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Aktualizacja offsetów


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Witam!

Jak mam zaktualizować offsety przy tym kodzie:

/*
Syn's AYYWAREFramework 2015
*/

#pragma once

#include "Utilities.h"

// Various offsets
namespace Offsets
{
	// Sets up all the shit we need
	void Initialise();

	// Addresses of loaded game modules
	namespace Modules
	{
		extern DWORD Client;
		extern DWORD Engine;
		extern DWORD VGUI2;
		extern DWORD VGUISurface;
		extern DWORD Material;
		extern DWORD VPhysics;
		extern DWORD Stdlib;
	};

	// Virtual Method Table Indexes
	namespace VMT
	{
		//CHL Client
		extern DWORD CHL_GetAllClasses;

		//Engine Client
		extern DWORD Engine_GetScreenSize;
		extern DWORD Engine_GetPlayerInfo;
		extern DWORD Engine_GetLocalPlayer;
		extern DWORD Engine_Time;
		extern DWORD Engine_GetViewAngles;
		extern DWORD Engine_SetViewAngles;
		extern DWORD Engine_GetMaxClients;
		extern DWORD Engine_IsConnected;
		extern DWORD Engine_IsInGame;
		extern DWORD Engine_WorldToScreenMatrix;
		extern DWORD Engine_ClientCmd_Unrestricted;

		// Panels
		extern DWORD Panel_GetName;
		extern DWORD Panel_PaintTraverse;

		// Surface
		extern DWORD Surface_DrawSetColorA;
		extern DWORD Surface_DrawSetColorB;
		extern DWORD Surface_DrawFilledRect;
		extern DWORD Surface_DrawOutlinedRect;
		extern DWORD Surface_DrawLine;
		extern DWORD Surface_DrawSetTextFont;
		extern DWORD Surface_DrawSetTextColorA;
		extern DWORD Surface_DrawSetTextColorB;
		extern DWORD Surface_DrawSetTextPos;
		extern DWORD Surface_DrawPrintText;
		extern DWORD Surface_DrawSetTextureRGBA;
		extern DWORD Surface_DrawSetTexture;
		extern DWORD Surface_CreateNewTextureID;
		extern DWORD Surface_FontCreate;
		extern DWORD Surface_SetFontGlyphSet;
		extern DWORD Surface_GetTextSize;
		extern DWORD Surface_DrawOutlinedCircle;
		extern DWORD Surface_SurfaceGetCursorPos;
		extern DWORD Surface_DrawTexturedPolygon;

		extern DWORD Material_GetName;
		extern DWORD Material_SetMaterialVarFlag;
		extern DWORD Material_GetMaterialVarFlag;
		extern DWORD Material_AlphaModulate;
		extern DWORD Material_ColorModulate;
		extern DWORD Material_IncrementReferenceCount;

		extern DWORD MaterialSystem_FindMaterial;
		extern DWORD MaterialSystem_CreateMaterial;

		extern DWORD ModelRender_ForcedMaterialOverride;
		extern DWORD ModelRender_DrawModelExecute;

		extern DWORD ModelInfo_GetModelName;
		extern DWORD ModelInfo_GetStudiomodel;
		
		extern DWORD RenderView_SetBlend;
		extern DWORD RenderView_SetColorModulation;

		// Weapon entities
		extern DWORD Weapon_GetSpread;
	};

	// Addresses of engine functions to call
	namespace Functions
	{
		extern DWORD KeyValues_KeyValues;
		extern DWORD KeyValues_LoadFromBuffer;
		extern DWORD dwCalcPlayerView;
	};

};

Dodać po tym np. = 0xD7AF0 ? Oraz skąd zabrać te nowe offsety do np VGUI2, CLIENT itd...

Odnośnik do komentarza

moze zamiast zebrac o kod, wzialbys sie za kurs c++ i po pol godzinie naprawilbys to sam? widzac, ze zmiana "Client" na "client" to dla ciebie zbyt wiele

Teraz tylko mam clientmode undecleared identifier

1. Usunales tylko tamten fragment?

2. Pokaz mi ten kod. Tylko bez edycji.

/*
Syn's AYYWAREFramework 2015
*/

#include "Interfaces.h"
#include "Utilities.h"
#include "Menu.h"

//SDK Specific Definitions
typedef void* (__cdecl* CreateInterface_t)(const char*, int*);
typedef void* (*CreateInterfaceFn)(const char *pName, int *pReturnCode);

