Thumbs upTEAMESP (ILOVEU BRANDON)

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TEAMESP (ILOVEU BRANDON)
I LOVE YOU BRANDON @Caezer99
Code:
#define ADR_TEAMPOINTER 0x923218 //Must Update
#define OFS_TEAMOFFSET 0x59

DWORD TEAM = *(DWORD*)ADR_TEAMPOINTER;
if(GetKeyState(VK_MBUTTON))
*(BYTE*)(TEAM+OFS_TEAMOFFSET) = 1;
else 
{
*(BYTE*)(TEAM+OFS_TEAMOFFSET) = 0;
}
}

void TeamESP()
{
	for(;;)
	{
		ESP();
	}
	Sleep(300);
}
Credits: Cheat Engine.
Jhem can give me ggbypass source code
can u gave the dL link
combine it with the ingame check to defeat the current detection of GG

Code snippet:

Code:
BOOL IsInGame()
{
	DWORD Game = *(PDWORD)GAME_ADD;
	if(!Game)
		return 0;
	Game = *(PDWORD)(Game + 0x???);
	if(!Game)
		return 0;

	return 1;
}

void TeamESP()
{
	for(;;)
	{
            if(IsInGame())
		ESP();
	}
	Sleep(300);
}
Quote Originally Posted by asianism View Post
combine it with the ingame check to defeat the current detection of GG

Code snippet:

Code:
BOOL IsInGame()
{
	DWORD Game = *(PDWORD)GAME_ADD;
	if(!Game)
		return 0;
	Game = *(PDWORD)(Game + 0x???);
	if(!Game)
		return 0;

	return 1;
}

void TeamESP()
{
	for(;;)
	{
            if(IsInGame())
		ESP();
	}
	Sleep(300);
}
you don't have any idea what you're talking about are you ?

MPGH full of shit

I'll give my snippet since you guys are fucking stupid.

Code:
bool IsInGame() {
	DWORD ADR_INGAME = 0x??????

	if (*(BYTE*)(ADR_INGAME) == 0) {
		return false;
	} else {
		return true;
	}
	
	return false;
}
All about code formatting
Quote Originally Posted by Caezer99 View Post
you don't have any idea what you're talking about are you ?

MPGH full of shit

I'll give my snippet since you guys are fucking stupid.

Code:
bool IsInGame() {
	DWORD ADR_INGAME = 0x??????

	if (*(BYTE*)(ADR_INGAME) == 0) {
		return false;
	} else {
		return true;
	}
	
	return false;
}
All about code formatting
maybe you are... there are a lot of game checking out there! sample the 0x454 offset + the BasePointer of it = InGame.
i'm just telling them the current for loop and some loop are already in GameGuard state of detection unless they use some advanced injector like the master injector and put some bool or any other shit inside the for loop.
Complete Source Code:

Main.h
Code:
#include <windows.h>

#define TEAM_ADD 0x923218
#define GAME_ADD 0x8C4FB8

class cTeam
{
public:
	char _name[89];
	BYTE Team;
};

class cManager
{
public:
	cTeam* SwitchTeam()
	{
		return *(cTeam**)TEAM_ADD;
	}
	
	BOOL IsInGame()
	{
		DWORD Game = *(PDWORD)GAME_ADD;
		if(!Game)
			return 0;
		Game = *(PDWORD)(Game + 0x454);
		if(!Game)
			return 0;

		return 1;
	}
};
extern cManager pManager;
Main.cpp
Code:
#include "Main.h"

cManager pManager;

BOOL Trigger;
void Init_Switching()
{
	cTeam* myTeam = pManager.SwitchTeam();
	if(!myTeam )
		return;
	
	if(Trigger)
		myTeam ->Team= 1;
	else
		myTeam ->Team= 0;
}

void Init_Hack()
{
	while(1)
	{
		if(pManager.IsInGame())
		{
			Init_Switching();
			if(GetAsyncKeyState(VK_INSERT)&1)
				Trigger =! Trigger;
		}
		Sleep(50);
	}
}

BOOL WINAPI DllMain(HMODULE hModule,DWORD dwReason,LPVOID lpReserved)
{
	UNREFERENCED_PARAMETER(lpReserved);
	if ( dwReason == DLL_PROCESS_ATTACH )
	{
		CreateThread(0,0,(LPTHREAD_START_ROUTINE)Init_Hack,0,0,0);
	}
	return ( TRUE );
}
Quote Originally Posted by asianism View Post
maybe you are... there are a lot of game checking out there! sample the 0x454 offset + the BasePointer of it = InGame.
i'm just telling them the current for loop and some loop are already in GameGuard state of detection unless they use some advanced injector like the master injector and put some bool or any other shit inside the for loop.
This has got nothing to do with Gameguard... It just tells your hack when you are ingame so you can do teamesp instead of it running in the lobby.
Quote Originally Posted by Caezer99 View Post
This has got nothing to do with Gameguard... It just tells your hack when you are ingame so you can do teamesp instead of it running in the lobby.
you don't get my point
Quote Originally Posted by asianism View Post
Complete Source Code:

Main.h
Code:
#include <windows.h>

#define TEAM_ADD 0x923218
#define GAME_ADD 0x8C4FB8

class cTeam
{
public:
	char _name[89];
	BYTE Team;
};

class cManager
{
public:
	cTeam* SwitchTeam()
	{
		return *(cTeam**)TEAM_ADD;
	}
	
	BOOL IsInGame()
	{
		DWORD Game = *(PDWORD)GAME_ADD;
		if(!Game)
			return 0;
		Game = *(PDWORD)(Game + 0x454);
		if(!Game)
			return 0;

		return 1;
	}
};
extern cManager pManager;
Main.cpp
Code:
#include "Main.h"

cManager pManager;

BOOL Trigger;
void Init_Switching()
{
	cTeam* myTeam = pManager.SwitchTeam();
	if(!myTeam )
		return;
	
	if(Trigger)
		myTeam ->Team= 1;
	else
		myTeam ->Team= 0;
}

void Init_Hack()
{
	while(1)
	{
		if(pManager.IsInGame())
		{
			Init_Switching();
			if(GetAsyncKeyState(VK_INSERT)&1)
				Trigger =! Trigger;
		}
		Sleep(50);
	}
}

BOOL WINAPI DllMain(HMODULE hModule,DWORD dwReason,LPVOID lpReserved)
{
	UNREFERENCED_PARAMETER(lpReserved);
	if ( dwReason == DLL_PROCESS_ATTACH )
	{
		CreateThread(0,0,(LPTHREAD_START_ROUTINE)Init_Hack,0,0,0);
	}
	return ( TRUE );
}
Wow You reverse your code a lot....
And the address with offset look like outdated
Addresses looks outdated but still useful. Thank you.
Lol. we can do this sh*it
Code:
yourfvck*ngESP()
{
DWORD InGame  = *(PDWORD)GAME_ADD; // if this is the game address then
if(InGame!=0) // check if not equal to 0 then
{
//do something
}
}
void Sh*t()
{
for(;;)
{
void yourfvck*ngESP();
}
}
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