Code:
if (inGame()) { if(Cross == 1){CrossHair(pDevice, Red); }}
if (inGame()) { if(Cross == 2){CrossHair(pDevice, Green); }}
if (inGame()) { if(Cross == 3){CrossHair(pDevice, Orange);}}
if (inGame()) { if(Cross == 4){CrossHair(pDevice, Blue);}}
if (inGame()) { if(Cross == 5){CrossHair(pDevice, Yellow);}}
if (inGame()) { if(Cross == 6){CrossHair(pDevice, Black);}}
if (inGame()) { if(Cross == 7){CrossHair(pDevice, Grey);}}
if (inGame()) { if(Cross == 8){CrossHair(pDevice, Gold);}}
if (inGame()) { if(Cross == 9){CrossHair(pDevice, Pink);}}
if (inGame()) { if(Cross == 10){CrossHair(pDevice, Purple);}}
if (inGame()) { if(Cross == 11){CrossHair(pDevice, White);}}
if (inGame()) { if(Cross == 12){CrossHair(pDevice, Cyan);}}
if (inGame()) { if(Cross == 13){CrossHair(pDevice, Magenta);}}
if (inGame()) {
if(hack1){
memcpy( (PBYTE)SuperBullet, (PBYTE)"\x90\x90\x90", 3); // this is a memory hack.
}else{
memcpy( (PBYTE)SuperBullet, (PBYTE)"\x0F\x94\xC0", 3); // get the off byted by ollydbging the addie.
}
}
if (inGame()) {
if(hack2) {
memcpy( (PBYTE)WeaponRange1, (PBYTE)"\xB8\x00\x00\x00\x10\x90", 6 );
memcpy( (PBYTE)WeaponRange2, (PBYTE)"\xB8\x00\x00\x00\x10\x90", 6 );
}else{
memcpy( (PBYTE)WeaponRange1, (PBYTE)"\x8B\x80\xC8\x02\x00\x00", 6 );
memcpy( (PBYTE)WeaponRange2, (PBYTE)"\x8B\x80\xC8\x02\x00\x00", 6 );
}
}
if (inGame()) {
if(hack3) {
memcpy( (PBYTE)NoRecoil1, (PBYTE)"\x90\x90\x90", 3);
memcpy( (PBYTE)NoRecoil2, (PBYTE)"\x90\x90\x90", 3);
memcpy( (PBYTE)NoRecoil3, (PBYTE)"\x90\x90\x90", 3);
memcpy( (PBYTE)NoRecoil4, (PBYTE)"\x90\x90\x90", 3);
memcpy( (PBYTE)NoRecoil5, (PBYTE)"\x90\x90\x90", 3);
}else{
memcpy( (PBYTE)NoRecoil1, (PBYTE)"\xD8\x66\x58", 3);
memcpy( (PBYTE)NoRecoil2, (PBYTE)"\xD9\x46\x54", 3);
memcpy( (PBYTE)NoRecoil3, (PBYTE)"\xD9\x5E\x58", 3);
memcpy( (PBYTE)NoRecoil4, (PBYTE)"\xD9\x46\x4C", 3);
memcpy( (PBYTE)NoRecoil5, (PBYTE)"\xD9\x5E\x4C", 3);
}
}
if (inGame()) {
if(hack4) {
push("SkelModelStencil -1" );
}else {
push("SkelModelStencil 0" );
}
}
if (inGame()) {
if(hack5) {
push("BaseMoveAccel 2000.000000");
push("StartAccel 2000.000000");
push("MaxAccel 2000.000000");
push("AccelInc 2000.000000");
push("WalkVel 2000.000000");
push("FRunVel 2000.000000");
push("BRunVel 2000.000000");
push("SRunVel 2000.000000");
push("JumpVel 2000.000000");
push("DuckVel 2000.000000");
}else {
push("WalkVel 70.000000");
push("FRunVel 285.000000");
push("BRunVel 285.000000");
push("SRunVel 285.000000");
push("DuckVel 50.000000");
}
}
if (inGame()) {
if(hack6 == 1) {
push("JumpVel 430.000000" );
}else {
push("JumpVel 330.000000" );
}
}
if (inGame()) {
if(hack6 == 2) {
push("JumpVel 630.000000" );
}else {
push("JumpVel 330.000000" );
}
}
if (inGame()) {
if(hack7) {
push("FogEnable 0" );
}else {
push("FogEnable 1" );
}
}
if (inGame()) {
if(hack8) {
push("FullBright 1" );
}else {
push("FullBright 0" );
}
}
if (inGame()) {
if(hack9){
push("PerturbRotationEffect 0.000000");
push("PerturbIncreaseSpeed 0.000000");
push("PerturbWalkPercent 0.000000");
push("PerturbFiringIncreaseSpeed 0.000000");
push("PerturbRecoil 0.000000");
push("FireMovePerturb 0.000000");
push("ZoomedFireMoveDuckPerturb 0.000000");
push("ZoomedFireMovePerturb 0.000000");
push("ZoomedFireDuckPerturb 0.000000");
}else{
push("PerturbRotationEffect 3.000000");
push("PerturbIncreaseSpeed 3.000000");
push("PerturbDecreaseSpeed 9.000000");
push("PerturbWalkPercent 0.500000");
push("PerturbRecoil 9.000000");
push("FireMovePerturb 9.000000");
push("ZoomedFireMoveDuckPerturb 9.000000");
push("ZoomedFireMovePerturb 9.000000");
push("ZoomedFireDuckPerturb 9.000000");
}
}
if (inGame()) {
if(hack10) {
push("WireframeModels 1" );
}else {
push("WireframeModels 0" );
}
}
if (inGame()) {
if(hack11) {
push("ShowFirePath 1" );;
}else {
push("ShowFirePath 0" );
}
}
if (inGame()) {
if(hack12){
push("ScreenGlowEnable 1");
} else {
push("ScreenGlowEnable 0");
}
}
if (inGame()) {
if(hack13) {
memcpy( (PBYTE)NameTags1, (PBYTE)"\x90\x90", 2);
memcpy( (PBYTE)NameTags2, (PBYTE)"\x90\x90", 2);
}else {
memcpy( (PBYTE)NameTags1, (PBYTE)"\x75\x05", 2);
memcpy( (PBYTE)NameTags2, (PBYTE)"\x75\x05", 2);
}
}
if (inGame()) {
if(hack14) {
push("ActivationDistance 99999" );
}else {
push("ActivationDistance 9" );
}
}
if (inGame()) {
if(hack15) {
if (GetAsyncKeyState(VK_MBUTTON)<0) {
memcpy( (PBYTE)RapidFire, (PBYTE)"\x90\x90", 2);
}else{
memcpy( (PBYTE)RapidFire, (PBYTE)"\x74\x3E", 2);
}
}
}
if (inGame()) {
if(hack16) {
if( GetAsyncKeyState( VK_SPACE ) < 0 ) {
push( "PlayerGravity 800" );
}else{
push( "PlayerGravity -800" );
}
}
}
if (inGame()) {
if(hack17) { // if hack 17 is on
push("DrawParticles 0"); //Using the ptc method, push the ptc hack into the game
}else { // if it's not on
push("DrawParticles 1"); //turn it off
} // close hack
}
Any ideas? and, thanks for your time.