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  1. #1
    supercarz1991's Avatar
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    Full SDK for S2S, CreateObject and others

    most people just have the basic SDK files for send to server, in this release though is the FULL SDK files for engine. I saw a request for the S2S files, and figured i'd just release all of it (CA can't get any more ruined unless we find how to get full debug privledges...i fell thats next XD)

    main things that are included
    Full S2S is included
    Full Create Object included (never been released before, if u wanna know more about it, i can help...i've fumbled around with it a lot)

    CA's GameClientShell.h
    Code:
    class CClientInfoMgr;
    class CInterfaceMgr;
    class CPlayerMgr;
    class CSFXMgr;
    
    class CGameClientShell
    {
    public:
    	virtual void function0();				//0x0000
    	virtual void function1();				//0x0004
    	virtual void function2();				//0x0008
    	virtual void function3();				//0x000C
    	virtual void function4();				//0x0010
    	virtual void function5();				//0x0014
    	virtual void function6();				//0x0018
    	virtual void function7();				//0x001C
    	virtual void function9();				//0x0020
    	virtual void function10();				//0x0024
    	virtual void function11();				//0x0028
    	virtual void function12();				//0x002C
    	virtual void function13();				//0x0030
    	virtual void function14();				//0x0034
    	virtual void function15();				//0x0038
    	virtual void function16();				//0x003C
    	virtual void function17();				//0x0040
    	virtual void function18();				//0x0044
    	virtual void function19();				//0x0048
    	virtual void function20();				//0x004C
    	virtual void function21();				//0x0050
    	virtual void function22();				//0x0054
    	virtual void function23();				//0x0058
    	virtual void function24();				//0x005C
    	virtual void function25();				//0x0060
    	virtual void function26();				//0x0064
    	virtual void function27();				//0x0068
    	virtual void function28();				//0x006C
    	virtual void function29();				//0x0070
    	virtual void function30();				//0x0074
    	virtual void function31();				//0x0078
    	virtual void function32();				//0x007C
    	virtual void function33();				//0x0080
    	virtual void function34();				//0x0084
    	virtual void function35();				//0x0088
    	virtual void function36();				//0x008C
    	virtual void function37();				//0x0090
    	virtual void function38();				//0x0094
    	virtual void function39();				//0x0098
    	virtual void function40();				//0x009C
    	virtual void function41();				//0x00A0
    	virtual void function42();				//0x00A4
    	virtual void function43();				//0x00A8
    	virtual void function44();				//0x00AC
    	virtual CClientInfoMgr* GetClientInfoMgr();	//0x00B0
    	virtual CInterfaceMgr* GetInterfaceMgr();	//0x00B4
    	virtual CPlayerMgr* GetPlayerMgr();		//0x00B8
    	virtual void function48();				//0x00BC
    	virtual void function49();				//0x00C0
    	virtual void function50();				//0x00C4
    	virtual void function51();				//0x00C8
    	virtual void function52();				//0x00CC
    	virtual void function53();				//0x00D0
    	virtual void function54();				//0x00D4
    	virtual void function55();				//0x00D8
    	virtual CSFXMgr* GetSFXMgr();			//0x00DC
    	virtual void function57();				//0x00E0
    	virtual void function58();				//0x00E4
    	virtual void function59();				//0x00E8
    	virtual void function60();				//0x00EC
    };

    LTClient.h
    Code:
    #include <Windows.h>
    #include "iltcsbase.h"
    #include "ltbasedefs.h"
    #include "ltvector.h"
    #include "ltbasetypes.h"
    #include "iltcommon.h"
    
    #undef FLAG_VISIBLE
    #define FLAG_VISIBLE 0x1
    #undef FLAG_RAYHIT
    #define FLAG_RAYHIT 0x1000
    #undef FLAG_SOLID
    #define FLAG_SOLID 0x2000
    #undef FLAG_GRAVITY
    #define FLAG_GRAVITY 0x60000
    #define USRFLG_CHARACTER 0x1000
    #define USRFLG_HITBOX 0x1000000
    //#define OFT_User 2
    #define DISABLE_ASSERTS
    #define GAMEMODE_NONE 5
    