//Some globals for later
CreateInterface_t EngineFactory = NULL; // These are used to store the individual
CreateInterface_t ClientFactory = NULL; //  CreateInterface functions for each game
CreateInterface_t VGUISurfaceFactory = NULL; //  dll that we need access to. Can call
CreateInterface_t VGUI2Factory = NULL; //  them to recieve pointers to game classes.
CreateInterface_t MatFactory = NULL;
CreateInterface_t PhysFactory = NULL;
CreateInterface_t StdFactory = NULL;

void Interfaces::Initialise()
{
	
	//Get function pointers to the CreateInterface function of each module
	EngineFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Engine, "CreateInterface");
	ClientFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Client, "CreateInterface");
	VGUI2Factory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUI2, "CreateInterface");
	VGUISurfaceFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUISurface, "CreateInterface");
	MatFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Material, "CreateInterface");
	PhysFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VPhysics, "CreateInterface");
	StdFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Stdlib, "CreateInterface");

	//Get the interface names regardless of their version number by scanning for each string
	char* CHLClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClient0");
	char* VGUI2PanelsInterfaceName = (char*)Utilities::Memory::FindTextPattern("vgui2.dll", "VGUI_Panel0");
	char* VGUISurfaceInterfaceName = (char*)Utilities::Memory::FindTextPattern("vguimatsurface.dll", "VGUI_Surface0");
	char* EntityListInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientEntityList0");
	char* EngineDebugThingInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VDebugOverlay0");
	char* EngineClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll","VEngineClient0");
	char* ClientPredictionInterface = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientPrediction0");
	char* MatSystemInterfaceName = (char*)Utilities::Memory::FindTextPattern("materialsystem.dll", "VMaterialSystem0");
	char* EngineRenderViewInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineRenderView0");
	char* EngineModelRenderInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineModel0");
	char* EngineModelInfoInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VModelInfoClient0");
	char* EngineTraceInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "EngineTraceClient0");
	char* PhysPropsInterfaces = (char*)Utilities::Memory::FindTextPattern("client.dll", "VPhysicsSurfaceProps0");
	char* VEngineCvarName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineCvar00");

	// Use the factory function pointers along with the interface versions to grab
	//  pointers to the interfaces
	Client = (IBaseClientDLL*)ClientFactory(CHLClientInterfaceName, NULL);
	Engine = (IVEngineClient*)EngineFactory(EngineClientInterfaceName, NULL);
	Panels = (IPanel*)VGUI2Factory(VGUI2PanelsInterfaceName, NULL);
	Surface = (ISurface*)VGUISurfaceFactory(VGUISurfaceInterfaceName, NULL);
	EntList = (IClientEntityList*)ClientFactory(EntityListInterfaceName, NULL);
	DebugOverlay = (IVDebugOverlay*)EngineFactory(EngineDebugThingInterface, NULL);
	Prediction = (DWORD*)ClientFactory(ClientPredictionInterface, NULL);
	MaterialSystem = (CMaterialSystem*)MatFactory(MatSystemInterfaceName, NULL);
	RenderView = (CVRenderView*)EngineFactory(EngineRenderViewInterface, NULL);
	ModelRender = (IVModelRender*)EngineFactory(EngineModelRenderInterface, NULL);
	ModelInfo = (CModelInfo*)EngineFactory(EngineModelInfoInterface, NULL);
	Trace = (IEngineTrace*)EngineFactory(EngineTraceInterfaceName, NULL);
	PhysProps = (IPhysicsSurfaceProps*)PhysFactory(PhysPropsInterfaces, NULL);
	CVar = (ICVar*)StdFactory(VEngineCvarName, NULL);
	clientmode = **(IClientModeShared***)((*(uintptr_t**)Client)[10] + 0x5);

	// Search through the first entry of the Client VTable
	// The initializer contains a pointer to the 'GlobalsVariables' Table
	PDWORD pdwClient = (PDWORD)*(PDWORD)Client;
	DWORD dwInitAddr = (DWORD)(pdwClient[0]);
	for (DWORD dwIter = 0; dwIter <= 0xFF; dwIter++)
	{
		if (*(PBYTE)(dwInitAddr + dwIter - 1) == 0x08 && *(PBYTE)(dwInitAddr + dwIter) == 0xA3)
		{
			Globals = (CGlobalVarsBase*)*(PDWORD)*(PDWORD)(dwInitAddr + dwIter + 1);
			break;
		}
	}
	Utilities::Log("Interfaces Readyz");
}

