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  1. #31
    殺す必要がある唯一のものは殺されるために準備され人 々である。
    Premium Member
    Hitokiri~'s Avatar
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    Weapon Names ( Proper )

    Code:
    BG_GetWeaponName proc
    
    	and cx, 3FFh
    	shl ecx, 3
    	mov rax, [rcx+140F1C770h]
    	ret
    
    BG_GetWeaponName endproc
    Result:
    Last edited by Hitokiri~; 03-12-2015 at 08:07 PM. Reason: Typo for SHL instruction

  2. The Following 3 Users Say Thank You to Hitokiri~ For This Useful Post:

    Ray (03-19-2015),Minnesota Dabs (03-12-2015),roadrash (03-14-2015)

  3. #32
    殺す必要がある唯一のものは殺されるために準備され人 々である。
    Premium Member
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    I found this yesterday.
    That annoying crap that messes up the HUD is easily removed

    aka no more System Hack perks messing up your day.
    Code:
    int GameFlags;							// 0x005C -- IsEMPJammped: ( 1 << 10 )
    Last edited by Hitokiri~; 03-18-2015 at 11:33 AM.

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    Ray (03-19-2015)

  5. #33
    殺す必要がある唯一のものは殺されるために準備され人 々である。
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    So I had this a while ago.
    Never thought it had any use to it but.
    If you know what to do with it, you can basically do anything rendering-wise without touching Direct3D11

    Code:
    class renderChainBuffer{
    public:
    
    	// Members
    	unsigned short objSize;					// 0x0000
    	unsigned char renderObjectType;			// 0x0002
    	unsigned char unk_engine;				// 0x0003 -- Set to 1
    	float xPosition;						// 0x0004
    	float yPosition;						// 0x0008
    	float angle;							// 0x000C
    	font_t lpFont;							// 0x0010
    	float xScale;							// 0x0018
    	float yScale;							// 0x001C
    	__int64 unk_set_zero;					// 0x0020
    	int unk_dont_edit;						// 0x0028
    	DWORD color;							// 0x002C -- RGB(255,255,255) style
    	unsigned int maxBufferSize;				// 0x0030
    	unsigned int style;						// 0x0034
    	char _unk[0x74];						// 0x0038
    	void* buffer;							// 0x00AC
    }; // Size: [ 0x00B0 ]

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