Help please?

Posts 115 of 38 · Page 1 of 3
Help please?
Alright well i am having this issue with my hack and i need help, im not sure what is causing this but when happens is when i start ca up with my hacks i get to login and stuff but when i join any game it just crashes? so could someone please help me out thanks.

BASE: Whit's Combined base v2

Here is my base.cpp (so its easier to help me)
Code:
#include "Base.h"
#include "Menu.h"
#include "DirectX.h"
#define NoRecoil 0x37238E99
#define NoReloaded 0x374B8C94
#define SuperBullets 0x374B3996
#define Nametags1 0x373723AC
#define Nametags2 0x3737244D
#define WeaponRange1 0x374B8F19
#define WeaponRange2 0x374B9169

//Menu Position
int menux = 50;
int menuy = 200;

//Menu Groups
int visual;
int removals;
int other;
int vip;
int modifiers;

//Hack Variables
int chams = 0;
int speed = 0;
int fog = 0;
int sb = 0;
int fps = 0;
int weaponrange = 0;
int recoil = 0;
int reload = 0;
int tags = 0;
int sway = 0;
int wireppl = 0;
int wireworld = 0;
int pickup = 0;

LPD3DXSPRITE Sprite;
LPDIRECT3DTEXTURE9 MenuTexture;
static BOOL sprite = TRUE;
BYTE Menupic[] = { 0xC3, 0x86, 0x7F, 0x0B, 0x00, 0x00, 0x00, 0x09, 0x70, 0x48, 0x59, 0x73, 0x00, 0x00, 0x0B, 0x82};

void cMenu::RenderMenu(void)
{
	AddItem("[ Visual ]", Opt_Folder, &visual, 2, MENUFOLDER);
	 if(visual){
	  AddItem("NX Cham " , Opt_on_off , &chams , 2 , MENUITEM);
	  AddItem("Nametags " , Opt_on_off , &tags , 2 , MENUITEM);
	  AddItem("Wire People " , Opt_on_off , &wireppl , 2 , MENUITEM);
	  AddItem("Wire World " , Opt_on_off , &wireworld , 2 , MENUITEM);
}
	 AddItem("[ Removals ]", Opt_Folder, &removals, 2, MENUFOLDER);
	 if(removals){
	  AddItem("No Fog " , Opt_on_off , & fog, 2 , MENUITEM);
	  AddItem("No Reload " , Opt_on_off , & reload, 2 , MENUITEM);
	  AddItem("No Recoil " , Opt_on_off , & recoil, 2 , MENUITEM);
	  AddItem("No Sway " , Opt_on_off , &sway , 2 , MENUITEM);
}
	 AddItem("[ Modifiers ]", Opt_Folder, &modifiers, 2, MENUFOLDER);
	 if(modifiers){
	  AddItem("Sprint " , Opt_on_off , & speed, 2 , MENUITEM);
	  AddItem("Long Pickup " , Opt_on_off , &pickup , 2 , MENUITEM);
}
	 AddItem("[ V.I.P ]", Opt_Folder, &vip, 2, MENUFOLDER);
	 if(vip){
	  AddItem("Super Bullet " , Opt_on_off , & sb, 2 , MENUITEM);
	  AddItem("Knife Hack " , Opt_on_off , & weaponrange, 2 , MENUITEM);
}
	 AddItem("[ Other ]", Opt_Folder, &other, 2, MENUFOLDER);
	 if(other){
	  AddItem("Show FPS " , Opt_on_off , & fps, 2 , MENUITEM);
}
}
void cBase::Push(const char* cmd)
{
	_asm
	{
		PUSH cmd
		MOV EAX, 0x485E10
		CALL EAX
		ADD ESP, 0x4
	}
}
cBase Base;
typedef bool (*IsConnected_t)(void);  

bool cBase::IsIngame()
{
    DWORD* LTBase = (DWORD*)0x37825D44;//0x37817E30
    IsConnected_t pConnected = *(IsConnected_t*)(*LTBase + 0x8C);

