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  1. #1
    kibbles18's Avatar
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    [HELP] not working...

    Code:
    #include "engine_class.h"
    
    void thread()
    {
    	pPlayerMgr = (cPlayerMgr*)(PlayerMgr);
    	for(;;)
    	{
    		if(GetAsyncKeyState(VK_NUMPAD1))
    		{
    			pPlayerMgr->Pitch = 90.0f;
    		}
    		Sleep(50);
    	}
    }
    
    BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpReserved )
    {
    	if( dwReason == DLL_PROCESS_ATTACH )
    	{
    		CreateThread( NULL, NULL, (LPTHREAD_START_ROUTINE)thread, NULL, NULL, NULL);
    	}
    	return TRUE;
    }
    
    
    ------------------------------engine_class------------------------------
    #define PlayerMgr 0x3746D532
    #define ClientInfoMgr 0x37832408
    #define GameClientShell 0x37872070
    #define SFX_MAX	0x3B
    
    #include <windows.h>
    #include <d3dx9.h>
    #pragma comment( lib, "d3dx9.lib" )
    #include <iostream>
    #include <string>
    #include <sstream>
    #include <fstream>
    #include <time.h>
    
    #ifndef _ENGINE_CLASS_
    #define _ENGINE_CLASS_
    
    class cLTCientShellBase;
    class cLTClient;
    class cLTDrawPrim;
    class cGameClientShell;
    class cLTModel;
    class cLTCommon;
    class cLTMessage;
    class cFont;
    class cPlayerMgr;
    class cWeaponInfo;
    class cWeaponMgr;
    class cClientWeapon;
    class cObjName;
    class cBaseFX;
    class cCharacterFX;
    class c_player;
    class cLTMessage;
    class cLTBase;
    class cClientInfoMgr;
    
    typedef bool (*ObjectFilterFn)(int* hObj, void *pUserData);
    
    struct IntersectQuery
    {
    	D3DXVECTOR3 Start;					//0x0000
    	D3DXVECTOR3 End;					//0x000C
    			char unknown24[12];			
    	unsigned int Flags;					//0x0024
    	ObjectFilterFn FilterFn;			//0x0028
    	void* FilterIntersectParam;			//0x002C
    	ObjectFilterFn FilterIntersectFn;	//0x0030
    	void* FilterParam;					//0x0034
    	void* PolyFilterParam;				//0x0038
    	//PolyFilterFn PolyFilterFn;		//0x003C
    };
    
    class cSFXList
    {
    public:
    			unsigned long	unk0;
    	unsigned long*	List;
    			unsigned long	unk1;
    	int				Num;
    };
    
    class cSFXMgr
    {
    public:
    	cSFXList		SFXList		[SFX_MAX];
    };
    
    struct IntersectInfo
    {
    	D3DXVECTOR3 vImpactPos;				//0x0000
    			char unknown12[16];			
    	int*  hObjImpact;					//0x001C
    			DWORD nSomething;			//0x0020
    			DWORD nSomething2;			//0x0024
    			DWORD nSomething3;			//0x0028
    };	
    
    struct Transform
    {
    	D3DXVECTOR3 Pos;
    			unsigned char Space [0x100];
    };
    
    struct Screen
    {
    	int x;
    	int y;
    };
    
    struct VERTS
    {       
    	D3DXVECTOR3		pos;
    	unsigned int	rgba;
    };
    
    struct SHAPE_RECT
    {
    	VERTS	Right[3];
    	VERTS	Left[3];
    };
    
    class cLTClientShellBase
    {
    public:
    	cLTBase* ILTBase;		                //0x0000  
    			char unknown4[16];					  
    	cLTDrawPrim** ILTDrawPrim;			    //0x0014  
    			char unknown24[4];					  
    	cLTModel** ILTModel;				    //0x001C  
    			char unknown32[136];				  
    	cGameClientShell* ILTGameClientShell;	//0x00A8  
    };
    
    class cLTBase
    {
    public:
    	cLTClient* ILTClient;																				//0x0000 
    			char unknown8[96];
    	bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo );					//0x0064 
    			char unknown104[28]; 
    	unsigned int ( WINAPIV *GetLocalClientID )( unsigned int *pIDOut );									//0x0084 
    			char unknown136[384];
    	unsigned int( WINAPIV *RunConsoleCommand )( const char* szCommand );								//0x0208 
    	int*( WINAPIV *GetClientObject )();																	//0x020C 
    			char unknown528[16];
    	unsigned int( WINAPIV *GetObjectScale )( int* pObject, float *scale );								//0x0220 0x46D530
    	unsigned int( WINAPIV *SetObjectScale )( int* pObject, float scale );								//0x0224 0x472990
    			char unknown552[4];
    	unsigned int( WINAPIV *GetObjectColor )( int* pObject, float *r, float *g, float *b, float *a );	//0x022C 0x46FAC0
    	unsigned int( WINAPIV *SetObjectColor )( int* pObject, float r, float g, float b, float a );		//0x0230 0x46FB40
    };
    
    class cLTClient
    {
    public:
    			char unknown0[156];
    	unsigned int( WINAPI *GetObjectRot )( int* pObject, D3DXMATRIX *vRot );												//0x009C 0x46D840
    	unsigned int( WINAPI *GetObjectPos )( int* pObject, D3DXVECTOR3 *vPos );											//0x00A0 0x46D7D0
    			char unknown164[32];
    	unsigned int( WINAPI *SetObjectPos )( int* pObject, D3DXVECTOR3 vPos, bool bUnk );									//0x00C4 0x472C60 
    			char unknown200[108];
    	unsigned int( WINAPIV *GetConsoleVariableFloat )( const char *szCommand, float *ValueOut );							//0x00CC 
    	unsigned int( WINAPIV *GetConsoleVaribleString )( const char *szCommand, char *BufOut, unsigned int StringLength ); //0x00D0 
    			char unknown316[28];
    	unsigned int( WINAPI *SendToServer )( int Message, unsigned int flags );											//0x0158 0x474160
    };
    
