)bool STWOld1[64], STWOld2[64], STWOld[64]; // Variables
for (int i = 0; i < 64; i++)
{
STWOld1[i] = *(bool*)(pWallPointer + (i * Textures) + 0x568);
STWOld2[i] = *(bool*)(pWallPointer + (i * Textures) + 0x570);
STWOld3[i] = *(bool*)(pWallPointer + (i * Textures) + 0x56C);
}
if(/*Declare*/)
{
*(bool*)(pWallPointer + (i * Textures) + 0x568) = true;
*(bool*)(pWallPointer + (i * Textures) + 0x570) = true;
*(bool*)(pWallPointer + (i * Textures) + 0x56C) = true;
}
else
{
*(bool*)(pWallPointer + (i * Textures) + 0x568) = STWOld1[i];
*(bool*)(pWallPointer + (i * Textures) + 0x570) = STWOld2[i];
*(bool*)(pWallPointer + (i * Textures) + 0x56C) = STWOld3[i];
}

float STWOld[64][3];
void cHacks::StartHacks3(void)
{
if (!Engine->IsGameReadyForHook() || !Engine->IsValidGameCheck()) return;
DWORD CShell = (DWORD)GetModuleHandleA(eCShell);
DWORD ClientFx = (DWORD)GetModuleHandleA(eClient);
if (!CShell && !ClientFx) return;
if (Engine->isInGameStatus(11)) // InGame
{
//================Shoot Through Walls===============//
DWORD pWallPointer = *(DWORD*)(CShell + dw_aThroughWallsMgr);
if (pWallPointer != NULL)
{
for (int i = 0; i < 64; i++)
{
*(float*)(pWallPointer + 0x568 + (i * 0x594)) = MenuSTW ? (float)1 : STWOld[i][1];
*(float*)(pWallPointer + 0x56C + (i * 0x594)) = MenuSTW ? (float)1 : STWOld[i][2];
*(float*)(pWallPointer + 0x570 + (i * 0x594)) = MenuSTW ? (float)1 : STWOld[i][3];
}
}
}
else // if not ingame so your stw will back to normal vars and you won't get a DC
{
//================Shoot Through Walls===============//
DWORD pWallPointer = *(DWORD*)(CShell + dw_aThroughWallsMgr);
if (pWallPointer != NULL)
{
for (int i = 0; i < 64; i++)
{
*(float*)(pWallPointer + 0x568 + (i * 0x594)) = STWOld[i][1];
*(float*)(pWallPointer + 0x56C + (i * 0x594)) = STWOld[i][2];
*(float*)(pWallPointer + 0x570 + (i * 0x594)) = STWOld[i][3];
}
}
}
}
0x568 0x570 0x56C
