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  1. #1
    *GuideMan*'s Avatar
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    CA crashes when I send a message

    Hey, CA crashed when I use:

    Code:
    if (GetAsyncKeyState(VK_F10))
    	{
    		if (heaD9->ValidPointer(g_LTClient))
    		{
    			CAutoMessage msg;
    
    			msg.Writeuint8(135);
    			g_LTClient->SendToServer(msg.Read(), MESSAGE_GUARANTEED);
    		}
    	}
    Any ideas?
    Last edited by Drake; 05-10-2012 at 10:11 AM.

  2. #2
    justiniscool6's Avatar
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    Did you try adding the right classes updating it and also did you include ltclient addie?

  3. #3
    Flengo's Avatar
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    Quote Originally Posted by justiniscool6 View Post
    Did you try adding the right classes updating it and also did you include ltclient addie?
    Not pointing the class to the Address wouldn't make it crash, just not work.

    If it was the wrong address, it could crash.

    LTClient Class is posted.
    I Read All Of My PM's & VM's
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  4. #4
    matypatty's Avatar
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    Quote Originally Posted by comando2056 View Post


    Not pointing the class to the Address wouldn't make it crash, just not work.

    If it was the wrong address, it could crash.

    LTClient Class is posted.
    Even if it it isn't the cause of the crash, its still wrong so lets fix it.

    Code:
    //Define this at the top of your code
    typedef unsigned int( __stdcall *tSendToServer )( ILTMessage_Read *Message, unsigned int Flags );
    tSendToServer pSendToServer;
    
    if (GetAsyncKeyState(VK_F10))
    	{
    
                   //This is where you point your classes to addresses.
                   pSendToServer = (tSendToServer)0x474350;  //The address in engine which the sendtoserver function is located at.
    	       g_LTClient = *(CLTClient**)0x377E0C88;  //The LTCLient
    	       g_CommonLT = g_LTClient->Common();  //LT Common class which is used in the CAutoMessage class.
    
    		if (heaD9->ValidPointer(g_LTClient))
    		{
    			CAutoMessage msg;
    
    			msg.Writeuint8(135);
    			pSendToServer(msg.Read(), MESSAGE_GUARANTEED);  //Replaced with our engine call function
    		}
    	}

  5. The Following 2 Users Say Thank You to matypatty For This Useful Post:

    Drake (05-10-2012),[MPGH]Flengo (04-18-2012)

  6. #5
    Flengo's Avatar
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    Quote Originally Posted by matypatty View Post


    Even if it it isn't the cause of the crash, its still wrong so lets fix it.

    Code:
    //Define this at the top of your code
    typedef unsigned int( __stdcall *tSendToServer )( ILTMessage_Read *Message, unsigned int Flags );
    tSendToServer pSendToServer;
    
    if (GetAsyncKeyState(VK_F10))
    	{
    
                   //This is where you point your classes to addresses.
                   pSendToServer = (tSendToServer)0x474350;  //The address in engine which the sendtoserver function is located at.
    	       g_LTClient = *(CLTClient**)0x377E0C88;  //The LTCLient
    	       g_CommonLT = g_LTClient->Common();  //LT Common class which is used in the CAutoMessage class.
    
    		if (heaD9->ValidPointer(g_LTClient))
    		{
    			CAutoMessage msg;
    
    			msg.Writeuint8(135);
    			pSendToServer(msg.Read(), MESSAGE_GUARANTEED);  //Replaced with our engine call function
    		}
    	}
    Why not just do this instead

    Code:
    typedef unsigned int (__stdcall *tfnSendToServer)(ILTMessage_Read *pMsg, uint32 flags);
    tfnSendToServer pfnSendToServer = (tfnSendToServer)0x474350;//So you don't have to add the line over and over
    And you would also have to change the check for if the key is pressed.

    Code:
    if (GetAsyncKeyState(VK_F10) &1)
    You could just declare all of the pointers to the classes globally and render them. That's what I do, its faster and saves lines.

    Code:
    void cHacks::InitGamePointers()
    {
    	g_LTClient = *(CLTClient**)ADDR_LTCLIENT;
    	g_CommonLT = g_LTClient->Common();
            
            //All your other stuff in here too.
    }
    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.
     
     
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    matypatty (04-18-2012)

  8. #6
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    Whatever floats your boat

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