register 240192CE D847 08 FADD DWORD PTR DS:[EDI+8] ; add qViewRenderAngles.z to st0 240192D1 D95F 08 FSTP DWORD PTR DS:[EDI+8] ; store the result in qViewRenderAngles.z EAX 243FB344 client.243FB344 ECX 14F8E700 EDX 0013E410 EBX 243FB32C client.243FB32C ESP 0013E48C EBP 243FB32C client.243FB32C ESI 14F8E520 pLocalPlayer EDI 243FB344 qViewRenderAngles EIP 240192B2 client.240192B2
void __stdcall new_FrameStageNotify(ClientFrameStage_t curStage) { gFrameStageNotifyHook.UnHook(); client->FrameStageNotify(curStage); gFrameStageNotifyHook.ReHook(); if(gPlayer.getLocal()&&curStage == FRAME_RENDER_START) { QAngle viewangles; engine->GetViewAngles(viewangles); QAngle* pViewRenderAngles = (QAngle*)0x243FB344; QAngle qDifference = QAngle(viewangles.x - pViewRenderAngles->x, viewangles.y - pViewRenderAngles->y, viewangles.z - pViewRenderAngles->z); if(qDifference.x || qDifference.y) { pViewRenderAngles->x += qDifference.x; pViewRenderAngles->y += qDifference.y; } } }
you learn nothing by copy pasting...
now get out of here!!1
credits:
my brain and olly dbg <3
ps: if you like what you and you're going to use it you can thank me for this usefull post using the thanks button...kk
EDIT:
new address of the render angles is 0x243FD54C
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