[Help] help to change radar code
help to change radar code
help to change radar code Posted on: 05/26/2015 11:56am
Quote Post

I'm trying to change that code to display the names of the unsuccessful enemies.

game >  http://vk.com/app3390882?cid=19


script:


 .method private hidebysig instance void OnGUI () cil managed 
    {
        IL_0000: ldsfld bool PlayerNames::show
        IL_0005: brtrue IL_000b

        IL_000a: ret

        IL_000b: ldsfld int32 Client::ID
        IL_0010: ldc.i4.m1
        IL_0011: bne.un IL_0017

        IL_0016: ret

        IL_0017: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
        IL_001c: ldsfld int32 Client::ID
        IL_0021: ldelem.ref
        IL_0022: brtrue IL_0028

        IL_0027: ret

        IL_0028: ldarg.0
        IL_0029: call instance void PlayerNames::DrawHudName()
        IL_002e: ldarg.0
        IL_002f: call instance void PlayerNames::DrawHudRadar()
        IL_0034: ret


==========================


IL

//7E ?? ?? ?? ??
IL_0000: ldsfld    bool PlayerNames::show
//3A ?? ?? ?? ??
IL_0005: brtrue    IL_000b
//2A
IL_000a: ret
//7E ?? ?? ?? ??
IL_000b: ldsfld    int32 Client::ID
//15
IL_0010: ldc.i4.m1
//40 ?? ?? ?? ??
IL_0011: bne.un    IL_0017
//2A
IL_0016: ret
//7E ?? ?? ?? ??
IL_0017: ldsfld    class AssemblyCSharp.CPlayerData[] PlayerControll::Player
//7E ?? ?? ?? ??
IL_001c: ldsfld    int32 Client::ID
//9A
IL_0021: ldelem.ref
//3A ?? ?? ?? ??
IL_0022: brtrue    IL_0028
//2A
IL_0027: ret
//02
IL_0028: ldarg.0
//28 ?? ?? ?? ??
IL_0029: call      instance void PlayerNames::DrawHudName()
//02
IL_002e: ldarg.0
//28 ?? ?? ?? ??
IL_002f: call      instance void PlayerNames::DrawHudRadar()
//2A
IL_0034: ret
  


Always names disappear =(






 

RE: help to change radar code Posted on: 05/27/2015 3:53pm
Quote Post

Somewhere there is a timer. If I had to guess, I'd say you're in the wrong place and need to look in the DrawHudRadar() function, wherever that is.

The code you posted calls DrawHudRadar(), returns it, and that's it. Somewhere else, that function is defined, and that will tell you how it behaves and why it disappears.

I don't have VK (nor do I want it) so I can't tell you more than that without you downloading the flash and dropboxing it for me.

RE: help to change radar code Posted on: 05/27/2015 8:04pm
Quote Post
FinalStrife7 Posted on: 05/27/2015 11:53am

Somewhere there is a timer. If I had to guess, I'd say you're in the wrong place and need to look in the DrawHudRadar() function, wherever that is.

The code you posted calls DrawHudRadar(), returns it, and that's it. Somewhere else, that function is defined, and that will tell you how it behaves and why it disappears.

I don't have VK (nor do I want it) so I can't tell you more than that without you downloading the flash and dropboxing it for me.


I searched and found that only with the name you spoke tried to change over again to no avail .class public auto ansi beforefieldinit PlayerNames
    extends [UnityEngine]UnityEngine.MonoBehaviour
{
    .field private static bool show

    .field private class [UnityEngine]UnityEngine.GameObject LocalPlayer

    .field private valuetype [UnityEngine]UnityEngine.Color a

    .field private class [UnityEngine]UnityEngine.Texture2D tRed

    .field private class [UnityEngine]UnityEngine.Texture2D tYellow

    .field private class [UnityEngine]UnityEngine.Texture2D tWhite

    .field private class [UnityEngine]UnityEngine.Texture2D tRadar

    .field private valuetype [UnityEngine]UnityEngine.Rect rRadar

    .field public static bool hideradar

    .method private specialname rtspecialname static void .cctor () cil managed 
    {
        IL_0000: ldc.i4.1
        IL_0001: stsfld bool PlayerNames::show
        IL_0006: ret
    }

