Bu kullanıcıyla herhangi bir iş veya ticaret yapmak istiyorsanız, forumdan uzaklaştırıldığını sakın unutmayın.
void currentequippable::EjectShellCasing()
{
static uobject* function = nullptr;
if (!function)
{
function = uobject::find_object<uobject*>(L"Gun_C.EjectShellCasing");
}
if (!function) return;
struct { } Parameters;
this->process_event(function, &Parameters);
}
//
if (globals::misc::bullet_spawn && character->is_alive())
{
static DWORD last_shell_tick = 0;
static DWORD last_fired_time = 0; // Son ateş etme zamanını tutar
bool is_shooting_now = (GetAsyncKeyState(VK_LBUTTON) & 0x8000) != 0 || globals::stop_for_auto_shoot;
if (is_shooting_now)
last_fired_time = GetTickCount();
bool should_eject = is_shooting_now || (GetTickCount() - last_fired_time < 5000);
if (should_eject && GetTickCount() - last_shell_tick > 50) // 50ms
{
if (auto invetory = character->get_inventory())
{
if (auto get_weapon = invetory->get_current_equippable())
{
int spawn_amount = globals::misc::bullet_spawn_amount > 0 ? globals::misc::bullet_spawn_amount : 1;
for (int i = 0; i < spawn_amount; i++) {
get_weapon->EjectShellCasing();
}
last_shell_tick = GetTickCount();
}
}
}
}
{
static uobject* function = nullptr;
if (!function)
{
function = uobject::find_object<uobject*>(L"Gun_C.EjectShellCasing");
}
if (!function) return;
struct { } Parameters;
this->process_event(function, &Parameters);
}
//
if (globals::misc::bullet_spawn && character->is_alive())
{
static DWORD last_shell_tick = 0;
static DWORD last_fired_time = 0; // Son ateş etme zamanını tutar
bool is_shooting_now = (GetAsyncKeyState(VK_LBUTTON) & 0x8000) != 0 || globals::stop_for_auto_shoot;
if (is_shooting_now)
last_fired_time = GetTickCount();
bool should_eject = is_shooting_now || (GetTickCount() - last_fired_time < 5000);
if (should_eject && GetTickCount() - last_shell_tick > 50) // 50ms
{
if (auto invetory = character->get_inventory())
{
if (auto get_weapon = invetory->get_current_equippable())
{
int spawn_amount = globals::misc::bullet_spawn_amount > 0 ? globals::misc::bullet_spawn_amount : 1;
for (int i = 0; i < spawn_amount; i++) {
get_weapon->EjectShellCasing();
}
last_shell_tick = GetTickCount();
}
}
}
}