Thread: coding help

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  1. #1
    pushdis15's Avatar
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    coding help

    can u plz tell me what is wrong with this code ?
    Code:
      #include <process.h>
        #include "stdafx.h"
        #include <windows.h>
        #include <shellapi.h>
        #include <fstream>
    
        #pragma comment(lib,"shell32.lib")
    
        void __cdecl PushToConsole( const char* szCommand )
        {
        DWORD *Ltcliient = ( DWORD* )( 0x3778BFB0 );
        void* CONoff = ( void* )*( DWORD* )( *Ltcliient + 0x208 );
    
        __asm
        {
        push szCommand;
        call CONoff;
        add esp, 4;
        }
        }
    
        bool IsGameReadyForHook()
        {
        if( GetModuleHandleA( "d3d9.dll" ) != NULL
        && GetModuleHandleA( "ClientFX.fxd" ) != NULL
        && GetModuleHandleA( "CShell.dll" ) != NULL )
        return true;
    
        return false;
        }
        void MemCopy(void* Dest, const void* Src, int Len)
        {
        DWORD OldProtect;
        DWORD OldProtect2;
        VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect);
        memcpy(Dest, Src, Len);
        VirtualProtect(Dest, Len, OldProtect, &OldProtect2);
        FlushInstructionCache(GetCurrentProcess(), Dest, Len);
        }
        void main()
        {
    
    
    
    
        while (!IsGameReadyForHook()){
        Sleep(20);
        }
        bool boxes = false;//nx chams with boxes
        bool fog = false;//no fog
        bool speed = false;//speed hack
        bool spread = false;// no spread
        bool tracers = false;// tracers useless but why not
        bool showfps = false;// also useless but why not
        bool drawgun = false;// takes away your gun
        bool sjump = false;// super jump ( i toned it down so it does not hurt you when you fall its just enough to jump onto higher ledges and stuff
        bool windows = false;//windowed kinda buggy on single core computers
        bool nosway = false;// no sway. Very usefull in my opinion helps with fireing
        bool wframe = false;// wire frame iritating ....
        bool fb = false;//full bright useful on some maps
        bool glow = false;// glow usefull on some maps
        bool ps = false;//useless just harder to aim
        bool removers = false;// helps speed up game
        bool vjump = false;//heard it can help
    
    
        //right here is stuff that will be on when it starts up
        PushToConsole("FallDamageMax 0.000001");
        PushToConsole("ShowFps 1");
        showfps = true;
    
