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  1. #1
    Herpina's Avatar
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    Simple ESP & Telekill & W2S

    Jeff helped with this shit
    x10

    w2s & Declarations:
    Code:
    typedef cPlayerInfo* (__thiscall *lpGetLocalPlayer)(DWORD ulThis);
    lpGetLocalPlayer fGetLocalPlayer = lpGetLocalPlayer(Address::dwGetLocalPlayer);
    cPlayerInfo* GetLocalPlayer(void) {
    	return fGetLocalPlayer(*PDWORD(Address::dwClientInfo));
    }
    
    typedef cPlayerInfo* (__thiscall *lpGetPlayerByIndex)(DWORD ulThis,int index, int unk);
    lpGetPlayerByIndex fGetPlayerByIndex = lpGetPlayerByIndex(Address::dwGetPlayerByIndex);
    cPlayerInfo* GetPlayerByIndex(int i) {
    	return fGetPlayerByIndex(*PDWORD(Address::dwClientInfo), i, 0);
    }
    
    cGameClientShell* pGameClientShell;
    
    cSFXMgr* GetSFXMgr(void) {
    	return pGameClientShell->GetSFXMgr();
    }
    
    bool ValidPointer(void* p) { 
    	return !IsBadReadPtr(p, 4) && p;
    }
    
    bool WorldToScreen(D3DXVECTOR3 Pos, D3DXVECTOR3* Screen, LPDIRECT3DDEVICE9 pDevice) {
    
    	D3DVIEWPORT9 pViewport;
    	D3DXVECTOR3 dvWorld(Pos.x, Pos.y, Pos.z);
    	pDevice->GetViewport(&pViewport);
    
    	CILTDrawPrim *pDrawPrimitive = *(CILTDrawPrim**)Address::dwDrawPrim; 
    
    	D3DXVec3Project(Screen, &dvWorld, &pViewport, &pDrawPrimitive->Projection, &pDrawPrimitive->View, &pDrawPrimitive->World);
    
    	if(Screen->z < 1){
    		return TRUE;
    	}
    
    	return FALSE;
    }

    Classes:
    Code:
    class cVector {
    public:
    	char _0x0000[4];
    	D3DXVECTOR3 Pos; //0x0004 
    	D3DXVECTOR3 Pos2; //0x0010 
    };//Size=0x0040
    
    class cPlayerInfo {
    public:
    	char _0x0000[4];
    	__int32 iIndex; //0x0004 
    	char _0x0008[12];
    	char sName[12]; //0x0014 
    	char _0x0020[12];
    	cVector* Object; //0x002C 
    	__int32 iKills; //0x0030 
    	__int32 iDeaths; //0x0034 
    	__int32 iHeadshots; //0x0038 
    	char _0x003C[56];
    	__int32 iTeam; //0x0074 
    	char _0x0078[4];
    	BYTE bIsDead; //0x007C 
    	char _0x007D[611];
    	cPlayerInfo* pNext; //0x02E0
    	cPlayerInfo* pPrev; //0x02E4
    };//Size=0x0444
    
    
    class cSFXList {
    public:
    	unsigned long unk0;
    	unsigned long* List;
    	unsigned long unk1;
    	int Num;
    };
    
    enum SFXList
    {							
    	SFX_EXPLOSIVE = 0x13,
    	SFX_PICKUP = 0x17,
    	SFX_CHARACTER = 0x18,
    	SFX_DEADBODY = 0x26,
    	SFX_SPOT = 0x37,
    	SFX_DOOR = 0x39,
    	SFX_MAX = 0x3B
    };
    
    class cSFXMgr {
    public:
    	cSFXList SFXList[0x3B];
    };  
    
