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  1. #1
    Inferno17's Avatar
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    Health check with structs

    I am trying to do a health check. If I write memory when I am not alive, when I respawn I crash. I need to do check where if my player has greater than 0 health, then write memory else restore original bytes.

    The problem is, I don't have structs to do health check.. Does anyone else do this? Can someone please give me structs for combat arms north america to do this?
    Last edited by Inferno17; 08-21-2012 at 03:12 AM.

  2. #2
    luccss's Avatar
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    Code:
    void DesenharSange (LPDIRECT3DDEVICE9 pDevice)
    {
    	        pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    
    	        cGameClientShell *pGameClientShell = *(cGameClientShell **) ADDR_GCS;
    	        cSFXMgr *SFXMgr = pGameClientShell->GetSFXMgr();
    
    	        g_LTClient = *(CLTClient**) LTClientDLL;
    
    		   GetPlayerByIndex = (lpGetPlayerByIndex)ADDR_PlayerByIndex;
    		    unsigned long ulThis = *(unsigned long *)ADDR_ClientInfoMgr;
    		    GetLocalPlayer = (lpGetLocalPlayer)ADDR_LocalPlayer;
    
    			for(INT i = 0; i < 32; i++) 
    		     {  
                  PlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
    			  D3DXVECTOR3 Position;
    			  if(pPlayer != 0 && pPlayer->obj != 0 && pPlayer->IsDead == 0) 
    			  {
                  if(WorldToScreen(pDevice, pPlayer, &Position)) 
    			  { 
                    if(ValidPointer(SFXMgr))
    						{ 
                            cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x18].List[i];
    						if((*(BYTE *)GameStatus == 1) && (Sangue== 1 && ValidPointer(NPC))) 
    						{ 
                               int MaxHealthArmor = max(NPC->wHealth, NPC->wArmor);
    			               int BarWidth = (max(MaxHealthArmor, 100) / 5) + 1;
    			               D3DRECT rcHealth = {LONG(Position.x) - BarWidth, LONG(Position.y), LONG(Position.x) + BarWidth, LONG(Position.y) + 10};
    			               pDevice->Clear(1,  &rcHealth, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Black, 1.0f, 0);
    			               rcHealth.x1 += 1; rcHealth.y1 += 1; rcHealth.y2 -= 4;
    			               rcHealth.x2 = rcHealth.x1 + (2 * NPC->wHealth / 5);
    						   pDevice->Clear(1, &rcHealth, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, (NPC->wHealth <= 20 ? D3DCOLOR_ARGB(255, 255, 0, 0) : (NPC->wHealth <= 50 ? D3DCOLOR_ARGB(255, 255, 255, 0) : D3DCOLOR_ARGB(255, 0, 255, 0))), 1.0f, 0);
    			               rcHealth.y1 = rcHealth.y2;
    			               rcHealth.y2 += 3;
    			               rcHealth.x2 = rcHealth.x1 + (2 * NPC->wArmor / 5);
    			               pDevice->Clear(1,  &rcHealth, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Blue, 1.0f, 0); 
                             }
    
    					}
    			     }
                  
    			  } 
    		}
    }

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  4. #3
    Inferno17's Avatar
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    Quote Originally Posted by luccss View Post
    Code:
    void DesenharSange (LPDIRECT3DDEVICE9 pDevice)
    {
    	        pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    
    	        cGameClientShell *pGameClientShell = *(cGameClientShell **) ADDR_GCS;
    	        cSFXMgr *SFXMgr = pGameClientShell->GetSFXMgr();
    
    	        g_LTClient = *(CLTClient**) LTClientDLL;
    
