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  1. #16
    Void's Avatar
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    Even if you do create a thread for each seperate hack, the Direct3D hooks are kind of much harder to fix, that doesn't work here. Basically you're taking a function that is iterated in every frame ( everything between BeginScene() and EndScene() happens every frame ) and you're adding your own code to it, making it have to do more per frame, obviously... Creating a thread wont solve this, it's still going to have to jump somewhere in your DLL to your function and execute your long code instead of the original.

    So, yeah, multi- threading could work for the other hacks though..

    Sleep() is not for noobs, there are no 'noob' functions, that was just a retarded comment..

  2. #17
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    #define Whit_Is_Awesome 200

    void blah()
    {
    while(1){
    Sleep(Whit_Is_Awesome);

    //Do some hacks

    Sleep(Whit_Is_Awesome);

    }
    }

  3. #18
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    Quote Originally Posted by freedompeace View Post
    It's not the thread sleeping.. it's optimization of code -.-

    Sleeping more is just what we call a "quick fix" - a very bad coding practice that lots of people do.

    Having a quick look at the code in this section, I can see that the code can be dramatically optimized to increase efficiency, and rewriting whole functions for some things will make it so much better, especially in the long run.
    I dont think game hacking is considered a good coding practice and people still do it

    When working with the infinite loops created for hacking Sleeping is the only viable solution.

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