    class cGameClientShell
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    			virtual void Function9();
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    			virtual void Function15();
    			virtual void Function16();
    			virtual void Function17();
    			virtual void Function18();
    			virtual void Function19();
    			virtual void Function20();
    			virtual void Function21();
    			virtual void Function22();
    			virtual void Function23();
    			virtual void Function24();
    			virtual void Function25();
    			virtual void Function26();
    			virtual void Function27();
    			virtual void Function28();
    			virtual void Function29();
    			virtual void Function30();
    			virtual void Function31();
    			virtual void Function32();
    			virtual void Function33();
    			virtual void Function34();
    			virtual void Function35();
    			virtual void Function36();
    			virtual void Function37();
    			virtual void Function38();
    			virtual void Function39();
    			virtual void Function40();
    			virtual void Function41();
    			virtual void Function42();
    			virtual void Function43();
    	virtual DWORD GetClientInfoMgr();
    	virtual DWORD GetInterfaceManager();
    	virtual DWORD GetPlayerManager();
    			virtual void Function47();
    			virtual void Function48();
    			virtual void Function49();
    			virtual void Function50();
    			virtual void Function51();
    			virtual void Function52();
    			virtual void Function53();
    			virtual void Function54();
    	virtual cSFXMgr* GetSFXMgr();
    };
    
    class cLTModel
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    			virtual void Function9();
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    	virtual unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node ); 
    	virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); 
    	virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace );
    	virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next );
    			virtual void Function17();
    			virtual void Function18();
    			virtual void Function19();
    			virtual void Function20();
    	virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); 
    };
    
    class cLTCommon
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    	virtual unsigned int CreateMessage( int* pMsg );
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    			virtual void Function15();
    			virtual void Function16();
    			virtual void Function17();
    	virtual unsigned int GetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int *iFlags );
    	virtual unsigned int SetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int iFlags, unsigned int iMask );
    
    };
    
    class cLTDrawPrim
    {
    public:
    			char unknown0[40];
    	void( WINAPI *SetRenderMode )( int mode );																		//0x0028  
    			char unknown44[88];
    	void( WINAPI *DrawPrimitive )( void* q, unsigned int count );													//0x0084  
    			char unknown136[64];
    	unsigned int( WINAPI *WorldToScreen )( float x, float y, float z, D3DXVECTOR3* v3Screen, D3DXVECTOR3 *v3Unk ); //0x00C8 0x4913C0
    };
    
    class c_player
    {
    public:
    			char unknown0[4];
    	__int32 ClientID;			 
    			char unknown1[4]; 
    	std::string Name;			
    	int* Object;
    	__int32 Kills;				 
    	__int32 Deaths;				 
    			char unknown52[44];  
    	__int32 HeadShots;			
    			char unknown100[12];
    	__int32 TeamID;				 
    			char unknown47[4];
    	bool isDead;				
    			char unknown4[491];
    	c_player* Next;				
    };
    
    class c_object
    {
    public:
    			char unknown0[4]; 
    	D3DXVECTOR3 MaxRootPosition; //0x0004  
    	D3DXVECTOR3 MinRootPosition; //0x0010  
    			char unknown28[120];
    	BYTE ObjectColorR;			 //0x0094  
    	BYTE ObjectColorG;			 //0x0095  
    	BYTE ObjectColorB;			 //0x0096  
    	BYTE ObjectColorA;			 //0x0097 
    			char unknown152[4]; 
    	float ObjectScaleX;			 //0x009C  
    	float ObjectScaleY;			 //0x00A0  
    	float ObjectScaleZ;			 //0x00A4  
    			char unknown168[16]; 
    	float xPlayerUnit;			 //0x00B8  
    	float yPlayerUnit;			 //0x00BC  
    	float zPlayerUnit;			 //0x00C0  
    	float PlayerUnitWidth;		 //0x00C4
    	D3DXVECTOR3 RootPosition;	 //0x00C8  
    			char unknown212[4];
    	float Pitch;				 //0x00D8  
    	float Yaw;					 //0x00DC  
    	float Roll;					 //0x00E0  
    };
    
    class cClientInfoMgr
    {
    public:
    			DWORD Unk;
    	c_player* First;
    	unsigned int LocalIndex;	//0x0008
    			char unknown2[48];
    	__int32 iAlphaScore;
    	__int32 iBravoScore;
    			char unknown5[12];
    	__int32 iGameMode;
    
    	inline c_player* GetClientByID( int id )
    	{
    		c_player* ptr = First;
    
    		while( ptr ) 
    		{
    			if( ptr->ClientID == id )
    				return ptr;
    
    			ptr = ptr->Next;
    		}
    		return NULL;
    	}
    };
    
    
    class cClientWeaponMgr
    {
    public:
    
    	cClientWeapon** WeaponList;   //0000
    	__int32 MaxWeapons;			  //0004
    	__int32 WeapIndex;			  //0008
    	cClientWeapon* CurrentWeapon; //000C
    	BYTE WeaponsEnabled;		  //0010
    	BYTE WeaponsVisible;		  //0011	
    			char unknown16[20];				
    	__int32 nCurrentWeaponID;	 //0x0024
    };
    
    class cPlayerMgr
    {
    public:
    			char pad[24];
    	cClientWeaponMgr* WeaponMgr; //0018
    			char unknown0[48];
    	float Pitch; //0048
    	float Yaw; //004C
    	float Roll;
    			char unknown3[220];
    	int* CameraObject; //012C
    
