補充修正Root 問題
在Public class新增public Boolean IsCorpse;
在- <div><div>for (int i = 1; i < entityCount; i++)</div><div> {</div><div> float EntityX = 0;</div><div> float EntityY = 0;</div><div> float EntityZ = 0;</div><div> float EntityYaw = 0;</div><div> float EntityPitch = 0;</div><div> float EntitySpeed = 0;</div><div> uint EntityHealth = 0;</div><div> // long PlayerStatus = 0;</div><div> // uint temp = 0; </div><div> //後面新增</div></div><div><span style="color: rgb(0, 0, 0); font-family: verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; font-size: 12px; background-color: rgb(253, 253, 253);"> IsCorpse = false;</span></div>
複製代碼
在 DoProcess 新增function
// Append New Entity //
Entity.Add(currentEntity);
// Detect type of Loot (Corpse or Loot) //
if (currentEntity.Type == 0x2E && this.GameMemory.ReadByte(entityEntry + 0x1D88) == 0xE4)
{
IsCorpse = true;
currentEntity.Name = "Corpse"; // 將Root與殘骸分開
}
在 0x2E Root 改成
- case 0x2E: // Loot
- if (ShowESP && ShowAmmo)
- {
- if (IsCorpse == false)
- {
- if (ShowESP && ShowItems) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.GreenYellow, true, false, BoxedItems, 1f, EntityYaw, EntityPitch);
- }
- else if(ShowESP && ShowItems)
- {
- this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), currentEntity.Name, Color.Olive, true, false, BoxedItems, 1f, EntityYaw, EntityPitch);
- }
- }
- break;
如果要不顯示殘骸
- case 0x2E: // Loot
- if (ShowESP && ShowAmmo)
- {
- if (IsCorpse == false)
- {
- if (ShowESP && ShowItems) this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), EntityName, Color.GreenYellow, true, false, BoxedItems, 1f, EntityYaw, EntityPitch);
- }
- /* else if(ShowESP && ShowItems)
- {
- this.EntityToScreen(new Vector3(EntityX, EntityY, EntityZ), currentEntity.Name, Color.Olive, true, false, BoxedItems, 1f, EntityYaw, EntityPitch);
- } */
- }
- break;
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