[Help] Ghostmode isn't working

Posts 1–15 of 18 · Page 1 of 2
[Help] Ghostmode isn't working
Ok, I am sure i have all of the updated addies, the Method isn't patched.
Everything else in there works as far as i know, Yet when i try to ghostmode nothing happens, my cam stays in position. I'm not 100% noob but I'm not very familiar with to much.
Was wondering if some of you could inspect my source to find my issue?
Please!
BTW - Not my original ghostmode its a modded version of jonnyboy9985's Semi ghostmode Credits go to him!!

Code:
#include <windows.h>
bool IsGameReadyForHook()
{
if( GetModuleHandleA( "d3d9.dll" ) != NULL 
&& GetModuleHandleA( "ClientFX.fxd" ) != NULL 
&& GetModuleHandleA( "CShell.dll" ) != NULL )
return true;
return false;
}
void __cdecl PushToConsole(const char* szCommand )
{
	DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
	if( dwCShell != NULL )
	{
		DWORD *LTClient = ( DWORD* )( 0x377E7810 );
		void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x208 );
		__asm
		{
			push szCommand;
			call CONoff;
			add esp, 4;
		}
	}
}



 
void main()
{

	bool nogun = false;
	bool superjump = false;
	bool nxchams = false; 
	bool effects = false; 
	bool framespersecond = false;
	bool tracers = false;
	bool flyhack = false;
	bool GhostUpward = false;
	bool GhostDownward = false;
	bool GhostForward = false;
	bool GhostBackward = false;
	bool GhostDirection1 = false;
	bool GhostDirection2 = false;
	bool ghost = false;

    while(true)
{




	   



	        memcpy((LPVOID)0x3745BC37, "\x90\x90\x90", 3);	       // no recoil
                memcpy((LPVOID)0x3744BDE0, "\x90\x90\x90", 3);		   // no recoil
		memcpy((LPVOID)0x3745BC34, "\x90\x90\x90", 3);		   // no recoil
		memcpy((LPVOID)0x3745BC40, "\x90\x90\x90", 3);		   // no recoil
		PushToConsole("BaseMoveAccel 3000.000000");			   // speed
		PushToConsole("StartAccel 1000.000000");			   // speed
		PushToConsole("MaxAccel 3000.000000");				   // speed
		PushToConsole("AccelInc 1000.000000");				   // speed
		PushToConsole("WalkVel 6000.000000");				   // speed
		PushToConsole("FRunVel 340.000000");				   // speed
		PushToConsole("BRunVel 340.000000");				   // speed
		PushToConsole("SRunVel 340.000000");				   // speed
		PushToConsole("DuckVel 120.000000");				   // speed
		PushToConsole("PerturbRotationEffect 0.000000");	   // No Spread
                PushToConsole("PerturbIncreaseSpeed 0.000000");		   // No Spread
                PushToConsole("PerturbWalkPercent 0.000000");		   // No Spread
                PushToConsole("PerturbFiringIncreaseSpeed 0.000000");  // No Spread
                PushToConsole("PerturbRecoil 0.000000");			   // No Spread
                PushToConsole("FireMovePerturb 0.000000");             // No Spread
                PushToConsole("ZoomedFireMoveDuckPerturb 0.000000");   // No Spread
                PushToConsole("ZoomedFireMovePerturb 0.000000");       // No Spread
                PushToConsole("ZoomedFireDuckPerturb 0.000000");       // No Spread
                PushToConsole("ActivationDistance 999999");            // Pickuphack
		PushToConsole("WeaponSway 0.000000");                  // no sway
                PushToConsole("CrossHair_DefaultLength 20");		   // Crosshair length
                PushToConsole("CrossHair_DefaultGapLength -1");		   // Crosshair Gap
                PushToConsole("CrosshairGapMin 0");					   // Minimum Crosshair Gap
                PushToConsole("CrosshairGapMax 0");					   // Maximum Crosshair Gap
                PushToConsole("CrossHair_FiringDuration 0");		   // During Firing
                PushToConsole("HitCrossHairSize 0");				   // Size During Hit
                PushToConsole("CrosshairBarMin 0");					   // Bar Minimum
                PushToConsole("CrosshairBarMax 0");					   // Bar Maximum

