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  1. #16
    Reflex-'s Avatar
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    Did you try the LTClient Function

  2. #17
    cubanelite's Avatar
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    Quote Originally Posted by Entourage View Post
    Did you try the LTClient Function
    No, I haven't... Might try looking into it tomorrow. Thanks you.


    Quote Originally Posted by Xipher View Post
    It is to do with how you toggle the hacks, i do have the solution but commando dissed me in another thread. So... :/
    You can pm me?
    Last edited by cubanelite; 06-03-2012 at 02:08 AM.
    If you have any questions, PM Me. I always check them.
    PEACE, HOMIES!

  3. #18
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    restore the address when out of game
    if your not already doing so

    Code:
    if (InGame())
    { 
          if (Hack)
              memcpy(address, PatchBytes, Size);
          else
              memcpy(address, OriginalBytes , Size);
    }
    else
    {
         memcpy(address, OriginalBytes, Size);
    }
    Last edited by realnigger; 06-03-2012 at 02:26 AM.

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    matypatty (06-06-2012)

  5. #19
    cubanelite's Avatar
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    Quote Originally Posted by realnigger View Post
    restore the address when out of game
    if your not already doing so

    Code:
    if (InGame())
    { 
          if (Hack)
              memcpy(address, PatchBytes, Size);
          else
              memcpy(address, OriginalBytes , Size);
    }
    else
    {
         memcpy(address, OriginalBytes, Size);
    }
    I was already restoring. I have solved my problem though. It was a stupid mistake from me.
    If you have any questions, PM Me. I always check them.
    PEACE, HOMIES!

  6. #20
    Flengo's Avatar
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    Quote Originally Posted by Xipher View Post
    It is to do with how you toggle the hacks, i do have the solution but commando dissed me in another thread. So... :/
    What thread?

    Code:
    void cHacks::NameTags(int Val)
    {
    	if(Val > 0 && *(BYTE*)ADDR_GAMESTATUS == 1)
    	{
    		MemEdit((PBYTE)(ADDR_TAGS1), (PBYTE)"\x90\x90", 2);
    		MemEdit((PBYTE)(ADDR_TAGS2), (PBYTE)"\x90\x90", 2);
    	}else{
    		MemEdit((PBYTE)(ADDR_TAGS1), (PBYTE)"\x75\x05", 2);
    		MemEdit((PBYTE)(ADDR_TAGS2), (PBYTE)"\x75\x05", 2);
    	}
    }
    That's basically how all of my hacks look like. Including PTC's.


    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.
     
     
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  7. #21
    Xipher's Avatar
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    Quote Originally Posted by comando2056 View Post


    What thread?

    Code:
    void cHacks::NameTags(int Val)
    {
    	if(Val > 0 && *(BYTE*)ADDR_GAMESTATUS == 1)
    	{
    		MemEdit((PBYTE)(ADDR_TAGS1), (PBYTE)"\x90\x90", 2);
    		MemEdit((PBYTE)(ADDR_TAGS2), (PBYTE)"\x90\x90", 2);
    	}else{
    		MemEdit((PBYTE)(ADDR_TAGS1), (PBYTE)"\x75\x05", 2);
    		MemEdit((PBYTE)(ADDR_TAGS2), (PBYTE)"\x75\x05", 2);
    	}
    }
    That's basically how all of my hacks look like. Including PTC's.
    Bah oops it wasn't you, it was atomicstone. But you still liked the post.

  8. #22
    Reflex-'s Avatar
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    @cubanelite here's the Function.
    I Use this(I Don't Take Credits for This)
    Code:
    bool inGame()
    {
                    typedef bool (*IsConnected_t)(void);
    		DWORD* LTBase = (DWORD*)ADDR_LTCLIENT;
    		IsConnected_t pConnected = *(IsConnected_t*)(*LTBase + 0x8C);
    		return pConnected();
    }

  9. #23
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    Quote Originally Posted by Xipher View Post


    Bah oops it wasn't you, it was atomicstone. But you still liked the post.
    I didn't really know you nor had/have anything against you.

    But alright, don't help then


    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.
     
     
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    Xipher (06-03-2012)

  11. #24
    cubanelite's Avatar
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    Quote Originally Posted by comando2056 View Post


    I didn't really know you nor had/have anything against you.

    But alright, don't help then
    I added this:
    Code:
    void Memoria( void* pvAddress, void* pvBuffer, size_t len )
    {
    	if( *(BYTE*)pvAddress == *(BYTE*)pvBuffer )
    		return;
    
    	memcpy( ( void* )pvAddress, ( void* )pvBuffer, len );
    }
    
    bool bDataCompare(const BYTE* pData, const BYTE* bMask, const char* szMask) 
    { 
        for(;*szMask;++szMask,++pData,++bMask) 
        if(*szMask=='x' && *pData!=*bMask )  
        return false; 
        return (*szMask) == NULL; 
    } 
    
    
    DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask) 
    { 
        for(DWORD i=0; i < dwLen; i++) 
    		if(bDataCompare( (BYTE*)( dwAddress+i ),bMask,szMask) ) 
                return (DWORD)(dwAddress+i); 
         
        return 0; 
    }
    Credits: Nightmare

    Now I don't crash my second game.
    Last edited by cubanelite; 06-03-2012 at 01:16 PM.
    If you have any questions, PM Me. I always check them.
    PEACE, HOMIES!