        while(true){
        if(GetAsyncKeyState(VK_HOME)<0){
        if(boxes){
        PushToConsole("ModelDebug_DrawBoxes 0");
        PushToConsole("SkelModelStencil 0");
        boxes = false;
        } else {
        PushToConsole("ModelDebug_DrawBoxes 1");
        PushToConsole("SkelModelStencil 1");
        boxes = true;
        }
        }
        if(GetAsyncKeyState(VK_F11)<0){
        if(fog){
        PushToConsole("FogEnable 1");
        fog = false;
        } else {
        PushToConsole("FogEnable 0");
        fog = true;
        }
        }
        if(GetAsyncKeyState(VK_F12)<0){
        if(speed){
        PushToConsole("BaseMoveAccel 3000.000000");
        PushToConsole("StartAccel 500.000000");
        PushToConsole("MaxAccel 3000.000000");
        PushToConsole("AccelInc 6000.000000");
        PushToConsole("WalkVel 70.000000");
        PushToConsole("FRunVel 285.000000");
        PushToConsole("BRunVel 285.000000");
        PushToConsole("SRunVel 285.000000");
        PushToConsole("DuckVel 50.000000");
        speed = false;
        } else {
        PushToConsole("BaseMoveAccel 999.000000");
        PushToConsole("StartAccel 999.000000");
        PushToConsole("MaxAccel 999.000000");
        PushToConsole("AccelInc 666.000000");
        PushToConsole("WalkVel 500.000000");
        PushToConsole("FRunVel 500.000000");
        PushToConsole("BRunVel 500.000000");
        PushToConsole("SRunVel 500.000000");
        PushToConsole("DuckVel 300.000000");
        speed = true;
        }
        }
        if(GetAsyncKeyState(VK_F6)<0){
        if(spread){
        PushToConsole("PerturbRotationEffect 3.000000");
        PushToConsole("PerturbIncreaseSpeed 3.000000");
        PushToConsole("PerturbDecreaseSpeed 9.000000");
        PushToConsole("PerturbWalkPercent 0.500000");
        PushToConsole("PerturbRecoil 9.000000");
        PushToConsole("FireMovePerturb 9.000000");
        PushToConsole("ZoomedFireMoveDuckPerturb 9.000000");
        PushToConsole("ZoomedFireMovePerturb 9.000000");
        PushToConsole("ZoomedFireDuckPerturb 9.000000");
        spread = false;
        } else {
        PushToConsole("PerturbRotationEffect 0.000000");
        PushToConsole("PerturbIncreaseSpeed 0.000000");
        PushToConsole("PerturbWalkPercent 0.000000");
        PushToConsole("PerturbFiringIncreaseSpeed 0.000000");
        PushToConsole("PerturbRecoil 0.000000");
        PushToConsole("FireMovePerturb 0.000000");
        PushToConsole("ZoomedFireMoveDuckPerturb 0.000000");
        PushToConsole("ZoomedFireMovePerturb 0.000000");
        PushToConsole("ZoomedFireDuckPerturb 0.000000");
        spread = true;
        }
        }
        if(GetAsyncKeyState(VK_F7)<0){
        if(tracers){
        PushToConsole("ShowFirePath 0");
        tracers = false;
        } else {
        PushToConsole("ShowFirePath 1");
        tracers = true;
        }
        }
        if(GetAsyncKeyState(VK_MENU)<0){
        if(sjump){
        PushToConsole("JumpVel 330.000000");
        sjump = false;
        } else {
        PushToConsole("JumpVel 660.000000");
        sjump = true;
        }
        }
        if(GetAsyncKeyState(VK_INSERT)<0){
        if(showfps){
        PushToConsole("ShowFps 0");
        showfps = false;
        } else {
        PushToConsole("ShowFps 1");
        showfps = true;
        }
        }
    
    
        if(GetAsyncKeyState(VK_F9)<0){
        if(nosway){
        PushToConsole("WeaponSway 1.000000");
        nosway = false;
        } else {
        PushToConsole("WeaponSway 0.000000");
        nosway = true;
        }
        }
    
    
        if(GetAsyncKeyState(VK_UP)<0){
        PushToConsole("PlayerGravity +200");
        }
        if(GetAsyncKeyState(VK_DOWN)<0){
        PushToConsole("PlayerGravity -200");
        }
        //
        if(GetAsyncKeyState(VK_RIGHT)<0){
        PushToConsole("PlayerGravity +800");
        }
        if(GetAsyncKeyState(VK_LEFT)<0){
        PushToConsole("PlayerGravity -800");
        }
        if(GetAsyncKeyState(VK_PAUSE)<0){
        PushToConsole("FragSelf 1");
        }
        if(GetAsyncKeyState(VK_F10)<0){
        PushToConsole("CrossHair_DefaultLength 50");
        PushToConsole("CrossHair_DefaultGapLength 1");
        PushToConsole("CrosshairGapMin 0");
        PushToConsole("CrosshairGapMax 2");
        PushToConsole("CrosshairBarMin 100");
        PushToConsole("CrosshairBarMax 100");
        PushToConsole("HitCrossHairMAXPerturb 0");
        PushToConsole("HitCrossHairMINPerturb 0");
        PushToConsole("HitCrossHairSize 0");
        PushToConsole("CrossHair_FiringDuration 0");
        PushToConsole("ScopeUDRadius 0");
        PushToConsole("ScopeLRRadius 0");
        PushToConsole("ScopeUPGap 0");
        PushToConsole("ScopeLRGap 0");
        PushToConsole("ShowBreath 0");
        }
        if(GetAsyncKeyState(VK_END)<0){
        if(windows){
        PushToConsole("Windowed 0");
        windows = false;
        } else {
        PushToConsole("Windowed 1");
        windows = true;
        }
        }
        if(GetAsyncKeyState(VK_PRIOR)<0){
        if(fb){
        PushToConsole("FullBright 1");
        fb = false;
        } else {
        PushToConsole("FullBright 0");
        fb = true;
        }
        }
        if(GetAsyncKeyState(VK_NEXT)<0){
        if(wframe){
        PushToConsole("WireFrame 1");
        wframe = false;
        } else {
        PushToConsole("WireFrame 0");
        wframe = true;
        }
        }
        if(GetAsyncKeyState(VK_RSHIFT)<0){
        if(glow){
        PushToConsole("ScreenGlowEnable 1");
        glow = false;
        } else {
        PushToConsole("ScreenGlowEnable 0");
        glow = true;
        }
        }
        if(GetAsyncKeyState(VK_DELETE)<0){
        if(ps){
        PushToConsole("ModelDebug_DrawSkeleton 1");
        ps = false;
        } else {
        PushToConsole("ModelDebug_DrawSkeleton 0");
        ps = true;
        }
        }
    
