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  1. #1
    kingcame's Avatar
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    After killing the player, the data is not refreshed,you must press TAB

    After killing the player, the data is not refreshed and you must press TAB
    Only after pressing TAB

    Player data is refreshed

    Including hp pos.....

    i need help
    Thanks for the help

    Can the S2S function provide code

    I need your help
    Last edited by kingcame; 08-24-2021 at 06:46 PM.

  2. #2
    MemoryThePast's Avatar
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    there is a message id called every time you press tab. so you need to use s2s function and send it every sec.

  3. The Following User Says Thank You to MemoryThePast For This Useful Post:

    kingcame (08-24-2021)

  4. #3
    kingcame's Avatar
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    How can I refer to the code?

    Quote Originally Posted by MemoryThePast View Post
    there is a message id called every time you press tab. so you need to use s2s function and send it every sec.
    I need the s2s function code, thank you very much for your help
    Last edited by kingcame; 08-24-2021 at 07:11 PM.

  5. #4
    Anger5K's Avatar
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    Quote Originally Posted by kingcame View Post
    I need the s2s function code, thank you very much for your help
    i think can't anyone share s2s function in here
    but i can share idea

    Code:
    LTRESULT LTClient::SendToServer(ILTMessage_Read* pMsg, uint32 flags)
    {
        typedef signed int(__thiscall* SendToServerFn)(void*, ILTMessage_Read* pMsg, uint32 flags);
        return GetVFunc<SendToServerFn>(this, 127)(this, pMsg, flags);// 0x1F0 = 124
    }
    any help P.M Me
    My Own Hack!!!



  6. #5
    jayjay154's Avatar
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    Quote Originally Posted by kingcame View Post
    I need the s2s function code, thank you very much for your help

    Code:
    void CPacket::SendPacketScoreInfo()
    {
        GAMEPROTO_CS_SCOREINFO_ONOFF PacketScoreInfo;
    
        PacketScoreInfo.param1 = 1;
        PacketScoreInfo.param2 = 0;
    
        PacketScoreInfo.SetPacketSequence((*GetInterface().Sequence)++);
    
        const CLTMsgRef_Write MessageScoreInfo = GetEngine().CreateMessage();
        if (MessageScoreInfo != nullptr) {
            MessageScoreInfo->Writeuint16(MSG_CS_SCOREINFO_ONOFF);
    
            PacketScoreInfo.WriteData(MessageScoreInfo);
            if (Engine::SendToServer != nullptr) {
                Engine::SendToServer(
                    MessageScoreInfo->Read(),
                    MESSAGE_GUARANTEED
                );
            }
        }
    }

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