    .method public hidebysig specialname rtspecialname instance void .ctor () cil managed 
    {
        IL_0000: ldarg.0
        IL_0001: ldc.r4 1
        IL_0006: ldc.r4 1
        IL_000b: ldc.r4 1
        IL_0010: ldc.r4 0.75
        IL_0015: newobj instance void [UnityEngine]UnityEngine.Color::.ctor(float32,  float32,  float32,  float32)
        IL_001a: stfld valuetype [UnityEngine]UnityEngine.Color PlayerNames::a
        IL_001f: ldarg.0
        IL_0020: call instance void [UnityEngine]UnityEngine.MonoBehaviour::.ctor()
        IL_0025: ret
    }

    .method private hidebysig instance void DrawHudName () cil managed 
    {
        .locals init (
            [0] int32 V_0
        )

        IL_0000: ldarg.0
        IL_0001: ldfld valuetype [UnityEngine]UnityEngine.Color PlayerNames::a
        IL_0006: call void [UnityEngine]UnityEngine.GUI::set_color(valuetype [UnityEngine]UnityEngine.Color)
        IL_000b: ldc.i4.0
        IL_000c: stloc.0
        IL_000d: br IL_0091
        .loop
        {
            IL_0012: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_0017: ldloc.0
            IL_0018: ldelem.ref
            IL_0019: brtrue IL_0023

            IL_001e: br IL_008d

            IL_0023: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_0028: ldloc.0
            IL_0029: ldelem.ref
            IL_002a: ldfld class [UnityEngine]UnityEngine.GameObject AssemblyCSharp.CPlayerData::go
            IL_002f: ldnull
            IL_0030: call bool [UnityEngine]UnityEngine.Object::op_Equality(class [UnityEngine]UnityEngine.Object,  class [UnityEngine]UnityEngine.Object)
            IL_0035: brfalse IL_003f

            IL_003a: br IL_008d

            IL_003f: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_0044: ldloc.0
            IL_0045: ldelem.ref
            IL_0046: ldfld int32 AssemblyCSharp.CPlayerData::Team
            IL_004b: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_0050: ldsfld int32 Client::ID
            IL_0055: ldelem.ref
            IL_0056: ldfld int32 AssemblyCSharp.CPlayerData::Team
            IL_005b: beq IL_0065

            IL_0060: br IL_008d

            IL_0065: ldarg.0
            IL_0066: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_006b: ldloc.0
            IL_006c: ldelem.ref
            IL_006d: ldfld class [UnityEngine]UnityEngine.GameObject AssemblyCSharp.CPlayerData::go
            IL_0072: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
            IL_0077: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Transform::get_position()
            IL_007c: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_0081: ldloc.0
            IL_0082: ldelem.ref
            IL_0083: ldfld string AssemblyCSharp.CPlayerData::Name
            IL_0088: call instance void PlayerNames::DrawPlayerName(valuetype [UnityEngine]UnityEngine.Vector3,  string)

            IL_008d: ldloc.0
            IL_008e: ldc.i4.1
            IL_008f: add
            IL_0090: stloc.0

            IL_0091: ldloc.0
            IL_0092: ldc.i4.s 16
            IL_0094: blt IL_0012
        }

        IL_0099: call valuetype [UnityEngine]UnityEngine.Color [UnityEngine]UnityEngine.Color::get_white()
        IL_009e: call void [UnityEngine]UnityEngine.GUI::set_color(valuetype [UnityEngine]UnityEngine.Color)
        IL_00a3: ret
    }

    .method private hidebysig instance void DrawHudRadar () cil managed 
    {
        .locals init (
            [0] float32 V_0,
            [1] valuetype [UnityEngine]UnityEngine.Matrix4x4 V_1,
            [2] int32 V_2,
            [3] valuetype [UnityEngine]UnityEngine.Quaternion V_3,
            [4] valuetype [UnityEngine]UnityEngine.Vector3 V_4,
            [5] valuetype [UnityEngine]UnityEngine.Vector2 V_5,
            [6] valuetype [UnityEngine]UnityEngine.Vector2 V_6
        )

