UndefeatedV2

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UndefeatedV2
Code:
DWORD dwInitAddress = Utils.PatternSearch( "engine.dll", ( PBYTE )"\x55\x8B\xEC\x81\xEC\x00\x00\x00\x00\x53\x56\x57\xE8\x00\x00\x00\x00\x83\x3D\x00\x00\x00\x00\x00", "xxxxx????xxxx????xx?????", NULL, NULL );
		cout << igreen << "dwInitAddress: " << ired << "0x" << dwInitAddress << white << endl;

		DWORD p = Utils.PatternSearch( "client.dll", ( BYTE* )"\xC7\x05\x00\x00\x00\x00\x00\x00\x00\x00\xA8\x01\x75\x1A\x83\xC8\x01\xA3\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x68\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x83\xC4\x04\xA1\x00\x00\x00\x00\xB9\x00\x00\x00\x00\x56", "xx????????xxxxxxxx????x????x????x????xxxx????x????x", NULL, NULL );

		if( p )
		{
			pClientMode = **( DWORD*** )( p + 2 );
			pClientMode = pClientMode;
		}

		cout << iblue << "pClientMode" << igreen << ": 0x" << pClientMode << white << endl;
		CreateInterfaceFn fnEngineFactory = ( CreateInterfaceFn )GetProcAddress( ( HMODULE )GetModuleHandle( "engine.dll" ), "CreateInterface" );
		CreateInterfaceFn AppSystemFactory = ( CreateInterfaceFn )**( PDWORD* )( dwInitAddress + 0x3D );
		CreateInterfaceFn MaterialSystemFactory = ( CreateInterfaceFn )GetProcAddress( ( HMODULE )GetModuleHandle( "materialsystem.dll" ), "CreateInterface" );
		CreateInterfaceFn ClientFactory = ( CreateInterfaceFn )**( PDWORD* )( dwInitAddress + 0x75 );
		CreateInterfaceFn StdFactory = ( CreateInterfaceFn )GetProcAddress( ( HMODULE )GetModuleHandle( "vstdlib.dll" ), "CreateInterface" );

		typedef CGlowObjectManager*(__thiscall* GetGlowObjectManager_t)( void );
		static GetGlowObjectManager_t GetGlowObjectManager = ( GetGlowObjectManager_t )Utils.PatternSearch( "client.dll", ( PBYTE )"\xA1\x00\x00\x00\x00\xA8\x01\x75\x4E", "x????xxxx", NULL, NULL );
		g_pGlowObjectManager = GetGlowObjectManager();
		cout << iblue << "g_pGlowObjectManager:" << igreen << g_pGlowObjectManager << endl;

		pSurface = ( ISurface* )GetInterfacePtr( "VGUI_Surface", "g_pSurface", AppSystemFactory );
		pPanel = ( IPanel* )GetInterfacePtr( "VGUI_Panel", "g_pPanel", AppSystemFactory );
		pClient = ( HLCLient* )GetInterfacePtr( "VClient", "g_pClient", ClientFactory );
		pEngine = ( CEngineClient* )GetInterfacePtr( "VEngineClient", "g_pEngine", AppSystemFactory );
		pEntList = ( CEntityList* )GetInterfacePtr( "VClientEntityList", "g_pEntList", ClientFactory );
		g_pDebugOverlay = ( CDebugOverlay* )GetInterfacePtr( "VDebugOverlay", "g_pDebugOverlay", AppSystemFactory );
		pTrace = ( IEngineTrace* )GetInterfacePtr( "EngineTraceClient", "g_pEngineTraceClient", AppSystemFactory );
		g_pModelInfo = ( IVModelInfo* )GetInterfacePtr( "VModelInfoClient", "g_pModelInfo", AppSystemFactory );
		g_pModelRender = ( IVModelRender* )GetInterfacePtr( "VEngineModel", "g_ModelRender", AppSystemFactory );
		g_pPred = ( CPrediction* )GetInterfacePtr( "VClientPrediction", "g_pPred", ClientFactory );
		g_pGameMovement = ( CGameMovement* )GetInterfacePtr( "GameMovement", "g_pGameMovement", ClientFactory );
		pPhysProps = ( IPhysicsSurfaceProps* )GetInterfacePtr( "VPhysicsSurfaceProps", "g_pPhysprops", AppSystemFactory );
		pMaterialSystem = ( IMaterialSystem* )GetInterfacePtr( "VMaterialSystem", "pMaterialSystem", MaterialSystemFactory );
		g_pRenderView = ( IVRenderView* )GetInterfacePtr( "VEngineRenderView", "g_pRenderView", MaterialSystemFactory );
		pGlobalVars = *( CGlobalVars** )( ( ( *( PDWORD* )pClient )[ 0 ] ) + 0x1B);
		pGlobalVars = ( CGlobalVars* )*( PDWORD )pGlobalVars;
		cout << iblue << "pGlobalVars " << igreen << ": 0x" << pGlobalVars << white << endl;
		pInput = *( CInput** )( ( *( DWORD** )pClient )[ 15 ] + 0x1 );
		g_ICVars = ( ICVar* )GetInterfacePtr( "VEngineCvar", "g_pCVars", StdFactory );
		//GameEventManager = ( IGameEventManager2* )GetInterfacePtr ( "GAMEEVENTSMANAGER", "g_pGameEventManager", MaterialSystemFactory );
		GameResources = ( DWORD )Utils.PatternSearch( "client.dll", ( PBYTE )"\x8B\x3D\x00\x00\x00\x00\x85\xFF\x0F\x84\x00\x00\x00\x00\x81\xC7", "xx????xxxx????xx", NULL, NULL ) - ( DWORD )pClient;
		//g_pEffects = (IEffects*)GetInterfacePtr("VEngineEffects", "g_pEffects", AppSystemFactory);	
		g_GameEventMgr = ( IGameEventManager2* )( fnEngineFactory( "GAMEEVENTSMANAGER002", nullptr ) );
how to fix?
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