    #define MID_WEAPON_FIRE 130
    
    class CCommonLT;
    class CPhysicsLT;
    class CModelLT;
    class CLTDrawPrim;
    class CLTTransform;
    
    struct CAIntersectQuery
    {
    	LTVector Start;						//0x0000
    	LTVector End;						//0x000C
    	char unknown24[12];					//0x0018
    	uint32 Flags;						//0x0024
    	ObjectFilterFn FilterFn;			//0x0028
    	void* FilterIntersectParam;			//0x002C
    	ObjectFilterFn FilterIntersectFn;	//0x0030
    	void* FilterParam;					//0x0034
    	void* PolyFilterParam;				//0x0038
    //	PolyFilterFn PolyFilterFn;			//0x003C
    };
    
    struct CAIntersectInfo
    {
    	LTVector vImpactPos;				//0x0000
    	LTPlane ImpactPlane;				//0x000C
    	HOBJECT hObjImpact;					//0x001C
    	DWORD nSomething;					//0x0020
    	DWORD nSomething2;					//0x0024
    	DWORD nSomething3;					//0x0028
    };
    
    class CLTBase
    {
    public:
    	virtual void function0();			//0x0000
    	LTRESULT (*GetTcpIpAddress)(char* sAddress, uint32 BuffSize, uint16& HostPost);	//0x0004
    	void (*function2)();				//0x0008
    	void (*function3)();				//0x000C
    	void (*function4)();				//0x0010
    	void (*function5)();				//0x0014
    	void (*function6)();				//0x0018
    	void (*function7)();				//0x001C
    	void (*function8)();				//0x0020
    	void (*function9)();				//0x0024
    	void (*function10)();				//0x0028
    	void (*function11)();				//0x002C
    	void (*function12)();				//0x0030
    	void (*function13)();				//0x0034
    	void (*function14)();				//0x0038
    	void (*function15)();				//0x003C
    	void (*function16)();				//0x0040
    	void (*function17)();				//0x0044
    	void (*function18)();				//0x0048
    	void (*function19)();				//0x004C
    	void (*function20)();				//0x0050
    	void (*function21)();				//0x0054
    	void (*function22)();				//0x0058
    	void (*function23)();				//0x005C
    	void (*function24)();				//0x0060
    	bool (*IntersectSegment)(const CAIntersectQuery& IQuery, CAIntersectInfo* pInfo);	//0x0064
    	void (*function26)();				//0x0068
    	void (*function27)();				//0x006C
    	void (*function28)();				//0x0070
    	void (*function29)();				//0x0074
    	void (*function30)();				//0x0078
    	LTRESULT (*GetGameMode)(int* Mode);	//0x007C
    	LTRESULT (*StartGame)(StartGameRequest* pRequest);	//0x0080
    	void (*GetLocalID)(unsigned int* LocalID);	//0x0084
    	void (*Disconnect)();				//0x0088
    	bool (*IsConnected)();				//0x008C
    	void (*Shutdown)();					//0x0090
    	void (*ShutdownWithMessage)(const char* pMsg, ...);	//0x0094
    	void (*function38)();				//0x0098
    	LTRESULT (*Start3D)();				//0x009C
    	void (*function40)();				//0x00A0
    	void (*function41)();				//0x00A4
    	void (*function42)();				//0x00A8
    	void (*function43)();				//0x00AC
    	void (*function44)();				//0x00B0
    	void (*function45)();				//0x00B4
    	void (*function46)();				//0x00B8
    	void (*function47)();				//0x00BC
    	LTRESULT (*End3D)();				//0x00C0
    	void (*function49)();				//0x00C4
    	void (*function50)();				//0x00C8
    	void (*function51)();				//0x00CC
    	void (*function52)();				//0x00D0
    	void (*function53)();				//0x00D4
    	void (*function54)();				//0x00D8
    	void (*function55)();				//0x00DC
    	void (*function56)();				//0x00E0
    	void (*function57)();				//0x00E4
    	void (*function58)();				//0x00E8
    	void (*function59)();				//0x00EC
    	void (*function60)();				//0x00F0
    	void (*function61)();				//0x00F4
    	void (*function62)();				//0x00F8
    	LTRESULT (*RegisterConsoleProgram)(const char* pName, ConsoleProgramFn fn);	//0x00FC
    	LTRESULT (*UnregisterConsoleProgram)(const char* pName);	//0x0100
    	HCONSOLEVAR (*GetConsoleVariable)(const char* pName);	//0x0104
    	void (*function66)();				//0x0108
    	void (*function67)();				//0x010C
    	void (*function68)();				//0x0110
    	void (*function69)();				//0x0114
    	void (*function70)();				//0x0118
    	void (*function71)();				//0x011C
    	void (*function72)();				//0x0120
    	void (*function73)();				//0x0124
    	void (*function74)();				//0x0128
    	void (*function75)();				//0x012C
    	void (*function76)();				//0x0130
    	void (*function77)();				//0x0134
    	void (*function78)();				//0x0138
    	void (*function79)();				//0x013C
    	void (*function80)();				//0x0140
    	void (*function81)();				//0x0144
    	void (*function82)();				//0x0148
    	void (*function83)();				//0x014C
    	void (*function84)();				//0x0150
    	void (*function85)();				//0x0154
    	void (*function86)();				//0x0158
    	void (*function87)();				//0x015C
    	void (*function88)();				//0x0160
    	void (*function89)();				//0x0164
    	void (*function90)();				//0x0168
    	void (*function91)();				//0x016C
    	void (*function92)();				//0x0170
    	void (*function93)();				//0x0174
    	void (*function94)();				//0x0178
    	void (*function95)();				//0x017C
    	void (*function96)();				//0x0180
    	void (*function97)();				//0x0184
    	void (*function98)();				//0x0188
    	void (*function99)();				//0x018C
    	void (*function100)();				//0x0190
    	void (*function101)();				//0x0194
    	void (*function102)();				//0x0198
    	void (*function103)();				//0x019C
    	void (*function104)();				//0x01A0
    	void (*function105)();				//0x01A4
    	void (*function106)();				//0x01A8
    	void (*function107)();				//0x01AC
    	void (*function108)();				//0x01B0
    	void (*function109)();				//0x01B4
    	void (*function110)();				//0x01B8
    	void (*function111)();				//0x01BC
    	void (*function112)();				//0x01C0
    	void (*function113)();				//0x01C4
    	void (*function114)();				//0x01C8
    	void (*function115)();				//0x01CC
    	void (*function116)();				//0x01D0
    	void (*function117)();				//0x01D4
    	void (*function118)();				//0x01D8
    	void (*function119)();				//0x01DC
    	void (*function120)();				//0x01E0
    	void (*function121)();				//0x01E4
    	void (*function122)();				//0x01E8
    	void (*function123)();				//0x01EC
    	void (*function124)();				//0x01F0
    	void (*function125)();				//0x01F4
    	void (*function126)();				//0x01F8
    	void (*function127)();				//0x01FC
    	void (*function128)();				//0x0200
    	void (*function129)();				//0x0204
    	LTRESULT (*PushToConsole)(const char* Command);	//0x0208
    	HOBJECT (*GetPlayer)();				//0x020C
    	void (*function132)();				//0x0210
    	void (*function133)();				//0x0214
    	void (*function134)();				//0x0218
    	LTRESULT (*CreateObject)(ObjectCreateStruct* ocs);	//0x021C
    	void (*function136)();				//0x0220
    	void (*function137)();				//0x0224
    };
    
