void PushToConsole( const char* Command )
{
DWORD *Adress = ( DWORD* ) LTClientEXE;
if ( *(BYTE *) GameStatus )
{
__asm
{
PUSHAD;
PUSH Command
CALL Adress
ADD ESP, 0x4
POPAD;
}
}
}
HRESULT WINAPI myPresent(LPDIRECT3DDEVICE9 pDevice, const RECT *a, const RECT *b, HWND c, const RGNDATA *d)
{
// call menu and other shit
if ( NxChams )
PushToConsole("SkelModelStencil 1.0");
else
PushToConsole("SkelModelStencil 0.0");
if ( Fog )
PushToConsole("FogEnable 1.0");
else
PushToConsole("FogEnable 0.0");
if ( Fullbright )
PushToConsole("FullBright 1");
else
PushToConsole("FullBright 0");
return pPresent(pDevice, a, b, c, d);
}
while(true = true){ // creates the loop of course
if ( NxChams )
PushToConsole("SkelModelStencil 1.0");
else
PushToConsole("SkelModelStencil 0.0");
if ( Fog )
PushToConsole("FogEnable 1.0");
else
PushToConsole("FogEnable 0.0");
if ( Fullbright )
PushToConsole("FullBright 1");
else
PushToConsole("FullBright 0");
}
sleep(50);
void PushToConsole( const char* Command )
{
DWORD *Adress = ( DWORD* ) LTClientEXE;
if ( *(BYTE *) GameStatus )
{
__asm
{
PUSHAD;
PUSH Command
CALL Adress
ADD ESP, 0x4
POPAD;
sleep(50); // spares le cpu
}
}
}
