CA base questions, NOT RELEASE

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CA base questions, NOT RELEASE
ok i had a few questions cause i was looking to get into making hacks and not so much using them
1st question,
Does Gellin08's ca base still work?

2nd question
Are there any working bases out there other then gellins that i could be linked to for further study of C++ and hack creation?

3rd question
Where do i get D3DX9.H, i was playing with gellins base and it said i needed D3DX9.H to build it?
1. Yes it works, you just need to update a few things...
A. L***ient Adress
B. Some Directx ~ Device

2. I don't know of any others...
3. Install Dirextx SDK... Google ;D (Ill get you a link ASAP ~ Huge file)
- Once installed you need to link it to your project via My Project -> Properties -> V/C++ -> General -> Addition directories (add), and than the same for the compiler


BTW:

d3dx9.h:
Code:
//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx9.h
//  Content:    D3DX utility library
//
//////////////////////////////////////////////////////////////////////////////

#ifdef  __D3DX_INTERNAL__
#error Incorrect D3DX header used
#endif

#ifndef __D3DX9_H__
#define __D3DX9_H__


// Defines
#include <limits.h>

#define D3DX_DEFAULT            ((UINT) -1)
#define D3DX_DEFAULT_NONPOW2    ((UINT) -2)
#define D3DX_DEFAULT_FLOAT      FLT_MAX
#define D3DX_FROM_FILE          ((UINT) -3)
#define D3DFMT_FROM_FILE        ((D3DFORMAT) -3)

#ifndef D3DXINLINE
#ifdef _MSC_VER
  #if (_MSC_VER >= 1200)
  #define D3DXINLINE __forceinline
  #else
  #define D3DXINLINE __inline
  #endif
#else
  #ifdef __cplusplus
  #define D3DXINLINE inline
  #else
  #define D3DXINLINE
  #endif
#endif
#endif



// Includes
#include "d3d9.h"
#include "d3dx9math.h"
#include "d3dx9core.h"
#include "d3dx9xof.h"
#include "d3dx9mesh.h"
#include "d3dx9shader.h"
#include "d3dx9effect.h"
#include "d3dx9tex.h"
#include "d3dx9shape.h"
#include "d3dx9anim.h"


// Errors
#define _FACDD  0x876
#define MAKE_DDHRESULT( code )  MAKE_HRESULT( 1, _FACDD, code )

enum _D3DXERR {
    D3DXERR_CANNOTMODIFYINDEXBUFFER     = MAKE_DDHRESULT(2900),
    D3DXERR_INVALIDMESH                 = MAKE_DDHRESULT(2901),
    D3DXERR_CANNOTATTRSORT              = MAKE_DDHRESULT(2902),
    D3DXERR_SKINNINGNOTSUPPORTED        = MAKE_DDHRESULT(2903),
    D3DXERR_TOOMANYINFLUENCES           = MAKE_DDHRESULT(2904),
    D3DXERR_INVALIDDATA                 = MAKE_DDHRESULT(2905),
    D3DXERR_LOADEDMESHASNODATA          = MAKE_DDHRESULT(2906),
    D3DXERR_DUPLICATENAMEDFRAGMENT      = MAKE_DDHRESULT(2907),
	D3DXERR_CANNOTREMOVELASTITEM		= MAKE_DDHRESULT(2908),
};


#endif //__D3DX9_H__
Probably won't help because it needs more header files to work (which is why you need the SDK)

LINK: http://www.microsoft.com/downloads/d...displaylang=en
thx man ill try to edit what i think i know, and if you could tell me what L***ient address means(what the stars are) that would be great to, but so far what youve done is GREAT and imma thank you
ok ive been having issues with mpgh loading somepages propperly, anywasy its workign now so thanks this really helps and i was wondering if theres a way to make multiple options for something instead of just 1, like for no spread i was planning to have no spread and halved spread so there would be a more legit look to it
Yup... on the menu do something like this:

So here we make that menu item have 2 values possible with its default value at 0
Code:
this->AddItemToMenu("No Spread"    ,2, 0); // "Title", Max Options, Current Option Value
Now in your base add:

