public static uint spawnEntity(string ModelName, float[] Origin, float[] Angles)
{
uint Entity = (uint)RPC.Call(0x3669B0);
RPC.WriteSingle(Entity + 0x138, Origin);
RPC.WriteSingle(Entity + 0x148, Angles);
RPC.Call(0x365738, Entity, ModelName);
RPC.Call(0x35B6C4, Entity);
return Entity;
}
public static uint G_Client(int clientIndex, uint Mod = 0x00)
{
return (0x1950880 + (0x4180 * (uint)clientIndex) + Mod);
}
public static float[] getPlayerOrigin(int clientIndex)
{
return RPC.ReadSingle(G_Client(clientIndex, 0x7, 3);
}
public static float[] getPlayerAngles(int clientIndex)
{
return RPC.ReadSingle(G_Client(clientIndex, 0x1B4), 3);
}
spawnEntity(<string>,<float>,<float>
spawnentity("modelName", getPlayerOrigin(0), getPlayerAngles(0)); <- this will spawn an Entity at Client 0's origin!
if you dont want to use Angles, simply go on like this:
spawnEntity("modelname", getPlayerOrigin(0), new float[] { 0, 0, 0 });
public void EntityAnglesToForward(int client, string Model, int Distance = 6)
{
float diff = Distance * 40;
float [] Angles = Lib.ReadSingle(G_Client(client, 0x7, 3);
float [] Position = Lib.ReadSingle(G_Client(client, 0x1B4), 3);
float num = ((float)Math.Sin((Angles[0] * Math.PI) / 180)) * diff;
float num1 = (float)Math.Sqrt(((diff * diff) - (num * num)));
float num2 = ((float)Math.Sin((Angles[1] * Math.PI) / 180)) * num1;
float num3 = ((float)Math.Cos((Angles[1] * Math.PI) / 180)) * num1;
float[] forward = new float[] { Position[0] + num3, Position[1] + num2, Position[2] - num };
spawnEntity(Model, forward, Angles);
}
public static UInt32 SpawnEntity(String model = "projectile_pod_care_package", Single x = 0, Single y = 0, Single z = 0, Single yaw = 0, Single pitch = 0, Single roll = 0)
{
UInt32 entity = (uint)RPC.Call(0x3669B0);
PS3.Extension.WriteFloat((entity + 0x134), x);
PS3.Extension.WriteFloat((entity + 0x13C), y);
PS3.Extension.WriteFloat((entity + 0x13, z);
PS3.Extension.WriteFloat((entity + 0x140), yaw);
PS3.Extension.WriteFloat((entity + 0x144), pitch);
PS3.Extension.WriteFloat((entity + 0x14, roll);
RPC.Call(0x365738, entity, model);
RPC.Call(0x35B658, entity);
Thread.Sleep(30);
return entity;
}
public static UInt32 SpawnEntity(String model = "projectile_pod_care_package", Single x = 0, Single y = 0, Single z = 0, Single yaw = 0, Single pitch = 0, Single roll = 0)
{
UInt32 entity = (uint)RPC.Call(0x3669B0);
PS3.Extension.WriteFloat((entity + 0x134), x);
PS3.Extension.WriteFloat((entity + 0x13C), y);
PS3.Extension.WriteFloat((entity + 0x13, z);
PS3.Extension.WriteFloat((entity + 0x140), yaw);
PS3.Extension.WriteFloat((entity + 0x144), pitch);
PS3.Extension.WriteFloat((entity + 0x14, roll);
RPC.Call(0x365738, entity, model);
RPC.Call(0x35B658, entity);
Thread.Sleep(30);
return entity;
}
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