    return pConnected();
}

void cBase::RenderFrame(LPDIRECT3DDEVICE9 pDevice)
{
if(sb && IsIngame()){
memcpy((LPVOID)SuperBullets, "\x90\x90\x90", 3);
} else {
memcpy((LPVOID)SuperBullets, "\x0F\x94\xC0", 3);
}
if(tags && IsIngame()){
memcpy((LPVOID)Nametags1, "\x90\x90", 2);
memcpy((LPVOID)Nametags2, "\x90\x90", 2);
}else{
memcpy((LPVOID)Nametags1, "\x75\x21", 2);
memcpy((LPVOID)Nametags2, "\x75\x05", 2);
}
if(reload && IsIngame()){
memcpy(( void* )( NoReloaded ), "\x90\x90\x90\x90\x90\x90", 6 );
}else{
memcpy(( void* )( NoReloaded ), "\x0F\x84\xB1\x01\x00\x00", 6 );
}
if(weaponrange && IsIngame()){
memcpy( (PBYTE)WeaponRange1, (PBYTE)"\xB8\x00\x00\x00\x10\x90", 6 );
memcpy( (PBYTE)WeaponRange2, (PBYTE)"\xB8\x00\x00\x00\x10\x90", 6 );
}else{
memcpy( (PBYTE)WeaponRange1, (PBYTE)"\x8B\x80\xC8\x02\x00\x00", 6 );
memcpy( (PBYTE)WeaponRange2, (PBYTE)"\x8B\x80\xC8\x02\x00\x00", 6 );
}
if(recoil && IsIngame()){
memcpy((LPVOID)NoRecoil, "\x90\x90\x90", 3);
}else{
memcpy((LPVOID)NoRecoil, "\xD8\x69\x51", 3);
}
if(chams && IsIngame()){
Push("SkelModelStencil 1");
}else{
Push("SkelModelStencil 0");
}
if(fog && IsIngame()){
Push("FogEnable 1");
}else{
Push("FogEnable 0");
}
if(speed && IsIngame()){
Push("BaseMoveAccel 3000.000000");
Push("StartAccel 3000.000000");
Push("MaxAccel 3000.000000");
Push("AccelInc 3000.000000");
Push("WalkVel 3000.000000");
Push("FRunVel 3000.000000");
Push("BRunVel 3000.000000");
Push("SRunVel 3000.000000");
Push("JumpVel 3000.000000");
Push("DuckVel 3000.000000");
}else{
Push("BaseMoveAccel 3000.000000");
Push("StartAccel 500.000000");
Push("MaxAccel 2000.000000");
Push("AccelInc 5000.000000");
Push("WalkVel 70.000000");
Push("FRunVel 285.000000");
Push("BRunVel 285.000000");
Push("SRunVel 285.000000");
Push("DuckVel 50.000000");
}
if(sway && IsIngame()){
Push("WeaponSway 0.000000");
}else{
Push("WeaponSway 0.020000");
}
if(pickup && IsIngame()){
Push("ActivationDistance 999999");
}else{
Push("ActivationDistance 000500");
}
if(wireworld && IsIngame()){
Push("WireFrame 1");
}else{
Push("WireFrame 0");
}
if(wireppl && IsIngame()){
Push("WireframeModels 1");
}else{
Push("WireframeModels 0");
}
if(Directx.pFont == NULL)
	D3DXCreateFont(pDevice, 15, 0, 350, 0, 0, DEFAULT_CHARSET, OUT_TT_ONLY_PRECIS, PROOF_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", &Directx.pFont );

if(Directx.pFont2 == NULL)
	D3DXCreateFont(pDevice, 18, 0, 700, 0, 0, DEFAULT_CHARSET, OUT_TT_ONLY_PRECIS, PROOF_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial Black", &Directx.pFont2 );

if(sprite){
    D3DXCreateTextureFromFileInMemory(pDevice,&Menupic,sizeof(Menupic),&MenuTexture);
    D3DXCreateSprite(pDevice,&Sprite);
    sprite = FALSE;
  }  

    D3DXVECTOR3 POS;
    POS.x = 15;
    POS.y = 15;
    POS.z = 0; 
	if (Mmax==0) Menu.RenderMenu();
		if(Mvisible){
			Sprite->Begin(D3DXSPRITE_ALPHABLEND);
            Sprite->Draw(MenuTexture,NULL,NULL,&POS,0xFFFFFFFF);
            Sprite->End();

			Directx.DrawString(35, 180, White,Directx.pFont2,"Version 1.1 - MPGH");
			Directx.DrawString(35, 160, Orange,Directx.pFont2,"Dead 4 Real");
		}

	Menu.MenuShow(menux,menuy,Directx.pFont);
    Menu.MenuNav();
}
DWORD cBase::GetPointer(int index)
{
	DWORD* devicePtr = ***(DWORD****)0x90BF20;// Device Pointer

	if( devicePtr == NULL ) 
		return 0;

	return devicePtr[index];
}

bool cBase::IsGameReadyForHook(void)
{
    if( GetModuleHandle( "d3d9.dll"     ) != NULL 
     && GetModuleHandle( "ClientFX.fxd" ) != NULL 
     && GetModuleHandle( "CShell.dll"   ) != NULL )
        return true;

    return false;
}

DWORD WINAPI dwMainThread(LPVOID)
{
	while ( !Base.IsGameReadyForHook() )
		Sleep(iWaitTime);

	Directx.Hook();

	return 0;
}

BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
	DisableThreadLibraryCalls(hDll);

	if ( dwReason == DLL_PROCESS_ATTACH )
	{
		CreateThread(NULL, NULL, dwMainThread, NULL, NULL, NULL);
	}
	return TRUE;
}
Try putting
Code:
If(IsIngame()){

//hacks here

}
instead of && IsIngame() after all hacks... tht helped me (now I needa pack my hacks so they r undetected)

And you use Hans Base?

