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{ | |
"a.AnimNode.AimOffsetLookAt.Debug": { | |
"description": "Toggle LookAt AimOffset debug" | |
}, | |
"a.AnimNode.AimOffsetLookAt.Enable": { | |
"description": "Enable/Disable LookAt AimOffset" | |
}, | |
"a.AnimNode.Inertialization.Enable": { | |
"description": "Enable / Disable Inertialization" | |
}, |
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function allocate_string(str) | |
local p = regenny:process() | |
local str_ptr = p:allocate_rwx(0, #str + 1) | |
for i=1, #str do | |
p:write_uint8(str_ptr + (i - 1), string.byte(str, i)) | |
end | |
p:write_uint8(str_ptr + #str, 0) |
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// praydog: generated with IDA august 29th 2022 | |
2a49bc38 = 9009089 | |
84af624c = i20r/pc/code | |
4ebcb2f3 = UTR-BUILD34 | |
f72038c1 = 20r_20220815_1347 | |
af4a9f0e = 2022/08/15 13:47:27 +0200 | |
13709924 = string too long | |
6636fbad = SteamUser021 | |
2d277e6a = SteamFriends017 |
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Dumped with regenny aug 28 2022 | |
2afe7495 = 38-pmarden: AssetSwapPlatSpec applies to overlay zones as well | |
47769fbc = kBuiltZoneBaseVersion: 452-mroza: Added water geometry for BVH building on PC, kBuiltVolumeVersion: 25-jjackson: Add background blend texture for volumetric clouds, kBuiltLightVersion: 8-ahastings: Bug fix for pyramid lights, kBuiltTexturePDDVersion: 91-rs | |
7c207220 = kBuiltActorBaseVersion: 224-cstangle: Memory-ready SceneObjectBuilt <-> SceneObject. FOO_037, kBuiltVolumeVersion: 25-jjackson: Add background blend texture for volumetric clouds, kBuiltLightVersion: 8-ahastings: Bug fix for pyramid lights | |
23a93984 = 31-ddimov: integration bump | |
21a56f68 = 30-cedwards: support for per-platform asset swaps; v2 | |
67918a58 = kBuiltCinematic2VersionBase: 379-hvonck: added variables with which the aspect ratio blur can be controlled, kBuiltAtmosphereVersion: kBuiltAtmosphereBaseVersion: 219-jjackson: Add background blend texture for volumetric clouds, kBuiltTexturePDDVersion: 91 | |
98906b9f = 260-rfernandez: |
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from binaryninja import * | |
import re | |
import os | |
class_regex = re.compile(r"class .*?<(.*?) \(.*?::\*\)\((.*?)\)") | |
first_script_function_offset = 0x13ECF68 | |
def thingy(bv,function): | |
f = os.open("functions.txt", os.O_WRONLY | os.O_CREAT) |
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// FORMAT IS OBJECT_SCRIPT_FUNCTION(CLASS, NAME, RET_TYPE, ARGS...) | |
OBJECT_SCRIPT_FUNCTION(Action, isDone, bool) // base + 0x3df030 | |
OBJECT_SCRIPT_FUNCTION(Action, isEnabled, bool) // base + 0x3df0c0 | |
OBJECT_SCRIPT_FUNCTION(Action, reset, void) // base + 0x3e6700 | |
OBJECT_SCRIPT_FUNCTION(Action, signal, bool, class hap::State const &) // base + 0x3ec990 | |
OBJECT_SCRIPT_FUNCTION(AreaAction, isHit, bool) // base + 0x3df270 | |
OBJECT_SCRIPT_FUNCTION(AutoRun, forceDone, void) // base + 0x11d450 | |
OBJECT_SCRIPT_FUNCTION(Ba0011, onStopMode, void) // base + 0x4a30e0 | |
OBJECT_SCRIPT_FUNCTION(Ba0011, setColEnable, void, int) // base + 0x4ea800 | |
OBJECT_SCRIPT_FUNCTION(Ba0011, setEnemy, void, class app::EntityGet::ProxyT<class app::Puid> const &) // base + 0x4ec950 |
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# Script to patch out the shit that's crashing the game in Hitman 3 | |
import os | |
# open HITMAN3.exe as f | |
with open("HITMAN3.exe", "rb") as f: | |
# Create a backup first | |
# if a .bak file is already found, append a number to the end. | |
# if not, create a .bak file | |
if os.path.isfile("HITMAN3.exe.bak"): | |
with open("HITMAN3.exe.bak.1", "wb") as f2: |
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-- Partial credits to alphaZomega for some of the code | |
local via_hid_mouse = sdk.get_native_singleton("via.hid.Mouse") | |
local via_hid_keyboard = sdk.get_native_singleton("via.hid.Keyboard") | |
local via_hid_mouse_typedef = sdk.find_type_definition("via.hid.Mouse") | |
local via_hid_keyboard_typedef = sdk.find_type_definition("via.hid.Keyboard") | |
--generate enums | |
local function generate_statics(typename) | |
local t = sdk.find_type_definition(typename) |
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import psutil | |
import struct | |
import os | |
from ctypes import * | |
from ctypes.wintypes import * | |
from win32gui import GetWindowText | |
from win32con import * | |
import time | |
OpenProcess = windll.kernel32.OpenProcess |
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#pragma once | |
#include <algorithm> | |
#include "ReClass.hpp" | |
namespace utility::math { | |
using namespace glm; | |
static vec3 eulerAngles(const glm::mat4& rot); |
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