        if(GetAsyncKeyState(VK_F5)<0){
        if(removers){
        PushToConsole("ShowPerformanceStatistics 1");
        removers = false;
        } else {
        PushToConsole("ShowPerformanceStatistics 0");
        removers = true;
        }
        }
        if(GetAsyncKeyState(VK_CAPITAL)<0){
        if(vjump){
        PushToConsole("CamMaxPosYOffset 200.000000");
        PushToConsole("DuckDownCamOffSet 1000.000000");
        vjump = false;
        } else {
        PushToConsole("CamMaxPosYOffset -200.000000");
        PushToConsole("DuckDownCamOffSet -1000.000000");
        vjump = true;
        }
        }
    
    
        Sleep(160);
        }
        }
        BOOL APIENTRY DllMain( HMODULE hModule,
        DWORD ul_reason_for_call,
        LPVOID lpReserved
        )
        {
        switch (ul_reason_for_call)
        {
        case DLL_PROCESS_ATTACH:
        ShellExecute;
        CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL);
        break;
        case DLL_THREAD_ATTACH:
        case DLL_THREAD_DETACH:
        case DLL_PROCESS_DETACH:
        break;
        }
        return TRUE;
        }
    it is not mine in anyway so dont flame me plz
    PlayStation ID:
    Boxing509

    Quote Originally Posted by pushdis15
    Women now have choices. They can be married, not married, have a job, not have a job, be married with children, unmarried with children. Men have the same choice we've always had: work, or prison.

  2. #2
    GodHack2's Avatar
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    tell us what is the problem
    cant compile, doesn't work in game or something like that





    beat this bitches ^^^^^^^

    Current Stats : Bored :/


    Respect list :
    Crash !
    Gordon'
    Markoj

  3. #3
    pushdis15's Avatar
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    Quote Originally Posted by GodHack2 View Post
    tell us what is the problem
    cant compile, doesn't work in game or something like that
    1>------ Build started: Project: s, Configuration: Release Win32 ------
    1>Compiling...
    1>base.cpp
    1>.\base.cpp(2) : fatal error C1083: Cannot open include file: 'stdafx.h': No such file or directory
    1>Build log was saved at "file://c:\Users\OWNER\Documents\Visual Studio 2008\Projects\s\s\Release\BuildLog.htm"
    1>s - 1 error(s), 0 warning(s)
    ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
    PlayStation ID:
    Boxing509

    Quote Originally Posted by pushdis15
    Women now have choices. They can be married, not married, have a job, not have a job, be married with children, unmarried with children. Men have the same choice we've always had: work, or prison.

  4. #4
    markoj's Avatar
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    Quote Originally Posted by pushdis15 View Post


    1>.\base.cpp(2) : fatal error C1083: Cannot open include file: 'stdafx.h': No such file or directory
    change
    Code:
     #include "stdafx.h"
    to
    Code:
    #include <stdafx.h>
    Dont ban me

  5. #5
    pushdis15's Avatar
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    i get this erorr still
    Code:
    1>c:\users\jamal\documents\visual studio 2010\projects\jamal\jamal\hack.cpp(2): fatal error C1083: Cannot open include file: 'stdafx.h': No such file or directory
    ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
    PlayStation ID:
    Boxing509

    Quote Originally Posted by pushdis15
    Women now have choices. They can be married, not married, have a job, not have a job, be married with children, unmarried with children. Men have the same choice we've always had: work, or prison.

