Page 1 of 2 12 LastLast
Results 1 to 15 of 24
  1. #1
    kibbles18's Avatar
    Join Date
    Oct 2008
    Gender
    male
    Location
    US
    Posts
    860
    Reputation
    5
    Thanks
    127

    [HELP] not working...

    Code:
    #include "engine_class.h"
    
    void thread()
    {
    	pPlayerMgr = (cPlayerMgr*)(PlayerMgr);
    	for(;;)
    	{
    		if(GetAsyncKeyState(VK_NUMPAD1))
    		{
    			pPlayerMgr->Pitch = 90.0f;
    		}
    		Sleep(50);
    	}
    }
    
    BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpReserved )
    {
    	if( dwReason == DLL_PROCESS_ATTACH )
    	{
    		CreateThread( NULL, NULL, (LPTHREAD_START_ROUTINE)thread, NULL, NULL, NULL);
    	}
    	return TRUE;
    }
    
    
    ------------------------------engine_class------------------------------
    #define PlayerMgr 0x3746D532
    #define ClientInfoMgr 0x37832408
    #define GameClientShell 0x37872070
    #define SFX_MAX	0x3B
    
    #include <windows.h>
    #include <d3dx9.h>
    #pragma comment( lib, "d3dx9.lib" )
    #include <iostream>
    #include <string>
    #include <sstream>
    #include <fstream>
    #include <time.h>
    
    #ifndef _ENGINE_CLASS_
    #define _ENGINE_CLASS_
    
    class cLTCientShellBase;
    class cLTClient;
    class cLTDrawPrim;
    class cGameClientShell;
    class cLTModel;
    class cLTCommon;
    class cLTMessage;
    class cFont;
    class cPlayerMgr;
    class cWeaponInfo;
    class cWeaponMgr;
    class cClientWeapon;
    class cObjName;
    class cBaseFX;
    class cCharacterFX;
    class c_player;
    class cLTMessage;
    class cLTBase;
    class cClientInfoMgr;
    
    typedef bool (*ObjectFilterFn)(int* hObj, void *pUserData);
    
    struct IntersectQuery
    {
    	D3DXVECTOR3 Start;					//0x0000
    	D3DXVECTOR3 End;					//0x000C
    			char unknown24[12];			
    	unsigned int Flags;					//0x0024
    	ObjectFilterFn FilterFn;			//0x0028
    	void* FilterIntersectParam;			//0x002C
    	ObjectFilterFn FilterIntersectFn;	//0x0030
    	void* FilterParam;					//0x0034
    	void* PolyFilterParam;				//0x0038
    	//PolyFilterFn PolyFilterFn;		//0x003C
    };
    
    class cSFXList
    {
    public:
    			unsigned long	unk0;
    	unsigned long*	List;
    			unsigned long	unk1;
    	int				Num;
    };
    
    class cSFXMgr
    {
    public:
    	cSFXList		SFXList		[SFX_MAX];
    };
    
    struct IntersectInfo
    {
    	D3DXVECTOR3 vImpactPos;				//0x0000
    			char unknown12[16];			
    	int*  hObjImpact;					//0x001C
    			DWORD nSomething;			//0x0020
    			DWORD nSomething2;			//0x0024
    			DWORD nSomething3;			//0x0028
    };	
    
    struct Transform
    {
    	D3DXVECTOR3 Pos;
    			unsigned char Space [0x100];
    };
    
    struct Screen
    {
    	int x;
    	int y;
    };
    
    struct VERTS
    {       
    	D3DXVECTOR3		pos;
    	unsigned int	rgba;
    };
    
    struct SHAPE_RECT
    {
    	VERTS	Right[3];
    	VERTS	Left[3];
    };
    
    class cLTClientShellBase
    {
    public:
    	cLTBase* ILTBase;		                //0x0000  
    			char unknown4[16];					  
    	cLTDrawPrim** ILTDrawPrim;			    //0x0014  
    			char unknown24[4];					  
    	cLTModel** ILTModel;				    //0x001C  
    			char unknown32[136];				  
    	cGameClientShell* ILTGameClientShell;	//0x00A8  
    };
    
    class cLTBase
    {
    public:
    	cLTClient* ILTClient;																				//0x0000 
    			char unknown8[96];
    	bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo );					//0x0064 
    			char unknown104[28]; 
    	unsigned int ( WINAPIV *GetLocalClientID )( unsigned int *pIDOut );									//0x0084 
    			char unknown136[384];
    	unsigned int( WINAPIV *RunConsoleCommand )( const char* szCommand );								//0x0208 
    	int*( WINAPIV *GetClientObject )();																	//0x020C 
    			char unknown528[16];
    	unsigned int( WINAPIV *GetObjectScale )( int* pObject, float *scale );								//0x0220 0x46D530
    	unsigned int( WINAPIV *SetObjectScale )( int* pObject, float scale );								//0x0224 0x472990
    			char unknown552[4];
    	unsigned int( WINAPIV *GetObjectColor )( int* pObject, float *r, float *g, float *b, float *a );	//0x022C 0x46FAC0
    	unsigned int( WINAPIV *SetObjectColor )( int* pObject, float r, float g, float b, float a );		//0x0230 0x46FB40
    };
    
    class cLTClient
    {
    public:
    			char unknown0[156];
    	unsigned int( WINAPI *GetObjectRot )( int* pObject, D3DXMATRIX *vRot );												//0x009C 0x46D840
    	unsigned int( WINAPI *GetObjectPos )( int* pObject, D3DXVECTOR3 *vPos );											//0x00A0 0x46D7D0
    			char unknown164[32];
    	unsigned int( WINAPI *SetObjectPos )( int* pObject, D3DXVECTOR3 vPos, bool bUnk );									//0x00C4 0x472C60 
    			char unknown200[108];
    	unsigned int( WINAPIV *GetConsoleVariableFloat )( const char *szCommand, float *ValueOut );							//0x00CC 
    	unsigned int( WINAPIV *GetConsoleVaribleString )( const char *szCommand, char *BufOut, unsigned int StringLength ); //0x00D0 
    			char unknown316[28];
    	unsigned int( WINAPI *SendToServer )( int Message, unsigned int flags );											//0x0158 0x474160
    };
    
