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  1. #46
    RobinC's Avatar
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    Quote Originally Posted by Flengo View Post


    It should, with minor updating.
    Oh okay then. Not That Im gonna use it, but I saw thiss still uses respawncheck..

  2. #47
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    Quote Originally Posted by BadWinkz View Post


    Oh okay then. Not That Im gonna use it, but I saw thiss still uses respawncheck..
    Just remove the respawncheck, encrypt anything you see within the "&", update the addresses, ensure the off bytes are correctly set for EU, build and inject.
    $$$ Profit???

  3. #48
    RobinC's Avatar
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    Quote Originally Posted by R4v0r View Post
    Just remove the respawncheck, encrypt anything you see within the "&", update the addresses, ensure the off bytes are correctly set for EU, build and inject.
    $$$ Profit???
    I know, but I only can make it work with bypass...
    Oh and PS @Flengo I am almost done with unlimited ammo
    You have it?

  4. #49
    Flengo's Avatar
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    Quote Originally Posted by BadWinkz View Post


    I know, but I only can make it work with bypass...
    Oh and PS @Flengo I am almost done with unlimited ammo
    You have it?
    Been busy, haven't looked at the CShell location to hook

    Minion + School + New Hack
    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.

     


     
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  5. #50
    RobinC's Avatar
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    Quote Originally Posted by Flengo View Post


    Been busy, haven't looked at the CShell location to hook

    Minion + School + New Hack
    Aw,That sucks
    Hope you will get time,sooner or later.

  6. #51
    Jason's Avatar
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    What the hell is this?

    Code:
    dwEngineEntryPoint = (DWORD)GetModuleHandleA("Engine.exe");
    dwEngineCodeSize = GetCodeSize("Engine.exe");
    // ...
    FindPattern(dwEngineEntryPoint, dwEngineCodeSize, ...);
    The code doesn't start at the base of the image mate.
    Also, why does every base I seem to find around here have the same FindPattern function, but then also have this function:

    Code:
    DWORD * FindDevice(VOID)
    {
        DWORD Base = (DWORD)LoadLibraryW(L"d3d9.dll");
    
        for(DWORD i = 0; i < 0x128000; i++ )
        {
          if ( (*(BYTE *)(Base+i+0x00))==0xC7
            && (*(BYTE *)(Base+i+0x01))==0x06
            && (*(BYTE *)(Base+i+0x06))==0x89
            && (*(BYTE *)(Base+i+0x07))==0x86
            && (*(BYTE *)(Base+i+0x0C))==0x89
            && (*(BYTE *)(Base+i+0x0D))==0x86 )
            return (DWORD *)(Base + i + 2);
        }
        return NULL;
    }
    Just makes it apparent that you're pulling stuff out of various different sources and then dumping it altogther as your *own* base. Would make a lot more sense to keep using the FindPattern function and just do this:

    Code:
    DWORD *pVTable = (DWORD*)(FindPattern(GetModuleHandleW(L"d3d9.dll"), 0x128000, "\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx") + 2); //untested, just wrote it to make a point.
    And there's so much unnecessary dereferencing and casting going on it's unreal.
    Also, if you're not going to wrap code sections in braces, at least make an effort to maintain consistant indentation. So many different coding styles in a single base, jeebus.
    Last edited by Jason; 02-06-2013 at 01:41 AM.

    Quote Originally Posted by Jeremy S. Anderson
    There are only two things to come out of Berkley, Unix and LSD,
    and I don’t think this is a coincidence
    You can win the rat race,
    But you're still nothing but a fucking RAT.


    ++Latest Projects++
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  7. The Following User Says Thank You to Jason For This Useful Post:

    Ch40zz-C0d3r (02-06-2013)

  8. #52
    R4v0r's Avatar
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    Quote Originally Posted by BadWinkz View Post


    I know, but I only can make it work with bypass...
    Oh and PS @Flengo I am almost done with unlimited ammo
    You have it?
    I have it muahahah

  9. #53
    Ch40zz-C0d3r's Avatar
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    What the fuck?
    You feel cool with your c&ped unl ammo at all?
    Hope we will receive proper credits lol....

    Progress with my game - "Disbanded"
    • Fixed FPS lag on spawning entities due to the ent_preload buffer!
    • Edit the AI code to get some better pathfinding
    • Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
    • Added a new silencer for ALL weapons. Also fixed the rotation bugs
    • Added a ton of new weapons and the choice to choose a silencer for every weapon
    • Created a simple AntiCheat, noobs will cry like hell xD
    • The name will be Disbanded, the alpha starts on the 18th august 2014



    Some new physics fun (Serversided, works on every client)



    My new AI
    https://www.youtube.com/watch?v=EMSB1GbBVl8

    And for sure my 8 months old gameplay with 2 friends
    https://www.youtube.com/watch?v=Na2kUdu4d_k

  10. #54
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    So uh, what's going on here? O.O

  11. #55
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    Quote Originally Posted by Ch40zz-C0d3r View Post
    What the fuck?
    You feel cool with your c&ped unl ammo at all?
    Hope we will receive proper credits lol....
    Alright, hater.

  12. #56
    Flengo's Avatar
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    Quote Originally Posted by Genesis View Post
    So uh, what's going on here? O.O
    Neater more consistent coding

    Quote Originally Posted by R4v0r View Post
    Alright, hater.
    Leech with credits
    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.

     


     
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