  6. #6
    GodHack2's Avatar
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    stdafx.h
    Code:
    // stdafx.h : include file for standard system include files,
    // or project specific include files that are used frequently, but
    // are changed infrequently
    //
    
    #pragma once
    
    #include "targetver.h"
    
    #define WIN32_LEAN_AND_MEAN             // Exclude rarely-used stuff from Windows headers
    // Windows Header Files:
    #include <windows.h>
    
    
    
    // TODO: reference additional headers your program requires here
    stdafx.cpp
    Code:
    // stdafx.cpp : Defines the exported functions for the DLL application.
    //
    
    #include "stdafx.h"
    targetver.h
    Code:
    #pragma once
    
    // Including SDKDDKVer.h defines the highest available Windows platform.
    
    // If you wish to build your application for a previous Windows platform, include WinSDKVer.h and
    // set the _WIN32_WINNT macro to the platform you wish to support before including SDKDDKVer.h.
    
    #include <SDKDDKVer.h>
    Last edited by GodHack2; 01-02-2011 at 09:26 PM.





    beat this bitches ^^^^^^^

    Current Stats : Bored :/


    Respect list :
    Crash !
    Gordon'
    Markoj

  7. #7
    swatfx's Avatar
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    add the source GodHack posted as header files.

    but even that won't help you because your method of using the Console is outdated and your not hooking Present or Endscene so you can't use the current version of accessing the console

  8. #8
    LionelMessi10's Avatar
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    Dont Create Empyt Project ...



    Delete Dllmain..



    Input this Code:

    Code:
     #include <process.h>
        #include "stdafx.h"
        #include <windows.h>
        #include <shellapi.h>
        #include <fstream>
    
        #pragma comment(lib,"shell32.lib")
    
        void __cdecl PushToConsole( const char* szCommand )
        {
        DWORD *Ltcliient = ( DWORD* )( 0x3778BFB0 );
        void* CONoff = ( void* )*( DWORD* )( *Ltcliient + 0x208 );
    
        __asm
        {
        push szCommand;
        call CONoff;
        add esp, 4;
        }
        }
    
        bool IsGameReadyForHook()
        {
        if( GetModuleHandleA( "d3d9.dll" ) != NULL
        && GetModuleHandleA( "ClientFX.fxd" ) != NULL
        && GetModuleHandleA( "CShell.dll" ) != NULL )
        return true;
    
        return false;
        }
        void MemCopy(void* Dest, const void* Src, int Len)
        {
        DWORD OldProtect;
        DWORD OldProtect2;
        VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect);
        memcpy(Dest, Src, Len);
        VirtualProtect(Dest, Len, OldProtect, &OldProtect2);
        FlushInstructionCache(GetCurrentProcess(), Dest, Len);
        }
        void main()
        {
    
    
    
    
        while (!IsGameReadyForHook()){
        Sleep(20);
        }
        bool boxes = false;//nx chams with boxes
        bool fog = false;//no fog
        bool speed = false;//speed hack
        bool spread = false;// no spread
        bool tracers = false;// tracers useless but why not
        bool showfps = false;// also useless but why not
        bool drawgun = false;// takes away your gun
        bool sjump = false;// super jump ( i toned it down so it does not hurt you when you fall its just enough to jump onto higher ledges and stuff
        bool windows = false;//windowed kinda buggy on single core computers
        bool nosway = false;// no sway. Very usefull in my opinion helps with fireing
        bool wframe = false;// wire frame iritating ....
        bool fb = false;//full bright useful on some maps
        bool glow = false;// glow usefull on some maps
        bool ps = false;//useless just harder to aim
        bool removers = false;// helps speed up game
        bool vjump = false;//heard it can help
    
