Gellin's Updated Base
Here's the coding for the device pointer...
...and here's a portion of the PushToConsole method used in this base.
Code:
DWORD cBase::GetPointer(int index)
{
DWORD* devicePtr = ***(DWORD****)0x909EF8;
if( devicePtr == NULL )
return 0;
return devicePtr[index];
}
...and here's a portion of the PushToConsole method used in this base.
Code:
void cBase::Update(void)
{
if(name == "CABase [v 1.0.5.9]")
{
while(1)
{
char* pushCmd;
if( Menu1.mOpt[1].nopt > 0 ){//3D Box's
pushCmd="ModelDebug_DrawBoxes 1";
this->PushToConsole( pushCmd );
}else{
pushCmd="ModelDebug_DrawBoxes 0";
this->PushToConsole( pushCmd );
}
if( Menu1.mOpt[3].nopt > 0 ){//No Fog
pushCmd="FogEnable 0";
this->PushToConsole( pushCmd );
}else{
pushCmd="FogEnable 1";
this->PushToConsole( pushCmd );
}
Sleep(iRenderSpeed);
if( Menu1.mOpt[4].nopt == 2 )//Speed Hack
{
this->PushToConsole("BaseMoveAccel 3000.000000");
this->PushToConsole("StartAccel 1500.000000");
this->PushToConsole("MaxAccel 3000.000000");
this->PushToConsole("AccelInc 3000.000000");
this->PushToConsole("WalkVel 210.000000");
this->PushToConsole("FRunVel 855.000000");
this->PushToConsole("BRunVel 855.000000");
this->PushToConsole("SRunVel 855.000000");
this->PushToConsole("JumpVel 990.000000");
this->PushToConsole("DuckVel 150.000000");
}else if( Menu1.mOpt[4].nopt == 1 ){
this->PushToConsole("BaseMoveAccel 3000.000000");
this->PushToConsole("StartAccel 1000.000000");
this->PushToConsole("MaxAccel 3000.000000");
this->PushToConsole("AccelInc 3000.000000");
this->PushToConsole("WalkVel 140.000000");
this->PushToConsole("FRunVel 570.000000");
this->PushToConsole("BRunVel 570.000000");
this->PushToConsole("SRunVel 570.000000");
this->PushToConsole("JumpVel 660.000000");
this->PushToConsole("DuckVel 100.000000");
}else if( Menu1.mOpt[4].nopt <= 0 ){
this->PushToConsole("BaseMoveAccel 3000.000000");
this->PushToConsole("StartAccel 500.000000");
this->PushToConsole("MaxAccel 3000.000000");
this->PushToConsole("AccelInc 6000.000000");
this->PushToConsole("WalkVel 70.000000");
this->PushToConsole("FRunVel 285.000000");
this->PushToConsole("BRunVel 285.000000");
this->PushToConsole("SRunVel 285.000000");
this->PushToConsole("JumpVel 330.000000");
this->PushToConsole("DuckVel 50.000000");
}
Sleep(iRenderSpeed);
if( Menu1.mOpt[5].nopt > 0 )//Less Spread
{
this->PushToConsole("PerturbRotationEffect 0.000000");
this->PushToConsole("PerturbIncreaseSpeed 0.000000");
this->PushToConsole("PerturbWalkPercent 0.000000");
this->PushToConsole("PerturbFiringIncreaseSpeed 0.000000");
}else{
this->PushToConsole("PerturbRotationEffect 3.000000");
this->PushToConsole("PerturbIncreaseSpeed 3.000000");
this->PushToConsole("PerturbDecreaseSpeed 9.000000");
this->PushToConsole("PerturbWalkPercent 0.500000");
}
Sleep(iRenderSpeed);
switch ( Menu2.mOpt[1].nopt )//This Doesnt move your player pos it moves your Cam Pos
{
case 0://Defualt
this->PushToConsole("CamMaxPosYOffset 200.000000");
this->PushToConsole("DuckDownCamOffSet -13.000000");
break;
case 1://Up in the Air after u hit CNTRL
this->PushToConsole("CamMaxPosYOffset 200.000000");
this->PushToConsole("DuckDownCamOffSet 1000.000000");
break;
case 2://Under the Map after u hit CNTRL
this->PushToConsole("CamMaxPosYOffset -1000.000000");
this->PushToConsole("DuckDownCamOffSet -13.000000");
break;
}
Sleep(iRenderSpeed);
if( Menu2.mOpt[2].nopt > 0 )//Tracers
this->PushToConsole( "ShowFirePath 1" );
else
this->PushToConsole( "ShowFirePath 0" );
if( Menu2.mOpt[3].nopt > 0 )//Windowed Mode
this->PushToConsole( "windowed 1" );
else
this->PushToConsole( "windowed 0" );
if( Menu2.mOpt[4].nopt > 0 )//Fps
this->PushToConsole( "ShowFps 1");
else
this->PushToConsole( "ShowFps 0");
if( Menu2.mOpt[5].nopt > 0 )// Unlock Cursor
this->PushToConsole( "CursorCenter 0");
else
this->PushToConsole( "CursorCenter 1");
if( Menu2.mOpt[6].nopt > 0 ){//Duh Creditz
mainMenu.creditsMenu=true;
}else{
mainMenu.creditsMenu=false;
}
if( Menu1.mOpt[7].nopt > 0){//Full bright
pushCmd="FullBright 1";
this->PushToConsole( pushCmd );
} else {
pushCmd="FullBright 0";
this->PushToConsole( pushCmd );
}
if( Menu1.mOpt[8].nopt > 0){//NX Chams!
pushCmd="SkelModelStencil 1";
this->PushToConsole( pushCmd );
}
char rd[3], gr[3], bl[3];
if(Menu2.mOpt[7].nopt>0){
sprintf(rd, "FogR %d" , Menu2.mOpt[8].nopt);
sprintf(gr, "FogG %d" , Menu2.mOpt[9].nopt);
sprintf(bl, "FogB %d" , Menu2.mOpt[10].nopt);
this->PushToConsole(rd);
this->PushToConsole(gr);
this->PushToConsole(bl);
}else{
this->PushToConsole("FogR 255");
this->PushToConsole("FogG 255");
this->PushToConsole("FogB 255");//ur welcome bye
}
Sleep(iRenderSpeed);
delete pushCmd;
}
}
}
Dude.. I mean really. It will not work unless you edit the detours and still it wont work so. LOL if you are a beginner
He said hes being kicked...
Does he realize he is building in debug mode? Besides that I'm not being mean I'm just pointing this out. Didn't you make multiple threads saying you were going to learn C++ before doing all of this?
lol... Yeah, and I have somewhat learned C++ that's why I am now trying to move to DirectX, so I can pretty much learn my way through this process. People apparently don't understand my learning style...
I can't learn by just reading something, I have to learn by working hands on with some code that has been done, so I can learn how it fits all together and everything.
I can't learn by just reading something, I have to learn by working hands on with some code that has been done, so I can learn how it fits all together and everything.
This thread is closed for replies.
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