    class CLTClient : public CLTBase
    {
    public:
    	virtual void function0();				//0x0000
    	virtual CCommonLT* Common();			//0x0004
    	virtual CPhysicsLT* Physics();			//0x0008
    	virtual CLTTransform* GetTransform();	//0x000C
    	virtual CModelLT* GetModelLT();			//0x0010
    	virtual void function5();				//0x0014
    	virtual void function6();				//0x0018
    	virtual void function7();				//0x001C
    	virtual void function8();				//0x0020
    	virtual void function9();				//0x0024
    	virtual void function10();				//0x0028
    	virtual void function11();				//0x002C
    	virtual void function12();				//0x0030
    	virtual void function13();				//0x0034
    	virtual void function14();				//0x0038
    	virtual void function15();				//0x003C
    	virtual void function16();				//0x0040
    	virtual void function17();				//0x0044
    	virtual void function18();				//0x0048
    	virtual void function19();				//0x004C
    	virtual void function20();				//0x0050
    	virtual void function21();				//0x0054
    	virtual void function22();				//0x0058
    	virtual float GetConsoleVariableFloat(HCONSOLEVAR hVar);	//0x005C
    	virtual void function24();				//0x0060
    	virtual void function25();				//0x0064
    	virtual void function26();				//0x0068
    	virtual void function27();				//0x006C
    	virtual void function28();				//0x0070
    	virtual void GetSourceWorldOffset(LTVector& vOffset);	//0x0074
    	virtual LTRESULT RemoveObject(HOBJECT hObj);	//0x0078
    	virtual void function31();				//0x007C
    	virtual void function32();				//0x0080
    	virtual void function33();				//0x0084
    	virtual void function34();				//0x0088
    	virtual void function35();				//0x008C
    	virtual void function36();				//0x0090
    	virtual void function37();				//0x0094
    	virtual void function38();				//0x0098
    	virtual void GetObjectRotation(HLOCALOBJ hObj, LTRotation* Rot);	//0x009C
    	virtual void GetObjectPos(HLOCALOBJ hObj, LTVector* vPos);	//0x00A0
    	virtual void function41();				//0x00A4
    	virtual void function42();				//0x00A8
    	virtual void function43();				//0x00AC
    	virtual void function44();				//0x00B0
    	virtual void function45();				//0x00B4
    	virtual void function46();				//0x00B8
    	virtual void function47();				//0x00BC
    	virtual void function48();				//0x00C0
    	virtual void SetObjectPos(HLOCALOBJ hObj, LTVector* vPos, float fUnk);	//0x00C4
    	virtual void function50();				//0x00C8
    	virtual void function51();				//0x00CC
    	virtual CLTDrawPrim* GetDrawPrim();		//0x00D0
    	virtual void function53();				//0x00D4
    	virtual void function54();				//0x00D8
    	virtual void function55();				//0x00DC
    	virtual void function56();				//0x00E0
    	virtual void function57();				//0x00E4
    	virtual void function58();				//0x00E8
    	virtual void function59();				//0x00EC
    	virtual void function60();				//0x00F0
    	virtual void function61();				//0x00F4
    	virtual void function62();				//0x00F8
    	virtual void function63();				//0x00FC
    	virtual void function64();				//0x0100
    	virtual void function65();				//0x0104
    	virtual void function66();				//0x0108
    	virtual void function67();				//0x010C
    	virtual void function68();				//0x0110
    	virtual void function69();				//0x0114
    	virtual void function70();				//0x0118
    	virtual void function71();				//0x011C
    	virtual void function72();				//0x0120
    	virtual void function73();				//0x0124
    	virtual void function74();				//0x0128
    	virtual void function75();				//0x012C
    	virtual void function76();				//0x0130
    	virtual LTRESULT GetSConValueFloat(const char* Name, float& Val);	//0x0134
    	virtual LTRESULT GetSConValueString(const char* Name, char* ValBuff, int BuffLen);	//0x0138
    	virtual void function79();				//0x013C
    	virtual void function80();				//0x0140
    	virtual void function81();				//0x0144
    	virtual void function82();				//0x0148
    	virtual void function83();				//0x014C
    	virtual void function84();				//0x0150
    	virtual void function85();				//0x0154
    	virtual void function86();
    	virtual LTRESULT SendToServer(ILTMessage_Read* pMsg, uint32 Flags);	//0x0158
    	virtual void function88();				//0x015C
    };
    