        IL_0000: ldsfld bool PlayerNames::hideradar
        IL_0005: brfalse IL_000b

        IL_000a: ret

        IL_000b: ldarg.0
        IL_000c: ldfld class [UnityEngine]UnityEngine.GameObject PlayerNames::LocalPlayer
        IL_0011: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
        IL_0016: callvirt instance valuetype [UnityEngine]UnityEngine.Quaternion [UnityEngine]UnityEngine.Transform::get_localRotation()
        IL_001b: stloc.3
        IL_001c: ldloca.s V_3
        IL_001e: call instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Quaternion::get_eulerAngles()
        IL_0023: stloc.s V_4
        IL_0025: ldloca.s V_4
        IL_0027: ldfld float32 [UnityEngine]UnityEngine.Vector3::y
        IL_002c: stloc.0
        IL_002d: ldarg.0
        IL_002e: ldfld valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
        IL_0033: ldarg.0
        IL_0034: ldfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tRadar
        IL_0039: call void [UnityEngine]UnityEngine.GUI::DrawTexture(valuetype [UnityEngine]UnityEngine.Rect,  class [UnityEngine]UnityEngine.Texture)
        IL_003e: call valuetype [UnityEngine]UnityEngine.Matrix4x4 [UnityEngine]UnityEngine.GUI::get_matrix()
        IL_0043: stloc.1
        IL_0044: ldc.r4 360
        IL_0049: ldloc.0
        IL_004a: sub
        IL_004b: ldarg.0
        IL_004c: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
        IL_0051: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
        IL_0056: stloc.s V_5
        IL_0058: ldloca.s V_5
        IL_005a: ldfld float32 [UnityEngine]UnityEngine.Vector2::x
        IL_005f: ldarg.0
        IL_0060: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
        IL_0065: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
        IL_006a: stloc.s V_6
        IL_006c: ldloca.s V_6
        IL_006e: ldfld float32 [UnityEngine]UnityEngine.Vector2::y
        IL_0073: newobj instance void [UnityEngine]UnityEngine.Vector2::.ctor(float32,  float32)
        IL_0078: call void [UnityEngine]UnityEngine.GUIUtility::RotateAroundPivot(float32,  valuetype [UnityEngine]UnityEngine.Vector2)
        IL_007d: ldc.i4.0
        IL_007e: stloc.2
        IL_007f: br IL_00f7
        .loop
        {
            IL_0084: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_0089: ldloc.2
            IL_008a: ldelem.ref
            IL_008b: brtrue IL_0095

            IL_0090: br IL_00f3

            IL_0095: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_009a: ldloc.2
            IL_009b: ldelem.ref
            IL_009c: ldfld class [UnityEngine]UnityEngine.GameObject AssemblyCSharp.CPlayerData::go
            IL_00a1: ldnull
            IL_00a2: call bool [UnityEngine]UnityEngine.Object::op_Equality(class [UnityEngine]UnityEngine.Object,  class [UnityEngine]UnityEngine.Object)
            IL_00a7: brfalse IL_00b1

            IL_00ac: br IL_00f3

            IL_00b1: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_00b6: ldloc.2
            IL_00b7: ldelem.ref
            IL_00b8: ldfld int32 AssemblyCSharp.CPlayerData::Team
            IL_00bd: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_00c2: ldsfld int32 Client::ID
            IL_00c7: ldelem.ref
            IL_00c8: ldfld int32 AssemblyCSharp.CPlayerData::Team
            IL_00cd: beq IL_00d7

            IL_00d2: br IL_00f3

            IL_00d7: ldarg.0
            IL_00d8: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
            IL_00dd: ldloc.2
            IL_00de: ldelem.ref
            IL_00df: ldfld class [UnityEngine]UnityEngine.GameObject AssemblyCSharp.CPlayerData::go
            IL_00e4: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
            IL_00e9: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Transform::get_position()
            IL_00ee: call instance void PlayerNames::DrawPlayerRadar(valuetype [UnityEngine]UnityEngine.Vector3)

            IL_00f3: ldloc.2
            IL_00f4: ldc.i4.1
            IL_00f5: add
            IL_00f6: stloc.2

            IL_00f7: ldloc.2
            IL_00f8: ldc.i4.s 16
            IL_00fa: blt IL_0084
        }

        IL_00ff: ldloc.1
        IL_0100: call void [UnityEngine]UnityEngine.GUI::set_matrix(valuetype [UnityEngine]UnityEngine.Matrix4x4)
        IL_0105: ret
    }

    .method private hidebysig instance void DrawPlayerName (
            valuetype [UnityEngine]UnityEngine.Vector3 p,
            string name
        ) cil managed 
    {
        .locals init (
            [0] valuetype [UnityEngine]UnityEngine.Vector3 V_0,
            [1] float32 V_1
        )

