it works there?
/me
/fdp
Code:void GetShaderInformation( DWORD RenderModel ) { char *pShader = **( char *** )( RenderModel + 0xB8 ); if( strstr( pShader, "alpha_player" ) | (pShader, "bravo_player" ) { ModelRec = true; } } void ( *orig_DrawXModelSkinnedCached )( ); __declspec( naked ) void R_DrawXModelSkinnedCached( ) { DWORD RenderModel; _asm { push eax mov eax, [ esp + 0xF ] mov [ RenderModel ], eax pop eax pushad } GetShaderInformation( RenderModel ); _asm { popad jmp [ orig_DrawXModelSkinnedCached ] } }
it works there?
where are the credits?
Once we are in brs.
At what memory location do you hook DrawXModelSkinnedCached?
Oh no! Vortex is gay!
How do you use this in game?
Trolololololol
You can win the rat race,Originally Posted by Jeremy S. Anderson
But you're still nothing but a fucking RAT.
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This is a little pointless because you're not telling us exactly where in memory to hook.
But that's something to figure out I guess.
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You can win the rat race,Originally Posted by Jeremy S. Anderson
But you're still nothing but a fucking RAT.
++Latest Projects++
[Open Source] Injection Library
Simple PE Cipher
FilthyHooker - Simple Hooking Class
CLR Injector - Inject .NET dlls with ease
Simple Injection - An in-depth look
MPGH's .NET SDK
eJect - Simple Injector
Basic PE Explorer (BETA)
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
Staff Administrator Since 10.13.2019
Publicist Since 04.04.2015
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Global Moderator Since 08.01.2013
Premium Since 05.29.2013
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I am assuming "DrawXModelSkinnedCached" is d3d9 function and the place to hook. I also assume this function is not scanned by nexon, exactly what position in the vtable can this function be found? and does this function get called on every frame?
Last edited by .REZ; 07-09-2012 at 12:40 PM. Reason: advertising. =|
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
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Credits to sinner!
Progress with my game - "Disbanded"
- Fixed FPS lag on spawning entities due to the ent_preload buffer!
- Edit the AI code to get some better pathfinding
- Fixed the view bug within the sniper scope view. The mirror entity is invisible now!
- Added a new silencer for ALL weapons. Also fixed the rotation bugs
- Added a ton of new weapons and the choice to choose a silencer for every weapon
- Created a simple AntiCheat, noobs will cry like hell xD
- The name will be Disbanded, the alpha starts on the 18th august 2014
Some new physics fun (Serversided, works on every client)
My new AI
https://www.youtube.com/watch?v=EMSB1GbBVl8
And for sure my 8 months old gameplay with 2 friends
https://www.youtube.com/watch?v=Na2kUdu4d_k
I Read All Of My PM's & VM'sIf you need help with anything, just let me know.
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