Here is another way that should work without flickering
Globals:
Code:
#define playerpoint 0x66F34
#define teleportaddy 0x37835428//don't know if this is the right address
#define yoffset 0xCC
#define posyoffset 0xCC
DWORD nom, pos, teleloc;
The Function:
Code:
void teleport(void) {
while(1){
nom=NULL;
nom = (DWORD)GetModuleHandleA("ClientFX.fxd");
nom += playerpoint;
memcpy(&pos,(void *)(nom),4);
pos += posyoffset;
memcpy(&teleloc,(void *)(teleportaddy),4);
teleloc += yoffset;
if(GetAsyncKeyState(VK_INSERT)&1) //stores location
{
if(pos > posyoffset && teleloc > yoffset)
{
*(float*)teleloc = *(float*)pos;
*(float*)(teleloc+0x4) = *(float*)(pos+0x4);
*(float*)(teleloc-0x4) = *(float*)(pos-0x4);
}
}
if(GetAsyncKeyState(VK_DELETE)<0) // moves camera to stored location
{
if(pos > posyoffset && teleloc > yoffset)
{
*(float*)pos = *(float*)teleloc;
*(float*)(pos+0x4) = *(float*)(teleloc+0x4);
*(float*)(pos-0x4) = *(float*)(teleloc-0x4);
}
}
}
}
Credits to CodeDemon for the Teleport Function
In case the Teleport address I provided is wrong you could try using these sig scans from [MPGH]Jeffrey
Code:
//Random Player Pointer
DWORD RPP = Pattern((DWORD)GetModuleHandleA("CShell.dll"), 0x91F000, (PBYTE)"\x00\x00\x00\x00\x00\x00\x00\x00\xFF\xFF\x00\x00\xFF\xFF", "xxxxxxxxxxxxxx");
//Teleport Address
if(RPP)
{
DWORD teleportaddy = (RPP + 0x100);
}