    class cGameClientShell {
    public:
    	virtual void Function0();
    	virtual void Function1();
    	virtual void Function2();
    	virtual void Function3();
    	virtual void Function4();
    	virtual void Function5();
    	virtual void Function6();
    	virtual void Function7();
    	virtual void Function8();
    	virtual void Function9();
    	virtual void Function10();
    	virtual void Function11();
    	virtual void Function12();
    	virtual void Function13();
    	virtual void Function14();
    	virtual void Function15();
    	virtual void Function16();
    	virtual void Function17();
    	virtual void Function18();
    	virtual void Function19();
    	virtual void Function20();
    	virtual void Function21();
    	virtual void Function22();
    	virtual void Function23();
    	virtual void Function24();
    	virtual void Function25();
    	virtual void Function26();
    	virtual void Function27();
    	virtual void Function28();
    	virtual void Function29();
    	virtual void Function30();
    	virtual void Function31();
    	virtual void Function32();
    	virtual void Function33();
    	virtual void Function34();
    	virtual void Function35();
    	virtual void Function36();
    	virtual void Function37();
    	virtual void Function38();
    	virtual void Function39();
    	virtual void Function40();
    	virtual void Function41();
    	virtual void Function42();
    	virtual void Function43();
    	virtual void Function44();
    	virtual void Function45();
    	virtual void Function46();
    	virtual void Function47();
    	virtual void Function48();
    	virtual void Function49();
    	virtual void Function50();
    	virtual void Function51();
    	virtual void Function52();
    	virtual void Function53();
    	virtual void Function54();
    	virtual void Function55();
    	virtual void Function56();
    	virtual void Function57();
    	virtual void Function58();
    	virtual void Function59();
    	virtual void Function60();
    	virtual void Function61();
    	virtual void Function62();
    	virtual void Function63();
    	virtual cSFXMgr* GetSFXMgr(); //64
    };
    
    class cCharacterFX { 
    public: 
    	char    unk1[16]; 
    	int*    Object;            //0x10 
    	char    unk2[44]; 
    	int        IsPlayer;        //0x40 
    	char    unk3[40]; 
    	unsigned char    Index;    //0x6C 
    	char unknown112[8]; //0x0070 
    	float fStartPitch; //0x0078   
    	float fStartYaw; //0x007C   
    	char unknown128[1224]; //0x0080 
    	BYTE unk1287; //0x0548   
    	bool bIsDead; //0x0549   
    	bool bSpawnSheild; //0x054A   
    	BYTE unk5563; //0x054B   
    	char unknown1356[12]; //0x054C 
    	int* hHitbox; //0x0558   
    	char unknown1372[96]; //0x055C 
    	WORD wUnk; //0x05BC   
    	WORD wHealth; //0x05BE   
    	WORD wArmor; //0x05C0   
    };
    
    class CILTDrawPrim 
    { 
    public:
    	virtual void function0(); // 
    	virtual void function1(); // 
    	virtual void function2(); // 
    	virtual void function3(); // 
    	virtual void function4(); // 
    	virtual void function5(); // 
    	virtual void function6(); // 
    	virtual void function7(); // 
    	virtual void function8(); // 
    	virtual void function9(); // 
    	virtual void SetRenderMode(int mode); 
    	char unknown[16180]; //0x0004 ( 3F38 )  
    	D3DVIEWPORT9 ViewPort;//433C -> 3F38 
    	D3DXMATRIX World; //0x4354 -> 3F50 
    	D3DXMATRIX View; //0x4394 -> 3F90 
    	D3DXMATRIX Projection; //0x43D4  -> 3fD0 
    };
    
    
    
    class cWeaponInfo
    {
    public:
    	char Unk0[12]; //0x0000
    	DWORD dwClientWeaponType; //0x000C
    	char Unk1[16]; //0x0010
    	DWORD dwAlt_InsDamage; //0x0020
    	DWORD dwInstDamage; //0x0024
    	char Unk2[108]; //0x0028
    	DWORD dwFireSnd; //0x0094
    	char Unk3[108]; //0x0098
    	float fFireDelay1; //0x0104
    	float fFireDelay2; //0x0108
    	DWORD dwMaxAmmo3; //0x010C
    	DWORD dwMaxAmmo2; //0x0110
    	char Unk4[300]; //0x0114
    	BYTE bTripleShotMode; //0x0240
    	char Unk5[3]; //0x0241
    	DWORD dwTripleShotRoundNum; //0x0244
    	float fDamageRFacter; //0x0248
    	char Unk6[28]; //0x024C
    	DWORD dwInfiAmmo2; //0x0268
    	DWORD dwInfiniteAmmo; //0x026C
    	DWORD dwHideWhenEmpty; //0x0270
    	DWORD dwIsAmmo; //0x0274
    	char Unk7[4]; //0x0278
    	DWORD dwShotsPerClip; //0x027C
    	char Unk8[52]; //0x0280
    	float fZoomTime; //0x02B4
    	DWORD dwMinPerturb; //0x02B8
    	DWORD dwMaxPerturb; //0x02BC
    	float fDuckPerturb; //0x02C0
    	float fMoveDuckPerturb; //0x02C4
    	DWORD dwZoomedMinPerturb; //0x02C8
    	DWORD dwZoomedMaxPerturb; //0x02CC
    	DWORD dwRange; //0x02D0
    	char Un9[12]; //0x02D4
    	DWORD dwVectorsPerRound; //0x02E0
    	char Unk10[40]; //0x02E4
    	float fPerturbIncSpeed; //0x030C
    	float fPerturbDecSpeed; //0x0310
    	char Unk11[4]; //0x0314
    	float fZoomedPerturbIncSpeed; //0x0318
    	float fZoomedPerturbDecSpeed; //0x031C
    	char Unk12[4]; //0x0320
    	float fBaseCamRecoilPitch; //0x0324
    	float fBaseCamRecoilAccelPitch; //0x0328
    	char Unk13[36]; //0x032C
    	float fTripleShotMaxCamRecoilPitch; //0x0350
    	float fTripleShotBaseCamRecoilPitch; //0x0354
    	char Unk14[8]; //0x0358
    	DWORD dwTripleShotMinPerturb; //0x0360
    	DWORD dwTripleShotMaxPerturb; //0x0364
    	float fTripleShotPerturbIncSpeed; //0x0368
    	float fTripleShotPerturbDecSpeed; //0x036C
    	char Unk15[156]; //0x0370
    	BYTE bDisableCrosshair; //0x040C
    	char Unk16[27]; //0x040D
    	float fCameraSwayXFreq; //0x0428
    	float fCameraSwayYFreq; //0x042C
    	char Unk17[12]; //0x0430
    	DWORD dwTargetCrosshairFlag; //0x043C
    	DWORD dwEffectRange; //0x0440
    	char Unk18[188]; //0x0444
    };//Size=0x0500
    