    	__inline cClientWeapon* GetCurrentWeapon()
    	{
    		if( WeaponMgr && WeaponMgr->CurrentWeapon )
    			return WeaponMgr->CurrentWeapon;
    
    		return NULL;
    	}
    };
    
    class cObjName
    {
    public:
    			char unknown0[4];
    	char Name[28];					//0004
    };
    
    class cBaseFX
    {
    public:
    				char unknown0[16];
    	int* Object;					//0010
    	D3DXVECTOR3 Pos;
    				char unknown1[28];
    	cObjName* gotoObjName;			//003C
    				char unknown2[16];
    				BYTE Unknown3;		//0050
    	BYTE OwnerID;					//0051
    };
    
    class cCharacterFX
    {
    public:
    			char	unk1[16];
    	int*	Object;			//0x10
    			char	unk2[44];
    	int		IsPlayer;		//0x40
    			char	unk3[40];
    	unsigned char	Index;	//0x6C
    			char unknown112[8]; //0x0070
    	float fStartPitch; //0x0078  
    	float fStartYaw; //0x007C  
    			char unknown128[1224]; //0x0080
    			BYTE unk1287; //0x0548  
    	bool bIsDead; //0x0549  
    	bool bSpawnSheild; //0x054A  
    			BYTE unk5563; //0x054B  
    			char unknown1356[12]; //0x054C
    	int* hHitbox; //0x0558  
    			char unknown1372[96]; //0x055C
    			WORD wUnk; //0x05BC  
    	WORD wHealth; //0x05BE  
    	WORD wArmor; //0x05C0  
    };
    
    class Something
    {
    public:
    	bool bIsAlive; //0000
    };
    
    class WepInfo
    {
    public:
    	__int32 iBackPackABulletsLeft;  //0000
    	__int32 i2ndaryBulletsLeft;		//0004
    			__int32 Unknown0;	    
    	__int32 iGrenadesLeft;			//000C
    	__int32 iBackPackBBulletsLeft;  //0010
    };
    
    class Info
    {
    public:
    			char unknown0[12];		//0x0000
    	__int32 iHP;					//0x000C  
    	__int32 iAP;					//0x0010  
    	__int32 iMaxHP;					//0x0014  
    	__int32 iMaxAP;					//0x0018  
    	WepInfo* gotoWepInfo;			//0x001C  
    	Something* goToSomething;		//0x0020  
    			char unknown36[352];	
    	float fStamina;					//0x0184  
    	__int32 iIsRunning;				//0x0188  
    	__int32 iIsJumping;				//0x018C  
    	__int32 iWeaponSlotInUse;		//0x0190  
    			char unknown404[44];	//0x0194
    	c_player* goToPlayers;			//0x01C0  		
    };
    
    class LocalInfo
    {
    public:
    	Info* goToInfoClass; //0000
    };
    
    class cLTMessage
    {
    public:
    			virtual void Function0();
    	virtual void DoInit();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    	virtual int DoSomething();
    			virtual void Function8();
    	virtual void WriteBits( int value, int size );
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    	virtual void WriteString( const wchar_t* data );
    };
    
    class cFont
    {
    public:
    		virtual void Function0();
    		virtual void Function1();
    	virtual void SetSomthing( int a, int b, int c, int d );
    		virtual void Function3();
    	virtual void Render();
    		virtual void Function5();
    		virtual void Function6();
    	virtual int GetX();
    	virtual void SetPos( int x, int y );
    	virtual void GetPos( int* x, int* y );
    		virtual void Function10();
    		virtual void Function11();
    		virtual void Function12();
    	virtual float GetScaleX();
    	virtual float GetScaleY();
    		virtual void Function15();
    		virtual void Function16();
    		virtual void Function17();
    		virtual void Function18();
    		virtual void Function19();
    		virtual void Function20();
    		virtual void Function21();
    		virtual void Function22();
    		virtual void Function23();
    		virtual void Function24();
    		virtual void Function25();
    		virtual void Function26();
    		virtual void Function27();
    		virtual void Function28();
    		virtual void Function29();
    		virtual void Function30();
    		virtual void Function31();
    		virtual void Function32();
    		virtual void Function33();
    		virtual void Function34();
    		virtual void Function35();
    		virtual void Function36();
    		virtual void Function37();
    		virtual void Function38();
    		virtual void Function39();
    		virtual void Function40();
    		virtual void Function41();
    		virtual void Function42();
    		virtual void Function43();
    	virtual void SetColor( int c, int c_, int c__, int const_num );
    		virtual void Function45();
    		virtual void Function46();
    		virtual void Function47();
    		virtual void Function48();
    		virtual void Function49();
    		virtual void Function50();
    		virtual void Function51();
    		virtual void Function52();
    		virtual void Function53();
    		virtual void Function54();
    		virtual void Function55();
    		virtual void Function56();
    		virtual void Function57();
    		virtual void Function58();
    		virtual void Function59();
    		virtual void Function60();
    		virtual void Function61();
    		virtual void Function62();
    		virtual void Function63();
    		virtual void Function64();
    		virtual void Function65();
    		virtual void Function66();
    		virtual void Function67();
    		virtual void Function68();
    		virtual void Function69();
    		virtual void Function70();
    		virtual void Function71();
    		virtual void Function72();
    		virtual void Function73();
    		virtual void Function74();
    		virtual void Function75();
    		virtual void Function76();
    		virtual void Function77();
    		virtual void Function78();
    		virtual void Function79();
    		virtual void Function80();
    		virtual void Function81();
    		virtual void Function82();
    		virtual void Function83();
    	virtual void SetText( unsigned short* text, int cont_num ); 
    };
    