        IL_0000: ldarga.s p
        IL_0002: ldarga.s p
        IL_0004: ldfld float32 [UnityEngine]UnityEngine.Vector3::y
        IL_0009: ldc.r4 2.5
        IL_000e: add
        IL_000f: stfld float32 [UnityEngine]UnityEngine.Vector3::y
        IL_0014: call class [UnityEngine]UnityEngine.Camera [UnityEngine]UnityEngine.Camera::get_mainCamera()
        IL_0019: ldarg.1
        IL_001a: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Camera::WorldToScreenPoint(valuetype [UnityEngine]UnityEngine.Vector3)
        IL_001f: stloc.0
        IL_0020: ldloca.s V_0
        IL_0022: call int32 [UnityEngine]UnityEngine.Screen::get_height()
        IL_0027: conv.r4
        IL_0028: ldloca.s V_0
        IL_002a: ldfld float32 [UnityEngine]UnityEngine.Vector3::y
        IL_002f: sub
        IL_0030: stfld float32 [UnityEngine]UnityEngine.Vector3::y
        IL_0035: ldarg.1
        IL_0036: ldarg.0
        IL_0037: ldfld class [UnityEngine]UnityEngine.GameObject PlayerNames::LocalPlayer
        IL_003c: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
        IL_0041: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Transform::get_position()
        IL_0046: call valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::op_Subtraction(valuetype [UnityEngine]UnityEngine.Vector3,  valuetype [UnityEngine]UnityEngine.Vector3)
        IL_004b: ldarg.0
        IL_004c: ldfld class [UnityEngine]UnityEngine.GameObject PlayerNames::LocalPlayer
        IL_0051: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
        IL_0056: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Transform::get_forward()
        IL_005b: call float32 [UnityEngine]UnityEngine.Vector3::Angle(valuetype [UnityEngine]UnityEngine.Vector3,  valuetype [UnityEngine]UnityEngine.Vector3)
        IL_0060: stloc.1
        IL_0061: ldloc.1
        IL_0062: ldc.r4 90
        IL_0067: bge.un IL_00ba

        IL_006c: ldloca.s V_0
        IL_006e: ldfld float32 [UnityEngine]UnityEngine.Vector3::z
        IL_0073: ldc.r4 0.0
        IL_0078: ble.un IL_00ba

        IL_007d: ldloca.s V_0
        IL_007f: ldfld float32 [UnityEngine]UnityEngine.Vector3::x
        IL_0084: ldc.r4 100
        IL_0089: call float32 GUI2::YRES(float32)
        IL_008e: sub
        IL_008f: ldloca.s V_0
        IL_0091: ldfld float32 [UnityEngine]UnityEngine.Vector3::y
        IL_0096: ldc.r4 200
        IL_009b: call float32 GUI2::YRES(float32)
        IL_00a0: ldc.r4 20
        IL_00a5: call float32 GUI2::YRES(float32)
        IL_00aa: newobj instance void [UnityEngine]UnityEngine.Rect::.ctor(float32,  float32,  float32,  float32)
        IL_00af: ldarg.2
        IL_00b0: ldc.i4.4
        IL_00b1: ldc.i4.1
        IL_00b2: ldc.i4.0
        IL_00b3: ldc.i4.8
        IL_00b4: ldc.i4.1
        IL_00b5: call void GUI2::DrawTextRes(valuetype [UnityEngine]UnityEngine.Rect,  string,  valuetype [UnityEngine]UnityEngine.TextAnchor,  valuetype UnityEngine._Color,  int32,  int32,  bool)

        IL_00ba: ret
    }

    .method private hidebysig instance void DrawPlayerRadar (
            valuetype [UnityEngine]UnityEngine.Vector3 p
        ) cil managed 
    {
        .locals init (
            [0] valuetype [UnityEngine]UnityEngine.Vector3 V_0,
            [1] float32 V_1,
            [2] float32 V_2,
            [3] float32 V_3,
            [4] valuetype [UnityEngine]UnityEngine.Vector3 V_4,
            [5] valuetype [UnityEngine]UnityEngine.Vector2 V_5,
            [6] valuetype [UnityEngine]UnityEngine.Vector2 V_6,
            [7] valuetype [UnityEngine]UnityEngine.Vector2 V_7,
            [8] valuetype [UnityEngine]UnityEngine.Vector2 V_8
        )