    class cWeaponMgr
    {
    public:
    	char Unk0[5568]; //0x0000
    	cWeaponInfo** Weapons; //0x15BC
    	__int32 WeaponCount; //0x15C0
    };//Size=0x15C4
    doesp:
    Code:
    void doesp(LPDIRECT3DDEVICE9 pDevice)
    {
    	for(int i = 0; i <= 16; ++i)
    	{
    		if(!ValidPointer(GetPlayerByIndex(i)))
    			continue;
    		if(!ValidPointer(GetLocalPlayer()))
    			continue;
    		if(GetPlayerByIndex(i)->iTeam == GetLocalPlayer()->iTeam)
    			continue;
    		if(GetPlayerByIndex(i)->iIndex == GetLocalPlayer()->iIndex)
    			continue;
    		if(GetPlayerByIndex(i)->sName == NULL && GetPlayerByIndex(i)->sName == GetLocalPlayer()->sName)
    			continue;
    		if(GetPlayerByIndex(i)->bIsDead != 0)
    			continue;
    
    		char pName[512];
    		sprintf_s(pName, "[%s]", GetPlayerByIndex(i)->sName);
    
    		D3DXVECTOR3 xDistance = GetPlayerByIndex(i)->Object->Pos - GetLocalPlayer()->Object->Pos;
    		D3DXVECTOR3 MyDistance = GetLocalPlayer()->Object->Pos - GetPlayerByIndex(i)->Object->Pos;
    
    		float xaDistance = D3DXVec3Length(&xDistance );
    		float MyaDistance = D3DXVec3Length(&MyDistance );
    
    		D3DXVECTOR3 screen;
    		if(WorldToScreen(GetPlayerByIndex(i)->Object->Pos2, &screen, d3d::pDevice))
    		{
    			if(Menu->stateFromIndex(3))
    				d3d::DrawTextCentered((int)screen.x, (int)screen.y-7, 170, 100, d3d::RED, GetPlayerByIndex(i)->sName);
    
    			if(Menu->stateFromIndex(4))
    				d3d::DrawBorder(screen.x-(10000 / MyaDistance), screen.y-(35000 / MyaDistance), 50000 / MyaDistance / 6 * 2, 50000 / MyaDistance / 3 * 2, 2, d3d::RED);
    		}
    	}
    }
    Telekill (shitty but works )
    Code:
    	if(GetAsyncKeyState(VK_NUMPAD0))
    	{
    		DWORD PositionY, PositionPointer;
    		PositionPointer = (DWORD)GetModuleHandleA(STRING_CLIENTFX);
    		PositionPointer += 0x0006BF34;
    
    		memcpy(&PositionY,(void *)PositionPointer, 4);
    
    		for(int i=0;i<16;i++)
    		{
    			if(!ValidPointer(GetPlayerByIndex(i)))
    				continue;
    			if(!ValidPointer(GetLocalPlayer()))
    				continue;
    			if(GetPlayerByIndex(i)->bIsDead != 0)
    				continue;
    
    			if(GetPlayerByIndex(i)->iTeam != GetLocalPlayer()->iTeam)
    			{
    				*(float *)(PositionY + 0xC8) = (GetPlayerByIndex(i)->Object->Pos.x + 100.0f);
    				*(float *)(PositionY + 0xCC) = (GetPlayerByIndex(i)->Object->Pos.y + 100.0f);
    				*(float *)(PositionY + 0xD0) = (GetPlayerByIndex(i)->Object->Pos.z);
    			}
    		}
    	}
    all of this works very well if I'm missing something please post below
    Credits:
    Me
    Jeff
    Saltine
    gellin

    FUCKING CREDIT IF YOU USE
    Last edited by Herpina; 07-08-2013 at 01:08 AM.



