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1 | struct hashFindData { | |
2 | unsigned int dataHash; | |
3 | unsigned int calculationData; | |
4 | hashFindData *next; | |
5 | }; | |
6 | ||
7 | hashFindData *getHashAddress(unsigned int hash) { | |
8 | short div = *(short*)(0x1EA3A7C+0x14); | |
9 | unsigned int v1 = hash/div; | |
10 | unsigned int v2 = v1*div; | |
11 | unsigned int dif = hash-v2; | |
12 | unsigned int add = dif << 2; | |
13 | unsigned int structAddr = *(unsigned int*)( *(int*)(0x1EA3A7C+0x10) +add); | |
14 | hashFindData *dat = (hashFindData *)structAddr; | |
15 | } | |
16 | ||
17 | unsigned int getCalculationData(unsigned int hash) { | |
18 | hashFindData *d = getHashAddress(hash); | |
19 | while (d != 0) { | |
20 | if (d->dataHash == hash) { | |
21 | return calculationData; | |
22 | } | |
23 | d = d->next; | |
24 | } | |
25 | return 0; | |
26 | } | |
27 | ||
28 | int main() | |
29 | { | |
30 | //so essentially, if this = 0, the model is loadable and spawnable | |
31 | //if it returns 0, then u gotta teleport to the option to get the game to load it into this data first so this doesn't return 0 anymore | |
32 | getCalculationData(some hash); | |
33 | } |