    class cGameClientShell
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    			virtual void Function9();
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    			virtual void Function15();
    			virtual void Function16();
    			virtual void Function17();
    			virtual void Function18();
    			virtual void Function19();
    			virtual void Function20();
    			virtual void Function21();
    			virtual void Function22();
    			virtual void Function23();
    			virtual void Function24();
    			virtual void Function25();
    			virtual void Function26();
    			virtual void Function27();
    			virtual void Function28();
    			virtual void Function29();
    			virtual void Function30();
    			virtual void Function31();
    			virtual void Function32();
    			virtual void Function33();
    			virtual void Function34();
    			virtual void Function35();
    			virtual void Function36();
    			virtual void Function37();
    			virtual void Function38();
    			virtual void Function39();
    			virtual void Function40();
    			virtual void Function41();
    			virtual void Function42();
    			virtual void Function43();
    	virtual DWORD GetClientInfoMgr();
    	virtual DWORD GetInterfaceManager();
    	virtual DWORD GetPlayerManager();
    			virtual void Function47();
    			virtual void Function48();
    			virtual void Function49();
    			virtual void Function50();
    			virtual void Function51();
    			virtual void Function52();
    			virtual void Function53();
    			virtual void Function54();
    	virtual cSFXMgr* GetSFXMgr();
    };
    
    class cLTModel
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    			virtual void Function9();
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    	virtual unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node ); 
    	virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); 
    	virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace );
    	virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next );
    			virtual void Function17();
    			virtual void Function18();
    			virtual void Function19();
    			virtual void Function20();
    	virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); 
    };
    
    class cLTCommon
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    	virtual unsigned int CreateMessage( int* pMsg );
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    			virtual void Function15();
    			virtual void Function16();
    			virtual void Function17();
    	virtual unsigned int GetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int *iFlags );
    	virtual unsigned int SetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int iFlags, unsigned int iMask );
    
    };
    
    class cLTDrawPrim
    {
    public:
    			char unknown0[40];
    	void( WINAPI *SetRenderMode )( int mode );																		//0x0028  
    			char unknown44[88];
    	void( WINAPI *DrawPrimitive )( void* q, unsigned int count );													//0x0084  
    			char unknown136[64];
    	unsigned int( WINAPI *WorldToScreen )( float x, float y, float z, D3DXVECTOR3* v3Screen, D3DXVECTOR3 *v3Unk ); //0x00C8 0x4913C0
    };
    
    class c_player
    {
    public:
    			char unknown0[4];
    	__int32 ClientID;			 
    			char unknown1[4]; 
    	std::string Name;			
    	int* Object;
    	__int32 Kills;				 
    	__int32 Deaths;				 
    			char unknown52[44];  
    	__int32 HeadShots;			
    			char unknown100[12];
    	__int32 TeamID;				 
    			char unknown47[4];
    	bool isDead;				
    			char unknown4[491];
    	c_player* Next;				
    };
    
    class c_object
    {
    public:
    			char unknown0[4]; 
    	D3DXVECTOR3 MaxRootPosition; //0x0004  
    	D3DXVECTOR3 MinRootPosition; //0x0010  
    			char unknown28[120];
    	BYTE ObjectColorR;			 //0x0094  
    	BYTE ObjectColorG;			 //0x0095  
    	BYTE ObjectColorB;			 //0x0096  
    	BYTE ObjectColorA;			 //0x0097 
    			char unknown152[4]; 
    	float ObjectScaleX;			 //0x009C  
    	float ObjectScaleY;			 //0x00A0  
    	float ObjectScaleZ;			 //0x00A4  
    			char unknown168[16]; 
    	float xPlayerUnit;			 //0x00B8  
    	float yPlayerUnit;			 //0x00BC  
    	float zPlayerUnit;			 //0x00C0  
    	float PlayerUnitWidth;		 //0x00C4
    	D3DXVECTOR3 RootPosition;	 //0x00C8  
    			char unknown212[4];
    	float Pitch;				 //0x00D8  
    	float Yaw;					 //0x00DC  
    	float Roll;					 //0x00E0  
    };
    
    class cClientInfoMgr
    {
    public:
    			DWORD Unk;
    	c_player* First;
    	unsigned int LocalIndex;	//0x0008
    			char unknown2[48];
    	__int32 iAlphaScore;
    	__int32 iBravoScore;
    			char unknown5[12];
    	__int32 iGameMode;
    
    	inline c_player* GetClientByID( int id )
    	{
    		c_player* ptr = First;
    
    		while( ptr ) 
    		{
    			if( ptr->ClientID == id )
    				return ptr;
    
    			ptr = ptr->Next;
    		}
    		return NULL;
    	}
    };
    
    
    class cClientWeaponMgr
    {
    public:
    
    	cClientWeapon** WeaponList;   //0000
    	__int32 MaxWeapons;			  //0004
    	__int32 WeapIndex;			  //0008
    	cClientWeapon* CurrentWeapon; //000C
    	BYTE WeaponsEnabled;		  //0010
    	BYTE WeaponsVisible;		  //0011	
    			char unknown16[20];				
    	__int32 nCurrentWeaponID;	 //0x0024
    };
    
    class cPlayerMgr
    {
    public:
    			char pad[24];
    	cClientWeaponMgr* WeaponMgr; //0018
    			char unknown0[48];
    	float Pitch; //0048
    	float Yaw; //004C
    	float Roll;
    			char unknown3[220];
    	int* CameraObject; //012C
    