    class cWeaponInfo
    {
    public:
    			char unknown0[12]; //0x0000
    	DWORD dwClientWeaponType; //0x000C  
    			char unknown16[16]; //0x0010
    	DWORD dwAlt_InstDamage; //0x0020  
    	DWORD dwInstDamage; //0x0024  
    			DWORD UNK; //0x0028  
    			char unknown44[104]; //0x002C
    	DWORD dwFireSnd; //0x0094  
    			char unknown152[108]; //0x0098
    			float fFireDelay1; //0x0104  
    			float ffiredelay1; //0x0108  
    			DWORD dwMaxAmmo3; //0x010C  
    			DWORD dwMaxAmmo2; //0x0110  
    			char unknown276[276]; //0x0114
    	DWORD dwCrossHairA; //0x0228  
    	DWORD dwCrossHairR; //0x022C  
    	DWORD dwCrossHairG; //0x0230  
    	DWORD dwCrossHairB; //0x0234  
    	BYTE TripleShotMode; //0x0238  
    			char unknown569[3]; //0x0239
    	DWORD dwTripleShotRoundNum; //0x023C  
    	float fDamageRFacter; //0x0240  
    			char unknown580[28]; //0x0244
    			DWORD dwInfiAmmo2;
    	DWORD dwInfiniteAmmo; //0x0264  
    	DWORD dwHideWhenEmpty; //0x0268  
    	DWORD dwIsAmmo; //0x026C  
    			char unknown624[4]; //0x0270
    	DWORD dwShotsPerClip; //0x0274  
    			char unknown632[52]; //0x0278
    	float fZoomTime; //0x02AC  
    	DWORD dwMinPerturb; //0x02B0  
    	DWORD dwMaxPerturb; //0x02B4  
    	float fDuckPerturb; //0x02B8  
    	float fMoveDuckPerturb; //0x02BC  
    	DWORD dwZoomedMinPerturb; //0x02C0  
    	DWORD dwZoomedMaxPerturb; //0x02C4  
    	DWORD dwRange; //0x02C8  
    			char unknown716[12]; //0x02CC
    	DWORD VectorsPerRound; //0x02D8  
    			char unknown732[40]; //0x02DC
    	float fPerturbIncSpeed; //0x0304  
    	float fPerturbDecSpeed; //0x0308  
    			char unknown780[4]; //0x030C
    	float fZoomedPerturbIncSpeed; //0x0310  
    	float fZoomedPerturbDecSpeed; //0x0314  
    			char unknown792[4]; //0x0318
    	float fBaseCamRecoilPitch; //0x031C  
    	float fBaseCamRecoilAccelPitch; //0x0320  
    			char unknown804[36]; //0x0324
    	float fTripleShotMaxCamRecoilPitch; //0x0348  
    	float fTripleShotBaseCamRecoilPitch; //0x034C  
    			char unknown848[8]; //0x0350
    	DWORD dwTripleShotMinPerturb; //0x0358  
    	DWORD dwTripleShotMaxPerturb; //0x035C  
    	float fTripleShotPerturbIncSpeed; //0x0360  
    	float fTripleShotPerturbDecSpeed; //0x0364  
    			char unknown872[112]; //0x0368
    	DWORD dwFireRate; //0x03D8  
    	DWORD dwMoveSpeed; //0x03DC  
    			DWORD ID03B39CC0; //0x03E0  
    			char unknown996[32]; //0x03E4
    	BYTE DisableCrosshair; //0x0404  
    			char unknown1029[27]; //0x0405
    	float fCameraSwayXFreq; //0x0420  
    	float fCameraSwayYFreq; //0x0424  
    			char unknown1064[12]; //0x0428
    	DWORD dwTargetCrosshairFlag; //0x0434  
    	DWORD dwEffectRange; //0x0438  
    			char unknown1084[192]; //0x043C
    	DWORD dwFireDelay; //0x04FC  
    };
    
    class cWeaponMgr
    {
    public:
    			char unknown0[5564];
    	cWeaponInfo** Weapons; //15BC
    	__int32 WeaponCount; //15C0
    };
    
    cPlayerMgr * pPlayerMgr;
    
    #endif
    all classes from gellin VIP base, credits to him.
    dosent work ingame.
    this was a test seeing if i could set the camera of my char's pitch to 90, but it dosent work. why?
    Last edited by kibbles18; 04-02-2011 at 05:05 PM.

  2. #2
    CoderNever's Avatar
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    J Whit says
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  3. #3
    whit's Avatar
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    Its not going to Loop the Code in the for statement..There aint even a Condition to do so

    Just Do while(true) {}

  4. #4
    kibbles18's Avatar
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  5. The Following User Says Thank You to kibbles18 For This Useful Post:

    _Fk127_ (04-02-2011)

  6. #5
    _Fk127_'s Avatar
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    Quote Originally Posted by whit View Post
    Its not going to Loop the Code in the for statement..There aint even a Condition to do so

    Just Do while(true) {}
    for( ; ; )
    functions as an infinite loop as well as
    while(true)
    or
    do
    {
    }
    while(true)



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  7. #6
    whit's Avatar
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    Quote Originally Posted by _Fk127_ View Post
    for( ; ; )
    functions as an infinite loop as well as
    while(true)
    or
    do
    {
    }
    while(true)
    He defeating the purpose of it
    No wonder Books State nothing about a Infinite Loop

    EDIT yea i thought you had to have a Condition In the for statement because i use them the right way
    Last edited by whit; 04-02-2011 at 12:08 PM.

