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  1. #16
    Inferno17's Avatar
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    Quote Originally Posted by Flengo View Post


    This but he's got it inverted First if statement is not in game, second is in game.

    But I can't do that. Because I check if game status = 5 to initialize my classes. It's 5 when you join your first game only.. I tried to hook cheat engine to scan for it and it worked until I tried to log in and it disconnected from the server.. I absolutely need the new game status address, so if anyone has it, I need it.
    Last edited by Inferno17; 06-09-2013 at 07:13 PM.

  2. #17
    arun823's Avatar
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    Quote Originally Posted by Flengo View Post


    This but he's got it inverted First if statement is not in game, second is in game.

    Oh you know what I mean -_-

    Quote Originally Posted by Inferno17 View Post
    But I can't do that. Because I check if game status = 5 to initialize my classes. It's 5 when you join your first game only.. I tried to hook cheat engine to scan for it and it worked until I tried to log in and it disconnected from the server.. I absolutely need the new game status address, so if anyone has it, I need it.
    Dude, the classes are initialized when Cshell is loaded which is a few seconds after you start CA (when the dude is running), you can utilize these classes outside of game, aka using the pseudocode I posted.

    Or, use the InGame function which is in the base I released

    Code:
    bool cTools::IsInGame()
    {
    	if(this->IsValidPointer(Main->Hack->GameClasses->pLTBase))
    	{
    		int* MyObj = Main->Hack->GameClasses->pLTBase->GetClientObject();
    
    		if(MyObj)
    		{
    			D3DXVECTOR3 MyPos = this->MyGetObjectMaxPos(MyObj);
    
    			if(MyPos.x == 0.0f || MyPos.y == 0.0f || MyPos.z == 0.0f)
    				return false;
    			else
    				return true;
    		}
    	}
    	return false;
    }
    Just initialize a check if the Cshell module has been loaded before you use this function.
    Last edited by arun823; 06-09-2013 at 07:40 PM.
    Reversing is the only way to move forward.

  3. #18
    Inferno17's Avatar
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    Quote Originally Posted by arun823 View Post
    Oh you know what I mean -_-



    Dude, the classes are initialized when Cshell is loaded which is a few seconds after you start CA (when the dude is running), you can utilize these classes outside of game, aka using the pseudocode I posted.

    Or, use the InGame function which is in the base I released

    Code:
    bool cTools::IsInGame()
    {
    	if(this->IsValidPointer(Main->Hack->GameClasses->pLTBase))
    	{
    		int* MyObj = Main->Hack->GameClasses->pLTBase->GetClientObject();
    
    		if(MyObj)
    		{
    			D3DXVECTOR3 MyPos = this->MyGetObjectMaxPos(MyObj);
    
    			if(MyPos.x == 0.0f || MyPos.y == 0.0f || MyPos.z == 0.0f)
    				return false;
    			else
    				return true;
    		}
    	}
    	return false;
    }
    Just initialize a check if the Cshell module has been loaded before you use this function.
    Would you mind giving me updated classes for that? I don't have them since I never used this method, only used the game status method.

  4. #19
    arun823's Avatar
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    Quote Originally Posted by Inferno17 View Post
    Would you mind giving me updated classes for that? I don't have them since I never used this method, only used the game status method.
    In my base: https://www.mpgh.net/forum/207-combat...-vip-base.html

    You can find it in there.
    Reversing is the only way to move forward.

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