Did you try adding the right classes updating it and also did you include ltclient addie?
Hey, CA crashed when I use:
Any ideas?Code:if (GetAsyncKeyState(VK_F10)) { if (heaD9->ValidPointer(g_LTClient)) { CAutoMessage msg; msg.Writeuint8(135); g_LTClient->SendToServer(msg.Read(), MESSAGE_GUARANTEED); } }
Last edited by Drake; 05-10-2012 at 09:11 AM.
Did you try adding the right classes updating it and also did you include ltclient addie?
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Even if it it isn't the cause of the crash, its still wrong so lets fix it.
Code://Define this at the top of your code typedef unsigned int( __stdcall *tSendToServer )( ILTMessage_Read *Message, unsigned int Flags ); tSendToServer pSendToServer; if (GetAsyncKeyState(VK_F10)) { //This is where you point your classes to addresses. pSendToServer = (tSendToServer)0x474350; //The address in engine which the sendtoserver function is located at. g_LTClient = *(CLTClient**)0x377E0C88; //The LTCLient g_CommonLT = g_LTClient->Common(); //LT Common class which is used in the CAutoMessage class. if (heaD9->ValidPointer(g_LTClient)) { CAutoMessage msg; msg.Writeuint8(135); pSendToServer(msg.Read(), MESSAGE_GUARANTEED); //Replaced with our engine call function } }
Drake (05-10-2012),[MPGH]Flengo (04-18-2012)
Why not just do this instead
And you would also have to change the check for if the key is pressed.Code:typedef unsigned int (__stdcall *tfnSendToServer)(ILTMessage_Read *pMsg, uint32 flags); tfnSendToServer pfnSendToServer = (tfnSendToServer)0x474350;//So you don't have to add the line over and over
You could just declare all of the pointers to the classes globally and render them. That's what I do, its faster and saves lines.Code:if (GetAsyncKeyState(VK_F10) &1)
Code:void cHacks::InitGamePointers() { g_LTClient = *(CLTClient**)ADDR_LTCLIENT; g_CommonLT = g_LTClient->Common(); //All your other stuff in here too. }
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matypatty (04-18-2012)
Whatever floats your boat
[MPGH]Flengo (04-18-2012)