        IL_0000: ldarg.0
        IL_0001: ldfld class [UnityEngine]UnityEngine.GameObject PlayerNames::LocalPlayer
        IL_0006: callvirt instance class [UnityEngine]UnityEngine.Transform [UnityEngine]UnityEngine.GameObject::get_transform()
        IL_000b: callvirt instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Transform::get_position()
        IL_0010: ldarg.1
        IL_0011: call valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::op_Subtraction(valuetype [UnityEngine]UnityEngine.Vector3,  valuetype [UnityEngine]UnityEngine.Vector3)
        IL_0016: stloc.0
        IL_0017: ldc.r4 48
        IL_001c: stloc.1
        IL_001d: ldc.r4 1
        IL_0022: stloc.2
        IL_0023: call valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::get_zero()
        IL_0028: ldloc.0
        IL_0029: call float32 [UnityEngine]UnityEngine.Vector3::Distance(valuetype [UnityEngine]UnityEngine.Vector3,  valuetype [UnityEngine]UnityEngine.Vector3)
        IL_002e: stloc.3
        IL_002f: ldloc.3
        IL_0030: ldloc.1
        IL_0031: ble.un IL_00b5

        IL_0036: ldloca.s V_0
        IL_0038: call instance valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::get_normalized()
        IL_003d: ldloc.1
        IL_003e: call valuetype [UnityEngine]UnityEngine.Vector3 [UnityEngine]UnityEngine.Vector3::op_Multiply(valuetype [UnityEngine]UnityEngine.Vector3,  float32)
        IL_0043: stloc.s V_4
        IL_0045: ldarg.0
        IL_0046: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
        IL_004b: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
        IL_0050: stloc.s V_5
        IL_0052: ldloca.s V_5
        IL_0054: ldfld float32 [UnityEngine]UnityEngine.Vector2::x
        IL_0059: ldloca.s V_4
        IL_005b: ldfld float32 [UnityEngine]UnityEngine.Vector3::x
        IL_0060: neg
        IL_0061: call float32 GUI2::YRES(float32)
        IL_0066: ldloc.2
        IL_0067: mul
        IL_0068: add
        IL_0069: ldarg.0
        IL_006a: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
        IL_006f: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
        IL_0074: stloc.s V_6
        IL_0076: ldloca.s V_6
        IL_0078: ldfld float32 [UnityEngine]UnityEngine.Vector2::y
        IL_007d: ldloca.s V_4
        IL_007f: ldfld float32 [UnityEngine]UnityEngine.Vector3::z
        IL_0084: call float32 GUI2::YRES(float32)
        IL_0089: ldloc.2
        IL_008a: mul
        IL_008b: add
        IL_008c: ldc.r4 2
        IL_0091: call float32 GUI2::YRES(float32)
        IL_0096: ldc.r4 2
        IL_009b: call float32 GUI2::YRES(float32)
        IL_00a0: newobj instance void [UnityEngine]UnityEngine.Rect::.ctor(float32,  float32,  float32,  float32)
        IL_00a5: ldarg.0
        IL_00a6: ldfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tYellow
        IL_00ab: call void [UnityEngine]UnityEngine.GUI::DrawTexture(valuetype [UnityEngine]UnityEngine.Rect,  class [UnityEngine]UnityEngine.Texture)
        IL_00b0: br IL_0120

