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A model is spawned at each other player's flying drone and moved every frame. It is the drone's own model (FPV Drone by PinaPipe, CC BY 4.0, credited on the DRONE page), built by ReSkate Studio into a pack that ReSkate.dll carries and unpacks into Mods/.reskate-builtin before the merge. Without the pack the game's traffic cone stands in. dronemodeltest spawns one in front of you.
17 lines
1.1 KiB
C++
17 lines
1.1 KiB
C++
#pragma once
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#include <cstdint>
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// Props spawned by ReSkate itself (Extension/Multiplayer/Remote/native_prop.cpp): an object
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// blueprint loaded on the map, created as a client-only entity the way the remote skateboard is
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// (skater_entities.h, native_skater.h) and moved every frame by the plain entity transform setter
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// (skater_entities::place_entity). Found in game on 2026-10-15 with the traffic cone
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// (world/props/common/construction/cmn_prp_trafficcone_01/cmn_prp_trafficcone_01): the creation
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// list made one entity, and only place_entity moved it smoothly (the blueprint transform did not).
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namespace dingosdk::game::build::v20260929::world_props {
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// An ObjectBlueprint's vtable (the cone's). The skater code's blueprint vtable is
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// engine::blueprint_vtable; an object blueprint has its own.
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inline constexpr std::uintptr_t object_blueprint_vtable = 0x638dfa8;
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// The entity a static-model object blueprint creates on the client (the cone's).
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inline constexpr std::uintptr_t static_model_entity_vtable = 0x6403720;
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} // namespace dingosdk::game::build::v20260929::world_props
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