    	__inline cClientWeapon* GetCurrentWeapon()
    	{
    		if( WeaponMgr && WeaponMgr->CurrentWeapon )
    			return WeaponMgr->CurrentWeapon;
    
    		return NULL;
    	}
    };
    
    class cObjName
    {
    public:
    			char unknown0[4];
    	char Name[28];					//0004
    };
    
    class cBaseFX
    {
    public:
    				char unknown0[16];
    	int* Object;					//0010
    	D3DXVECTOR3 Pos;
    				char unknown1[28];
    	cObjName* gotoObjName;			//003C
    				char unknown2[16];
    				BYTE Unknown3;		//0050
    	BYTE OwnerID;					//0051
    };
    
    class cCharacterFX
    {
    public:
    			char	unk1[16];
    	int*	Object;			//0x10
    			char	unk2[44];
    	int		IsPlayer;		//0x40
    			char	unk3[40];
    	unsigned char	Index;	//0x6C
    			char unknown112[8]; //0x0070
    	float fStartPitch; //0x0078  
    	float fStartYaw; //0x007C  
    			char unknown128[1224]; //0x0080
    			BYTE unk1287; //0x0548  
    	bool bIsDead; //0x0549  
    	bool bSpawnSheild; //0x054A  
    			BYTE unk5563; //0x054B  
    			char unknown1356[12]; //0x054C
    	int* hHitbox; //0x0558  
    			char unknown1372[96]; //0x055C
    			WORD wUnk; //0x05BC  
    	WORD wHealth; //0x05BE  
    	WORD wArmor; //0x05C0  
    };
    
    class Something
    {
    public:
    	bool bIsAlive; //0000
    };
    
    class WepInfo
    {
    public:
    	__int32 iBackPackABulletsLeft;  //0000
    	__int32 i2ndaryBulletsLeft;		//0004
    			__int32 Unknown0;	    
    	__int32 iGrenadesLeft;			//000C
    	__int32 iBackPackBBulletsLeft;  //0010
    };
    
    class Info
    {
    public:
    			char unknown0[12];		//0x0000
    	__int32 iHP;					//0x000C  
    	__int32 iAP;					//0x0010  
    	__int32 iMaxHP;					//0x0014  
    	__int32 iMaxAP;					//0x0018  
    	WepInfo* gotoWepInfo;			//0x001C  
    	Something* goToSomething;		//0x0020  
    			char unknown36[352];	
    	float fStamina;					//0x0184  
    	__int32 iIsRunning;				//0x0188  
    	__int32 iIsJumping;				//0x018C  
    	__int32 iWeaponSlotInUse;		//0x0190  
    			char unknown404[44];	//0x0194
    	c_player* goToPlayers;			//0x01C0  		
    };
    
    class LocalInfo
    {
    public:
    	Info* goToInfoClass; //0000
    };
    
    class cLTMessage
    {
    public:
    			virtual void Function0();
    	virtual void DoInit();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    	virtual int DoSomething();
    			virtual void Function8();
    	virtual void WriteBits( int value, int size );
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    	virtual void WriteString( const wchar_t* data );
    };
    
    class cFont
    {
    public:
    		virtual void Function0();
    		virtual void Function1();
    	virtual void SetSomthing( int a, int b, int c, int d );
    		virtual void Function3();
    	virtual void Render();
    		virtual void Function5();
    		virtual void Function6();
    	virtual int GetX();
    	virtual void SetPos( int x, int y );
    	virtual void GetPos( int* x, int* y );
    		virtual void Function10();
    		virtual void Function11();
    		virtual void Function12();
    	virtual float GetScaleX();
    	virtual float GetScaleY();
    		virtual void Function15();
    		virtual void Function16();
    		virtual void Function17();
    		virtual void Function18();
    		virtual void Function19();
    		virtual void Function20();
    		virtual void Function21();
    		virtual void Function22();
    		virtual void Function23();
    		virtual void Function24();
    		virtual void Function25();
    		virtual void Function26();
    		virtual void Function27();
    		virtual void Function28();
    		virtual void Function29();
    		virtual void Function30();
    		virtual void Function31();
    		virtual void Function32();
    		virtual void Function33();
    		virtual void Function34();
    		virtual void Function35();
    		virtual void Function36();
    		virtual void Function37();
    		virtual void Function38();
    		virtual void Function39();
    		virtual void Function40();
    		virtual void Function41();
    		virtual void Function42();
    		virtual void Function43();
    	virtual void SetColor( int c, int c_, int c__, int const_num );
    		virtual void Function45();
    		virtual void Function46();
    		virtual void Function47();
    		virtual void Function48();
    		virtual void Function49();
    		virtual void Function50();
    		virtual void Function51();
    		virtual void Function52();
    		virtual void Function53();
    		virtual void Function54();
    		virtual void Function55();
    		virtual void Function56();
    		virtual void Function57();
    		virtual void Function58();
    		virtual void Function59();
    		virtual void Function60();
    		virtual void Function61();
    		virtual void Function62();
    		virtual void Function63();
    		virtual void Function64();
    		virtual void Function65();
    		virtual void Function66();
    		virtual void Function67();
    		virtual void Function68();
    		virtual void Function69();
    		virtual void Function70();
    		virtual void Function71();
    		virtual void Function72();
    		virtual void Function73();
    		virtual void Function74();
    		virtual void Function75();
    		virtual void Function76();
    		virtual void Function77();
    		virtual void Function78();
    		virtual void Function79();
    		virtual void Function80();
    		virtual void Function81();
    		virtual void Function82();
    		virtual void Function83();
    	virtual void SetText( unsigned short* text, int cont_num ); 
    };
    