if(GetAsyncKeyState(VK_NUMPAD4)<0){									   // gun and hand removal
			if(nogun){
				PushToConsole("Hands 1");
				PushToConsole("drawguns 1");
				PushToConsole("MuzzleLight 1");
				nogun = false;
			} else {
				PushToConsole("Hands 0");
				PushToConsole("drawguns 0");
				PushToConsole("MuzzleLight 0");

				nogun = true;
			}
}

if(GetAsyncKeyState(VK_NUMPAD3)<0){										// Superjump
			if(superjump){
			 PushToConsole("JumpVel 300");
				superjump = false;
			} else {
		     PushToConsole("JumpVel 345");
				superjump = true;
	}
}

if(GetAsyncKeyState(VK_NUMPAD1)<0){									   // NX Chams And NoFog
			if(nxchams){
				PushToConsole("SkelModelStencil 0");
				PushToConsole("FogEnable 1");
				nxchams = false;
			} else {
				PushToConsole("SkelModelStencil 1");
				PushToConsole("FogEnable 0");
				nxchams = true;
			}
}

if(GetAsyncKeyState(VK_NUMPAD2)<0){									   // Effect Removals SFX  CamDamage   Weather
			if(effects){
				PushToConsole("ClientFXDetailLevel 1");
				PushToConsole("CamDamage 1");
				PushToConsole("EnableWeatherFX 1");
				effects = false;
			} else {
				PushToConsole("ClientFXDetailLevel 0");
				PushToConsole("CamDamage 0");
				PushToConsole("EnableWeatherFX 0");
				effects = true;
	}
}


if(GetAsyncKeyState(VK_MENU)<0)									         // fly
	if(flyhack){
				PushToConsole("PlayerGravity -800");
				flyhack = false;
	} else {
				PushToConsole("PlayerGravity -1");
				flyhack = true;

	}
}

if(GetAsyncKeyState(VK_DELETE)<0){										// Tracers
			if(tracers){
				PushToConsole("ShowFirePath 0");
				tracers = false;
			} else {
				PushToConsole("ShowFirePath 1");
				tracers = true;
	}
}


if(GetAsyncKeyState(VK_HOME)<0){									    // Fps
			if(framespersecond){
				PushToConsole("ShowFps 0");
				framespersecond = false;
			} else {
				PushToConsole("ShowFps 1");
				framespersecond = true;
	}
}




	if(GetAsyncKeyState(VK_NUMPAD7)<0)									 // Ghostmode
	{
		if(ghost)
				{

						PushToConsole("CamMaxXOffSet 000.000000");
						PushToConsole("CamMaxYOffSet 000.000000");
						PushToConsole("CamMaxZOffSet 000.000000");

						ghost = false;
						} else {


							int progressor = 10;
							int control = 10;

					if(GetAsyncKeyState(VK_OEM_PLUS)<0){
						if(GhostUpward)
						{
							PushToConsole("CamPosYOffset 000.000000");
							GhostUpward = false;
							} else {
							PushToConsole("CamMaxPosYOffset 50.000000 "+ progressor);
							GhostUpward = true;
							}
						}


					if(GetAsyncKeyState(VK_OEM_MINUS)<0){
						if(GhostDownward)
						{
							PushToConsole("CamMaxYOffSet 000.000000 ");
							GhostDownward = false;
							} else {
							PushToConsole("CamMaxYOffSet -50.000000 " + progressor);
							GhostDownward = true;
							}
						}



					if(GetAsyncKeyState(VK_UP)<0){
						if(GhostForward)
						{
							PushToConsole("CamMaxZOffSet 000.000000");
							GhostForward = false;
							} else {
							while(true)
							PushToConsole("CamMaxZOffSet 50.000000 " + progressor);
							GhostForward = true;
							}
						}