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  3. #2
    juggalo200's Avatar
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    i think you need this to
    class c_player//usecplayerinfo
    {
    public:
    char unknown0[4]; //0x0000
    DWORD ClientID; //0x0004
    char unknown1[12]; //0x0008
    char Name[20]; //0x0014
    char unknown2[4]; //0x0028
    __int32 *Object; //0x002C
    __int32 Kills; //0x0030
    __int32 Deaths; //0x0034
    char unknown3[44]; //0x0038
    __int32 HeadShots; //0x0064
    char unknown4[12]; //0x0068
    __int32 TeamID; //0x0074
    char unknown5[4]; //0x0078
    BYTE isDead; //0x007C
    char unknown6[615]; //0x007D
    c_player *Next; //0x02E4
    };
    Credits W11lington
    and others i left out

  4. #3
    Herpina's Avatar
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    Quote Originally Posted by juggalo200 View Post
    i think you need this to

    Credits W11lington
    and others i left out
    that is in there cPlayerInfo
    also thanks to Jeff for this one:
    Code:
    bool WorldToScreen(Vector Pos, Vector *Screen) {
    	float x = Pos.x;
    	float y = Pos.y;
    	float z = Pos.z;
    	Vector Unk;
    	_asm {
    		mov ecx, dword ptr ds:[Address::dwDrawPrim]
    		lea eax, Unk
    			push eax
    			push Screen
    			push z
    			push y
    			push x
    			mov eax, Address::dwWorldToScreen
    			call eax
    	}
    	return (Screen->z < 1.0f);
    }
    Last edited by Herpina; 07-08-2013 at 01:45 AM.



  5. #4
    blackpaybacksk's Avatar
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    Thanks for code.
    I will do my best to make a amazing hacks.

  6. #5
    arun823's Avatar
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    Why are you using 10 different if statements....

    Code:
    if(!ValidPointer(GetPlayerByIndex(i)) &&  !ValidPointer(GetLocalPlayer())
    { 
      if(GetPlayerByIndex(i)->iTeam == GetLocalPlayer()->iTeam && GetPlayerByIndex(i)->iIndex == GetLocalPlayer()->iIndex && GetPlayerByIndex(i)->sName == NULL && GetPlayerByIndex(i)->sName == GetLocalPlayer()->sName && GetPlayerByIndex(i)->bIsDead != 0)
      {
         //Do the rest of your junk code here...
      }
    
    }
    Reversing is the only way to move forward.

  7. #6
    Flengo's Avatar
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    Quote Originally Posted by arun823 View Post
    Why are you using 10 different if statements....

    Code:
    if(!ValidPointer(GetPlayerByIndex(i)) &&  !ValidPointer(GetLocalPlayer())
    { 
      if(GetPlayerByIndex(i)->iTeam == GetLocalPlayer()->iTeam && GetPlayerByIndex(i)->iIndex == GetLocalPlayer()->iIndex && GetPlayerByIndex(i)->sName == NULL && GetPlayerByIndex(i)->sName == GetLocalPlayer()->sName && GetPlayerByIndex(i)->bIsDead != 0)
      {
         //Do the rest of your junk code here...
      }
    
    }
    Because its easier to read. I didn't even bother reading what you wrote, even though its the same. In this case spacing it out and checking conditions in the way done above, looks a lot neater and is easier to read.
    I Read All Of My PM's & VM's
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  9. #7
    arun823's Avatar
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    Quote Originally Posted by Flengo View Post


    Because its easier to read. I didn't even bother reading what you wrote, even though its the same. In this case spacing it out and checking conditions in the way done above, looks a lot neater and is easier to read.
    Well then that depends on personal preference then, I prefer to do it in one line rather than waste space and do it over 20. Whilst simpler and the output is the same as posted, after all isn't this thread for simplicity? "Simple ESP & Telekill & W2S"
    Last edited by arun823; 07-13-2013 at 05:56 PM.
    Reversing is the only way to move forward.

