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  1. #16
    LilGho$t's Avatar
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    Quote Originally Posted by Flengo View Post


    Sleep in that sense will delay each frame by whatever your ms input was.
    Not trying to offend but, you don't say xD That's pretty basic. It just freezes the thread for a set amount of time.

  2. #17
    supremejean's Avatar
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    Quote Originally Posted by LilGho$t View Post
    Not trying to offend but, you don't say xD That's pretty basic. It just freezes the thread for a set amount of time.
    Doing as I posted will push the command once and stop

  3. #18
    Departure's Avatar
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    pushing the command once is not enough for no fog hack, when you respawn you will need to push the no fog hack again
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  4. #19
    Ch40zz-C0d3r's Avatar
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    Make a class for PTC and Memoryhacks and it will look like this:

    Code:
    cNoRecoil.Init((void*)cMisc.dwAdrTbl[18], (void*)"\x90\x90\x90\x90");
    cNoFog.Init("FogEnable 0", "FogEnable 1");
    
    while(1)
    {
            cNoRecoil.Patch(cMenu.activatedHack[9], 4);
            cNoFog.patchConsoleCommand(cMenu.activatedHack[49]);
    }
    Without any problems or lagg

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    http://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    http://www.youtube.com/watch?v=Na2kUdu4d_k

  5. #20
    Sneak84's Avatar
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    thanks to all, guys. fixed!

  6. #21
    LilGho$t's Avatar
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    Quote Originally Posted by supremejean View Post
    Doing as I posted will push the command once and stop
    Don't know why you quoted me here lol

    Quote Originally Posted by Departure View Post
    pushing the command once is not enough for no fog hack, when you respawn you will need to push the no fog hack again
    So really for that to work right we need to include in our while loop:
    Code:
    if(PlayerIsDead){
    imAboutToRespawn = true;
    }
    else{
    if(imAboutToRespawn){
    imAboutToRespawn = false; // player has already respawned because they're not dead and we know they've died because this was true
    if(fog){
    ptc("FogEnable 0");
    }
    }
    }

  7. #22
    supremejean's Avatar
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    Quote Originally Posted by LilGho$t View Post
    Don't know why you quoted me here lol


    So really for that to work right we need to include in our while loop:
    Code:
    if(PlayerIsDead){
    imAboutToRespawn = true;
    }
    else{
    if(imAboutToRespawn){
    imAboutToRespawn = false; // player has already respawned because they're not dead and we know they've died because this was true
    if(fog){
    ptc("FogEnable 0");
    }
    }
    }
    Thought you were the thread creator lol my bad. but Idk what he means that when you die you need to push it again, I push it once and it works until i deactivate it.

  8. #23
    Departure's Avatar
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    @LilGho$t
    you could but its not needed...

    think about this, the reason for the lagging is because the hack is called every time present is called aka every frame, so if you have 90fps thats 90 times the hack was called in second, but if you set the counter to 90 that means the hack is called once per second as opposed to 90 times. I think the user will not even notice if the no fog hack didn't comeback on for 1 second after respawn... so while your theory is correct the logic is not because it would be pointless to do it that way, even calling the push to console once per second is huge performance boost over lets say 90 times per second, and you can do without the extra code you have above because you are actually slowing it down do your code above, instead of just incrementing a value by one every frame you are doing multiple checks with booleans which takes longer to execute which means less performance.
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    Get the most advanced and full featured injector around, works for any game and any platform x86/x64, nothing comes even close.
    Download

  9. #24
    LilGho$t's Avatar
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    Quote Originally Posted by Departure View Post
    @LilGho$t
    you could but its not needed...

    think about this, the reason for the lagging is because the hack is called every time present is called aka every frame, so if you have 90fps thats 90 times the hack was called in second, but if you set the counter to 90 that means the hack is called once per second as opposed to 90 times. I think the user will not even notice if the no fog hack didn't comeback on for 1 second after respawn... so while your theory is correct the logic is not because it would be pointless to do it that way, even calling the push to console once per second is huge performance boost over lets say 90 times per second, and you can do without the extra code you have above because you are actually slowing it down do your code above, instead of just incrementing a value by one every frame you are doing multiple checks with booleans which takes longer to execute which means less performance.
    True, either way, i need to know how to write my hooks and detours before i start making hacks again.

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