						if(GetAsyncKeyState(VK_DOWN)<0){
							if(GhostBackward)
							{
							PushToConsole("CamMaxZOffSet 000.000000");
							GhostBackward = false;
							} else {
							while(true)
							PushToConsole("CamMaxZOffSet -50.000000 " - progressor);
							GhostBackward = true;
							}
						}


						if(GetAsyncKeyState(VK_LEFT)<0){
							if(GhostDirection1)
						{
							PushToConsole("CamMaxXOffSet 000.000000");
							GhostDirection1 = false;
							} else {
							while(true)
							PushToConsole("CamMaxXOffSet 50.000000 " + progressor);
							GhostDirection1 = true;
							}
						}



						if(GetAsyncKeyState(VK_RIGHT)<0){
							if(GhostDirection2)
							{
							PushToConsole("CamMaxXOffSet 000.000000");
							GhostDirection2 = false;
							} else {
							while(true)
							PushToConsole("CamMaxXOffSet -50.000000 " - progressor);
							GhostDirection2 = true;
						}
						ghost = true;

				}
		}
}




Sleep(50);

}
DWORD WINAPI dwHackThread(LPVOID) {
while( !IsGameReadyForHook() )
Sleep(100);
main();
return 0;
}
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if ( dwReason == DLL_PROCESS_ATTACH )
{
	CreateThread(NULL, NULL, dwHackThread, NULL, NULL, NULL);
}

return TRUE;
}

InB450 Hotkey based hacks.
Also, inb4 "N00b CnT CoDE D3d LuLZ N00b Flame!"
PushToConsole("CamMaxPosYOffset 50.000000 "+ progressor);

All those lines.

sprintfⓘ nao gogogogoogogogogogggo.
Quote Originally Posted by Crash View Post
PushToConsole("CamMaxPosYOffset 50.000000 "+ progressor);

All those lines.

sprintf nao gogogogoogogogogogggo.
That doesnt fix his problem lol
I removed the int progressor and control,I then went through manually adding 10 where the progressor was supposed to be, still nothing changes ingame.
make it with the playerpointer /
Quote Originally Posted by kotentopf View Post
make it with the playerpointer /
That actually moves your body and player, not cam position.
I have the same problem...
Code:
DWORD ClientFX = (DWORD) GetModuleHandleA("ClientFX.fxd");




if(GetAsyncKeyState(VK_NUMPAD7)<0)									 // Ghostmode
	{
		if(ghost)
				{


						ghost = false;
						} else {

					if(GetAsyncKeyState(VK_OEM_PLUS)<0){
						if(GhostUpward)
						{

							GhostUpward = false;
							} else {
						   ((ClientFX + 0x66F34) + 0xCC + 10);
							GhostUpward = true;
							}
						}


					if(GetAsyncKeyState(VK_OEM_MINUS)<0){
						if(GhostDownward)
						{
							GhostDownward = false;
							} else {
							((ClientFX + 0x66F34) + 0xCC - 10);
							GhostDownward = true;
							}
						}



					if(GetAsyncKeyState(VK_UP)<0){
						if(GhostForward)
						{
							GhostForward = false;
							} else {
							while(true)
							((ClientFX + 0x66F34) + 0xD0 + 10);
							GhostForward = true;
							}
						}



				    if(GetAsyncKeyState(VK_DOWN)<0){
					    if(GhostBackward)
						{
							GhostBackward = false;
							} else {
							while(true)
							((ClientFX + 0x66F34) + 0xD0 - 10);
							GhostBackward = true;
							}
						}


						if(GetAsyncKeyState(VK_LEFT)<0){
							if(GhostDirection1)
						{
							GhostDirection1 = false;
							} else {
							while(true)
							((ClientFX + 0x66F34) + 0xC8 + 10);
							GhostDirection1 = true;
							}
						}



						if(GetAsyncKeyState(VK_RIGHT)<0){
							if(GhostDirection2)
							{
							GhostDirection2 = false;
							} else {
							while(true)
							((ClientFX + 0x66F34) + 0xC8 - 10);
							GhostDirection2 = true;
						}
						ghost = true;