    bool IsVisible(const LTVector& StartPos, const LTVector& EndPos);
    
    class CCommonLT
    {
    public:
    	virtual void function0();				//0x0000
    	virtual void function1();				//0x0004
    	virtual void function2();				//0x0008
    	virtual void function3();				//0x000C
    	virtual void function4();				//0x0010
    	virtual void function5();				//0x0014
    	virtual void function6();				//0x0018
    	virtual void function7();				//0x001C
    	virtual void function8();				//0x0020
    	virtual LTRESULT CreateMessage(ILTMessage_Write*& pMsg);	//0x0024
    	virtual void function10();				//0x0028
    	virtual void function11();				//0x002C
    	virtual void function12();				//0x0030
    	virtual void function13();				//0x0034
    	virtual void function14();				//0x0038
    	virtual void function15();				//0x003C
    	virtual void function16();				//0x0040
    	virtual void GetObjectFlags(const HOBJECT hObj, const ObjFlagType flagType, uint32& dwFlags);	//0x0044
    	virtual void SetObjectFlags(HOBJECT hObj, const ObjFlagType flagType, uint32 dwFlags, uint32 dwMask);	//0x0048
    };
    
    //extern CLTClient*	g_LTClient;
    LTClient.cpp
    Code:
    #include "LTClient.h"
    
    extern CLTClient* g_LTClient;
    extern CCommonLT* g_CommonLT;
    
    bool VisibleFilterFn(HOBJECT hObj, void* UserParam)
    {
    	uint32 ObjFlags;
    	g_CommonLT->GetObjectFlags(hObj, OFT_Flags, ObjFlags);
    	if (!(ObjFlags & FLAG_RAYHIT))
    		return false;
    	if (!(ObjFlags & FLAG_VISIBLE))
    		return false;
    	return true;
    }
    
    bool IsVisible(const LTVector& StartPos, const LTVector& EndPos)
    {
    	CAIntersectQuery IQuery;
    	ZeroMemory(&IQuery, sizeof(CAIntersectQuery));
    	IQuery.Start = StartPos;
    	IQuery.End = EndPos;
    //	IQuery.Flags = INTERSECT_OBJECTS | IGNORE_NONSOLID | INTERSECT_HPOLY;
    	IQuery.FilterFn = VisibleFilterFn;
    	CAIntersectInfo IInfo;
    	if (g_LTClient->IntersectSegment(IQuery, &IInfo))
    		return false;
    
    	return true;
    }
    Message.h
    Code:
    //////////////////////////////////////////////////////////////////////////////
    // Automatic message handling utility class
    
