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AVA战地之王的一些有用的东西
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发表于: 2015-6-19 10:06 3297
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AVA函数: 踢人函数,参数:玩家id 【目前无限踢人挂就是不断的调用这个函数地址】
void AavaNetEntryGameRe::RoomKick ( int idPlayer )
{
static UFunction* pFnRoomKick = NULL;
if ( ! pFnRoomKick )
pFnRoomKick = (UFunction*) UObject::GObjObjects()->Data[ 41957 ];
AavaNetEntryGameRe_execRoomKick_Parms RoomKick_Parms;
RoomKick_Parms.idPlayer = idPlayer;
this->ProcessEvent ( pFnRoomKick, &RoomKick_Parms, NULL );
};
AVA函数:是否VIP防踢判断
bool UavaNetHandler::AmI_VIPBenefit_SpecialKick ( )
{
static UFunction* pFnAmI_VIPBenefit_SpecialKick = NULL;
if ( ! pFnAmI_VIPBenefit_SpecialKick )
pFnAmI_VIPBenefit_SpecialKick = (UFunction*) UObject::GObjObjects()->Data[ 42491 ];
UavaNetHandler_execAmI_VIPBenefit_SpecialKick_Parms AmI_VIPBenefit_SpecialKick_Parms;
pFnAmI_VIPBenefit_SpecialKick->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnAmI_VIPBenefit_SpecialKick, &AmI_VIPBenefit_SpecialKick_Parms, NULL );
pFnAmI_VIPBenefit_SpecialKick->FunctionFlags |= 0x400;
return AmI_VIPBenefit_SpecialKick_Parms.ReturnValue;
};
AVA函数:是否VIP判断
bool UavaNetHandler::AmIVIP ( )
{
static UFunction* pFnAmIVIP = NULL;
if ( ! pFnAmIVIP )
pFnAmIVIP = (UFunction*) UObject::GObjObjects()->Data[ 42489 ];
UavaNetHandler_execAmIVIP_Parms AmIVIP_Parms;
pFnAmIVIP->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnAmIVIP, &AmIVIP_Parms, NULL );
pFnAmIVIP->FunctionFlags |= 0x400;
return AmIVIP_Parms.ReturnValue;
};
AVA函数:是否测试人员判断
bool UavaNetHandler::AmITester ( )
{
static UFunction* pFnAmITester = NULL;
if ( ! pFnAmITester )
pFnAmITester = (UFunction*) UObject::GObjObjects()->Data[ 42487 ];
UavaNetHandler_execAmITester_Parms AmITester_Parms;
pFnAmITester->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnAmITester, &AmITester_Parms, NULL );
pFnAmITester->FunctionFlags |= 0x400;
return AmITester_Parms.ReturnValue;
};
AVA函数:是否开发人员判断
bool UavaNetHandler::AmIDeveloper ( )
{
static UFunction* pFnAmIDeveloper = NULL;
if ( ! pFnAmIDeveloper )
pFnAmIDeveloper = (UFunction*) UObject::GObjObjects()->Data[ 42485 ];
UavaNetHandler_execAmIDeveloper_Parms AmIDeveloper_Parms;
pFnAmIDeveloper->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnAmIDeveloper, &AmIDeveloper_Parms, NULL );
pFnAmIDeveloper->FunctionFlags |= 0x400;
return AmIDeveloper_Parms.ReturnValue;
};
AVA函数:是否管理员判断
bool UavaNetHandler::AmIAdmin ( )
{
static UFunction* pFnAmIAdmin = NULL;
if ( ! pFnAmIAdmin )
pFnAmIAdmin = (UFunction*) UObject::GObjObjects()->Data[ 42483 ];
UavaNetHandler_execAmIAdmin_Parms AmIAdmin_Parms;
pFnAmIAdmin->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnAmIAdmin, &AmIAdmin_Parms, NULL );
pFnAmIAdmin->FunctionFlags |= 0x400;
return AmIAdmin_Parms.ReturnValue;
};
AVA函数:是否玩家成年判断
bool UavaNetHandler::IsPlayerAdult ( )
{
static UFunction* pFnIsPlayerAdult = NULL;