        IL_00b5: ldarg.0
        IL_00b6: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
        IL_00bb: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
        IL_00c0: stloc.s V_7
        IL_00c2: ldloca.s V_7
        IL_00c4: ldfld float32 [UnityEngine]UnityEngine.Vector2::x
        IL_00c9: ldloca.s V_0
        IL_00cb: ldfld float32 [UnityEngine]UnityEngine.Vector3::x
        IL_00d0: neg
        IL_00d1: call float32 GUI2::YRES(float32)
        IL_00d6: ldloc.2
        IL_00d7: mul
        IL_00d8: add
        IL_00d9: ldarg.0
        IL_00da: ldflda valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
        IL_00df: call instance valuetype [UnityEngine]UnityEngine.Vector2 [UnityEngine]UnityEngine.Rect::get_center()
        IL_00e4: stloc.s V_8
        IL_00e6: ldloca.s V_8
        IL_00e8: ldfld float32 [UnityEngine]UnityEngine.Vector2::y
        IL_00ed: ldloca.s V_0
        IL_00ef: ldfld float32 [UnityEngine]UnityEngine.Vector3::z
        IL_00f4: call float32 GUI2::YRES(float32)
        IL_00f9: ldloc.2
        IL_00fa: mul
        IL_00fb: add
        IL_00fc: ldc.r4 2
        IL_0101: call float32 GUI2::YRES(float32)
        IL_0106: ldc.r4 2
        IL_010b: call float32 GUI2::YRES(float32)
        IL_0110: newobj instance void [UnityEngine]UnityEngine.Rect::.ctor(float32,  float32,  float32,  float32)
        IL_0115: ldarg.0
        IL_0116: ldfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tWhite
        IL_011b: call void [UnityEngine]UnityEngine.GUI::DrawTexture(valuetype [UnityEngine]UnityEngine.Rect,  class [UnityEngine]UnityEngine.Texture)

        IL_0120: ret
    }

    .method private hidebysig instance void OnGUI () cil managed 
    {
        IL_0000: ldsfld bool PlayerNames::show
        IL_0005: brtrue IL_000b

        IL_000a: ret

        IL_000b: ldsfld int32 Client::ID
        IL_0010: ldc.i4.m1
        IL_0011: bne.un IL_0017

        IL_0016: ret

        IL_0017: ldsfld class AssemblyCSharp.CPlayerData[] PlayerControll::Player
        IL_001c: ldsfld int32 Client::ID
        IL_0021: ldelem.ref
        IL_0022: brtrue IL_0028

        IL_0027: ret

        IL_0028: ldarg.0
        IL_0029: call instance void PlayerNames::DrawHudName()
        IL_002e: ldarg.0
        IL_002f: call instance void PlayerNames::DrawHudRadar()
        IL_0034: ret
    }

    .method public hidebysig instance void OnResize () cil managed 
    {
        IL_0000: ldarg.0
        IL_0001: call int32 [UnityEngine]UnityEngine.Screen::get_width()
        IL_0006: conv.r4
        IL_0007: ldc.r4 104
        IL_000c: call float32 GUI2::YRES(float32)
        IL_0011: sub
        IL_0012: ldc.r4 8
        IL_0017: call float32 GUI2::YRES(float32)
        IL_001c: ldc.r4 96
        IL_0021: call float32 GUI2::YRES(float32)
        IL_0026: ldc.r4 96
        IL_002b: call float32 GUI2::YRES(float32)
        IL_0030: newobj instance void [UnityEngine]UnityEngine.Rect::.ctor(float32,  float32,  float32,  float32)
        IL_0035: stfld valuetype [UnityEngine]UnityEngine.Rect PlayerNames::rRadar
        IL_003a: ret
    }

    .method public hidebysig instance void PostAwake () cil managed 
    {
        IL_0000: ldarg.0
        IL_0001: ldstr "LocalPlayer"
        IL_0006: call class [UnityEngine]UnityEngine.GameObject [UnityEngine]UnityEngine.GameObject::Find(string)
        IL_000b: stfld class [UnityEngine]UnityEngine.GameObject PlayerNames::LocalPlayer
        IL_0010: ldarg.0
        IL_0011: ldstr "red"
        IL_0016: call class [UnityEngine]UnityEngine.Texture2D TEX::GetTextureByName(string)
        IL_001b: stfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tRed
        IL_0020: ldarg.0
        IL_0021: ldstr "white"
        IL_0026: call class [UnityEngine]UnityEngine.Texture2D TEX::GetTextureByName(string)
        IL_002b: stfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tWhite
        IL_0030: ldarg.0
        IL_0031: ldstr "yellow"
        IL_0036: call class [UnityEngine]UnityEngine.Texture2D TEX::GetTextureByName(string)
        IL_003b: stfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tYellow
        IL_0040: ldarg.0
        IL_0041: ldstr "warradar"
        IL_0046: call class [UnityEngine]UnityEngine.Texture2D TEX::GetTextureByName(string)
        IL_004b: stfld class [UnityEngine]UnityEngine.Texture2D PlayerNames::tRadar
        IL_0050: ldarg.0
        IL_0051: call instance void PlayerNames::OnResize()
        IL_0056: ret
    }

    .method public hidebysig static void SetActive (
            bool val
        ) cil managed 
    {
        IL_0000: ldarg.0
        IL_0001: stsfld bool PlayerNames::show
        IL_0006: ret
    }
}

RE: help to change radar code Posted on: 05/28/2015 1:18am
Quote Post

Again, if you're able to download the game and upload it somewhere so that I can download it, that would make it easier. :/ Otherwise, this will probably take longer. I don't mind, but I'm sure you want to accelerate the process.