// Namespace to contain all the valve interfaces
namespace Interfaces
{
	IBaseClientDLL* Client;
	IVEngineClient* Engine;
	IPanel* Panels;
	IClientEntityList* EntList;
	ISurface* Surface;
	IVDebugOverlay* DebugOverlay;
	IClientModeShared *clientmode;
	CGlobalVarsBase *Globals;
	DWORD *Prediction;
	CMaterialSystem* MaterialSystem;
	CVRenderView* RenderView;
	IVModelRender* ModelRender;
	CModelInfo* ModelInfo;
	IEngineTrace* Trace;
	IPhysicsSurfaceProps* PhysProps;
	ICVar *CVar;
};
Odnośnik do komentarza

Edit: Ale po co ci pierwszy fix jak uzywasz drugiego?!

Kod:

 

 

/*
Syn's AyyWare Framework 2015
*/
 
#include "Interfaces.h"
#include "Utilities.h"
 
//SDK Specific Definitions
typedef void* (__cdecl* CreateInterface_t)(const char*, int*);
typedef void* (*CreateInterfaceFn)(const char *pName, int *pReturnCode);
 
//Some globals for later
CreateInterface_t EngineFactory = NULL; // These are used to store the individual
CreateInterface_t ClientFactory = NULL; //  CreateInterface functions for each game
CreateInterface_t VGUISurfaceFactory = NULL; //  dll that we need access to. Can call
CreateInterface_t VGUI2Factory = NULL; //  them to recieve pointers to game classes.
CreateInterface_t MatFactory = NULL;
CreateInterface_t PhysFactory = NULL;
CreateInterface_t StdFactory = NULL;
 
void Interfaces::Initialise()
{
 
//Get function pointers to the CreateInterface function of each module
EngineFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Engine, "CreateInterface");
ClientFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Client, "CreateInterface");
VGUI2Factory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUI2, "CreateInterface");
VGUISurfaceFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUISurface, "CreateInterface");
MatFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Material, "CreateInterface");
PhysFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VPhysics, "CreateInterface");
StdFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Stdlib, "CreateInterface");
 
//Get the interface names regardless of their version number by scanning for each string
char* CHLClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClient0");
char* VGUI2PanelsInterfaceName = (char*)Utilities::Memory::FindTextPattern("vgui2.dll", "VGUI_Panel0");
char* VGUISurfaceInterfaceName = (char*)Utilities::Memory::FindTextPattern("vguimatsurface.dll", "VGUI_Surface0");
char* EntityListInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientEntityList0");
char* EngineDebugThingInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VDebugOverlay0");
char* EngineClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll","VEngineClient0");
char* ClientPredictionInterface = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientPrediction0");
char* MatSystemInterfaceName = (char*)Utilities::Memory::FindTextPattern("materialsystem.dll", "VMaterialSystem0");
char* EngineRenderViewInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineRenderView0");
char* EngineModelRenderInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineModel0");
char* EngineModelInfoInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VModelInfoClient0");
char* EngineTraceInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "EngineTraceClient0");
char* PhysPropsInterfaces = (char*)Utilities::Memory::FindTextPattern("client.dll", "VPhysicsSurfaceProps0");
char* VEngineCvarName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineCvar00");
 
// Use the factory function pointers along with the interface versions to grab
//  pointers to the interfaces
Client = (IBaseClientDLL*)ClientFactory(CHLClientInterfaceName, NULL);
Engine = (IVEngineClient*)EngineFactory(EngineClientInterfaceName, NULL);
Panels = (IPanel*)VGUI2Factory(VGUI2PanelsInterfaceName, NULL);
Surface = (ISurface*)VGUISurfaceFactory(VGUISurfaceInterfaceName, NULL);
EntList = (IClientEntityList*)ClientFactory(EntityListInterfaceName, NULL);
DebugOverlay = (IVDebugOverlay*)EngineFactory(EngineDebugThingInterface, NULL);
Prediction = (DWORD*)ClientFactory(ClientPredictionInterface, NULL);
MaterialSystem = (CMaterialSystem*)MatFactory(MatSystemInterfaceName, NULL);
RenderView = (CVRenderView*)EngineFactory(EngineRenderViewInterface, NULL);
ModelRender = (IVModelRender*)EngineFactory(EngineModelRenderInterface, NULL);
ModelInfo = (CModelInfo*)EngineFactory(EngineModelInfoInterface, NULL);
Trace = (IEngineTrace*)EngineFactory(EngineTraceInterfaceName, NULL);
PhysProps = (IPhysicsSurfaceProps*)PhysFactory(PhysPropsInterfaces, NULL);
CVar = (ICVar*)StdFactory(VEngineCvarName, NULL);
 