if ( ! pFnIsPlayerAdult )
pFnIsPlayerAdult = (UFunction*) UObject::GObjObjects()->Data[ 42477 ];
UavaNetHandler_execIsPlayerAdult_Parms IsPlayerAdult_Parms;
pFnIsPlayerAdult->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnIsPlayerAdult, &IsPlayerAdult_Parms, NULL );
pFnIsPlayerAdult->FunctionFlags |= 0x400;
return IsPlayerAdult_Parms.ReturnValue;
};
AVA函数:被踢弹框事件
void AavaStrongBoxActor::eventTick ( float DeltaTime )
{
static UFunction* pFnTick = NULL;
if ( ! pFnTick )
pFnTick = (UFunction*) UObject::GObjObjects()->Data[ 50242 ];
AavaStrongBoxActor_eventTick_Parms Tick_Parms;
Tick_Parms.DeltaTime = DeltaTime;
this->ProcessEvent ( pFnTick, &Tick_Parms, NULL );
};
AVA函数:新回合前事件
void AavaGame::BeginNewRound ( )
{
static UFunction* pFnBeginNewRound = NULL;
if ( ! pFnBeginNewRound )
pFnBeginNewRound = (UFunction*) UObject::GObjObjects()->Data[ 29136 ];
AavaGame_execBeginNewRound_Parms BeginNewRound_Parms;
this->ProcessEvent ( pFnBeginNewRound, &BeginNewRound_Parms, NULL );
};
AVA函数:回合开始
void AavaGame::BeginRound ( )
{
static UFunction* pFnBeginRound = NULL;
if ( ! pFnBeginRound )
pFnBeginRound = (UFunction*) UObject::GObjObjects()->Data[ 29129 ];
AavaGame_execBeginRound_Parms BeginRound_Parms;
this->ProcessEvent ( pFnBeginRound, &BeginRound_Parms, NULL );
};
AVA函数:回合初始化
void AavaGame::InitRound ( )
{
static UFunction* pFnInitRound = NULL;
if ( ! pFnInitRound )
pFnInitRound = (UFunction*) UObject::GObjObjects()->Data[ 29128 ];
AavaGame_execInitRound_Parms InitRound_Parms;
this->ProcessEvent ( pFnInitRound, &InitRound_Parms, NULL );
};
void AavaNetEntryGameRe::RoomKick ( int idPlayer )
{
static UFunction* pFnRoomKick = NULL;
if ( ! pFnRoomKick )
pFnRoomKick = (UFunction*) UObject::GObjObjects()->Data[ 41957 ];
AavaNetEntryGameRe_execRoomKick_Parms RoomKick_Parms;
RoomKick_Parms.idPlayer = idPlayer;
this->ProcessEvent ( pFnRoomKick, &RoomKick_Parms, NULL );
};
AVA函数:是否VIP防踢判断
bool UavaNetHandler::AmI_VIPBenefit_SpecialKick ( )
{
static UFunction* pFnAmI_VIPBenefit_SpecialKick = NULL;
if ( ! pFnAmI_VIPBenefit_SpecialKick )
pFnAmI_VIPBenefit_SpecialKick = (UFunction*) UObject::GObjObjects()->Data[ 42491 ];
UavaNetHandler_execAmI_VIPBenefit_SpecialKick_Parms AmI_VIPBenefit_SpecialKick_Parms;
pFnAmI_VIPBenefit_SpecialKick->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnAmI_VIPBenefit_SpecialKick, &AmI_VIPBenefit_SpecialKick_Parms, NULL );
pFnAmI_VIPBenefit_SpecialKick->FunctionFlags |= 0x400;
return AmI_VIPBenefit_SpecialKick_Parms.ReturnValue;
};
AVA函数:是否VIP判断
bool UavaNetHandler::AmIVIP ( )
{
static UFunction* pFnAmIVIP = NULL;
if ( ! pFnAmIVIP )
pFnAmIVIP = (UFunction*) UObject::GObjObjects()->Data[ 42489 ];
UavaNetHandler_execAmIVIP_Parms AmIVIP_Parms;
pFnAmIVIP->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnAmIVIP, &AmIVIP_Parms, NULL );
pFnAmIVIP->FunctionFlags |= 0x400;
return AmIVIP_Parms.ReturnValue;
};
AVA函数:是否测试人员判断
bool UavaNetHandler::AmITester ( )