    #ifndef __AUTOMESSAGE_H__
    #define __AUTOMESSAGE_H__
    
    #include "LTClient.h"
    #include "iltmessage.h"
    #include "ltassert.h"
    
    class ILTMessage_Write;
    class ILTMessage_Read;
    
    extern CCommonLT* g_CommonLT; // Defined in CommonUtilities.h
    
    // Wrapper for ILTMessage_Write for making it easier to send messages
    // It will be allocated from g_pCommonLT in the ctor, and will be released in the dtor
    class CAutoMessage
    {
    public:
        // Constructors
        CAutoMessage() : m_pMsg(NULL)
        {
            Init();
        }
        ~CAutoMessage()
        {
            Term();
        }
        CAutoMessage(const ILTMessage_Read &cMsg) : m_pMsg(NULL)
        {
            Init();
            CLTMsgRef_Read cReadMsg(cMsg.Clone());
            WriteMessage(cReadMsg);
        }
        // Useful constructors for writing out one element of data
        // Be careful to make sure that the type is the one you expect
        CAutoMessage(const char *pStr) : m_pMsg(NULL)
        {
            Init();
            WriteString(pStr);
        }
        CAutoMessage(const wchar_t *pStr) : m_pMsg(NULL)
        {
            Init();
            WriteWString(pStr);
        }
        template <class T>
        CAutoMessage(const T &tValue) : m_pMsg(NULL)
        {
            Init();
            WriteType(tValue);
        }
    
        
        // Call this function to let go of the current message and make a new one
        // (e.g. when using the same CAutoMessage variable for multiple message calls.)
        void Reset() { Init(); }
        bool IsValid() { return m_pMsg != NULL ; }
    
        // Casting operators to get back to ILTMessage_Write
        inline operator ILTMessage_Write*() { return m_pMsg; }
        inline operator const ILTMessage_Write*() const { return m_pMsg; }
        inline operator ILTMessage_Write&() { return *m_pMsg; }
        inline operator const ILTMessage_Write&() const { return *m_pMsg; }
    
        // Wrappers for the rest of ILTMessage_Write's functions
        inline CLTMsgRef_Read Read() { return CLTMsgRef_Read(m_pMsg->Read()); }
        inline uint32 Size() const { return m_pMsg->Size(); }
        inline void WriteBits(uint32 nValue, uint32 nSize) { m_pMsg->WriteBits(nValue, nSize); }
        inline void WriteBits64(uint64 nValue, uint32 nSize) { m_pMsg->WriteBits64(nValue, nSize); }
        inline void WriteData(const void *pData, uint32 nSize) { m_pMsg->WriteData(pData, nSize); }
        inline void WriteMessage(ILTMessage_Read *pMsg) { m_pMsg->WriteMessage(pMsg); }
        inline void WriteMessageRaw(ILTMessage_Read *pMsg) { m_pMsg->WriteMessageRaw(pMsg); }
        inline void WriteString(const char *pString) { m_pMsg->WriteString(pString); }
        inline void WriteWString(const wchar_t *pString) { m_pMsg->WriteWString(pString); }
        inline void WriteCompLTVector(const LTVector &vVec) { m_pMsg->WriteCompLTVector(vVec); }
        inline void WriteCompPos(const LTVector &vPos) { m_pMsg->WriteCompPos(vPos); }
        inline void WriteCompLTRotation(const LTRotation &cRotation) { m_pMsg->WriteCompLTRotation(cRotation); }
        inline void WriteObject(HOBJECT hObj) { m_pMsg->WriteObject(hObj); }
        inline void WriteYRotation(const LTRotation &cRotation) { m_pMsg->WriteYRotation(cRotation); }
        inline void WriteDatabaseRecord( IDatabaseMgr *pDatabase, HRECORD hRecord ) { m_pMsg->WriteDatabaseRecord( pDatabase, hRecord ); }
        inline void Writebool(bool bValue) { WriteBits(bValue ? 1 : 0, 1); }
        inline void Writeuint8(uint8 nValue) { WriteBits(nValue, 8); }
        inline void Writeuint16(uint16 nValue) { WriteBits(nValue, 16); }
        inline void Writeuint32(uint32 nValue) { WriteBits(nValue, 32); }
        inline void Writeuint64(uint64 nValue) { WriteBits64(nValue, 64); }
        inline void Writeint8(int8 nValue) { WriteBits((uint32)nValue, 8); }
        inline void Writeint16(int16 nValue) { WriteBits((uint32)nValue, 16); }
        inline void Writeint32(int32 nValue) { WriteBits((uint32)nValue, 32); }
        inline void Writeint64(int32 nValue) { WriteBits64((uint64)nValue, 32); }
        inline void Writefloat(float fValue) { WriteBits(reinterpret_cast<const uint32&>(fValue), 32); }
        inline void Writedouble(double fValue) { WriteBits64(reinterpret_cast<const uint64&>(fValue), 64); }
        inline void WriteLTVector(const LTVector &vValue) { WriteType(vValue); }
        inline void WriteLTRotation(const LTRotation &cValue) { WriteType(cValue); }
        inline void WriteLTRigidTransform(const LTRigidTransform &tfValue) { WriteType( tfValue ); }
        inline void WriteLTTransform(const LTTransform &tfValue) { WriteType( tfValue ); }
        inline void WriteLTPolarCoord(const LTPolarCoord &polarCoord) { m_pMsg->WriteLTPolarCoord( polarCoord ); }
        inline void WriteCompLTPolarCoord(const LTPolarCoord &polarCoord) { m_pMsg->WriteCompLTPolarCoord( polarCoord ); }
        template <class T>
        inline void WriteType(const T &tValue) { m_pMsg->WriteType(tValue); }
    private:
        inline void Init()
        {
            Term();
            m_pMsg = NULL;
            ILTMessage_Write *pMsg;
            LTRESULT nResult = g_CommonLT->CreateMessage(pMsg);
            if (nResult == LT_OK)
                m_pMsg = pMsg;
            ASSERT(nResult == LT_OK);
        }
        inline void Term()
        {
            m_pMsg = NULL;
        }
        CLTMsgRef_Write m_pMsg;
    };
    