  8. #7
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    Quote Originally Posted by kibbles18 View Post
    Code:
    #include "engine_class.h"
    
    void thread()
    {
    	pPlayerMgr = (cPlayerMgr*)(PlayerMgr);
    	for(;;)
    	{
    		if(GetAsyncKeyState(VK_NUMPAD1))
    		{
    			pPlayerMgr->Pitch = 90.0f;
    		}
    		Sleep(50);
    	}
    }
    
    BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpReserved )
    {
    	if( dwReason == DLL_PROCESS_ATTACH )
    	{
    		CreateThread( NULL, NULL, (LPTHREAD_START_ROUTINE)thread, NULL, NULL, NULL);
    	}
    	return TRUE;
    }
    
    
    ------------------------------engine_class------------------------------
    #define PlayerMgr 0x37877A88
    #define ClientInfoMgr 0x37832408
    #define GameClientShell 0x37872070
    #define SFX_MAX	0x3B
    
    #include <windows.h>
    #include <d3dx9.h>
    #pragma comment( lib, "d3dx9.lib" )
    #include <iostream>
    #include <string>
    #include <sstream>
    #include <fstream>
    #include <time.h>
    
    #ifndef _ENGINE_CLASS_
    #define _ENGINE_CLASS_
    
    class cLTCientShellBase;
    class cLTClient;
    class cLTDrawPrim;
    class cGameClientShell;
    class cLTModel;
    class cLTCommon;
    class cLTMessage;
    class cFont;
    class cPlayerMgr;
    class cWeaponInfo;
    class cWeaponMgr;
    class cClientWeapon;
    class cObjName;
    class cBaseFX;
    class cCharacterFX;
    class c_player;
    class cLTMessage;
    class cLTBase;
    class cClientInfoMgr;
    
    typedef bool (*ObjectFilterFn)(int* hObj, void *pUserData);
    
    struct IntersectQuery
    {
    	D3DXVECTOR3 Start;					//0x0000
    	D3DXVECTOR3 End;					//0x000C
    			char unknown24[12];			
    	unsigned int Flags;					//0x0024
    	ObjectFilterFn FilterFn;			//0x0028
    	void* FilterIntersectParam;			//0x002C
    	ObjectFilterFn FilterIntersectFn;	//0x0030
    	void* FilterParam;					//0x0034
    	void* PolyFilterParam;				//0x0038
    	//PolyFilterFn PolyFilterFn;		//0x003C
    };
    
    class cSFXList
    {
    public:
    			unsigned long	unk0;
    	unsigned long*	List;
    			unsigned long	unk1;
    	int				Num;
    };
    
    class cSFXMgr
    {
    public:
    	cSFXList		SFXList		[SFX_MAX];
    };
    
    struct IntersectInfo
    {
    	D3DXVECTOR3 vImpactPos;				//0x0000
    			char unknown12[16];			
    	int*  hObjImpact;					//0x001C
    			DWORD nSomething;			//0x0020
    			DWORD nSomething2;			//0x0024
    			DWORD nSomething3;			//0x0028
    };	
    
    struct Transform
    {
    	D3DXVECTOR3 Pos;
    			unsigned char Space [0x100];
    };
    
    struct Screen
    {
    	int x;
    	int y;
    };
    
    struct VERTS
    {       
    	D3DXVECTOR3		pos;
    	unsigned int	rgba;
    };
    
    struct SHAPE_RECT
    {
    	VERTS	Right[3];
    	VERTS	Left[3];
    };
    
    class cLTClientShellBase
    {
    public:
    	cLTBase* ILTBase;		                //0x0000  
    			char unknown4[16];					  
    	cLTDrawPrim** ILTDrawPrim;			    //0x0014  
    			char unknown24[4];					  
    	cLTModel** ILTModel;				    //0x001C  
    			char unknown32[136];				  
    	cGameClientShell* ILTGameClientShell;	//0x00A8  
    };
    
    class cLTBase
    {
    public:
    	cLTClient* ILTClient;																				//0x0000 
    			char unknown8[96];
    	bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo );					//0x0064 
    			char unknown104[28]; 
    	unsigned int ( WINAPIV *GetLocalClientID )( unsigned int *pIDOut );									//0x0084 
    			char unknown136[384];
    	unsigned int( WINAPIV *RunConsoleCommand )( const char* szCommand );								//0x0208 
    	int*( WINAPIV *GetClientObject )();																	//0x020C 
    			char unknown528[16];
    	unsigned int( WINAPIV *GetObjectScale )( int* pObject, float *scale );								//0x0220 0x46D530
    	unsigned int( WINAPIV *SetObjectScale )( int* pObject, float scale );								//0x0224 0x472990
    			char unknown552[4];
    	unsigned int( WINAPIV *GetObjectColor )( int* pObject, float *r, float *g, float *b, float *a );	//0x022C 0x46FAC0
    	unsigned int( WINAPIV *SetObjectColor )( int* pObject, float r, float g, float b, float a );		//0x0230 0x46FB40
    };
    
    class cLTClient
    {
    public:
    			char unknown0[156];
    	unsigned int( WINAPI *GetObjectRot )( int* pObject, D3DXMATRIX *vRot );												//0x009C 0x46D840
    	unsigned int( WINAPI *GetObjectPos )( int* pObject, D3DXVECTOR3 *vPos );											//0x00A0 0x46D7D0
    			char unknown164[32];
    	unsigned int( WINAPI *SetObjectPos )( int* pObject, D3DXVECTOR3 vPos, bool bUnk );									//0x00C4 0x472C60 
    			char unknown200[108];
    	unsigned int( WINAPIV *GetConsoleVariableFloat )( const char *szCommand, float *ValueOut );							//0x00CC 
    	unsigned int( WINAPIV *GetConsoleVaribleString )( const char *szCommand, char *BufOut, unsigned int StringLength ); //0x00D0 
    			char unknown316[28];
    	unsigned int( WINAPI *SendToServer )( int Message, unsigned int flags );											//0x0158 0x474160
    };
    