{
static UFunction* pFnAmITester = NULL;
if ( ! pFnAmITester )
pFnAmITester = (UFunction*) UObject::GObjObjects()->Data[ 42487 ];
UavaNetHandler_execAmITester_Parms AmITester_Parms;
pFnAmITester->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnAmITester, &AmITester_Parms, NULL );
pFnAmITester->FunctionFlags |= 0x400;
return AmITester_Parms.ReturnValue;
};
AVA函数:是否开发人员判断
bool UavaNetHandler::AmIDeveloper ( )
{
static UFunction* pFnAmIDeveloper = NULL;
if ( ! pFnAmIDeveloper )
pFnAmIDeveloper = (UFunction*) UObject::GObjObjects()->Data[ 42485 ];
UavaNetHandler_execAmIDeveloper_Parms AmIDeveloper_Parms;
pFnAmIDeveloper->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnAmIDeveloper, &AmIDeveloper_Parms, NULL );
pFnAmIDeveloper->FunctionFlags |= 0x400;
return AmIDeveloper_Parms.ReturnValue;
};
AVA函数:是否管理员判断
bool UavaNetHandler::AmIAdmin ( )
{
static UFunction* pFnAmIAdmin = NULL;
if ( ! pFnAmIAdmin )
pFnAmIAdmin = (UFunction*) UObject::GObjObjects()->Data[ 42483 ];
UavaNetHandler_execAmIAdmin_Parms AmIAdmin_Parms;
pFnAmIAdmin->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnAmIAdmin, &AmIAdmin_Parms, NULL );
pFnAmIAdmin->FunctionFlags |= 0x400;
return AmIAdmin_Parms.ReturnValue;
};
AVA函数:是否玩家成年判断
bool UavaNetHandler::IsPlayerAdult ( )
{
static UFunction* pFnIsPlayerAdult = NULL;
if ( ! pFnIsPlayerAdult )
pFnIsPlayerAdult = (UFunction*) UObject::GObjObjects()->Data[ 42477 ];
UavaNetHandler_execIsPlayerAdult_Parms IsPlayerAdult_Parms;
pFnIsPlayerAdult->FunctionFlags |= ~0x400;
this->ProcessEvent ( pFnIsPlayerAdult, &IsPlayerAdult_Parms, NULL );
pFnIsPlayerAdult->FunctionFlags |= 0x400;
return IsPlayerAdult_Parms.ReturnValue;
};
AVA函数:被踢弹框事件
void AavaStrongBoxActor::eventTick ( float DeltaTime )
{
static UFunction* pFnTick = NULL;
if ( ! pFnTick )
pFnTick = (UFunction*) UObject::GObjObjects()->Data[ 50242 ];
AavaStrongBoxActor_eventTick_Parms Tick_Parms;
Tick_Parms.DeltaTime = DeltaTime;
this->ProcessEvent ( pFnTick, &Tick_Parms, NULL );
};
AVA函数:新回合前事件
void AavaGame::BeginNewRound ( )
{
static UFunction* pFnBeginNewRound = NULL;
if ( ! pFnBeginNewRound )
pFnBeginNewRound = (UFunction*) UObject::GObjObjects()->Data[ 29136 ];
AavaGame_execBeginNewRound_Parms BeginNewRound_Parms;
this->ProcessEvent ( pFnBeginNewRound, &BeginNewRound_Parms, NULL );
};
AVA函数:回合开始
void AavaGame::BeginRound ( )
{
static UFunction* pFnBeginRound = NULL;
if ( ! pFnBeginRound )
pFnBeginRound = (UFunction*) UObject::GObjObjects()->Data[ 29129 ];
AavaGame_execBeginRound_Parms BeginRound_Parms;
this->ProcessEvent ( pFnBeginRound, &BeginRound_Parms, NULL );
};
AVA函数:回合初始化
void AavaGame::InitRound ( )
{
static UFunction* pFnInitRound = NULL;
if ( ! pFnInitRound )
pFnInitRound = (UFunction*) UObject::GObjObjects()->Data[ 29128 ];
AavaGame_execInitRound_Parms InitRound_Parms;
this->ProcessEvent ( pFnInitRound, &InitRound_Parms, NULL );
};
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