RAPID FIRE:
if((*(BYTE *)GameStatus == 1) && rapidfire == 1 && GetAsyncKeyState(VK_LBUTTON)<0) {
memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x90\x90", 2);
} else if((*(BYTE *)GameStatus == 1) && rapidfire == 2) {
memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x90\x90", 2);
} else {
memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x74\x3E", 2);
}
}
SUPERBULLETS:
memcpy((VOID *)SuperBullets, (VOID *)(PBYTE)"\x90\x90\x90", 3);
else
memcpy((VOID *)SuperBullets, (VOID *)(PBYTE)"\x0F\x94\xC0", 3);
WEAPON RANGE:
if((*(BYTE *)GameStatus == 1) && weapon) {
memcpy((VOID *)WeaponRange1, (VOID *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
memcpy((VOID *)WeaponRange2, (VOID *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
} else {
memcpy((VOID *)WeaponRange1, (VOID *)(PBYTE *)"\x8B\x80\xC8\x02\x00\x00", 6);
memcpy((VOID *)WeaponRange2, (VOID *)(PBYTE *)"\x8B\x80\xC8\x02\x00\x00", 6);
}
INVISIBLE:
if((*(BYTE *)GameStatus == 1) && beast)
memcpy((VOID *)Invisible, (VOID *)(PBYTE)"\x01", 1);
else
memcpy((VOID *)Invisible, (VOID *)(PBYTE)"\x00", 1);
NO RECOIL:
if((*(BYTE *)GameStatus == 1) && recoil)
memcpy((VOID *)NoRecoil, (VOID *)(PBYTE)"\x90\x90\x90\x90", 4);
else
memcpy((VOID *)NoRecoil, (VOID *)(PBYTE)"\xD9\x44\x24\x10", 4);
NO RELOAD:
if((*(BYTE *)GameStatus == 1) && reload)
memcpy((VOID *)NoReload, (VOID *)(PBYTE)"\x90\x90\x90\x90\x90\x90", 6);
else
memcpy((VOID *)NoReload, (VOID *)(PBYTE)"\x0F\x84\xB1\x01\x00\x00", 6);
:cybo::cybo: