ok so i found this.
so you could bypass this check??
Not looking at what you posted but if you could get past the check or whatever the game does to see if it's already running, you could run two clients. That could be pretty handy and useful for many people.
Won't be simple though I don't think.
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
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Start 1 CA and inject a msgbox so you stop HS from loading. Now turn off the injector...
Start a new CA and simply wait till the msgbox pops up, attach Olly to the RIGHT CA (tip: check for the windowtitle) and simple read the callstack to trace the function back. Very simple^^
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
[MPGH]Flengo (08-14-2013)