  12. #25
    Flengo's Avatar
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    Quote Originally Posted by cubanelite View Post
    I added this:
    Code:
    void Memoria( void* pvAddress, void* pvBuffer, size_t len )
    {
    	if( *(BYTE*)pvAddress == *(BYTE*)pvBuffer )
    		return;
    
    	memcpy( ( void* )pvAddress, ( void* )pvBuffer, len );
    }
    
    bool bDataCompare(const BYTE* pData, const BYTE* bMask, const char* szMask) 
    { 
        for(;*szMask;++szMask,++pData,++bMask) 
        if(*szMask=='x' && *pData!=*bMask )  
        return false; 
        return (*szMask) == NULL; 
    } 
    
    
    DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask) 
    { 
        for(DWORD i=0; i < dwLen; i++) 
    		if(bDataCompare( (BYTE*)( dwAddress+i ),bMask,szMask) ) 
                return (DWORD)(dwAddress+i); 
         
        return 0; 
    }
    Credits: Nightmare

    Now I don't crash my second game.
    The find pattern I don't get the point of.

    But the memory function, I already had


    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.
     
     
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  13. #26
    cubanelite's Avatar
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    Quote Originally Posted by comando2056 View Post


    The find pattern I don't get the point of.

    But the memory function, I already had
    didnt mean to put that one and... thats just strange then... Idk? O.o the above worked for me.
    If you have any questions, PM Me. I always check them.
    PEACE, HOMIES!

  14. #27
    TokolocoSK's Avatar
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    Code:
    if( (*(BYTE *)GameStatus == 1) ){
    
    // All functions
    
    }



  15. #28
    Flengo's Avatar
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    Quote Originally Posted by TokolocoSK View Post
    Code:
    if( (*(BYTE *)GameStatus == 1) ){
    
    // All functions
    
    }
    I'm checking if in game as well.


    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.
     
     
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  16. #29
    GodDamnFrank's Avatar
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    Quote Originally Posted by cubanelite View Post
    I added this:
    Code:
    void Memoria( void* pvAddress, void* pvBuffer, size_t len )
    {
    	if( *(BYTE*)pvAddress == *(BYTE*)pvBuffer )
    		return;
    
    	memcpy( ( void* )pvAddress, ( void* )pvBuffer, len );
    }
    
    bool bDataCompare(const BYTE* pData, const BYTE* bMask, const char* szMask) 
    { 
        for(;*szMask;++szMask,++pData,++bMask) 
        if(*szMask=='x' && *pData!=*bMask )  
        return false; 
        return (*szMask) == NULL; 
    } 
    
    
    DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask) 
    { 
        for(DWORD i=0; i < dwLen; i++) 
    		if(bDataCompare( (BYTE*)( dwAddress+i ),bMask,szMask) ) 
                return (DWORD)(dwAddress+i); 
         
        return 0; 
    }
    Credits: Nightmare

    Now I don't crash my second game.
    Weird as shit but it works.

    Edit: The bDataCompare function is detected.
    I had to comment it out because it was getting my base detected after 5 mins.
    Last edited by GodDamnFrank; 06-04-2012 at 02:03 AM.

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  18. #30
    Saltine's Avatar
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    Quote Originally Posted by realnigger View Post
    restore the address when out of game
    if your not already doing so

    Code:
    if (InGame())
    { 
          if (Hack)
              memcpy(address, PatchBytes, Size);
          else
              memcpy(address, OriginalBytes , Size);
    }
    else
    {
         memcpy(address, OriginalBytes, Size);
    }
    You can easily condense this algorithm to:
    Code:
    if (Hack && InGame())
              memcpy(address, PatchBytes, Size);
          else
              memcpy(address, OriginalBytes , Size);
    Or, why not try some ternary operators
    Code:
    (Hack && InGame())?memcpy(address, PatchBytes, Size):memcpy(address, OriginalBytes , Size);
    The code written by the OP of this thread made me want to cry it was so inefficient. Function calls are pretty expensive, and he made TONS of unnecessary ones. At the beginning of each frame, cache the result of the InGame call to a variable, and then use that.
    Code:
    //gobals
    bool statusCache;
    
    //top of present
    
    statusCache = InGame();
    
    //then for accessing it
    if (Hack && statusCache)
              memcpy(address, PatchBytes, Size);
          else
              memcpy(address, OriginalBytes , Size);
    This would save lots of resource usage over time.

    Oh no! Vortex is gay!

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    cubanelite (06-04-2012)

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