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  1. #1
    GoldWhite's Avatar
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    PTC comands don't working

    In my hack don't work any PTC commands what do?

  2. #2
    merp.'s Avatar
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    Quote Originally Posted by GoldWhite View Post
    In my hack don't work any PTC commands what do?
    post your code here, i'll try and help if i can

  3. #3
    GoldWhite's Avatar
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    Quote Originally Posted by merp. View Post
    post your code here, i'll try and help if i can
    #include "Main.h"
    #include "xor.h"
    #include "xstrings.h"

    void __cdecl RunConsoleCommand( const char* cCommand )
    {
    void* address = ( void* )0x00485D30; //Unwrapped Console Address
    __asm
    {
    Push cCommand
    call address
    add esp, 0x4
    }
    }
    bool IsInGame()
    {
    switch(*(int*)0x37863E24) //Game Status Address
    {
    case 1:
    return true; //Your in a game
    case 5:
    return false; //Your in the lobby
    }
    return false; //Even if you aren't
    }
    void main( void )
    {
    while ( true )
    {
    if ( IsInGame() /*In-Game*/ && GetAsyncKeyState( VK_NUMPAD1 ) < 0 /*Self Explanitory*/ )
    {
    RunConsoleCommand( "SkelModelStencil 1" ); //On
    }else{
    RunConsoleCommand( "SkelModelStencil 0" ); //Off
    }
    }
    }
    bool IsGameReadyForHook()
    {
    if( GetModuleHandleA( "d3d9.dll" ) != NULL &&
    GetModuleHandleA( "ClientFX.fxd" ) != NULL &&
    GetModuleHandleA( "CShell.dll" ) != NULL )
    return true;

    return false;
    }
    DWORD WINAPI dwHackThread( LPVOID )
    {
    while ( !IsGameReadyForHook() )
    Sleep( 25 );
    main();

    return EXIT_SUCCESS;
    }
    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    DisableThreadLibraryCalls( hDll );
    if ( dwReason == DLL_PROCESS_ATTACH )
    {
    CreateThread( NULL, NULL, dwHackThread, NULL, NULL, NULL );
    }
    return TRUE;
    }

  4. #4
    rails's Avatar
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    Unwrapped Console and Game Status addresses are old, update them
    Last edited by rails; 01-07-2013 at 03:53 AM.

  5. #5
    GoldWhite's Avatar
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    Quote Originally Posted by rails View Post
    Unwrapped Console and Game Status addresses are old, update them
    Adresses are for CARU

  6. #6
    rails's Avatar
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    I'm sorry for my previous post and quick assumption, your addresses might be correct but I don't have CARU and I don't know how different it is to know if it works on that as well. That code works for me after changing the addresses to my version ones though

    I just installed CARU, maybe I'm missing something but I can send PTC commands fine with what you provided on it as well.
    Last edited by rails; 01-07-2013 at 06:04 AM.

  7. #7
    Ch40zz-C0d3r's Avatar
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    You need to hook an function located in engine.exe, cshell.dll or d3d9.dll so the noobcheck of engine for returnaddress fails and you can use it at all.
    As example hook present.

    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

  8. #8
    -Bl00d-'s Avatar
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    #include "Main.h"
    #include "xor.h"
    #include "xstrings.h"

    void __cdecl RunConsoleCommand( const char* cCommand )
    {
    void* address = ( void* )0x00485D30; //Unwrapped Console Address
    __asm
    {
    Push cCommand
    MOV EAX, 0x00485D30
    call
    EAX
    add esp, 0x4
    }
    }
    bool IsInGame()
    {
    switch(*(int*)0x37863E24) //Game Status Address
    {
    case 1:
    return true; //Your in a game
    case 5:
    return false; //Your in the lobby
    }
    return false; //Even if you aren't
    }
    void main( void )
    {
    while ( true )
    {
    if ( IsInGame() /*In-Game*/ && GetAsyncKeyState( VK_NUMPAD1 ) < 0 /*Self Explanitory*/ )
    {
    RunConsoleCommand( "SkelModelStencil 1" ); //On
    }else{
    RunConsoleCommand( "SkelModelStencil 0" ); //Off
    }
    }
    }
    bool IsGameReadyForHook()
    {
    if( GetModuleHandleA( "d3d9.dll" ) != NULL &&
    GetModuleHandleA( "ClientFX.fxd" ) != NULL &&
    GetModuleHandleA( "CShell.dll" ) != NULL )
    return true;

    return false;
    }
    DWORD WINAPI dwHackThread( LPVOID )
    {
    while ( !IsGameReadyForHook() )
    Sleep( 25 );
    main();

    return EXIT_SUCCESS;
    }
    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    DisableThreadLibraryCalls( hDll );
    if ( dwReason == DLL_PROCESS_ATTACH )
    {
    CreateThread( NULL, NULL, dwHackThread, NULL, NULL, NULL );
    }
    return TRUE;
    }


    Maybe thats the problem?
    might be different for CARU though
    sorry for not using code tags, they were spazzing out
    Last edited by -Bl00d-; 01-07-2013 at 09:38 PM.
    Successful buys: 20
    Successful sells: 4
    Successful trades: 9
    Scammed: 4

     
    http://www.mpgh.net/forum/490-vouches/560562-vouches.html

    ^^^^^^^^^^^
    vouche for me?

  9. The Following User Says Thank You to -Bl00d- For This Useful Post:

    GoldWhite (01-08-2013)

  10. #9
    Ch40zz-C0d3r's Avatar
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    You cant move a pointer in c++ to registers -.-
    MOV EAX, 0x00485D30
    You need to define a DWORD for it.

    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

  11. The Following User Says Thank You to Ch40zz-C0d3r For This Useful Post:

    [MPGH]Flengo (01-08-2013)

  12. #10
    TrixtSam's Avatar
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    Oh and remove the isingame check from where your commands are, it causes lag when you have so many.

  13. #11
    Ch40zz-C0d3r's Avatar
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    Quote Originally Posted by TrixtSam View Post
    Oh and remove the isingame check from where your commands are, it causes lag when you have so many.
    How can a IF instruction lagg? lol

    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

  14. #12
    TrixtSam's Avatar
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    Checking the GameStatus, every millisecond, in an infinite loop. It can cause lag lol. It's best to just put the check inside the PTC Function and WriteOpCode.. or w,e it's called in your base.

  15. #13
    Flengo's Avatar
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    Quote Originally Posted by TrixtSam View Post
    Checking the GameStatus, every millisecond, in an infinite loop. It can cause lag lol. It's best to just put the check inside the PTC Function and WriteOpCode.. or w,e it's called in your base.
    Its actually every 25ms

    But the if statement wont cause lag it'll just be the fact that its being called every frame. Either way, he has to what Ch40zz said in his first post.


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  16. #14
    TrixtSam's Avatar
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    Quote Originally Posted by Flengo View Post


    Its actually every 25ms

    But the if statement wont cause lag it'll just be the fact that its being called every frame. Either way, he has to what Ch40zz said in his first post.
    Allways makes my stuff lag when I used it..>.>

  17. #15
    -Bl00d-'s Avatar
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    You cant move a pointer in c++ to registers -.-
    MOV EAX, 0x00485D30
    You need to define a DWORD for it.
    wel yeah it was on the spot didnt think of that

    where i put the red text instead of putting the address
    put
    MOV EAX, dwConsoleUnwrapped
    Successful buys: 20
    Successful sells: 4
    Successful trades: 9
    Scammed: 4

     
    http://www.mpgh.net/forum/490-vouches/560562-vouches.html

    ^^^^^^^^^^^
    vouche for me?

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