    class cGameClientShell
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    			virtual void Function9();
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    			virtual void Function15();
    			virtual void Function16();
    			virtual void Function17();
    			virtual void Function18();
    			virtual void Function19();
    			virtual void Function20();
    			virtual void Function21();
    			virtual void Function22();
    			virtual void Function23();
    			virtual void Function24();
    			virtual void Function25();
    			virtual void Function26();
    			virtual void Function27();
    			virtual void Function28();
    			virtual void Function29();
    			virtual void Function30();
    			virtual void Function31();
    			virtual void Function32();
    			virtual void Function33();
    			virtual void Function34();
    			virtual void Function35();
    			virtual void Function36();
    			virtual void Function37();
    			virtual void Function38();
    			virtual void Function39();
    			virtual void Function40();
    			virtual void Function41();
    			virtual void Function42();
    			virtual void Function43();
    	virtual DWORD GetClientInfoMgr();
    	virtual DWORD GetInterfaceManager();
    	virtual DWORD GetPlayerManager();
    			virtual void Function47();
    			virtual void Function48();
    			virtual void Function49();
    			virtual void Function50();
    			virtual void Function51();
    			virtual void Function52();
    			virtual void Function53();
    			virtual void Function54();
    	virtual cSFXMgr* GetSFXMgr();
    };
    
    class cLTModel
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    			virtual void Function9();
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    	virtual unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node ); 
    	virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); 
    	virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace );
    	virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next );
    			virtual void Function17();
    			virtual void Function18();
    			virtual void Function19();
    			virtual void Function20();
    	virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); 
    };
    
    class cLTCommon
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    	virtual unsigned int CreateMessage( int* pMsg );
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    			virtual void Function15();
    			virtual void Function16();
    			virtual void Function17();
    	virtual unsigned int GetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int *iFlags );
    	virtual unsigned int SetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int iFlags, unsigned int iMask );
    
    };
    
    class cLTDrawPrim
    {
    public:
    			char unknown0[40];
    	void( WINAPI *SetRenderMode )( int mode );																		//0x0028  
    			char unknown44[88];
    	void( WINAPI *DrawPrimitive )( void* q, unsigned int count );													//0x0084  
    			char unknown136[64];
    	unsigned int( WINAPI *WorldToScreen )( float x, float y, float z, D3DXVECTOR3* v3Screen, D3DXVECTOR3 *v3Unk ); //0x00C8 0x4913C0
    };
    
    class c_player
    {
    public:
    			char unknown0[4];
    	__int32 ClientID;			 
    			char unknown1[4]; 
    	std::string Name;			
    	int* Object;
    	__int32 Kills;				 
    	__int32 Deaths;				 
    			char unknown52[44];  
    	__int32 HeadShots;			
    			char unknown100[12];
    	__int32 TeamID;				 
    			char unknown47[4];
    	bool isDead;				
    			char unknown4[491];
    	c_player* Next;				
    };
    
    class c_object
    {
    public:
    			char unknown0[4]; 
    	D3DXVECTOR3 MaxRootPosition; //0x0004  
    	D3DXVECTOR3 MinRootPosition; //0x0010  
    			char unknown28[120];
    	BYTE ObjectColorR;			 //0x0094  
    	BYTE ObjectColorG;			 //0x0095  
    	BYTE ObjectColorB;			 //0x0096  
    	BYTE ObjectColorA;			 //0x0097 
    			char unknown152[4]; 
    	float ObjectScaleX;			 //0x009C  
    	float ObjectScaleY;			 //0x00A0  
    	float ObjectScaleZ;			 //0x00A4  
    			char unknown168[16]; 
    	float xPlayerUnit;			 //0x00B8  
    	float yPlayerUnit;			 //0x00BC  
    	float zPlayerUnit;			 //0x00C0  
    	float PlayerUnitWidth;		 //0x00C4
    	D3DXVECTOR3 RootPosition;	 //0x00C8  
    			char unknown212[4];
    	float Pitch;				 //0x00D8  
    	float Yaw;					 //0x00DC  
    	float Roll;					 //0x00E0  
    };
    
    class cClientInfoMgr
    {
    public:
    			DWORD Unk;
    	c_player* First;
    	unsigned int LocalIndex;	//0x0008
    			char unknown2[48];
    	__int32 iAlphaScore;
    	__int32 iBravoScore;
    			char unknown5[12];
    	__int32 iGameMode;
    
    	inline c_player* GetClientByID( int id )
    	{
    		c_player* ptr = First;
    
    		while( ptr ) 
    		{
    			if( ptr->ClientID == id )
    				return ptr;
    
    			ptr = ptr->Next;
    		}
    		return NULL;
    	}
    };
    
    
    class cClientWeaponMgr
    {
    public:
    
    	cClientWeapon** WeaponList;   //0000
    	__int32 MaxWeapons;			  //0004
    	__int32 WeapIndex;			  //0008
    	cClientWeapon* CurrentWeapon; //000C
    	BYTE WeaponsEnabled;		  //0010
    	BYTE WeaponsVisible;		  //0011	
    			char unknown16[20];				
    	__int32 nCurrentWeaponID;	 //0x0024
    };
    
    class cPlayerMgr
    {
    public:
    			char pad[24];
    	cClientWeaponMgr* WeaponMgr; //0018
    			char unknown0[48];
    	float Pitch; //0048
    	float Yaw; //004C
    	float Roll;
    			char unknown3[220];
    	int* CameraObject; //012C
    
    	__inline cClientWeapon* GetCurrentWeapon()
    	{
    		if( WeaponMgr && WeaponMgr->CurrentWeapon )
    			return WeaponMgr->CurrentWeapon;
    
    		return NULL;
    	}
    };
    
    class cObjName
    {
    public:
    			char unknown0[4];
    	char Name[28];					//0004
    };
    
    class cBaseFX
    {
    public:
    				char unknown0[16];
    	int* Object;					//0010
    	D3DXVECTOR3 Pos;
    				char unknown1[28];
    	cObjName* gotoObjName;			//003C
    				char unknown2[16];
    				BYTE Unknown3;		//0050
    	BYTE OwnerID;					//0051
    };
    
