//Ghost Mode
INT ghostmode; INT ghostmodex1;
float Posx, Posy, Posz =0;
void SetLocalPlayerPosition( D3DXVECTOR3 Pos )
{
DWORD dwAdress;
dwAdress = (DWORD)GetModuleHandleA("Clientfx.fxd" ); // ?wth?
DWORD dwMyLocal = *(DWORD*)( dwAdress + 0x66F34 );
if( dwMyLocal == NULL )
return;
*(float*)( dwMyLocal + 0xC8 ) = Pos.x;
*(float*)( dwMyLocal + 0xCC ) = Pos.y;
*(float*)( dwMyLocal + 0xD0 ) = Pos.z;
}
void Ghostmode1(LPDIRECT3DDEVICE9 pDevice) //x1
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 1)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 1.0f * sinf(PlayerYaw);
Posy += Sign * 1.0f * sinf(-PlayerPitch);
Posz += Sign * 1.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 1.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 1.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 1.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 1.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
/*void Ghostmode2(LPDIRECT3DDEVICE9 pDevice) //x2
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 2)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 2.0f * sinf(PlayerYaw);
Posy += Sign * 2.0f * sinf(-PlayerPitch);
Posz += Sign * 2.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 2.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 2.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 2.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 2.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode3(LPDIRECT3DDEVICE9 pDevice) //x3
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 3)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 3.0f * sinf(PlayerYaw);
Posy += Sign * 3.0f * sinf(-PlayerPitch);
Posz += Sign * 3.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 3.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 3.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 3.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 3.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode4(LPDIRECT3DDEVICE9 pDevice) //x4
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 4)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 4.0f * sinf(PlayerYaw);
Posy += Sign * 4.0f * sinf(-PlayerPitch);
Posz += Sign * 4.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 4.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 4.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 4.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 4.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode5(LPDIRECT3DDEVICE9 pDevice) //x5
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 5)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 5.0f * sinf(PlayerYaw);
Posy += Sign * 5.0f * sinf(-PlayerPitch);
Posz += Sign * 5.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 5.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 5.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 5.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 5.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode6(LPDIRECT3DDEVICE9 pDevice) //x6
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 6)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 6.0f * sinf(PlayerYaw);
Posy += Sign * 6.0f * sinf(-PlayerPitch);
Posz += Sign * 6.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 6.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 6.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 6.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 6.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode7(LPDIRECT3DDEVICE9 pDevice) //x7
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 7)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 7.0f * sinf(PlayerYaw);
Posy += Sign * 7.0f * sinf(-PlayerPitch);
Posz += Sign * 7.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 7.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 7.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 7.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 7.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode8(LPDIRECT3DDEVICE9 pDevice) //x8
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 8)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 8.0f * sinf(PlayerYaw);
Posy += Sign * 8.0f * sinf(-PlayerPitch);
Posz += Sign * 8.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 8.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 8.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 8.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 8.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode9(LPDIRECT3DDEVICE9 pDevice) //x9
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 9)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 9.0f * sinf(PlayerYaw);
Posy += Sign * 9.0f * sinf(-PlayerPitch);
Posz += Sign * 9.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 9.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 9.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 9.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 9.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode10(LPDIRECT3DDEVICE9 pDevice) //x10
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 10)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 10.0f * sinf(PlayerYaw);
Posy += Sign * 10.0f * sinf(-PlayerPitch);
Posz += Sign * 10.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 10.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 10.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 10.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 10.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode11(LPDIRECT3DDEVICE9 pDevice) //x11
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 11)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 11.0f * sinf(PlayerYaw);
Posy += Sign * 11.0f * sinf(-PlayerPitch);
Posz += Sign * 11.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 11.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 11.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 11.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 11.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode12(LPDIRECT3DDEVICE9 pDevice) //x12
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 12)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 12.0f * sinf(PlayerYaw);
Posy += Sign * 12.0f * sinf(-PlayerPitch);
Posz += Sign * 12.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 12.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 12.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 12.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 12.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode13(LPDIRECT3DDEVICE9 pDevice) //x13
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 13)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 13.0f * sinf(PlayerYaw);
Posy += Sign * 13.0f * sinf(-PlayerPitch);
Posz += Sign * 13.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 13.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 13.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 13.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 13.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode14(LPDIRECT3DDEVICE9 pDevice) //x14
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 14)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 14.0f * sinf(PlayerYaw);
Posy += Sign * 14.0f * sinf(-PlayerPitch);
Posz += Sign * 14.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 14.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 14.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 14.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 14.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode15(LPDIRECT3DDEVICE9 pDevice) //x15
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 15)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 15.0f * sinf(PlayerYaw);
Posy += Sign * 15.0f * sinf(-PlayerPitch);
Posz += Sign * 15.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 15.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 15.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 15.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 15.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode16(LPDIRECT3DDEVICE9 pDevice) //x16
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 16)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 16.0f * sinf(PlayerYaw);
Posy += Sign * 16.0f * sinf(-PlayerPitch);
Posz += Sign * 16.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 16.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 16.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 16.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 16.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode17(LPDIRECT3DDEVICE9 pDevice) //x17
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 17)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 17.0f * sinf(PlayerYaw);
Posy += Sign * 17.0f * sinf(-PlayerPitch);
Posz += Sign * 17.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 17.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 17.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 17.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 17.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode18(LPDIRECT3DDEVICE9 pDevice) //x18
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 18)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 18.0f * sinf(PlayerYaw);
Posy += Sign * 18.0f * sinf(-PlayerPitch);
Posz += Sign * 18.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 18.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 18.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 18.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 18.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode19(LPDIRECT3DDEVICE9 pDevice) //x19
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 19)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 19.0f * sinf(PlayerYaw);
Posy += Sign * 19.0f * sinf(-PlayerPitch);
Posz += Sign * 19.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 19.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 19.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 19.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 19.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
void Ghostmode20(LPDIRECT3DDEVICE9 pDevice) //x20
{
if((*(BYTE *)GameStatus == 1) && (ghostmode == 20)) {
float PlayerPitch, PlayerYaw;
pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;
bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;
if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 20.0f * sinf(PlayerYaw);
Posy += Sign * 20.0f * sinf(-PlayerPitch);
Posz += Sign * 20.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 20.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 20.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 20.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 20.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}*/