    #endif //__AUTOMESSAGE_H__
    Put this in your Main/Base CPP
    Code:
    #define MESSAGE_GUARANTEED (1<<7)
    
    CClientInfoMgr* g_ClientInfoMgr;
    CLTClient* g_LTClient;
    CModelLT* g_ModelLT;
    CCommonLT* g_CommonLT;
    CGameClientShell* g_GameClientShell;
    
    cBase Base;
    
    bool ValidPointer(void* p)
    { 
    	return !IsBadReadPtr(p, 4) && p;
    }
    
    void GamePointers()
    {
    	g_LTClient = *(CLTClient**)LTCLIENT_ADDIE;
    	g_CommonLT = g_LTClient->Common();
    	g_GameClientShell = (CGameClientShell*)GCS_ADDIE;
    }
    what's included (long list)
    Code:
    SDK
    .inc
    ..esd
    iltrealaudio.h
    iltrealconsole.h
    iltrealvideo.h
    
    ..libltdiagnostics
    iltdoagnosticinstanceinfo.h
    iltdiagnosticmgr.h
    iltdiagnosticplugins.h
    
    ..libltinfo
    iltoutputredir.h
    
    ..physics
    aabb.h
    aabb_tree.h
    build_aabb.h
    collision_data.h
    collision_mgr.h
    collision_notify.h
    collision_object.h
    collision_stream.h
    coordinate_frame
    cylinder.h
    gjk.h
    math_phys.h
    matrix.h
    move_object.h
    obb.h
    quaternion.h
    rigid_body.h
    sphere.h
    triangle.h
    vector.h
    
    ..state_mgr
    state_mgr.h
    
    ..sys
    
    ...linux
    linuxoptim.h
    
    ...win
    winoptim.h
    
    clientheaders.h
    cui.h
    cuibase.h
    cuibutton.h
    cuicheck.h
    cuidropdownlist.h
    cuifont.h
    cuiformattedpolystring.h
    cuiinterval.h
    cuilist.h
    cuimessage.h
    cuioption.h
    cuipolystring.h
    cuiprogress.h
    cuislider.h
    cuistaticimage.h
    cuistatictext.h
    cuitypes.h
    cuiwidget.h
    cuiwindow.h
    iaggregate.h
    iclientshell.h
    iltbaseclass.cpp
    iltbaseclass.h
    iltbenchmark.h
    iltclient.h
    iltcommon.h
    iltcsbase.h
    iltcursor.h
    iltdirectmusic.h
    iltdrawprim.h
    iltesd.h
    iltfontmanager.h
    iltinfo.h
    iltmath.h
    iltmemory.h
    iltmessage.h
    iltmodel.h
    iltphysics.h
    iltpreinterface.h
    iltrefcount.h
    iltremovablestoragemgr.h
    iltrendermgr
    iltrenderstyles.h
    iltserver.h
    iltsoundmgr.h
    iltspritecontrol.h
    iltstream.h
    ilttexinterface.h
    ilttexturestring.h
    ilttransform.h
    iltvideomgr.h
    iltwidgetmanager.h
    iobjectplugin.h
    iservershell.h
    libltdiagnostics.h
    libltinfo.h
    libltphysics.h
    lithtech.h
    ltanimtracker.h
    ltassert.h
    ltbasedefs.h
    ltbasetypes.h
    ltbeziercurve.h
    ltcodes.h
    ltcrashhandler.cpp
    ltcrashhandler.h
    ltdistrchatdefs.h
    ltengineobjects.cpp
    ltengineobjects.h
    lterror.cpp
    lterror.h
    LTEulerAngles.cpp
    LTEulerAngles.h
    LTFontParams.h
    ltgraphicscaps.h
    ltinteger.h
    ltlink.h
    ltmatrix.h
    ltmem.h
    ltmodule.cpp
    ltmodule.h
    ltobjectcreate.h
    ltobjref.cpp
    ltobjref.h
    ltplane.h
    ltproperty.h
    ltpvalue.h
    ltquatbase.cpp
    ltquatbase.h
    ltrect.h
    ltrendererstats.h
    ltrenderstyle.h
    ltrotation.h
    ltserverobj.h
    ltsysoptim.h
    ltvector.h
    memblockallocator.h
    server_interface.h
    serverheaders.h
    tdguard.h
    