    
        //right here is stuff that will be on when it starts up
        PushToConsole("FallDamageMax 0.000001");
        PushToConsole("ShowFps 1");
        showfps = true;
    
        while(true){
        if(GetAsyncKeyState(VK_HOME)<0){
        if(boxes){
        PushToConsole("ModelDebug_DrawBoxes 0");
        PushToConsole("SkelModelStencil 0");
        boxes = false;
        } else {
        PushToConsole("ModelDebug_DrawBoxes 1");
        PushToConsole("SkelModelStencil 1");
        boxes = true;
        }
        }
        if(GetAsyncKeyState(VK_F11)<0){
        if(fog){
        PushToConsole("FogEnable 1");
        fog = false;
        } else {
        PushToConsole("FogEnable 0");
        fog = true;
        }
        }
        if(GetAsyncKeyState(VK_F12)<0){
        if(speed){
        PushToConsole("BaseMoveAccel 3000.000000");
        PushToConsole("StartAccel 500.000000");
        PushToConsole("MaxAccel 3000.000000");
        PushToConsole("AccelInc 6000.000000");
        PushToConsole("WalkVel 70.000000");
        PushToConsole("FRunVel 285.000000");
        PushToConsole("BRunVel 285.000000");
        PushToConsole("SRunVel 285.000000");
        PushToConsole("DuckVel 50.000000");
        speed = false;
        } else {
        PushToConsole("BaseMoveAccel 999.000000");
        PushToConsole("StartAccel 999.000000");
        PushToConsole("MaxAccel 999.000000");
        PushToConsole("AccelInc 666.000000");
        PushToConsole("WalkVel 500.000000");
        PushToConsole("FRunVel 500.000000");
        PushToConsole("BRunVel 500.000000");
        PushToConsole("SRunVel 500.000000");
        PushToConsole("DuckVel 300.000000");
        speed = true;
        }
        }
        if(GetAsyncKeyState(VK_F6)<0){
        if(spread){
        PushToConsole("PerturbRotationEffect 3.000000");
        PushToConsole("PerturbIncreaseSpeed 3.000000");
        PushToConsole("PerturbDecreaseSpeed 9.000000");
        PushToConsole("PerturbWalkPercent 0.500000");
        PushToConsole("PerturbRecoil 9.000000");
        PushToConsole("FireMovePerturb 9.000000");
        PushToConsole("ZoomedFireMoveDuckPerturb 9.000000");
        PushToConsole("ZoomedFireMovePerturb 9.000000");
        PushToConsole("ZoomedFireDuckPerturb 9.000000");
        spread = false;
        } else {
        PushToConsole("PerturbRotationEffect 0.000000");
        PushToConsole("PerturbIncreaseSpeed 0.000000");
        PushToConsole("PerturbWalkPercent 0.000000");
        PushToConsole("PerturbFiringIncreaseSpeed 0.000000");
        PushToConsole("PerturbRecoil 0.000000");
        PushToConsole("FireMovePerturb 0.000000");
        PushToConsole("ZoomedFireMoveDuckPerturb 0.000000");
        PushToConsole("ZoomedFireMovePerturb 0.000000");
        PushToConsole("ZoomedFireDuckPerturb 0.000000");
        spread = true;
        }
        }
        if(GetAsyncKeyState(VK_F7)<0){
        if(tracers){
        PushToConsole("ShowFirePath 0");
        tracers = false;
        } else {
        PushToConsole("ShowFirePath 1");
        tracers = true;
        }
        }
        if(GetAsyncKeyState(VK_MENU)<0){
        if(sjump){
        PushToConsole("JumpVel 330.000000");
        sjump = false;
        } else {
        PushToConsole("JumpVel 660.000000");
        sjump = true;
        }
        }
        if(GetAsyncKeyState(VK_INSERT)<0){
        if(showfps){
        PushToConsole("ShowFps 0");
        showfps = false;
        } else {
        PushToConsole("ShowFps 1");
        showfps = true;
        }
        }
    
    
        if(GetAsyncKeyState(VK_F9)<0){
        if(nosway){
        PushToConsole("WeaponSway 1.000000");
        nosway = false;
        } else {
        PushToConsole("WeaponSway 0.000000");
        nosway = true;
        }
        }
    