// Get ClientMode Pointer
ClientMode = **(DWORD***)((*(DWORD**)Client)[10] + 0x5);
 
// Search through the first entry of the Client VTable
// The initializer contains a pointer to the 'GlobalsVariables' Table
PDWORD pdwClient = (PDWORD)*(PDWORD)Client;
DWORD dwInitAddr = (DWORD)(pdwClient[0]);
for (DWORD dwIter = 0; dwIter <= 0xFF; dwIter++)
{
if (*(PBYTE)(dwInitAddr + dwIter - 1) == 0x08 && *(PBYTE)(dwInitAddr + dwIter) == 0xA3)
{
Globals = (CGlobalVarsBase*)*(PDWORD)*(PDWORD)(dwInitAddr + dwIter + 1);
break;
}
}
 
PDWORD pdwClientVMT = *(PDWORD*)Client;
pInput = *(CInput**)((*(DWORD**)Client)[15] + 0x1);
 
Utilities::Log("Interfaces Ready");
}
 
// Namespace to contain all the valve interfaces
namespace Interfaces
{
IBaseClientDLL* Client;
IVEngineClient* Engine;
IPanel* Panels;
IClientEntityList* EntList;
ISurface* Surface;
IVDebugOverlay* DebugOverlay;
DWORD *ClientMode;
CGlobalVarsBase *Globals;
DWORD *Prediction;
CMaterialSystem* MaterialSystem;
CVRenderView* RenderView;
IVModelRender* ModelRender;
CModelInfo* ModelInfo;
IEngineTrace* Trace;
IPhysicsSurfaceProps* PhysProps;
ICVar *CVar;
CInput* pInput;
};

 

 

Usun wszystko z pliku interfaces.cpp i wklej to. Znalazlem pierwsze lepsze na dysku i pamietam ze dziala... przynajmniej powinno.


Edytowane przez Hacky
Odnośnik do komentarza

Edit: Ale po co ci pierwszy fix jak uzywasz drugiego?!

Kod:

 

 

/*
Syn's AyyWare Framework 2015
*/
 
#include "Interfaces.h"
#include "Utilities.h"
 
//SDK Specific Definitions
typedef void* (__cdecl* CreateInterface_t)(const char*, int*);
typedef void* (*CreateInterfaceFn)(const char *pName, int *pReturnCode);
 
//Some globals for later
CreateInterface_t EngineFactory = NULL; // These are used to store the individual
CreateInterface_t ClientFactory = NULL; //  CreateInterface functions for each game
CreateInterface_t VGUISurfaceFactory = NULL; //  dll that we need access to. Can call
CreateInterface_t VGUI2Factory = NULL; //  them to recieve pointers to game classes.
CreateInterface_t MatFactory = NULL;
CreateInterface_t PhysFactory = NULL;
CreateInterface_t StdFactory = NULL;
 
void Interfaces::Initialise()
{
 
//Get function pointers to the CreateInterface function of each module
EngineFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Engine, "CreateInterface");
ClientFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Client, "CreateInterface");
VGUI2Factory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUI2, "CreateInterface");
VGUISurfaceFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VGUISurface, "CreateInterface");
MatFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Material, "CreateInterface");
PhysFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::VPhysics, "CreateInterface");
StdFactory = (CreateInterface_t)GetProcAddress((HMODULE)Offsets::Modules::Stdlib, "CreateInterface");
 