    class cWeaponInfo
    {
    public:
    			char unknown0[12]; //0x0000
    	DWORD dwClientWeaponType; //0x000C  
    			char unknown16[16]; //0x0010
    	DWORD dwAlt_InstDamage; //0x0020  
    	DWORD dwInstDamage; //0x0024  
    			DWORD UNK; //0x0028  
    			char unknown44[104]; //0x002C
    	DWORD dwFireSnd; //0x0094  
    			char unknown152[108]; //0x0098
    			float fFireDelay1; //0x0104  
    			float ffiredelay1; //0x0108  
    			DWORD dwMaxAmmo3; //0x010C  
    			DWORD dwMaxAmmo2; //0x0110  
    			char unknown276[276]; //0x0114
    	DWORD dwCrossHairA; //0x0228  
    	DWORD dwCrossHairR; //0x022C  
    	DWORD dwCrossHairG; //0x0230  
    	DWORD dwCrossHairB; //0x0234  
    	BYTE TripleShotMode; //0x0238  
    			char unknown569[3]; //0x0239
    	DWORD dwTripleShotRoundNum; //0x023C  
    	float fDamageRFacter; //0x0240  
    			char unknown580[28]; //0x0244
    			DWORD dwInfiAmmo2;
    	DWORD dwInfiniteAmmo; //0x0264  
    	DWORD dwHideWhenEmpty; //0x0268  
    	DWORD dwIsAmmo; //0x026C  
    			char unknown624[4]; //0x0270
    	DWORD dwShotsPerClip; //0x0274  
    			char unknown632[52]; //0x0278
    	float fZoomTime; //0x02AC  
    	DWORD dwMinPerturb; //0x02B0  
    	DWORD dwMaxPerturb; //0x02B4  
    	float fDuckPerturb; //0x02B8  
    	float fMoveDuckPerturb; //0x02BC  
    	DWORD dwZoomedMinPerturb; //0x02C0  
    	DWORD dwZoomedMaxPerturb; //0x02C4  
    	DWORD dwRange; //0x02C8  
    			char unknown716[12]; //0x02CC
    	DWORD VectorsPerRound; //0x02D8  
    			char unknown732[40]; //0x02DC
    	float fPerturbIncSpeed; //0x0304  
    	float fPerturbDecSpeed; //0x0308  
    			char unknown780[4]; //0x030C
    	float fZoomedPerturbIncSpeed; //0x0310  
    	float fZoomedPerturbDecSpeed; //0x0314  
    			char unknown792[4]; //0x0318
    	float fBaseCamRecoilPitch; //0x031C  
    	float fBaseCamRecoilAccelPitch; //0x0320  
    			char unknown804[36]; //0x0324
    	float fTripleShotMaxCamRecoilPitch; //0x0348  
    	float fTripleShotBaseCamRecoilPitch; //0x034C  
    			char unknown848[8]; //0x0350
    	DWORD dwTripleShotMinPerturb; //0x0358  
    	DWORD dwTripleShotMaxPerturb; //0x035C  
    	float fTripleShotPerturbIncSpeed; //0x0360  
    	float fTripleShotPerturbDecSpeed; //0x0364  
    			char unknown872[112]; //0x0368
    	DWORD dwFireRate; //0x03D8  
    	DWORD dwMoveSpeed; //0x03DC  
    			DWORD ID03B39CC0; //0x03E0  
    			char unknown996[32]; //0x03E4
    	BYTE DisableCrosshair; //0x0404  
    			char unknown1029[27]; //0x0405
    	float fCameraSwayXFreq; //0x0420  
    	float fCameraSwayYFreq; //0x0424  
    			char unknown1064[12]; //0x0428
    	DWORD dwTargetCrosshairFlag; //0x0434  
    	DWORD dwEffectRange; //0x0438  
    			char unknown1084[192]; //0x043C
    	DWORD dwFireDelay; //0x04FC  
    };
    
    class cWeaponMgr
    {
    public:
    			char unknown0[5564];
    	cWeaponInfo** Weapons; //15BC
    	__int32 WeaponCount; //15C0
    };
    
    cPlayerMgr * pPlayerMgr;
    
    #endif
    all classes from gellin VIP base, credits to him.
    dosent work ingame.
    this was a test seeing if i could set the camera of my char's pitch to 90, but it dosent work. why?
    Last edited by kibbles18; 04-02-2011 at 04:05 PM.

  2. #2
    CoderNever's Avatar
    Join Date
    Feb 2009
    Gender
    female
    Location
    https://mpgh.net MPGHCash: $700,458,011
    Posts
    1,198
    Reputation
    131
    Thanks
    2,236
    My Mood
    Buzzed
    Your for statement does not make much sense to me.

  3. #3
    whit's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Posts
    7,159
    Reputation
    490
    Thanks
    2,253
    Its not going to Loop the Code in the for statement..There aint even a Condition to do so

    Just Do while(true) {}

  4. #4
    kibbles18's Avatar
    Join Date
    Oct 2008
    Gender
    male
    Location
    US
    Posts
    860
    Reputation
    5
    Thanks
    127

  5. The Following User Says Thank You to kibbles18 For This Useful Post:

    _Fk127_ (04-02-2011)

  6. #5
    _Fk127_'s Avatar
    Join Date
    Nov 2010
    Gender
    male
    Posts
    720
    Reputation
    16
    Thanks
    208
    My Mood
    Bitchy
    Quote Originally Posted by whit View Post
    Its not going to Loop the Code in the for statement..There aint even a Condition to do so

    Just Do while(true) {}
    for( ; ; )
    functions as an infinite loop as well as
    while(true)
    or
    do
    {
    }
    while(true)



    Put this image in your signature if you support HTML5 development!

  7. #6
    whit's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Posts
    7,159
    Reputation
    490
    Thanks
    2,253
    Quote Originally Posted by _Fk127_ View Post
    for( ; ; )
    functions as an infinite loop as well as
    while(true)
    or
    do
    {
    }
    while(true)
    He defeating the purpose of it
    No wonder Books State nothing about a Infinite Loop

    EDIT yea i thought you had to have a Condition In the for statement because i use them the right way
    Last edited by whit; 04-02-2011 at 11:08 AM.

  8. #7
    _Fk127_'s Avatar
    Join Date
    Nov 2010
    Gender
    male
    Posts
    720
    Reputation
    16
    Thanks
    208
    My Mood
    Bitchy
    Quote Originally Posted by kibbles18 View Post
    Code:
    #include "engine_class.h"
    
    void thread()
    {
    	pPlayerMgr = (cPlayerMgr*)(PlayerMgr);
    	for(;;)
    	{
    		if(GetAsyncKeyState(VK_NUMPAD1))
    		{
    			pPlayerMgr->Pitch = 90.0f;
    		}
    		Sleep(50);
    	}
    }
    
    BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpReserved )
    {
    	if( dwReason == DLL_PROCESS_ATTACH )
    	{
    		CreateThread( NULL, NULL, (LPTHREAD_START_ROUTINE)thread, NULL, NULL, NULL);
    	}
    	return TRUE;
    }
    
    
    ------------------------------engine_class------------------------------
    #define PlayerMgr 0x37877A88
    #define ClientInfoMgr 0x37832408
    #define GameClientShell 0x37872070
    #define SFX_MAX	0x3B
    
    #include <windows.h>
    #include <d3dx9.h>
    #pragma comment( lib, "d3dx9.lib" )
    #include <iostream>
    #include <string>
    #include <sstream>
    #include <fstream>
    #include <time.h>
    