Same.
Quote Originally Posted by CAFlames View Post
Try putting
Code:
If(IsIngame()){

//hacks here

}
instead of && IsIngame() after all hacks... tht helped me (now I needa pack my hacks so they r undetected)

And you use Hans Base?

Same.
No it looks like gellins base.
What does putting it over everyhack really have to do it.
This packing thing I dont really get. It works but i dont kno why, Does it hide the strings from CA r something.
Quote Originally Posted by topblast View Post


No it looks like gellins base.
What does putting it over everyhack really have to do it.
This packing thing I dont really get. It works but i dont kno why, Does it hide the strings from CA r something.
Yeah. At least I think that is why :P
You guys fail at C++.

When the user press "Start Game", for example, super bullets must not be NOPped and why do you guys keep doing && IsIngame when you could do a nested if-else statement and make life easier. So if the user keeps super bullets on in game and then leaves the game, then the game will crash when the user joins a new game.
Add in you Menu.cpp, address of GameStatus

Code:
#define IsIngame 0x37825D44
Just need define the address for IsIngame................................

Code:
if(sb && IsIngame == 1){
memcpy((LPVOID)SuperBullets, "\x90\x90\x90", 3);
} else {
memcpy((LPVOID)SuperBullets, "\x0F\x94\xC0", 3);
}
PS: Don't Need this With PTC.

Code:
if(sway && IsIngame()){
Push("WeaponSway 0.000000");
}else{
Push("WeaponSway 0.020000");
}
Replare For

Code:
if(sway > 0) {
Push("WeaponSway 0.000000");
}else{
Push("WeaponSway 0.020000");
}
Alessandro, I think you still need it on PTC if u do address way... and
It checks for any changes in anything when you go to loading screen so It makes sure you are in game before it turns on... But anyone no of a good packed to make my menu undetected (When I go in game i have 1minutes b4 I d/c) sometimes I dc right when menu opens... PESpin isnt working for me... FWProtect doesnt work (detected) and same with upx... Help?
Quote Originally Posted by CAFlames View Post
Alessandro, I think you still need it on PTC if u do address way... and
It checks for any changes in anything when you go to loading screen so It makes sure you are in game before it turns on... But anyone no of a good packed to make my menu undetected (When I go in game i have 1minutes b4 I d/c) sometimes I dc right when menu opens... PESpin isnt working for me... FWProtect doesnt work (detected) and same with upx... Help?
The thing is, Packers mostly are used so people don't unpack and get the codes.
If your hook and base are detected it will most likely crash.
Gellins/Hans(Whit's combined) I believe is detected.
Quote Originally Posted by Nubzgetkillz View Post
The thing is, Packers mostly are used so people don't unpack and get the codes.
If your hook and base are detected it will most likely crash.
Gellins/Hans(Whit's combined) I believe is detected.
I use gellins/hans (Idk if its whit's combination.. I no I modded some myself and got some off mpgh thread) but if it is the hook how will i update it?
Quote Originally Posted by Nubzgetkillz View Post
The thing is, Packers mostly are used so people don't unpack and get the codes.
If your hook and base are detected it will most likely crash.
Gellins/Hans(Whit's combined) I believe is detected.
whit's base still works.
Quote Originally Posted by NOOB View Post


whit's base still works.
Then Why do I dc in game.... mind takin a look at my base?
Quote Originally Posted by CAFlames View Post


Then Why do I dc in game.... mind takin a look at my base?
It could be your nopping. way of doing ptc? idk
Quote Originally Posted by CAFlames View Post


Then Why do I dc in game.... mind takin a look at my base?
It could be your nopping. way of doing ptc? idk
my PTC is correct.... Now I put PTC and Addresses into If(IsIngame()){

//hacks
if(Nofog>0){
pRunConsoleCommand("All this stuff")
}else{
other stuff
}
}


And i think my NOPPING is correct..
Thanks for all the help i will be testing this stuff now, i will edit this post or reply with a new one if nothing works. also i may post a video of what happens when i use my hack. so others can understand better.
Posts 115 of 38 · Page 1 of 3

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