    class cCharacterFX
    {
    public:
    			char	unk1[16];
    	int*	Object;			//0x10
    			char	unk2[44];
    	int		IsPlayer;		//0x40
    			char	unk3[40];
    	unsigned char	Index;	//0x6C
    			char unknown112[8]; //0x0070
    	float fStartPitch; //0x0078  
    	float fStartYaw; //0x007C  
    			char unknown128[1224]; //0x0080
    			BYTE unk1287; //0x0548  
    	bool bIsDead; //0x0549  
    	bool bSpawnSheild; //0x054A  
    			BYTE unk5563; //0x054B  
    			char unknown1356[12]; //0x054C
    	int* hHitbox; //0x0558  
    			char unknown1372[96]; //0x055C
    			WORD wUnk; //0x05BC  
    	WORD wHealth; //0x05BE  
    	WORD wArmor; //0x05C0  
    };
    
    class Something
    {
    public:
    	bool bIsAlive; //0000
    };
    
    class WepInfo
    {
    public:
    	__int32 iBackPackABulletsLeft;  //0000
    	__int32 i2ndaryBulletsLeft;		//0004
    			__int32 Unknown0;	    
    	__int32 iGrenadesLeft;			//000C
    	__int32 iBackPackBBulletsLeft;  //0010
    };
    
    class Info
    {
    public:
    			char unknown0[12];		//0x0000
    	__int32 iHP;					//0x000C  
    	__int32 iAP;					//0x0010  
    	__int32 iMaxHP;					//0x0014  
    	__int32 iMaxAP;					//0x0018  
    	WepInfo* gotoWepInfo;			//0x001C  
    	Something* goToSomething;		//0x0020  
    			char unknown36[352];	
    	float fStamina;					//0x0184  
    	__int32 iIsRunning;				//0x0188  
    	__int32 iIsJumping;				//0x018C  
    	__int32 iWeaponSlotInUse;		//0x0190  
    			char unknown404[44];	//0x0194
    	c_player* goToPlayers;			//0x01C0  		
    };
    
    class LocalInfo
    {
    public:
    	Info* goToInfoClass; //0000
    };
    
    class cLTMessage
    {
    public:
    			virtual void Function0();
    	virtual void DoInit();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    	virtual int DoSomething();
    			virtual void Function8();
    	virtual void WriteBits( int value, int size );
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    	virtual void WriteString( const wchar_t* data );
    };
    
    class cFont
    {
    public:
    		virtual void Function0();
    		virtual void Function1();
    	virtual void SetSomthing( int a, int b, int c, int d );
    		virtual void Function3();
    	virtual void Render();
    		virtual void Function5();
    		virtual void Function6();
    	virtual int GetX();
    	virtual void SetPos( int x, int y );
    	virtual void GetPos( int* x, int* y );
    		virtual void Function10();
    		virtual void Function11();
    		virtual void Function12();
    	virtual float GetScaleX();
    	virtual float GetScaleY();
    		virtual void Function15();
    		virtual void Function16();
    		virtual void Function17();
    		virtual void Function18();
    		virtual void Function19();
    		virtual void Function20();
    		virtual void Function21();
    		virtual void Function22();
    		virtual void Function23();
    		virtual void Function24();
    		virtual void Function25();
    		virtual void Function26();
    		virtual void Function27();
    		virtual void Function28();
    		virtual void Function29();
    		virtual void Function30();
    		virtual void Function31();
    		virtual void Function32();
    		virtual void Function33();
    		virtual void Function34();
    		virtual void Function35();
    		virtual void Function36();
    		virtual void Function37();
    		virtual void Function38();
    		virtual void Function39();
    		virtual void Function40();
    		virtual void Function41();
    		virtual void Function42();
    		virtual void Function43();
    	virtual void SetColor( int c, int c_, int c__, int const_num );
    		virtual void Function45();
    		virtual void Function46();
    		virtual void Function47();
    		virtual void Function48();
    		virtual void Function49();
    		virtual void Function50();
    		virtual void Function51();
    		virtual void Function52();
    		virtual void Function53();
    		virtual void Function54();
    		virtual void Function55();
    		virtual void Function56();
    		virtual void Function57();
    		virtual void Function58();
    		virtual void Function59();
    		virtual void Function60();
    		virtual void Function61();
    		virtual void Function62();
    		virtual void Function63();
    		virtual void Function64();
    		virtual void Function65();
    		virtual void Function66();
    		virtual void Function67();
    		virtual void Function68();
    		virtual void Function69();
    		virtual void Function70();
    		virtual void Function71();
    		virtual void Function72();
    		virtual void Function73();
    		virtual void Function74();
    		virtual void Function75();
    		virtual void Function76();
    		virtual void Function77();
    		virtual void Function78();
    		virtual void Function79();
    		virtual void Function80();
    		virtual void Function81();
    		virtual void Function82();
    		virtual void Function83();
    	virtual void SetText( unsigned short* text, int cont_num ); 
    };
    