    .lib
    autoview.lib
    distrservice.lib
    physics.lib
    TdGuard.lib
    
    .rez
    
    ..RenderStyles
    
    ...Extras
    rs_aniso_3light_vs.lta
    rs_aniso_basetexmask_3light)vs.lta
    rs_blurry_vs.lta
    rs_eyedotnormal_3light_vs
    rs_eyedotnormal_basetexmask_3light_vs.lta
    rs_eyedotnormal_highlight_3light_vs.lta
    rs_motionblur_vs.lta
    rs_motionfade_vs.lta
    rs_powershield1_vs.lta
    rs_powershield2_vs.lta
    rs_powershield3_vs.lta
    rs_toon_basetex_2pass_2texstage_vs.lta
    vs_aniso_basetex_3light.vsh
    vs_blurry_3light.vsh
    vs_eyedotnormal_basetex_3light.vsh
    vs_eyedotnormal_highlight_basetex_3light.vsh
    vs_motionblur_3light.vsh
    vs_motionfade_1_3light.vsh
    vs_motionfade_2_3light.vsh
    vs_normalexapnd.vsh
    vs_powershield1.vsh
    vs_powershield2.vsh
    vs_powershield3.vsh
    vs_toon_3light.vsh
    
    ...Textures
    64shade.bmp
    Aniso2.tga
    banana.bmp
    BandedRainbow.tga
    BigYellow.tga
    BlueBands.tga
    brick.dds
    brickb.tga
    bumpb.tga
    bumpmap.bmp
    CrateBumpB.tga
    CrateColorAndEnvModifier.tga
    earth.bmp
    earthbump.bmp
    earthenvmap.bmp
    edgeimage.dds
    env0.bmp
    Inv_colors.tga
    Lith_Logo.tga
    Lith_Logob.tga
    OrangeColorWithLithTech.tga
    OrangeColorWithLithTechB.tga
    OrangeEnvmap.bmp
    OrangeWithLithtechB.tga
    OrangeWLithtechEnvModifier.tga
    PurpleGreenBright.tga
    PurpleGreenDull.tga
    ScuffySteel.tga
    Toonish_01.tga
    YellowRed.tga
    
    .RenderStyles
    rs_alphablend_texalpha_1tex.lta
    rs_alphablend_tfactoralpha_1tex.lta
    rs_alphablend_vertandtexalpha_1tex.lta
    rs_alphablend_vertandtexalpha_attaddblend_1tex.lta
    rs_alphatest_greater_1pass_1texstage.lta
    rs_dot3bump_dir_2pass_2texstage_vs.lta
    rs_fullbright.lta
    rs_fullbright_basetexmask.lta
    rs_halo_2pass_1texstage_vs.lta
    rs_halo_vertandtexalpha_2pass_1texstage_vs.lta
    rs_spherenvmap_add_1pass_2texstage.lta
    rs_spherenvmap_add_2pass_1texstage.lta
    rs_sphereenvmap_modtexalpha_1pass_2texstage.lta
    rs_toon_2pass_1texstage_vs.lta
    rs_twotexture_1pass_2texstage.lta
    rs_twotexture_2pass_1texstage.lta
    rs_vertexspecular_1tex.lta
    samples.dep
    vs_basic_3light.vsh
    vs_dot3bump_dir_3light.vsh
    vs_halo.vsh
    vs_normalexapnd.vsh
    vs_toon_3light.vsh
    
    Engine.REZ

    VirusTotal Scan
    Virus Scan Jotti

    thats full SDK!! have fun, happy hacking! You should find a lot of new stuff using this and messin with Create Object (hint hint)
    <b>Downloadable Files</b> Downloadable Files

    commando: You're probably the best non-coder coder I know LOL


  2. The Following 20 Users Say Thank You to supercarz1991 For This Useful Post:

    Black Diamond (04-23-2012),Cee4 (01-14-2013),Ch40zz-C0d3r (03-30-2012),Departure (03-31-2012),Donor (06-12-2013),forumbot123 (04-28-2012),goold1 (08-14-2013),Jason` (07-09-2012),kevinsel (01-26-2013),Lenart (04-01-2012),malaksasar (05-02-2012),MegaPixxx (04-06-2013),nbss (05-02-2012),pDevice (08-13-2012),security4444 (11-23-2012),Teddy-B (05-05-2012),TheRealVB (03-29-2012),wraithkilla (04-06-2012),zdacom (02-17-2013),ZinisterCoder (12-25-2012)