    #ifndef _ENGINE_CLASS_
    #define _ENGINE_CLASS_
    
    class cLTCientShellBase;
    class cLTClient;
    class cLTDrawPrim;
    class cGameClientShell;
    class cLTModel;
    class cLTCommon;
    class cLTMessage;
    class cFont;
    class cPlayerMgr;
    class cWeaponInfo;
    class cWeaponMgr;
    class cClientWeapon;
    class cObjName;
    class cBaseFX;
    class cCharacterFX;
    class c_player;
    class cLTMessage;
    class cLTBase;
    class cClientInfoMgr;
    
    typedef bool (*ObjectFilterFn)(int* hObj, void *pUserData);
    
    struct IntersectQuery
    {
    	D3DXVECTOR3 Start;					//0x0000
    	D3DXVECTOR3 End;					//0x000C
    			char unknown24[12];			
    	unsigned int Flags;					//0x0024
    	ObjectFilterFn FilterFn;			//0x0028
    	void* FilterIntersectParam;			//0x002C
    	ObjectFilterFn FilterIntersectFn;	//0x0030
    	void* FilterParam;					//0x0034
    	void* PolyFilterParam;				//0x0038
    	//PolyFilterFn PolyFilterFn;		//0x003C
    };
    
    class cSFXList
    {
    public:
    			unsigned long	unk0;
    	unsigned long*	List;
    			unsigned long	unk1;
    	int				Num;
    };
    
    class cSFXMgr
    {
    public:
    	cSFXList		SFXList		[SFX_MAX];
    };
    
    struct IntersectInfo
    {
    	D3DXVECTOR3 vImpactPos;				//0x0000
    			char unknown12[16];			
    	int*  hObjImpact;					//0x001C
    			DWORD nSomething;			//0x0020
    			DWORD nSomething2;			//0x0024
    			DWORD nSomething3;			//0x0028
    };	
    
    struct Transform
    {
    	D3DXVECTOR3 Pos;
    			unsigned char Space [0x100];
    };
    
    struct Screen
    {
    	int x;
    	int y;
    };
    
    struct VERTS
    {       
    	D3DXVECTOR3		pos;
    	unsigned int	rgba;
    };
    
    struct SHAPE_RECT
    {
    	VERTS	Right[3];
    	VERTS	Left[3];
    };
    
    class cLTClientShellBase
    {
    public:
    	cLTBase* ILTBase;		                //0x0000  
    			char unknown4[16];					  
    	cLTDrawPrim** ILTDrawPrim;			    //0x0014  
    			char unknown24[4];					  
    	cLTModel** ILTModel;				    //0x001C  
    			char unknown32[136];				  
    	cGameClientShell* ILTGameClientShell;	//0x00A8  
    };
    
    class cLTBase
    {
    public:
    	cLTClient* ILTClient;																				//0x0000 
    			char unknown8[96];
    	bool( WINAPIV *IntersectSegment )( IntersectQuery& Query, IntersectInfo *pInfo );					//0x0064 
    			char unknown104[28]; 
    	unsigned int ( WINAPIV *GetLocalClientID )( unsigned int *pIDOut );									//0x0084 
    			char unknown136[384];
    	unsigned int( WINAPIV *RunConsoleCommand )( const char* szCommand );								//0x0208 
    	int*( WINAPIV *GetClientObject )();																	//0x020C 
    			char unknown528[16];
    	unsigned int( WINAPIV *GetObjectScale )( int* pObject, float *scale );								//0x0220 0x46D530
    	unsigned int( WINAPIV *SetObjectScale )( int* pObject, float scale );								//0x0224 0x472990
    			char unknown552[4];
    	unsigned int( WINAPIV *GetObjectColor )( int* pObject, float *r, float *g, float *b, float *a );	//0x022C 0x46FAC0
    	unsigned int( WINAPIV *SetObjectColor )( int* pObject, float r, float g, float b, float a );		//0x0230 0x46FB40
    };
    
    class cLTClient
    {
    public:
    			char unknown0[156];
    	unsigned int( WINAPI *GetObjectRot )( int* pObject, D3DXMATRIX *vRot );												//0x009C 0x46D840
    	unsigned int( WINAPI *GetObjectPos )( int* pObject, D3DXVECTOR3 *vPos );											//0x00A0 0x46D7D0
    			char unknown164[32];
    	unsigned int( WINAPI *SetObjectPos )( int* pObject, D3DXVECTOR3 vPos, bool bUnk );									//0x00C4 0x472C60 
    			char unknown200[108];
    	unsigned int( WINAPIV *GetConsoleVariableFloat )( const char *szCommand, float *ValueOut );							//0x00CC 
    	unsigned int( WINAPIV *GetConsoleVaribleString )( const char *szCommand, char *BufOut, unsigned int StringLength ); //0x00D0 
    			char unknown316[28];
    	unsigned int( WINAPI *SendToServer )( int Message, unsigned int flags );											//0x0158 0x474160
    };
    
    class cGameClientShell
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    			virtual void Function9();
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    			virtual void Function15();
    			virtual void Function16();
    			virtual void Function17();
    			virtual void Function18();
    			virtual void Function19();
    			virtual void Function20();
    			virtual void Function21();
    			virtual void Function22();
    			virtual void Function23();
    			virtual void Function24();
    			virtual void Function25();
    			virtual void Function26();
    			virtual void Function27();
    			virtual void Function28();
    			virtual void Function29();
    			virtual void Function30();
    			virtual void Function31();
    			virtual void Function32();
    			virtual void Function33();
    			virtual void Function34();
    			virtual void Function35();
    			virtual void Function36();
    			virtual void Function37();
    			virtual void Function38();
    			virtual void Function39();
    			virtual void Function40();
    			virtual void Function41();
    			virtual void Function42();
    			virtual void Function43();
    	virtual DWORD GetClientInfoMgr();
    	virtual DWORD GetInterfaceManager();
    	virtual DWORD GetPlayerManager();
    			virtual void Function47();
    			virtual void Function48();
    			virtual void Function49();
    			virtual void Function50();
    			virtual void Function51();
    			virtual void Function52();
    			virtual void Function53();
    			virtual void Function54();
    	virtual cSFXMgr* GetSFXMgr();
    };
    
    class cLTModel
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    			virtual void Function9();
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    	virtual unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node ); 
    	virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); 
    	virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace );
    	virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next );
    			virtual void Function17();
    			virtual void Function18();
    			virtual void Function19();
    			virtual void Function20();
    	virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); 
    };
    
    class cLTCommon
    {
    public:
    			virtual void Function0();
    			virtual void Function1();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    			virtual void Function7();
    			virtual void Function8();
    	virtual unsigned int CreateMessage( int* pMsg );
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    			virtual void Function15();
    			virtual void Function16();
    			virtual void Function17();
    	virtual unsigned int GetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int *iFlags );
    	virtual unsigned int SetObjectFlags( int* pObject, unsigned int iFlagType, unsigned int iFlags, unsigned int iMask );
    