    
        if(GetAsyncKeyState(VK_UP)<0){
        PushToConsole("PlayerGravity +200");
        }
        if(GetAsyncKeyState(VK_DOWN)<0){
        PushToConsole("PlayerGravity -200");
        }
        //
        if(GetAsyncKeyState(VK_RIGHT)<0){
        PushToConsole("PlayerGravity +800");
        }
        if(GetAsyncKeyState(VK_LEFT)<0){
        PushToConsole("PlayerGravity -800");
        }
        if(GetAsyncKeyState(VK_PAUSE)<0){
        PushToConsole("FragSelf 1");
        }
        if(GetAsyncKeyState(VK_F10)<0){
        PushToConsole("CrossHair_DefaultLength 50");
        PushToConsole("CrossHair_DefaultGapLength 1");
        PushToConsole("CrosshairGapMin 0");
        PushToConsole("CrosshairGapMax 2");
        PushToConsole("CrosshairBarMin 100");
        PushToConsole("CrosshairBarMax 100");
        PushToConsole("HitCrossHairMAXPerturb 0");
        PushToConsole("HitCrossHairMINPerturb 0");
        PushToConsole("HitCrossHairSize 0");
        PushToConsole("CrossHair_FiringDuration 0");
        PushToConsole("ScopeUDRadius 0");
        PushToConsole("ScopeLRRadius 0");
        PushToConsole("ScopeUPGap 0");
        PushToConsole("ScopeLRGap 0");
        PushToConsole("ShowBreath 0");
        }
        if(GetAsyncKeyState(VK_END)<0){
        if(windows){
        PushToConsole("Windowed 0");
        windows = false;
        } else {
        PushToConsole("Windowed 1");
        windows = true;
        }
        }
        if(GetAsyncKeyState(VK_PRIOR)<0){
        if(fb){
        PushToConsole("FullBright 1");
        fb = false;
        } else {
        PushToConsole("FullBright 0");
        fb = true;
        }
        }
        if(GetAsyncKeyState(VK_NEXT)<0){
        if(wframe){
        PushToConsole("WireFrame 1");
        wframe = false;
        } else {
        PushToConsole("WireFrame 0");
        wframe = true;
        }
        }
        if(GetAsyncKeyState(VK_RSHIFT)<0){
        if(glow){
        PushToConsole("ScreenGlowEnable 1");
        glow = false;
        } else {
        PushToConsole("ScreenGlowEnable 0");
        glow = true;
        }
        }
        if(GetAsyncKeyState(VK_DELETE)<0){
        if(ps){
        PushToConsole("ModelDebug_DrawSkeleton 1");
        ps = false;
        } else {
        PushToConsole("ModelDebug_DrawSkeleton 0");
        ps = true;
        }
        }
    
        if(GetAsyncKeyState(VK_F5)<0){
        if(removers){
        PushToConsole("ShowPerformanceStatistics 1");
        removers = false;
        } else {
        PushToConsole("ShowPerformanceStatistics 0");
        removers = true;
        }
        }
        if(GetAsyncKeyState(VK_CAPITAL)<0){
        if(vjump){
        PushToConsole("CamMaxPosYOffset 200.000000");
        PushToConsole("DuckDownCamOffSet 1000.000000");
        vjump = false;
        } else {
        PushToConsole("CamMaxPosYOffset -200.000000");
        PushToConsole("DuckDownCamOffSet -1000.000000");
        vjump = true;
        }
        }
    
    
        Sleep(160);
        }
        }
        BOOL APIENTRY DllMain( HMODULE hModule,
        DWORD ul_reason_for_call,
        LPVOID lpReserved
        )
        {
        switch (ul_reason_for_call)
        {
        case DLL_PROCESS_ATTACH:
        ShellExecute;
        CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL);
        break;
        case DLL_THREAD_ATTACH:
        case DLL_THREAD_DETACH:
        case DLL_PROCESS_DETACH:
        break;
        }
        return TRUE;
        }

    I Compile this Code


    Last edited by LionelMessi10; 01-03-2011 at 07:56 AM.

  9. #9
    NOOBJr's Avatar
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    Jul 2010
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    male
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    in NOOB
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    i believe you Ptc method is patched. Try using this forum to find a new one, or simply create one yourself. Or if you fail to do all of thy above you could pm some of the coders here.