  3. #2
    TheRealVB's Avatar
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    rofl Wow bro very nice contribute XD
    Raging On CA Under VB-ReBoRn

  4. #3
    supercarz1991's Avatar
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    Doh
    btw, i forgot this for create object...my bad
    Code:
    virtual LTBOOL	CreateObject(ILTClient* pClientDE);

    commando: You're probably the best non-coder coder I know LOL


  5. #4
    IHaxYou!'s Avatar
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    Create Objects?
    So you could spawn trucks/boxes/walls anywhere?

  6. #5
    supercarz1991's Avatar
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    Doh
    Create Object is the SendToServer of the FX files.

    although, Create Object controls a lot of the game... like player/object hitbox creation...remove the hitboxes from walls/barrels/boxes and u can walk right through em. We can do this with boxes via modding though by just removing the dimensions and setting them to 0

    but yeah Create Object is basically the SendToServer of the FX/ClientFX ... so yeah u could potentially create random exploding barrels everywhere

    commando: You're probably the best non-coder coder I know LOL


  7. The Following User Says Thank You to supercarz1991 For This Useful Post:

    TheRealVB (03-29-2012)

  8. #6
    Teddy-B's Avatar
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    Usable For SendToServer? If so Coming soon MPGH Greatest VIP

    Thank You Supercarz

    @flameswor10

    "You Can Only Get Better!"
    Last edited by Teddy-B; 03-29-2012 at 05:04 AM.


    MPGH Respect List:
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  9. #7
    Xipher's Avatar
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    Quote Originally Posted by Teddy-B View Post
    Usable For SendToServer? If so Coming soon MPGH Greatest VIP

    Thank You Supercarz

    @flameswor10

    "You Can Only Get Better!"
    VIP Already has it >_<

  10. #8
    CodeDelta's Avatar
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    I laugh at all the noobs saying, "Yes I can finally be 1337 and release public S2S Features which is ok but to overboard with what Xipher did, especially when his hacks get detected to quick."
    DeltaByte
    "Simplicity at its' best."Coming Soon.
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Skills:
    [x]= Yes.
    [o]= No.

    Know C++: [x]
    Know Basics of D3D Menu Creation: [x](Still learning .)
    Make CA Hacks: [x](GodMode,Telekill, etc,.)
    Video Editor: [x](AAE,Sony Vegas, Cinema 4D.)

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Need Help?
    Contact me via MSN @ CodeDelta1@hotmail.com
    Info About MySelf:
    My goal is to supply this community with my contribution of helping others and releasing amazing hacks.



  11. #9
    iiNarbz's Avatar
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    Quote Originally Posted by CodeDelta View Post
    I laugh at all the noobs saying, "Yes I can finally be 1337 and release public S2S Features which is ok but to overboard with what Xipher did, especially when his hacks get detected to quick."
    How'd you know what I was gonna do? TROLOLOL
    Hmm.
     

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  12. #10
    supercarz1991's Avatar
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    i've had working S2S since the first weapon spawner was found lol. I just decided to throw this out cuz i could

    commando: You're probably the best non-coder coder I know LOL


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  14. #11
    ~FALLEN~'s Avatar
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    You do know that your CLTBase class is using a pointer to a function and not an actual virtual function right? Really no point compiler will treat it the same as char spacer00[4]; Anyways nice release hopefully people will learn instead of copy pasting this into their base lol... Doubt it though :P

  15. #12
    supercarz1991's Avatar
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    Quote Originally Posted by ~FALLEN~ View Post
    You do know that your CLTBase class is using a pointer to a function and not an actual virtual function right? Really no point compiler will treat it the same as char spacer00[4]; Anyways nice release hopefully people will learn instead of copy pasting this into their base lol... Doubt it though :P
    i diddn't edit any of this at all, so i didn't know lol this is straight from the sdk

    commando: You're probably the best non-coder coder I know LOL


  16. #13
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    is give compile errors halp pls.



  17. #14
    supercarz1991's Avatar
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    i know it does...it's because its old...the main reason fear is better to use is because its updated, this was more for create object (which i'm 2 errors away from working!!!)

    commando: You're probably the best non-coder coder I know LOL


  18. #15
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    Gx4 (Coder.Zeus) and F34R is great SDK
    [X] Ser usuario iniciante em C++
    [ ] Ser usuario InterMediario em C++
    [ ] Ser usuario Avançado em C++

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