As to what you posted, I'm not able to find a timer in what you posted, however I did find something else potentially useful:

The OnGUI() method near the bottom determines whether or not to display names by checking the "show" boolean, the first variable declared in the entire class. If "show" is false, it ends the method. If it's true, it then proceeds to check and load the info of the respective player(s) and then calls the DrawHudName() and DrawHudRader() functions to display the info. Right at the very, very bottom of the code in your second post, the literal last method in the code, the "show" boolean is set to zero.

        IL_0000: ldarg.0

...pushes a zero to the top of the stack.

     IL_0001: stsfld bool PlayerNames::show

...sets the boolean variable "show" to that zero.

     IL_0006: ret

...simply ends/returns the method.

I don't know what the hexes are, but all you should have to do is change that ldarg.0 to ldarg.1, and the "show" variable will never switch off. Assuming it's not altered anywhere outside of the PlayerNames class--it is declared as a private variable--that should be all you need, assuming there's not server-side influence somewhere.

Hope that helps >_>

RE: help to change radar code Posted on: 05/28/2015 5:05am
Quote Post

I did what you said but I could not do this drug, then let them download the dll for you to take a look

http://www.mediafire.com/download/wybhebdebv6mdd6/WAR+MODE+VK.rar



I hope you get laugh
 

RE: help to change radar code Posted on: 05/28/2015 10:51am
Quote Post
Ubi Maior Minor Cessat
FinalStrife7 Posted on: 05/27/2015 9:18pm
        IL_0000: ldarg.0

...pushes a zero to the top of the stack.


Hope that helps >_>


Wrong on many levels in this situation. Instance methods have an implicit parameter called "this". It is loaded as the first argument to the stack, thus you have ldarg.0 for "this"

RE: help to change radar code Posted on: 05/28/2015 11:09pm
Quote Post
Zenwaichi Posted on: 05/28/2015 6:51am
FinalStrife7 Posted on: 05/27/2015 9:18pm
        IL_0000: ldarg.0

...pushes a zero to the top of the stack.


Hope that helps >_>


Wrong on many levels in this situation. Instance methods have an implicit parameter called "this". It is loaded as the first argument to the stack, thus you have ldarg.0 for "this"


Ah, so the .0 is an argument identifier and not the value. Seems obvious now. :/

What would you recommend for jowback? Just NOP the method?

RE: help to change radar code Posted on: 05/28/2015 11:30pm
Quote Post
Ubi Maior Minor Cessat

My ninja way is I don't help strangers

RE: help to change radar code Posted on: 05/29/2015 12:29am
Quote Post
Zenwaichi Publicado em: 2015/05/28 19:30

A minha maneira ninja é que eu não ajudar estranhos


maybe if you look in the mirror and wonder who you are, change of Idea
  piscadela

RE: help to change radar code Posted on: 05/29/2015 1:22pm
Quote Post
FinalStrife7 Posted on: 05/27/2015 9:18pm

        IL_0000: ldarg.0

...pushes a zero to the top of the stack.

     IL_0001: stsfld bool PlayerNames::show

...sets the boolean variable "show" to that zero.

     IL_0006: ret

...simply ends/returns the method.

Zenwaichi Posted on: 05/28/2015 6:51am

Wrong on many levels in this situation. Instance methods have an implicit parameter called "this". It is loaded as the first argument to the stack, thus you have ldarg.0 for "this"


Nah, both wrong! This method
.method public hidebysig static void SetActive (bool val) cil managed 
{
  IL_0000: ldarg.0 // Loads the functions first argument.
  IL_0001: stsfld bool PlayerNames::show
  IL_0006: ret
}


would roughly be like
static void SetActive(val)
{
  PlayerNames::show = val;
  return;
}


Anyways, seems like this could be the right function to change. Changing ldarg.0 to ldc.i4.1 should work.
 




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