1. NOOB > Zane < Nubzgetkillz

2. Originally Posted by Nubzgetkillz
NOOB > Zane < Nubzgetkillz
you know your saying Zane is greater than noob but less than nub?

3. Originally Posted by ac1d_buRn

you know your saying Zane is greater than noob but less than nub?
no there is a less than symbol to either side

zane < nubzgetkillz
zane < noob

==

noob > zane < nubzgetkillz

4. Originally Posted by swatfx
no there is a less than symbol to either side

zane < nubzgetkillz
zane < noob

==

noob > zane < nubzgetkillz
not according to my maths class. A question for example:
3 > x < 9

which means x is greater than 3 but less than 9.
you read it backwards for some reason

5. Originally Posted by ac1d_buRn

not according to my maths class. A question for example:
3 > x < 9

which means x is greater than 3 but less than 9.
you read it backwards for some reason
Same. I think swat's in 5th grade

6. Originally Posted by UnknownCoder

Same. I think swat's in 5th grade
Well according to 2nd grade beginner math, 4 is indeed equal to 7

7. Ok, well for example

1 > x ... 1 is greater than x
x < 2 ... x is less than 2

therefore

1 > x < 2

the "< or >" think of it has an alligator

The alligator is hungry and only wants to eat bigger meals

But in math you can never do

1 >x< 2 since the >< pointing to each other

Alessandro10 < Zane < Nubzgetkillz

8. well i couldnt full exploit the nametags the way i wanted: (will try again when i get the chance//mostly the intersection function) : i made this really quick undone TargetMGR.
Code:
```class PlayerMgr
{
public:
char unknown0[28];
TargetMGR* pTarget; //001C
};
class TargetMGR
{
public:
virtual void Function();
virtual void Function1();
virtual _Object* GetTargetObject();
virtual float	  GetTargetRange();
_Object* CurrentObj; //0004  this one is the one if you set a player obj it will render there tag
char unknown188[4];; //0x0008
char unknown12[64]; //0x000C
float TargetRange; //0x004C  just distance
char unknown80[1024]; //0x0050
__int16 unk1; //0x0450  char? ax register
__int8 unk2; //0x0452    bool
__int8 unk3; //0x0453    bool

};

PlayerMgr * pPlayerMgr = *(PlayerMgr**)(0x3784b080);

_Object * AimAtObj = pPlayerMgr->pTarget->GetTargetObject();

if(AimAtObj != 0 ){

etc...

3736E5F8   8B15 80B08437    MOV EDX,DWORD PTR DS:[3784B080]          ; cshell.37822894
3736E5FE   8B4A 1C          MOV ECX,DWORD PTR DS:[EDX+1C]
3736E601   8B01             MOV EAX,DWORD PTR DS:[ECX]
3736E603   8B50 08          MOV EDX,DWORD PTR DS:[EAX+8]
3736E606   FFD2             CALL EDX//GetTargetObject()```

9. ## The Following 8 Users Say Thank You to SNal2F For This Useful Post:

ac1d_buRn (12-09-2010),GodHack2 (12-09-2010),Mr.Magicman (12-09-2010),NOOB (12-09-2010),Nubzgetkillz (12-09-2010),seeplusplus (12-09-2010),whit (12-09-2010),_Fk127_ (12-09-2010)

10. ^
That man up there is someone to admire..

11. Originally Posted by SNal2F
well i couldnt full exploit the nametags the way i wanted: (will try again when i get the chance//mostly the intersection function) : i made this really quick undone TargetMGR.
Code:
```class PlayerMgr
{
public:
char unknown0[28];
TargetMGR* pTarget; //001C
};
class TargetMGR
{
public:
virtual void Function();
virtual void Function1();
virtual _Object* GetTargetObject();
virtual float	  GetTargetRange();
_Object* CurrentObj; //0004  this one is the one if you set a player obj it will render there tag
char unknown188[4];; //0x0008
char unknown12[64]; //0x000C
float TargetRange; //0x004C  just distance
char unknown80[1024]; //0x0050
__int16 unk1; //0x0450  char? ax register
__int8 unk2; //0x0452    bool
__int8 unk3; //0x0453    bool

};

PlayerMgr * pPlayerMgr = *(PlayerMgr**)(0x3784b080);

_Object * AimAtObj = pPlayerMgr->pTarget->GetTargetObject();

if(AimAtObj != 0 ){

etc...

3736E5F8   8B15 80B08437    MOV EDX,DWORD PTR DS:[3784B080]          ; cshell.37822894
3736E5FE   8B4A 1C          MOV ECX,DWORD PTR DS:[EDX+1C]
3736E601   8B01             MOV EAX,DWORD PTR DS:[ECX]
3736E603   8B50 08          MOV EDX,DWORD PTR DS:[EAX+8]
3736E606   FFD2             CALL EDX//3756C890 function below```

I had partial parts of this class.

12. Originally Posted by SNal2F
well i couldnt full exploit the nametags the way i wanted: (will try again when i get the chance//mostly the intersection function) : i made this really quick undone TargetMGR.
Code:
```class PlayerMgr
{
public:
char unknown0[28];
TargetMGR* pTarget; //001C
};
class TargetMGR
{
public:
virtual void Function();
virtual void Function1();
virtual _Object* GetTargetObject();
virtual float	  GetTargetRange();
_Object* CurrentObj; //0004  this one is the one if you set a player obj it will render there tag
char unknown188[4];; //0x0008
char unknown12[64]; //0x000C
float TargetRange; //0x004C  just distance
char unknown80[1024]; //0x0050
__int16 unk1; //0x0450  char? ax register
__int8 unk2; //0x0452    bool
__int8 unk3; //0x0453    bool

};

PlayerMgr * pPlayerMgr = *(PlayerMgr**)(0x3784b080);

_Object * AimAtObj = pPlayerMgr->pTarget->GetTargetObject();

if(AimAtObj != 0 ){

etc...

3736E5F8   8B15 80B08437    MOV EDX,DWORD PTR DS:[3784B080]          ; cshell.37822894
3736E5FE   8B4A 1C          MOV ECX,DWORD PTR DS:[EDX+1C]
3736E601   8B01             MOV EAX,DWORD PTR DS:[ECX]
3736E603   8B50 08          MOV EDX,DWORD PTR DS:[EAX+8]
3736E606   FFD2             CALL EDX//3756C890 function below```
THANKS SO MUCH!

13. Originally Posted by UnknownCoder

I had partial parts of this class.
You mean bob ?

No real point of the target class I don't know why you'd want who you're looking at other than for trigger bot...

14. Originally Posted by Crash
You mean bob ?

No real point of the target class I don't know why you'd want who you're looking at other than for trigger bot...
Uhm , deadline actually gave me a little of the class.

15. Originally Posted by Crash
You mean bob ?

No real point of the target class I don't know why you'd want who you're looking at other than for trigger bot...
there is an exploit in it if you pass an object to the gettargetobject variable. They only reason i was working on it.

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