I like using classes
I don't have another name for it
You can use it for no fall damage .
BTW My English is really bad ,, and i know that !
[ #Misc Class ]
[ #Pattern ]
Code:
DWORD FPMiscMgr = FindPattern((DWORD)CShell, 0xFFFFFF, (PBYTE)"\xFF\x15\x00\x00\x00\x00\x8B\x15\x00\x00\x00\x00\xD9\x1A", "xx????xx????xx");
if(FPMiscMgr!=NULL){
MiscMgr = *(DWORD*)(FPMiscMgr + 8);
MiscMgr -= CShell;
}
[ #Class ]
I didn't create that class ,, found it ,, if u know who release it plz tell me to add in credits !!
Code:
class cMisc
{
public:
float DistFallDamageStartFrom; //0x0000
float DamagePerMeter; //0x0004
DWORD PercentageBuyShotgun; //0x0008
DWORD PercentageBuySubMachineGun; //0x000C
DWORD PercentageBuyRifle; //0x0010
DWORD PercentageBuySniperRifle; //0x0014
DWORD PercentageBuyMachineGun; //0x0018
float AIReachPosAcceptableDist; //0x001C
float AIReachPosAcceptableYDist; //0x0020
float AICheckStruckInterval; //0x0024
float AICheckStruckDist; //0x0028
DWORD CheckEnemyIntervalLower; //0x002C
DWORD CheckEnemyIntervalUpper; //0x0030
DWORD DecideActionIntervalLower; //0x0034
DWORD DecideActionIntervalUpper; //0x0038
float PerturbLimitLowerLower; //0x003C
float PerturbLimitLowerUpper; //0x0040
float PerturbLimitUpperLower; //0x0044
float PerturbLimitUpperUpper; //0x0048
float PerturbLimitLowerMultiplierNormal; //0x004C
float PerturbLimitUpperMultiplierNormal; //0x0050
float CheckEnemyIntervalMultiplierNormal; //0x0054
float DecideActionIntervalMultiplierNormal; //0x0058
float PerturbLimitLowerMultiplierHigher; //0x005C
float PerturbLimitUpperMultilpierHigher; //0x0060
float CheckEnemyIntervalMultiplierHigh; //0x0064
float DecideActionIntervalMultiplierHigh; //0x0068
DWORD ReactionTimeLimitOnDamaged; //0x006C
float LookAtAddAmountWhenDamagedX; //0x0070
float LookAtAddAmountWhenDamagedY; //0x0074
float LookAtAddAmountWhenDamagedZ; //0x0078
DWORD ReloadTime; //0x007C
DWORD TimeChangeRandomShootPointWhenBlinded; //0x0080
DWORD AddAmountRandomShootPointWhenBlinedX; //0x0084
DWORD AddAmountRandomShootPointWhenBlinedY; //0x0088
DWORD AddAmountRandomShootPointWhenBlinedZ; //0x008C
DWORD TimeChangeRandomGotoPointWhenBlinded; //0x0090
DWORD AddAmountRandomGotoPointWhenBlinedX; //0x0094
DWORD AddAmountRandomGotoPointWhenBlinedY; //0x0098
DWORD AddAmountRandomGotoPointWhenBlinedZ; //0x009C
DWORD PercentageLookOutWhenAttackTargetDisappeared; //0x00A0
DWORD PercentageGotoPosWhenAttackTargetDisappeared; //0x00A4
DWORD PercentageBuyWeaponWhenAlreadyHasOne; //0x00A8
DWORD TimeToResetGunDirRotWhenMoving; //0x00AC
DWORD TimeToResetGunDirRotWhenAttacking; //0x00B0
DWORD MoveXZSpeedLimitNormal; //0x00B4
DWORD MoveXZSpeedLimitLadder; //0x00B8
DWORD RepeatJumpTimeLimit; //0x00BC
float CheckEnemyInTheBackDotLimit; //0x00C0
float CheckEnemyInTheBackDotLimitNormal; //0x00C4
float CheckEnemyInTheBackDotLimitHigh; //0x00C8
DWORD KillNumMultiplierWhenCheckingEnemyThreatened; //0xCC
float VeryCloseDistWhenAttacking; //0x00D0
float VeryFarDistWhenAttacking; //0x00D4
DWORD PercentageJumpWhenAttack; //0x00D8
DWORD PercentageJumpWhenMoving; //0x00DC
DWORD AttackShootingSniperVariationTimeLower; //0x00E0
DWORD AttackShootingSniperVariationTimeUpper; //0x00E4
DWORD AttackShootingOtherVariationTimeLower; //0x00E8
DWORD AttackShootingOtherVariationTimeUpper; //0x00EC
DWORD AttackAimingSniperVariationTimeLower; //0x00F0
DWORD AttackAimingSniperVariationTimeUpper; //0x00F4
DWORD AttackAimingOtherVariationTimeLower; //0x00F8
DWORD AttackAimingOtherVariationTimeUpper; //0x00FC
DWORD AttackAimingOtherVariationTimeLowerVeryClose; //0x0100
DWORD AttackAimingOtherVariationTimeUpperVeryClose; //0x0104
DWORD PercentageRunningWhenMoving; //0x0108
DWORD PercentageRunningBackwardWhenMoving; //0x010C
DWORD PercentageWalkingWhenMoving; //0x0110
DWORD MaxMoveDurationLower; //0x0114
DWORD MaxMoveDurationUpper; //0x0118
//Incomplete
};
[ #Use ]
Code:
DWORD pMiscMgr = *(DWORD*)(CShell + MiscMgr);
cMisc* MiscClass = (cMisc*)( pMiscMgr );
if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DistFallDamageStartFrom = 999999.0f; }
// Or
if (pMiscMgr!=NULL && No_Fall_Dmg){ MiscClass->DamagePerMeter = 0.0f; }
if (pMiscMgr!=NULL && One_Fall2Die){ MiscClass->DamagePerMeter = 999999.0f; }
[ #Credits ]
@I2espect
& Who Created The Class !!