    class cWeaponInfo
    {
    public:
    			char unknown0[12]; //0x0000
    	DWORD dwClientWeaponType; //0x000C  
    			char unknown16[16]; //0x0010
    	DWORD dwAlt_InstDamage; //0x0020  
    	DWORD dwInstDamage; //0x0024  
    			DWORD UNK; //0x0028  
    			char unknown44[104]; //0x002C
    	DWORD dwFireSnd; //0x0094  
    			char unknown152[108]; //0x0098
    			float fFireDelay1; //0x0104  
    			float ffiredelay1; //0x0108  
    			DWORD dwMaxAmmo3; //0x010C  
    			DWORD dwMaxAmmo2; //0x0110  
    			char unknown276[276]; //0x0114
    	DWORD dwCrossHairA; //0x0228  
    	DWORD dwCrossHairR; //0x022C  
    	DWORD dwCrossHairG; //0x0230  
    	DWORD dwCrossHairB; //0x0234  
    	BYTE TripleShotMode; //0x0238  
    			char unknown569[3]; //0x0239
    	DWORD dwTripleShotRoundNum; //0x023C  
    	float fDamageRFacter; //0x0240  
    			char unknown580[28]; //0x0244
    			DWORD dwInfiAmmo2;
    	DWORD dwInfiniteAmmo; //0x0264  
    	DWORD dwHideWhenEmpty; //0x0268  
    	DWORD dwIsAmmo; //0x026C  
    			char unknown624[4]; //0x0270
    	DWORD dwShotsPerClip; //0x0274  
    			char unknown632[52]; //0x0278
    	float fZoomTime; //0x02AC  
    	DWORD dwMinPerturb; //0x02B0  
    	DWORD dwMaxPerturb; //0x02B4  
    	float fDuckPerturb; //0x02B8  
    	float fMoveDuckPerturb; //0x02BC  
    	DWORD dwZoomedMinPerturb; //0x02C0  
    	DWORD dwZoomedMaxPerturb; //0x02C4  
    	DWORD dwRange; //0x02C8  
    			char unknown716[12]; //0x02CC
    	DWORD VectorsPerRound; //0x02D8  
    			char unknown732[40]; //0x02DC
    	float fPerturbIncSpeed; //0x0304  
    	float fPerturbDecSpeed; //0x0308  
    			char unknown780[4]; //0x030C
    	float fZoomedPerturbIncSpeed; //0x0310  
    	float fZoomedPerturbDecSpeed; //0x0314  
    			char unknown792[4]; //0x0318
    	float fBaseCamRecoilPitch; //0x031C  
    	float fBaseCamRecoilAccelPitch; //0x0320  
    			char unknown804[36]; //0x0324
    	float fTripleShotMaxCamRecoilPitch; //0x0348  
    	float fTripleShotBaseCamRecoilPitch; //0x034C  
    			char unknown848[8]; //0x0350
    	DWORD dwTripleShotMinPerturb; //0x0358  
    	DWORD dwTripleShotMaxPerturb; //0x035C  
    	float fTripleShotPerturbIncSpeed; //0x0360  
    	float fTripleShotPerturbDecSpeed; //0x0364  
    			char unknown872[112]; //0x0368
    	DWORD dwFireRate; //0x03D8  
    	DWORD dwMoveSpeed; //0x03DC  
    			DWORD ID03B39CC0; //0x03E0  
    			char unknown996[32]; //0x03E4
    	BYTE DisableCrosshair; //0x0404  
    			char unknown1029[27]; //0x0405
    	float fCameraSwayXFreq; //0x0420  
    	float fCameraSwayYFreq; //0x0424  
    			char unknown1064[12]; //0x0428
    	DWORD dwTargetCrosshairFlag; //0x0434  
    	DWORD dwEffectRange; //0x0438  
    			char unknown1084[192]; //0x043C
    	DWORD dwFireDelay; //0x04FC  
    };
    
    class cWeaponMgr
    {
    public:
    			char unknown0[5564];
    	cWeaponInfo** Weapons; //15BC
    	__int32 WeaponCount; //15C0
    };
    
    cPlayerMgr * pPlayerMgr;
    
    #endif
    all classes from gellin VIP base, credits to him.
    dosent work ingame.
    this was a test seeing if i could set the camera of my char's pitch to 90, but it dosent work. why?
    try printing the pitch to see if it is actually changing it
    Code:
     char buffer [50];
    sprintf (buffer, "%f", pPlayerMgr->pitch);
    DrawText(buffer,...



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  9. The Following User Says Thank You to _Fk127_ For This Useful Post:

    [MPGH]flameswor10 (04-02-2011)

  10. #8
    kibbles18's Avatar
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    i would if i knew how to :/
    i updated the addies and tried but didnt work again...

  11. #9
    PashaAmd's Avatar
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    off topic, but how do you get credits on the side?

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    This thread remind me of:

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    ZeroTroubles's Avatar
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    aint see nothing wrong

  14. #12
    mickal18's Avatar
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    Quote Originally Posted by kamielftw View Post
    aint see nothing wrong
    If there is nothing wrong than he would not be asking for help you dumb fuck!

  15. #13
    _Fk127_'s Avatar
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    Quote Originally Posted by kibbles18 View Post
    i would if i knew how to :/
    i updated the addies and tried but didnt work again...
    Use the code I gave you... If you do not know how to draw text and copy paste a sprintf method call, then dont be messing with pitch and yaw



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    kibbles18's Avatar
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    k im going to do some research on how to use drawtext, then i shall display the stuff not working

  17. #15
    DeadLinez's Avatar
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    Main.cpp
    Code:
    #include <windows.h>
    bool IsGameReadyForHook()
    {
    	if( GetModuleHandleA( "d3d9.dll"     ) != NULL 
    		&& GetModuleHandleA( "ClientFX.fxd" ) != NULL 
    		&& GetModuleHandleA( "CShell.dll"   ) != NULL )
    		return true;
    	return false;
    }
    void Main()
    {
    	pPlayerMgr = (cPlayerMgr*)(PlayerMgr);
    	for(;;)
    	{
    		if(GetAsyncKeyState(VK_NUMPAD1))
    		{
    			pPlayerMgr->Pitch = 90.0f;
    		}
    		Sleep(50);
    	}
    }
    DWORD WINAPI StartupThread(LPVOID)
    {
    	while( !IsGameReadyForHook() )
    		Sleep(100);
    	        Main();
    	return 0;
    }
    BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpReserved )
    {
    	if( dwReason == DLL_PROCESS_ATTACH )
    	{
                    MessageBoxA(0,"CA Hooked, Press "OK" to continue, "DeadLinez", MB_OK);
    		CreateThread( NULL, NULL, (LPTHREAD_START_ROUTINE)StartupThread, NULL, NULL, NULL);
    	}
    	return TRUE;
    }
    Last edited by DeadLinez; 04-03-2011 at 12:09 PM.

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