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  1. #16
    AeroMan's Avatar
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    I always see this useless stuff posted by nuubs who dont know much about C++
    The DWORD after every if(dwPlayer != 0)
    Just make it to your PlayerPointer adress

  2. #17
    TheCamels8's Avatar
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    Quote Originally Posted by AeroMan View Post
    I always see this useless stuff posted by nuubs who dont know much about C++
    The DWORD after every if(dwPlayer != 0)
    Just make it to your PlayerPointer adress
    Agreed...

  3. #18
    tubby6901's Avatar
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    #include <stdio.h>
    #include <windows.h>

    // Pointers
    #define PlayerPointer 0x00C62388
    #define ServerPointer 0xB5D0F8

    // Offsets
    #define OFS_Z 0x000102D8
    #define OFS_NORECOIL1 0x001C
    #define OFS_NORECOIL2 0x0020
    #define OFS_NORECOIL3 0x0024
    #define OFS_NFD 0x103A4


    HANDLE Warrock;
    DWORD *ingame= (DWORD*)PlayerPointer;
    DWORD *outgame= (DWORD*)ServerPointer;


    void NoRecoil()
    {
    DWORD dwPlayerPtr = *(DWORD*)PlayerPointer;
    if(dwPlayerPtr != 0)
    {
    *(float*)(dwPlayerPtr+OFS_NORECOIL1) = 0;
    *(float*)(dwPlayerPtr+OFS_NORECOIL2) = 0;
    *(float*)(dwPlayerPtr+OFS_NORECOIL3) = 0;
    }
    }

    void superjump()
    {
    if(GetAsyncKeyState(VK_CONTROL)&1) // Press CTRL To SuperJump
    {
    DWORD dwPlayerPtr = *(DWORD*)PlayerPointer;
    if(dwPlayerPtr != 0)
    {
    *(float*)(dwPlayerPtr + OFS_Z) = 500; //Height of Jump
    }
    }
    }

    void NoFall()
    {
    DWORD dwPlayerPtr = *(DWORD*)PlayerPointer;
    *(float*)(dwPlayerPtr + OFS_NFD) = -20000; //Fall Height
    }

    void Close()
    {
    if (GetAsyncKeyState(VK_F9))
    {
    exit(1);
    }
    }

    void Hacks()
    {
    for(;
    {
    superjump();
    NoRecoil();
    NoFall();
    Close();
    Sleep(200);
    }
    }

    BOOL WINAPI DllMain(HMODULE mod, DWORD DWORD_GRUND, LPVOID res)
    {
    if (DWORD_GRUND==DLL_PROCESS_ATTACH)
    {
    }
    {
    CreateThread(0, 0, (LPTHREAD_START_ROUTINE)Hacks , 0, 0, 0);
    }
    return TRUE;

    Creditz
    SeptFicelle (for idea for puytting pointers and all that)

    is that better
    Need help in vb pm me and il help u

  4. #19
    SeptFicelle's Avatar
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    Quote Originally Posted by tubby6901 View Post
    Creditz
    SeptFicelle (for idea for puytting pointers and all that)
    Thanks, all though you should listen AeroMan on the DWORD subject. I agree 100%, it allows the project to be cleaner. The best way to go is to declare you pointers at the top that way you don't declare in every function. Also, you could go neat freak and put your addresses, pointers, and offsets in seperate header files. =) I'm working on a video at the moment that could help you clean this up a bit. I'll give you examples here real quick while I'm waiting on my mac to eliminate that annoying hypercam crap. =P

    (In my video I managed to embarass myself, I'll let the pro-coders tell you where at though. =P)

    We will use the start up of your code to explain.

    Code:
    HANDLE Warrock;
    DWORD *ingame= (DWORD*)PlayerPointer;
    DWORD *outgame= (DWORD*)ServerPointer;
    
    void NoRecoil()
    {
    DWORD dwPlayerPtr = *(DWORD*)PlayerPointer;
    if(dwPlayerPtr != 0){
    *(float*)(dwPlayerPtr+OFS_NORECOIL1) = 0;
    *(float*)(dwPlayerPtr+OFS_NORECOIL2) = 0;
    *(float*)(dwPlayerPtr+OFS_NORECOIL3) = 0;
    }
    }
    The red is what we're focusing on. Basically the idea is to make the code as clean but as direct as possible. So, let's get clean and declare our pointers.

    Code:
    HANDLE Warrock;
    DWORD* Player = (DWORD*) PlayerPointer;
    DWORD* Server = (DWORD*) ServerPointer;
    So instead of it saying *ingame or *outgame it will say Player or Server. This is not only more directly related to the actual objects we are using but more usefull to us in the end, and here is how.

