Some bytes

Posts 18 of 8 · Page 1 of 1
Some bytes
RAPID FIRE:

if((*(BYTE *)GameStatus == 1) && rapidfire == 1 && GetAsyncKeyState(VK_LBUTTON)<0) {
memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x90\x90", 2);
} else if((*(BYTE *)GameStatus == 1) && rapidfire == 2) {
memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x90\x90", 2);
} else {
memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x74\x3E", 2);
}
}

SUPERBULLETS:

memcpy((VOID *)SuperBullets, (VOID *)(PBYTE)"\x90\x90\x90", 3);
else
memcpy((VOID *)SuperBullets, (VOID *)(PBYTE)"\x0F\x94\xC0", 3);


WEAPON RANGE:

if((*(BYTE *)GameStatus == 1) && weapon) {
memcpy((VOID *)WeaponRange1, (VOID *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
memcpy((VOID *)WeaponRange2, (VOID *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
} else {
memcpy((VOID *)WeaponRange1, (VOID *)(PBYTE *)"\x8B\x80\xC8\x02\x00\x00", 6);
memcpy((VOID *)WeaponRange2, (VOID *)(PBYTE *)"\x8B\x80\xC8\x02\x00\x00", 6);
}

INVISIBLE:
if((*(BYTE *)GameStatus == 1) && beast)
memcpy((VOID *)Invisible, (VOID *)(PBYTE)"\x01", 1);
else
memcpy((VOID *)Invisible, (VOID *)(PBYTE)"\x00", 1);

NO RECOIL:

if((*(BYTE *)GameStatus == 1) && recoil)
memcpy((VOID *)NoRecoil, (VOID *)(PBYTE)"\x90\x90\x90\x90", 4);
else
memcpy((VOID *)NoRecoil, (VOID *)(PBYTE)"\xD9\x44\x24\x10", 4);

NO RELOAD:

if((*(BYTE *)GameStatus == 1) && reload)
memcpy((VOID *)NoReload, (VOID *)(PBYTE)"\x90\x90\x90\x90\x90\x90", 6);
else
memcpy((VOID *)NoReload, (VOID *)(PBYTE)"\x0F\x84\xB1\x01\x00\x00", 6);

Failllllllllllllllllllll

Quote Originally Posted by Flengo View Post
Invisible Works? Tested?
Combat Arms BR.. yes.. work......
Quote Originally Posted by Alessandro10_Backup View Post
Failllllllllllllllllllll.............it is BR Bytes



Combat Arms BR.. yes.. work......
Wow, BR?

I really wanted rapidfire for NA...
Lol I don't see any addresses, and invisible is beastmode.
Credits for WE11ington ?
Posts 18 of 8 · Page 1 of 1
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