				}
		}
}


1. I don't think im doing it right.
2. Crashes before login.
Quote Originally Posted by dethharmonic15 View Post
Code:
if(GetAsyncKeyState(VK_NUMPAD7)<0)									 // Ghostmode
	{
		if(ghost)
				{


						ghost = false;
						} else {

					if(GetAsyncKeyState(VK_OEM_PLUS)<0){
						if(GhostUpward)
						{

							GhostUpward = false;
							} else {
						   ((ClientFX + 0x66F34) + 0xCC + 10);
							GhostUpward = true;
							}
						}


					if(GetAsyncKeyState(VK_OEM_MINUS)<0){
						if(GhostDownward)
						{
							GhostDownward = false;
							} else {
							((ClientFX + 0x66F34) + 0xCC - 10);
							GhostDownward = true;
							}
						}



					if(GetAsyncKeyState(VK_UP)<0){
						if(GhostForward)
						{
							GhostForward = false;
							} else {
							while(true)
							((ClientFX + 0x66F34) + 0xD0 + 10);
							GhostForward = true;
							}
						}



				    if(GetAsyncKeyState(VK_DOWN)<0){
					    if(GhostBackward)
						{
							GhostBackward = false;
							} else {
							while(true)
							((ClientFX + 0x66F34) + 0xD0 - 10);
							GhostBackward = true;
							}
						}


						if(GetAsyncKeyState(VK_LEFT)<0){
							if(GhostDirection1)
						{
							GhostDirection1 = false;
							} else {
							while(true)
							((ClientFX + 0x66F34) + 0xC8 + 10);
							GhostDirection1 = true;
							}
						}



						if(GetAsyncKeyState(VK_RIGHT)<0){
							if(GhostDirection2)
							{
							GhostDirection2 = false;
							} else {
							while(true)
							((ClientFX + 0x66F34) + 0xC8 - 10);
							GhostDirection2 = true;
						}
						ghost = true;

				}
		}
}


1. I don't think im doing it right.
2. Crashes before login.
1 = correct
2 = should
lol.

Don't use the player pointer.


Well, what can i do?
other than RTFM of course.

@Marko Thats what i thought!
Actual teleport was around back in the day.
Quote Originally Posted by dethharmonic15 View Post


Well, what can i do?
other than RTFM of course.