    		   GetPlayerByIndex = (lpGetPlayerByIndex)ADDR_PlayerByIndex;
    		    unsigned long ulThis = *(unsigned long *)ADDR_ClientInfoMgr;
    		    GetLocalPlayer = (lpGetLocalPlayer)ADDR_LocalPlayer;
    
    			for(INT i = 0; i < 32; i++) 
    		     {  
                  PlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
    			  D3DXVECTOR3 Position;
    			  if(pPlayer != 0 && pPlayer->obj != 0 && pPlayer->IsDead == 0) 
    			  {
                  if(WorldToScreen(pDevice, pPlayer, &Position)) 
    			  { 
                    if(ValidPointer(SFXMgr))
    						{ 
                            cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x18].List[i];
    						if((*(BYTE *)GameStatus == 1) && (Sangue== 1 && ValidPointer(NPC))) 
    						{ 
                               int MaxHealthArmor = max(NPC->wHealth, NPC->wArmor);
    			               int BarWidth = (max(MaxHealthArmor, 100) / 5) + 1;
    			               D3DRECT rcHealth = {LONG(Position.x) - BarWidth, LONG(Position.y), LONG(Position.x) + BarWidth, LONG(Position.y) + 10};
    			               pDevice->Clear(1,  &rcHealth, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Black, 1.0f, 0);
    			               rcHealth.x1 += 1; rcHealth.y1 += 1; rcHealth.y2 -= 4;
    			               rcHealth.x2 = rcHealth.x1 + (2 * NPC->wHealth / 5);
    						   pDevice->Clear(1, &rcHealth, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, (NPC->wHealth <= 20 ? D3DCOLOR_ARGB(255, 255, 0, 0) : (NPC->wHealth <= 50 ? D3DCOLOR_ARGB(255, 255, 255, 0) : D3DCOLOR_ARGB(255, 0, 255, 0))), 1.0f, 0);
    			               rcHealth.y1 = rcHealth.y2;
    			               rcHealth.y2 += 3;
    			               rcHealth.x2 = rcHealth.x1 + (2 * NPC->wArmor / 5);
    			               pDevice->Clear(1,  &rcHealth, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Blue, 1.0f, 0); 
                             }
    
    					}
    			     }
                  
    			  } 
    		}
    }
    That doesn't help me at all. No where in there is a check for health being greater than 0. And you didn't post structs with it so it's just useless code that you ripped out of a base.

  5. #4
    luccss's Avatar
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    where you`re read that code is mine ? code is all mmbob

  6. #5
    Password77's Avatar
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    Quote Originally Posted by Inferno17 View Post
    That doesn't help me at all. No where in there is a check for health being greater than 0. And you didn't post structs with it so it's just useless code that you ripped out of a base.
    Structs? You mean you need cCharacterFX class? Oh do your own research and you will find it. @luccss never claimed it his anyway. Shut the hell up and appreciate the code.
    Doing more Java and Python
    Need help with your hack? Ask me, I will try to help you with all my might .

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  8. #6
    ac1d_buRn's Avatar
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    you dont even need characterfx. there is a death check in the PlayerInfo class. Just search a bit on the forums here and you will find it

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  10. #7
    Password77's Avatar
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    Wait isn't the isDead function for local player but not your player? Or am i wrong O.o
    Quote Originally Posted by ac1d_buRn View Post
    you dont even need characterfx. there is a death check in the PlayerInfo class. Just search a bit on the forums here and you will find it
    Doing more Java and Python
    Need help with your hack? Ask me, I will try to help you with all my might .

  11. #8
    Ch40zz-C0d3r's Avatar
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    1. Its no function, its a simple bool
    2. Its 100% the same struct as local player so I would suggest it works for both lol..

    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

  12. #9
    Saltine's Avatar
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    Quote Originally Posted by Password77 View Post
    Wait isn't the isDead function for local player but not your player? Or am i wrong O.o
    Bro are you serious... local player = your player (as indicated by LOCAL)

    Oh no! Vortex is gay!

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  14. #10
    Password77's Avatar
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    Quote Originally Posted by Saltine View Post

    Bro are you serious... local player = your player (as indicated by LOCAL)
    It was in playerinfo sorry i said local player O.o
    Doing more Java and Python
    Need help with your hack? Ask me, I will try to help you with all my might .

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