    Code:
    void NoRecoil()
    {
    if ( Player != 0 )
    {
    *(float*) ( Player + OFS_NORECOIL1 ) = 0;
    *(float*)( Player + OFS_NORECOIL2 ) = 0;
    *(float*)( Player + OFS_NORECOIL3 ) = 0;
    }
    }
    Now you don't have that annoying DWORD* in every function. You will of course have to change the spots that said *ingame to Player and *outgame to Server. But hey, it's a simple change and worth it in the end. It will produce a less laggy product in the end. Hope this helped you out. =)
    Last edited by SeptFicelle; 11-03-2010 at 10:42 PM.
    You see, maddness, as we know, is like gravity, all it takes is a little push.



    -------------------------------------
    Current Focus: C#
    Languages Known: C++, C#, F#, .NET
    Specialty: Inspection Of Algorithms
    Schooling Focus: Astrobiology
    -------------------------------------

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  5. The Following 2 Users Say Thank You to SeptFicelle For This Useful Post:

    AeroMan (11-04-2010),xTremist (11-04-2010)

  6. #20
    AeroMan's Avatar
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    Quote Originally Posted by SeptFicelle View Post
    Thanks, all though you should listen AeroMan on the DWORD subject. I agree 100%, it allows the project to be cleaner. The best way to go is to declare you pointers at the top that way you don't declare in every function. Also, you could go neat freak and put your addresses, pointers, and offsets in seperate header files. =) I'm working on a video at the moment that could help you clean this up a bit. I'll give you examples here real quick while I'm waiting on my mac to eliminate that annoying hypercam crap. =P

    (In my video I managed to embarass myself, I'll let the pro-coders tell you where at though. =P)

    We will use the start up of your code to explain.

    Code:
    HANDLE Warrock;
    DWORD *ingame= (DWORD*)PlayerPointer;
    DWORD *outgame= (DWORD*)ServerPointer;
    
    void NoRecoil()
    {
    DWORD dwPlayerPtr = *(DWORD*)PlayerPointer;
    if(dwPlayerPtr != 0){
    *(float*)(dwPlayerPtr+OFS_NORECOIL1) = 0;
    *(float*)(dwPlayerPtr+OFS_NORECOIL2) = 0;
    *(float*)(dwPlayerPtr+OFS_NORECOIL3) = 0;
    }
    }
    The red is what we're focusing on. Basically the idea is to make the code as clean but as direct as possible. So, let's get clean and declare our pointers.

    Code:
    HANDLE Warrock;
    DWORD* Player = (DWORD*) PlayerPointer;
    DWORD* Server = (DWORD*) ServerPointer;
    So instead of it saying *ingame or *outgame it will say Player or Server. This is not only more directly related to the actual objects we are using but more usefull to us in the end, and here is how.

    Code:
    void NoRecoil()
    {
    if ( Player != 0 )
    {
    *(float*) ( Player + OFS_NORECOIL1 ) = 0;
    *(float*)( Player + OFS_NORECOIL2 ) = 0;
    *(float*)( Player + OFS_NORECOIL3 ) = 0;
    }
    }
    Now you don't have that annoying DWORD* in every function. You will of course have to change the spots that said *ingame to Player and *outgame to Server. But hey, it's a simple change and worth it in the end. It will produce a less laggy product in the end. Hope this helped you out. =)
    Awesome tutorial
    GOod given

  7. #21
    xTremist's Avatar
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    Quote Originally Posted by SeptFicelle View Post
    Tutorial stuff
    Awesome little tutorial, will help people make less annoying code.

  8. #22
    SeptFicelle's Avatar
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    Quote Originally Posted by xTremist View Post
    Awesome little tutorial, will help people make less annoying code.
    LOL Yeah, I was working on a video, but at the moment I have to redo it. I left out some important information. xP But yes, that should help people clean up their source codes.
    You see, maddness, as we know, is like gravity, all it takes is a little push.



    -------------------------------------
    Current Focus: C#
    Languages Known: C++, C#, F#, .NET
    Specialty: Inspection Of Algorithms
    Schooling Focus: Astrobiology
    -------------------------------------

    [IMG]https://i276.photobucke*****m/albums/kk13/Teddynezz/overallsig.png[/IMG]
    [IMG]https://i276.photobucke*****m/albums/kk13/Teddynezz/userbar97571.gif[/IMG]
    [IMG]https://i276.photobucke*****m/albums/kk13/Teddynezz/skypeuser5gu.png[/IMG]
    [IMG]https://i276.photobucke*****m/albums/kk13/Teddynezz/3dsmax9userot0.gif[/IMG]

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