@Marko Thats what i thought!
Actual teleport was around back in the day.
sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintfsprintfsprintfsprintfsprintfsprintfsp rintfsprintfsprintfsprintfsprintfsprintfsprintfspr intfsprintfsprintfsprintfsprintfsprintfsprintfspri ntfsprintfsprintfsprintfsprintfsprintfsprintfsprin tfsprintfsprintfsprintfsprintfsprintfsprintfsprint fsprintfsprintfsprintfsprintfsprintfsprintfsprintf sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintfsprintfsprintfsprintfsprintfsprintfsp rintfsprintfsprintfsprintfsprintfsprintfsprintfspr intfsprintfsprintfsprintfsprintfsprintfsprintfspri ntfsprintfsprintfsprintfsprintfsprintfsprintfsprin tfsprintfsprintfsprintfsprintfsprintfsprintfsprint fsprintfsprintfsprintfsprintfsprintfsprintfsprintf sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintfsprintfsprintfsprintfsprintfsprintfsp rintfsprintfsprintfsprintfsprintfsprintfsprintfspr intfsprintfsprintfsprintfsprintfsprintfsprintfspri ntfsprintfsprintfsprintfsprintfsprintfsprintfsprin tfsprintfsprintfsprintfsprintfsprintfsprintfsprint fsprintfsprintfsprintfsprintfsprintfsprintfsprintf sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintfsprintfsprintfsprintfsprintfsprintfsp rintfsprintfsprintfsprintfsprintfsprintfsprintfspr intfsprintfsprintfsprintfsprintfsprintfsprintfspri ntfsprintfsprintfsprintfsprintfsprintfsprintfsprin tfsprintfsprintfsprintfsprintfsprintfsprintfsprint fsprintfsprintfsprintfsprintfsprintfsprintfsprintf sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintfsprintfsprintfsprintfsprintfsprintfsp rintfsprintfsprintfsprintfsprintfsprintfsprintfspr intfsprintfsprintfsprintfsprintfsprintfsprintfspri ntfsprintfsprintfsprintfsprintfsprintfsprintfsprin tfsprintfsprintfsprintfsprintfsprintfsprintfsprint fsprintfsprintfsprintfsprintfsprintfsprintfsprintf sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintf
Quote Originally Posted by Crash View Post
sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintfsprintfsprintfsprintfsprintfsprintfsp rintfsprintfsprintfsprintfsprintfsprintfsprintfspr intfsprintfsprintfsprintfsprintfsprintfsprintfspri ntfsprintfsprintfsprintfsprintfsprintfsprintfsprin tfsprintfsprintfsprintfsprintfsprintfsprintfsprint fsprintfsprintfsprintfsprintfsprintfsprintfsprintf sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintfsprintfsprintfsprintfsprintfsprintfsp rintfsprintfsprintfsprintfsprintfsprintfsprintfspr intfsprintfsprintfsprintfsprintfsprintfsprintfspri ntfsprintfsprintfsprintfsprintfsprintfsprintfsprin tfsprintfsprintfsprintfsprintfsprintfsprintfsprint fsprintfsprintfsprintfsprintfsprintfsprintfsprintf sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintfsprintfsprintfsprintfsprintfsprintfsp rintfsprintfsprintfsprintfsprintfsprintfsprintfspr intfsprintfsprintfsprintfsprintfsprintfsprintfspri ntfsprintfsprintfsprintfsprintfsprintfsprintfsprin tfsprintfsprintfsprintfsprintfsprintfsprintfsprint fsprintfsprintfsprintfsprintfsprintfsprintfsprintf sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintfsprintfsprintfsprintfsprintfsprintfsp rintfsprintfsprintfsprintfsprintfsprintfsprintfspr intfsprintfsprintfsprintfsprintfsprintfsprintfspri ntfsprintfsprintfsprintfsprintfsprintfsprintfsprin tfsprintfsprintfsprintfsprintfsprintfsprintfsprint fsprintfsprintfsprintfsprintfsprintfsprintfsprintf sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintfsprintfsprintfsprintfsprintfsprintfsp rintfsprintfsprintfsprintfsprintfsprintfsprintfspr intfsprintfsprintfsprintfsprintfsprintfsprintfspri ntfsprintfsprintfsprintfsprintfsprintfsprintfsprin tfsprintfsprintfsprintfsprintfsprintfsprintfsprint fsprintfsprintfsprintfsprintfsprintfsprintfsprintf sprintfsprintfsprintfsprintfsprintfsprintfsprintfs printfsprintf


Ok ok, il read it!


Can someone help me with this SprintF stuff? like seriously. That page tells NOTHING about how to use it and googled my ass off to find me just wasting my time.

wtf is a format, str?
Quote Originally Posted by dethharmonic15 View Post
Ok ok, il read it!


Can someone help me with this SprintF stuff? like seriously. That page tells NOTHING about how to use it and googled my ass off to find me just wasting my time.

wtf is a format, str?
Oh god you're hopeless...

Code:
char strBuf[256];
int myNum = 10;

sprintf_s(strBuf, 256, "This is a number : %d", myNum);

cout << strBuf;

Output :
Code:
This is a number : 10
Hey Crash, can you help me out with my semi-ghost so it is not choppy :P
Posts 1–15 of 18 · Page 1 of 2
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us