Thread: useful strings

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  1. #1
    supercarz1991's Avatar
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    useful strings

    These will only be useful to those with the classes, These were easy to find, i'm sure they aren't new, but someone might find em useful somewhere

    Code:
    CClientWeaponMgr::CanChangeToWeapon if (WMGR_INVALID_ID == nWeaponId) return false
    CClientWeaponMgr::CanChangeToWeapon if (CWM_NO_WEAPON == iWeapon) return false
    CClientWeaponMgr::CanChangeToWeapon if (!g_pPlayerStats->HaveWeapon(nWeaponId)) return false
    CClientWeaponMgr::CanChangeToWeapon if (pWeapon->bNoSelect) return false
    CClientWeaponMgr::CanChangeToWeapon if (g_pPlayerMgr->IsPlayerDead() || g_pPlayerMgr->IsSpectatorMode()) return false
    seungho == CClientWeaponMgr::CanChangeToWeapon if (WMGR_INVALID_ID == nWeaponId) return false
    =============   [ERROR]   ===================CClientWeaponMgr::ForceChangeWeapon() nWeaponIndex 
    CClientWeaponMgr::ChangeWeapon() MISSION_DEADCAM_WEAPON <= nWeaponIndex : %d
    
    if(!g_pGameClientShell || !g_pWeaponMgr->IsValidWeaponId(nWeaponId))
    CCBAPlayerStats::UpdateAmmo if(!g_pLTClient || !g_pWeaponMgr)
    CCBAPlayerStats::GetAmmoCount nAmmoIndex :  %d, m_pnAmmo : %p, IsValidAmmoId : %d
    CCBAGameClientShell::Instance().GetLobbyServer().EquipWeaponReq(%d,%d,(EQUIP_TYPE)%d);
    CClientWeapon::HandleVectorImpact() fDistChar : %f, fHitDistChar : %f
    Perturb: C[%.2f] - Min[%d] Max[%d] Lerp[%.2f]
    have fun, if they come into use, let me know

    commando: You're probably the best non-coder coder I know LOL


  2. #2
    J's Avatar
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    Yea, I've seen these before. They are just strings, they have no references I don't think. I'll keep this open to see what everyone else has to say
    Keep me motivated for my hack development!

  3. #3
    supercarz1991's Avatar
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    thanks dude! i was thinking with classes, you could use those pretty easily...i mean really you could just figure out a WeaponID, this would be really useful
    Code:
    !g_pPlayerStats->HaveWeapon(nWeaponId)
    Force nWeaponId to some number and it might have a weapon spawn like effect or somethin

    commando: You're probably the best non-coder coder I know LOL


  4. The Following User Says Thank You to supercarz1991 For This Useful Post:

    J (11-28-2011)

  5. #4
    J's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    thanks dude! i was thinking with classes, you could use those pretty easily...i mean really you could just figure out a WeaponID, this would be really useful
    Code:
    !g_pPlayerStats->HaveWeapon(nWeaponId)
    Force nWeaponId to some number and it might have a weapon spawn like effect or somethin
    Very impressed with your imagination. But as you can see by the "!" operator at the beginning of the line, this function, "g_pPlayerStats->HaveWeapon(nWeaponId)" has a return type of bool, meaning they are using it to this effect:

    if player has the weapon with an id of nWeaponId, return true, else return false.

    This function does nothing but tell whether or not the player has a certain weapon either equiped or in their pack. Can't tell from this.
    Last edited by J; 11-28-2011 at 01:25 PM.
    Keep me motivated for my hack development!

  6. #5
    ISmokeWeedAmICoolNow's Avatar
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    Quote Originally Posted by Jeff View Post
    Yea, I've seen these before. They are just strings, they have no references I don't think. I'll keep this open to see what everyone else has to say
    they all have references and have proved useful in my reversing. durrrr

  7. #6
    J's Avatar
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    Quote Originally Posted by ISmokeWeedAmICoolNow View Post
    they all have references and have proved useful in my reversing. durrrr
    Your so cool
    Keep me motivated for my hack development!

  8. #7
    ZigZak's Avatar
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    Thanks, Offtopic lol @ jeff's siggie

  9. #8
    Noobsmacker's Avatar
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    THANKS BRO


    ME JEFF WHY YOU NO QUIT

  10. #9
    Flengo's Avatar
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    Thanks, wanna post some weapon ID's? xD
    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.

     


     
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  11. #10
    LilGho$t's Avatar
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    Quote Originally Posted by Jeff View Post


    Very impressed with your imagination. But as you can see by the "!" operator at the beginning of the line, this function, "g_pPlayerStats->HaveWeapon(nWeaponId)" has a return type of bool, meaning they are using it to this effect:

    if player has the weapon with an id of nWeaponId, return true, else return false.

    This function does nothing but tell whether or not the player has a certain weapon either equiped or in their pack. Can't tell from this.
    So, edit the code to always return the bool as true. I know that's not the easiest but it should be possible.

  12. #11
    supercarz1991's Avatar
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    Quote Originally Posted by comando2056 View Post
    Thanks, wanna post some weapon ID's? xD
    oh the shit i could post LOL its scarry

    commando: You're probably the best non-coder coder I know LOL


  13. #12
    Flengo's Avatar
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    Quote Originally Posted by supercarz1991 View Post
    oh the shit i could post LOL its scarry
    Hmmm...I'm curious and wondering now.

    Post it

    And add me on MSN?
    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.

     


     
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  14. #13
    supercarz1991's Avatar
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    hahaha i'll do it slowly, file by file XD

    commando: You're probably the best non-coder coder I know LOL


  15. #14
    Saltine's Avatar
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    Quote Originally Posted by LilGho$t View Post
    So, edit the code to always return the bool as true. I know that's not the easiest but it should be possible.
    Bro, all it does is check a variable and return the corresponding value. Making it true would do nothing for you...

    Oh no! Vortex is gay!

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    J (12-07-2011)

  17. #15
    UnderAmour's Avatar
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    The variables are bad.

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