Code:
switch ( mainMenu.mOpt[4].nopt )//CrossHairs
	{
	default://Default Values here
            //Default values go here
		break;
	case 1:
            //Semi no spread code here
		break;
        case 2:
            //Full no spread code here
                break;
	}
ok while i tried to build my project and got this
Code:
1>Base.cpp
1>.\Base.cpp(19) : error C2065: 'L***ient' : undeclared identifier
1>Build log was saved at "file://c:\Users\Geoff\Desktop\CustomBase\CaBase\CaBase\Release\BuildLog.htm"
1>CaBase - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========




maybe theres an issue with the part of the code that you told me to replace
Code:
void __cdecl cBase::PushToConsole( const char* szCommand )
{
	void* CONoff = ( void* )*( DWORD* )( *L***ient + 0x208 );

	__asm
	{
		push szCommand;
		call CONoff;
		add esp, 4;
	}
}





and according to what you said and what ive aqquired from gellins base this should work for multiple lvls of no spread
Code:
		switch ( Menu.mOpt[4].nopt )//3 LEVELS OF NO SPREAD 
		{
			case 0://default normal spread
				this->PushToConsole("PerturbRotationEffect 3.000000");
				this->PushToConsole("PerturbIncreaseSpeed 3.000000");
				this->PushToConsole("PerturbDecreaseSpeed 9.000000");
				this->PushToConsole("PerturbWalkPercent 0.500000");
			case 1:// 2/3 no spread
				this->PushToConsole("PerturbRotationEffect  2.000000"); 
				this->PushToConsole("PerturbIncreaseSpeed 2.000000"); 
				this->PushToConsole("PerturbWalkPercent 0.350000"); 
				this->PushToConsole("PerturbFiringIncreaseSpeed 0.000000");
			case 2:// 1/3 spread
				this->PushToConsole("PerturbRotationEffect  1.000000"); 
				this->PushToConsole("PerturbIncreaseSpeed 1.000000"); 
				this->PushToConsole("PerturbWalkPercent 0.150000"); 
				this->PushToConsole("PerturbFiringIncreaseSpeed 0.000000");
			case 3://NO SPREAD
				this->PushToConsole("PerturbRotationEffect  0.000000"); 
				this->PushToConsole("PerturbIncreaseSpeed 0.000000"); 
				this->PushToConsole("PerturbWalkPercent 0.000000"); 
				this->PushToConsole("PerturbFiringIncreaseSpeed 0.000000");
		}
		Sleep(iRenderSpeed);
Very good GWBush.
try going to defines.h and settint the LT Client there,
I'm not very much experienced with gellins base
but it looks overal pretty simple.
i just need to know how to update the pDevice
dude ur talking retarted learn some c++

wtf is

"void* CONoff = ( void* )*( DWORD* )( *L***ient + 0x208 );"

*L***ient?

try l***ient and DEFINE l***ient
l***ient is the address for the console

ask someone for it
Just for the record, if you can't get gellins base to work, search google for 'hans211 menu' or 'Azorbix CA base'. Azorbix base is more flexible, but has no prebuilt menu coding, i.e you have to write (or copy) the menu for yourself. Hans211's menu is much better looking than gellins, but it's up to you.
all i could really find is a menus for op7 by hans211, but imm gonna try using this with the ca base to work together, fk everything i do fks it up more it tells me i need d3dfont.h for the menu i was trying to use
Quote Originally Posted by RedThunder View Post
all i could really find is a menus for op7 by hans211, but imm gonna try using this with the ca base to work together, fk everything i do fks it up more it tells me i need d3dfont.h for the menu i was trying to use
Lol. Welcome to my world. I think your trying to do to much at once, but I won't dog you for being proactive.

@ExquisiteJM: I actually had to take a day to study casting to figure out those long declarations and so on, but here is what it says in laymens terms.

The void pointer CONoff (aka address) = equals (the value of L***ient + the offset of 0x208 ) casted to a the value of a DWORD pointer (which is the address L***ient will hold) then cast that into a void pointer or simply an address that can now be assigned to CONoff.

Is the casting necessary? Maybe I don't know, but C++ has automatic type conversion which could really screw up ur results. Your wouldn't want to accidentally pass the address of a DWORD* rather then the value all because you were to lazy to cast properly.
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