    };
    
    class cLTDrawPrim
    {
    public:
    			char unknown0[40];
    	void( WINAPI *SetRenderMode )( int mode );																		//0x0028  
    			char unknown44[88];
    	void( WINAPI *DrawPrimitive )( void* q, unsigned int count );													//0x0084  
    			char unknown136[64];
    	unsigned int( WINAPI *WorldToScreen )( float x, float y, float z, D3DXVECTOR3* v3Screen, D3DXVECTOR3 *v3Unk ); //0x00C8 0x4913C0
    };
    
    class c_player
    {
    public:
    			char unknown0[4];
    	__int32 ClientID;			 
    			char unknown1[4]; 
    	std::string Name;			
    	int* Object;
    	__int32 Kills;				 
    	__int32 Deaths;				 
    			char unknown52[44];  
    	__int32 HeadShots;			
    			char unknown100[12];
    	__int32 TeamID;				 
    			char unknown47[4];
    	bool isDead;				
    			char unknown4[491];
    	c_player* Next;				
    };
    
    class c_object
    {
    public:
    			char unknown0[4]; 
    	D3DXVECTOR3 MaxRootPosition; //0x0004  
    	D3DXVECTOR3 MinRootPosition; //0x0010  
    			char unknown28[120];
    	BYTE ObjectColorR;			 //0x0094  
    	BYTE ObjectColorG;			 //0x0095  
    	BYTE ObjectColorB;			 //0x0096  
    	BYTE ObjectColorA;			 //0x0097 
    			char unknown152[4]; 
    	float ObjectScaleX;			 //0x009C  
    	float ObjectScaleY;			 //0x00A0  
    	float ObjectScaleZ;			 //0x00A4  
    			char unknown168[16]; 
    	float xPlayerUnit;			 //0x00B8  
    	float yPlayerUnit;			 //0x00BC  
    	float zPlayerUnit;			 //0x00C0  
    	float PlayerUnitWidth;		 //0x00C4
    	D3DXVECTOR3 RootPosition;	 //0x00C8  
    			char unknown212[4];
    	float Pitch;				 //0x00D8  
    	float Yaw;					 //0x00DC  
    	float Roll;					 //0x00E0  
    };
    
    class cClientInfoMgr
    {
    public:
    			DWORD Unk;
    	c_player* First;
    	unsigned int LocalIndex;	//0x0008
    			char unknown2[48];
    	__int32 iAlphaScore;
    	__int32 iBravoScore;
    			char unknown5[12];
    	__int32 iGameMode;
    
    	inline c_player* GetClientByID( int id )
    	{
    		c_player* ptr = First;
    
    		while( ptr ) 
    		{
    			if( ptr->ClientID == id )
    				return ptr;
    
    			ptr = ptr->Next;
    		}
    		return NULL;
    	}
    };
    
    
    class cClientWeaponMgr
    {
    public:
    
    	cClientWeapon** WeaponList;   //0000
    	__int32 MaxWeapons;			  //0004
    	__int32 WeapIndex;			  //0008
    	cClientWeapon* CurrentWeapon; //000C
    	BYTE WeaponsEnabled;		  //0010
    	BYTE WeaponsVisible;		  //0011	
    			char unknown16[20];				
    	__int32 nCurrentWeaponID;	 //0x0024
    };
    
    class cPlayerMgr
    {
    public:
    			char pad[24];
    	cClientWeaponMgr* WeaponMgr; //0018
    			char unknown0[48];
    	float Pitch; //0048
    	float Yaw; //004C
    	float Roll;
    			char unknown3[220];
    	int* CameraObject; //012C
    
    	__inline cClientWeapon* GetCurrentWeapon()
    	{
    		if( WeaponMgr && WeaponMgr->CurrentWeapon )
    			return WeaponMgr->CurrentWeapon;
    
    		return NULL;
    	}
    };
    
    class cObjName
    {
    public:
    			char unknown0[4];
    	char Name[28];					//0004
    };
    
    class cBaseFX
    {
    public:
    				char unknown0[16];
    	int* Object;					//0010
    	D3DXVECTOR3 Pos;
    				char unknown1[28];
    	cObjName* gotoObjName;			//003C
    				char unknown2[16];
    				BYTE Unknown3;		//0050
    	BYTE OwnerID;					//0051
    };
    
    class cCharacterFX
    {
    public:
    			char	unk1[16];
    	int*	Object;			//0x10
    			char	unk2[44];
    	int		IsPlayer;		//0x40
    			char	unk3[40];
    	unsigned char	Index;	//0x6C
    			char unknown112[8]; //0x0070
    	float fStartPitch; //0x0078  
    	float fStartYaw; //0x007C  
    			char unknown128[1224]; //0x0080
    			BYTE unk1287; //0x0548  
    	bool bIsDead; //0x0549  
    	bool bSpawnSheild; //0x054A  
    			BYTE unk5563; //0x054B  
    			char unknown1356[12]; //0x054C
    	int* hHitbox; //0x0558  
    			char unknown1372[96]; //0x055C
    			WORD wUnk; //0x05BC  
    	WORD wHealth; //0x05BE  
    	WORD wArmor; //0x05C0  
    };
    
    class Something
    {
    public:
    	bool bIsAlive; //0000
    };
    
    class WepInfo
    {
    public:
    	__int32 iBackPackABulletsLeft;  //0000
    	__int32 i2ndaryBulletsLeft;		//0004
    			__int32 Unknown0;	    
    	__int32 iGrenadesLeft;			//000C
    	__int32 iBackPackBBulletsLeft;  //0010
    };
    