  10. #8
    Skaterforeva1's Avatar
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    Quote Originally Posted by arun823 View Post
    Well then that depends on personal preference then, I prefer to do it in one line rather than waste space and do it over 20. Whilst simpler and the output is the same as posted, after all isn't this thread for simplicity? "Simple ESP & Telekill & W2S"
    I personally think from a beginners standpoint that having the lines spaced out is much easier to read and actually learn from. Rather then c+p a long line of code thats confusing to read.




    ^Suck it!

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  12. #9
    arun823's Avatar
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    Quote Originally Posted by Skaterforeva1 View Post
    I personally think from a beginners standpoint that having the lines spaced out is much easier to read and actually learn from. Rather then c+p a long line of code thats confusing to read.
    Beginners aren't supposed to C+P at all, they shouldn't even be in game hacking, they should be learning to code simpler programs...
    Reversing is the only way to move forward.

  13. #10
    Flengo's Avatar
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    Quote Originally Posted by arun823 View Post
    Beginners aren't supposed to C+P at all, they shouldn't even be in game hacking, they should be learning to code simpler programs...
    wat

    Beginners should follow examples and C+P if needed. More towards looking at example and creating own method or way that suits them or whatever they understand.

    They're not gonna magically come up with the way to create it all XD

    Not like leecher level C+P but yeah, I hope you know what I mean, simply.
    I Read All Of My PM's & VM's
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  14. #11
    Skaterforeva1's Avatar
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    Quote Originally Posted by arun823 View Post
    Beginners aren't supposed to C+P at all, they shouldn't even be in game hacking, they should be learning to code simpler programs...
    I C+P some shitty code and try to improve it and make it more efficient and overall better. This telekill doesn't work on npc's. I have improved it by trying different things i can now use it on npc. I learned how to do it by taking a working source and looking at different examples. I wrote the rest after going threw different bases and seeing how its done. I learned how to do something. So I think im doing something right.




    ^Suck it!

  15. #12
    arun823's Avatar
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    Quote Originally Posted by Flengo View Post


    wat

    Beginners should follow examples and C+P if needed. More towards looking at example and creating own method or way that suits them or whatever they understand.

    They're not gonna magically come up with the way to create it all XD

    Not like leecher level C+P but yeah, I hope you know what I mean, simply.
    Obviously you C + P when you're a beginner at BEGINNER LEVEL coding, don't go straight to game hacking and reversing, begin from the basics and work your way up. Starting off at game hacking won't do you any good in the long run. Hopefully, you know what I mean now...


    Quote Originally Posted by Skaterforeva1 View Post
    I C+P some shitty code and try to improve it and make it more efficient and overall better. This telekill doesn't work on npc's. I have improved it by trying different things i can now use it on npc. I learned how to do it by taking a working source and looking at different examples. I wrote the rest after going threw different bases and seeing how its done. I learned how to do something. So I think im doing something right.
    Personally in my opinion, if you start off at game hacking, how can you make it better if you don't know the basics yet, I'm not saying that you don't know the basics, but from what you're saying, I'm sure any other experienced coder will say the same, work your way up so you can build more efficient and optimized code.
    Last edited by arun823; 07-13-2013 at 09:56 PM.
    Reversing is the only way to move forward.

  16. #13
    ThaAsianKidd's Avatar
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    I dont under stand how I use the hacks xD or put it somewhere

  17. #14
    Skaterforeva1's Avatar
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    Quote Originally Posted by ThaAsianKidd View Post
    I dont under stand how I use the hacks xD or put it somewhere
    This is not a hack. This is just source code. Nothing for you here in this section. All public hacks are detected right now you you have to just wait for a release.




    ^Suck it!

  18. #15
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    There is no point in arguing about if statements. You code however you please as long as you get the same end result. As far as beginners C+ping goes, I see nothing wrong with trying out snippets released for PUBLIC use. However, using them without credits should not be acceptable.
    Quote Originally Posted by arun823 View Post
    Why are you using 10 different if statements....

    Code:
    if(!ValidPointer(GetPlayerByIndex(i)) &&  !ValidPointer(GetLocalPlayer())
    { 
      if(GetPlayerByIndex(i)->iTeam == GetLocalPlayer()->iTeam && GetPlayerByIndex(i)->iIndex == GetLocalPlayer()->iIndex && GetPlayerByIndex(i)->sName == NULL && GetPlayerByIndex(i)->sName == GetLocalPlayer()->sName && GetPlayerByIndex(i)->bIsDead != 0)
      {
         //Do the rest of your junk code here...
      }
    
    }
    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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