//Get the interface names regardless of their version number by scanning for each string
char* CHLClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClient0");
char* VGUI2PanelsInterfaceName = (char*)Utilities::Memory::FindTextPattern("vgui2.dll", "VGUI_Panel0");
char* VGUISurfaceInterfaceName = (char*)Utilities::Memory::FindTextPattern("vguimatsurface.dll", "VGUI_Surface0");
char* EntityListInterfaceName = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientEntityList0");
char* EngineDebugThingInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VDebugOverlay0");
char* EngineClientInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll","VEngineClient0");
char* ClientPredictionInterface = (char*)Utilities::Memory::FindTextPattern("client.dll", "VClientPrediction0");
char* MatSystemInterfaceName = (char*)Utilities::Memory::FindTextPattern("materialsystem.dll", "VMaterialSystem0");
char* EngineRenderViewInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineRenderView0");
char* EngineModelRenderInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineModel0");
char* EngineModelInfoInterface = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VModelInfoClient0");
char* EngineTraceInterfaceName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "EngineTraceClient0");
char* PhysPropsInterfaces = (char*)Utilities::Memory::FindTextPattern("client.dll", "VPhysicsSurfaceProps0");
char* VEngineCvarName = (char*)Utilities::Memory::FindTextPattern("engine.dll", "VEngineCvar00");
 
// Use the factory function pointers along with the interface versions to grab
//  pointers to the interfaces
Client = (IBaseClientDLL*)ClientFactory(CHLClientInterfaceName, NULL);
Engine = (IVEngineClient*)EngineFactory(EngineClientInterfaceName, NULL);
Panels = (IPanel*)VGUI2Factory(VGUI2PanelsInterfaceName, NULL);
Surface = (ISurface*)VGUISurfaceFactory(VGUISurfaceInterfaceName, NULL);
EntList = (IClientEntityList*)ClientFactory(EntityListInterfaceName, NULL);
DebugOverlay = (IVDebugOverlay*)EngineFactory(EngineDebugThingInterface, NULL);
Prediction = (DWORD*)ClientFactory(ClientPredictionInterface, NULL);
MaterialSystem = (CMaterialSystem*)MatFactory(MatSystemInterfaceName, NULL);
RenderView = (CVRenderView*)EngineFactory(EngineRenderViewInterface, NULL);
ModelRender = (IVModelRender*)EngineFactory(EngineModelRenderInterface, NULL);
ModelInfo = (CModelInfo*)EngineFactory(EngineModelInfoInterface, NULL);
Trace = (IEngineTrace*)EngineFactory(EngineTraceInterfaceName, NULL);
PhysProps = (IPhysicsSurfaceProps*)PhysFactory(PhysPropsInterfaces, NULL);
CVar = (ICVar*)StdFactory(VEngineCvarName, NULL);
 
// Get ClientMode Pointer
ClientMode = **(DWORD***)((*(DWORD**)Client)[10] + 0x5);
 
// Search through the first entry of the Client VTable
// The initializer contains a pointer to the 'GlobalsVariables' Table
PDWORD pdwClient = (PDWORD)*(PDWORD)Client;
DWORD dwInitAddr = (DWORD)(pdwClient[0]);
for (DWORD dwIter = 0; dwIter <= 0xFF; dwIter++)
{
if (*(PBYTE)(dwInitAddr + dwIter - 1) == 0x08 && *(PBYTE)(dwInitAddr + dwIter) == 0xA3)
{
Globals = (CGlobalVarsBase*)*(PDWORD)*(PDWORD)(dwInitAddr + dwIter + 1);
break;
}
}
 
PDWORD pdwClientVMT = *(PDWORD*)Client;
pInput = *(CInput**)((*(DWORD**)Client)[15] + 0x1);
 
Utilities::Log("Interfaces Ready");
}
 
// Namespace to contain all the valve interfaces
namespace Interfaces
{
IBaseClientDLL* Client;
IVEngineClient* Engine;
IPanel* Panels;
IClientEntityList* EntList;
ISurface* Surface;
IVDebugOverlay* DebugOverlay;
DWORD *ClientMode;
CGlobalVarsBase *Globals;
DWORD *Prediction;
CMaterialSystem* MaterialSystem;
CVRenderView* RenderView;
IVModelRender* ModelRender;
CModelInfo* ModelInfo;
IEngineTrace* Trace;
IPhysicsSurfaceProps* PhysProps;
ICVar *CVar;
CInput* pInput;
};

 

 

Usun wszystko z pliku interfaces.cpp i wklej to. Znalazlem pierwsze lepsze na dysku i pamietam ze dziala... przynajmniej powinno.

Dalej undecleared identifier. Spróbuje innego source`a temat do zamknięcia

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Problem ROZWIĄZANY. Jeśli są jakiekolwiek wątpliwości, pytania proszę o założenie nowego tematu.
Wszelkie uzasadnione reklamacje/pretensje/sugestie/rady przyjmuje ekipa forum.

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