    class Info
    {
    public:
    			char unknown0[12];		//0x0000
    	__int32 iHP;					//0x000C  
    	__int32 iAP;					//0x0010  
    	__int32 iMaxHP;					//0x0014  
    	__int32 iMaxAP;					//0x0018  
    	WepInfo* gotoWepInfo;			//0x001C  
    	Something* goToSomething;		//0x0020  
    			char unknown36[352];	
    	float fStamina;					//0x0184  
    	__int32 iIsRunning;				//0x0188  
    	__int32 iIsJumping;				//0x018C  
    	__int32 iWeaponSlotInUse;		//0x0190  
    			char unknown404[44];	//0x0194
    	c_player* goToPlayers;			//0x01C0  		
    };
    
    class LocalInfo
    {
    public:
    	Info* goToInfoClass; //0000
    };
    
    class cLTMessage
    {
    public:
    			virtual void Function0();
    	virtual void DoInit();
    			virtual void Function2();
    			virtual void Function3();
    			virtual void Function4();
    			virtual void Function5();
    			virtual void Function6();
    	virtual int DoSomething();
    			virtual void Function8();
    	virtual void WriteBits( int value, int size );
    			virtual void Function10();
    			virtual void Function11();
    			virtual void Function12();
    			virtual void Function13();
    			virtual void Function14();
    	virtual void WriteString( const wchar_t* data );
    };
    
    class cFont
    {
    public:
    		virtual void Function0();
    		virtual void Function1();
    	virtual void SetSomthing( int a, int b, int c, int d );
    		virtual void Function3();
    	virtual void Render();
    		virtual void Function5();
    		virtual void Function6();
    	virtual int GetX();
    	virtual void SetPos( int x, int y );
    	virtual void GetPos( int* x, int* y );
    		virtual void Function10();
    		virtual void Function11();
    		virtual void Function12();
    	virtual float GetScaleX();
    	virtual float GetScaleY();
    		virtual void Function15();
    		virtual void Function16();
    		virtual void Function17();
    		virtual void Function18();
    		virtual void Function19();
    		virtual void Function20();
    		virtual void Function21();
    		virtual void Function22();
    		virtual void Function23();
    		virtual void Function24();
    		virtual void Function25();
    		virtual void Function26();
    		virtual void Function27();
    		virtual void Function28();
    		virtual void Function29();
    		virtual void Function30();
    		virtual void Function31();
    		virtual void Function32();
    		virtual void Function33();
    		virtual void Function34();
    		virtual void Function35();
    		virtual void Function36();
    		virtual void Function37();
    		virtual void Function38();
    		virtual void Function39();
    		virtual void Function40();
    		virtual void Function41();
    		virtual void Function42();
    		virtual void Function43();
    	virtual void SetColor( int c, int c_, int c__, int const_num );
    		virtual void Function45();
    		virtual void Function46();
    		virtual void Function47();
    		virtual void Function48();
    		virtual void Function49();
    		virtual void Function50();
    		virtual void Function51();
    		virtual void Function52();
    		virtual void Function53();
    		virtual void Function54();
    		virtual void Function55();
    		virtual void Function56();
    		virtual void Function57();
    		virtual void Function58();
    		virtual void Function59();
    		virtual void Function60();
    		virtual void Function61();
    		virtual void Function62();
    		virtual void Function63();
    		virtual void Function64();
    		virtual void Function65();
    		virtual void Function66();
    		virtual void Function67();
    		virtual void Function68();
    		virtual void Function69();
    		virtual void Function70();
    		virtual void Function71();
    		virtual void Function72();
    		virtual void Function73();
    		virtual void Function74();
    		virtual void Function75();
    		virtual void Function76();
    		virtual void Function77();
    		virtual void Function78();
    		virtual void Function79();
    		virtual void Function80();
    		virtual void Function81();
    		virtual void Function82();
    		virtual void Function83();
    	virtual void SetText( unsigned short* text, int cont_num ); 
    };
    
    class cWeaponInfo
    {
    public:
    			char unknown0[12]; //0x0000
    	DWORD dwClientWeaponType; //0x000C  
    			char unknown16[16]; //0x0010
    	DWORD dwAlt_InstDamage; //0x0020  
    	DWORD dwInstDamage; //0x0024  
    			DWORD UNK; //0x0028  
    			char unknown44[104]; //0x002C
    	DWORD dwFireSnd; //0x0094  
    			char unknown152[108]; //0x0098
    			float fFireDelay1; //0x0104  
    			float ffiredelay1; //0x0108  
    			DWORD dwMaxAmmo3; //0x010C  
    			DWORD dwMaxAmmo2; //0x0110  
    			char unknown276[276]; //0x0114
    	DWORD dwCrossHairA; //0x0228  
    	DWORD dwCrossHairR; //0x022C  
    	DWORD dwCrossHairG; //0x0230  
    	DWORD dwCrossHairB; //0x0234  
    	BYTE TripleShotMode; //0x0238  
    			char unknown569[3]; //0x0239
    	DWORD dwTripleShotRoundNum; //0x023C  
    	float fDamageRFacter; //0x0240  
    			char unknown580[28]; //0x0244
    			DWORD dwInfiAmmo2;
    	DWORD dwInfiniteAmmo; //0x0264  
    	DWORD dwHideWhenEmpty; //0x0268  
    	DWORD dwIsAmmo; //0x026C  
    			char unknown624[4]; //0x0270
    	DWORD dwShotsPerClip; //0x0274  
    			char unknown632[52]; //0x0278
    	float fZoomTime; //0x02AC  
    	DWORD dwMinPerturb; //0x02B0  
    	DWORD dwMaxPerturb; //0x02B4  
    	float fDuckPerturb; //0x02B8  
    	float fMoveDuckPerturb; //0x02BC  
    	DWORD dwZoomedMinPerturb; //0x02C0  
    	DWORD dwZoomedMaxPerturb; //0x02C4  
    	DWORD dwRange; //0x02C8  
    			char unknown716[12]; //0x02CC
    	DWORD VectorsPerRound; //0x02D8  
    			char unknown732[40]; //0x02DC
    	float fPerturbIncSpeed; //0x0304  
    	float fPerturbDecSpeed; //0x0308  
    			char unknown780[4]; //0x030C
    	float fZoomedPerturbIncSpeed; //0x0310  
    	float fZoomedPerturbDecSpeed; //0x0314  
    			char unknown792[4]; //0x0318
    	float fBaseCamRecoilPitch; //0x031C  
    	float fBaseCamRecoilAccelPitch; //0x0320  
    			char unknown804[36]; //0x0324
    	float fTripleShotMaxCamRecoilPitch; //0x0348  
    	float fTripleShotBaseCamRecoilPitch; //0x034C  
    			char unknown848[8]; //0x0350
    	DWORD dwTripleShotMinPerturb; //0x0358  
    	DWORD dwTripleShotMaxPerturb; //0x035C  
    	float fTripleShotPerturbIncSpeed; //0x0360  
    	float fTripleShotPerturbDecSpeed; //0x0364  
    			char unknown872[112]; //0x0368
    	DWORD dwFireRate; //0x03D8  
    	DWORD dwMoveSpeed; //0x03DC  
    			DWORD ID03B39CC0; //0x03E0  
    			char unknown996[32]; //0x03E4
    	BYTE DisableCrosshair; //0x0404  
    			char unknown1029[27]; //0x0405
    	float fCameraSwayXFreq; //0x0420  
    	float fCameraSwayYFreq; //0x0424  
    			char unknown1064[12]; //0x0428
    	DWORD dwTargetCrosshairFlag; //0x0434  
    	DWORD dwEffectRange; //0x0438  
    			char unknown1084[192]; //0x043C
    	DWORD dwFireDelay; //0x04FC  
    };
    
    class cWeaponMgr
    {
    public:
    			char unknown0[5564];
    	cWeaponInfo** Weapons; //15BC
    	__int32 WeaponCount; //15C0
    };
    
    cPlayerMgr * pPlayerMgr;
    
    #endif
    all classes from gellin VIP base, credits to him.
    dosent work ingame.
    this was a test seeing if i could set the camera of my char's pitch to 90, but it dosent work. why?
    try printing the pitch to see if it is actually changing it
    Code:
     char buffer [50];
    sprintf (buffer, "%f", pPlayerMgr->pitch);
    DrawText(buffer,...



    Put this image in your signature if you support HTML5 development!

  9. The Following User Says Thank You to _Fk127_ For This Useful Post:

    flameswor10 (04-02-2011)

  10. #8
    kibbles18's Avatar
    Join Date
    Oct 2008
    Gender
    male
    Location
    US
    Posts
    860
    Reputation
    5
    Thanks
    127
    i would if i knew how to :/
    i updated the addies and tried but didnt work again...

  11. #9
    PashaAmd's Avatar
    Join Date
    Mar 2011
    Gender
    male
    Posts
    1,008
    Reputation
    58
    Thanks
    224
    off topic, but how do you get credits on the side?

  12. #10
    mickal18's Avatar
    Join Date
    Mar 2011
    Gender
    male
    Location
    Behind You
    Posts
    2
    Reputation
    10
    Thanks
    0
    My Mood
    Relaxed
    This thread remind me of:

  13. #11
    ZeroTroubles's Avatar
    Join Date
    Feb 2010
    Gender
    male
    Location
    Whereever I feel like.
    Posts
    3,050
    Reputation
    145
    Thanks
    505
    My Mood
    Amused
    aint see nothing wrong

  14. #12
    mickal18's Avatar
    Join Date
    Mar 2011
    Gender
    male
    Location
    Behind You
    Posts
    2
    Reputation
    10
    Thanks
    0
    My Mood
    Relaxed
    Quote Originally Posted by kamielftw View Post
    aint see nothing wrong
    If there is nothing wrong than he would not be asking for help you dumb fuck!

  15. #13
    _Fk127_'s Avatar
    Join Date
    Nov 2010
    Gender
    male
    Posts
    720
    Reputation
    16
    Thanks
    208
    My Mood
    Bitchy
    Quote Originally Posted by kibbles18 View Post
    i would if i knew how to :/
    i updated the addies and tried but didnt work again...
    Use the code I gave you... If you do not know how to draw text and copy paste a sprintf method call, then dont be messing with pitch and yaw



    Put this image in your signature if you support HTML5 development!

  16. #14
    kibbles18's Avatar
    Join Date
    Oct 2008
    Gender
    male
    Location
    US
    Posts
    860
    Reputation
    5
    Thanks
    127
    k im going to do some research on how to use drawtext, then i shall display the stuff not working

  17. #15
    DeadLinez's Avatar
    Join Date
    Dec 2009
    Gender
    male
    Location
    https://mpgh.net Sexy Points: 989,576,420
    Posts
    465
    Reputation
    11
    Thanks
    500
    My Mood
    Psychedelic
    Main.cpp
    Code:
    #include <windows.h>
    bool IsGameReadyForHook()
    {
    	if( GetModuleHandleA( "d3d9.dll"     ) != NULL 
    		&& GetModuleHandleA( "ClientFX.fxd" ) != NULL 
    		&& GetModuleHandleA( "CShell.dll"   ) != NULL )
    		return true;
    	return false;
    }
    void Main()
    {
    	pPlayerMgr = (cPlayerMgr*)(PlayerMgr);
    	for(;;)
    	{
    		if(GetAsyncKeyState(VK_NUMPAD1))
    		{
    			pPlayerMgr->Pitch = 90.0f;
    		}
    		Sleep(50);
    	}
    }
    DWORD WINAPI StartupThread(LPVOID)
    {
    	while( !IsGameReadyForHook() )
    		Sleep(100);
    	        Main();
    	return 0;
    }
    BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpReserved )
    {
    	if( dwReason == DLL_PROCESS_ATTACH )
    	{
                    MessageBoxA(0,"CA Hooked, Press "OK" to continue, "DeadLinez", MB_OK);
    		CreateThread( NULL, NULL, (LPTHREAD_START_ROUTINE)StartupThread, NULL, NULL, NULL);
    	}
    	return TRUE;
    }
    Last edited by DeadLinez; 04-03-2011 at 11:09 AM.

Page 1 of 2 12 LastLast