[Help] Ghostmode isn't working
Ok, I am sure i have all of the updated addies, the Method isn't patched.
Everything else in there works as far as i know, Yet when i try to ghostmode nothing happens, my cam stays in position. I'm not 100% noob but I'm not very familiar with to much.
Was wondering if some of you could inspect my source to find my issue?
Please!
BTW - Not my original ghostmode its a modded version of jonnyboy9985's Semi ghostmode Credits go to him!!
InB450 Hotkey based hacks.
Also, inb4 "N00b CnT CoDE D3d LuLZ N00b Flame!"
Everything else in there works as far as i know, Yet when i try to ghostmode nothing happens, my cam stays in position. I'm not 100% noob but I'm not very familiar with to much.
Was wondering if some of you could inspect my source to find my issue?
Please!
BTW - Not my original ghostmode its a modded version of jonnyboy9985's Semi ghostmode Credits go to him!!
Code:
#include <windows.h>
bool IsGameReadyForHook()
{
if( GetModuleHandleA( "d3d9.dll" ) != NULL
&& GetModuleHandleA( "ClientFX.fxd" ) != NULL
&& GetModuleHandleA( "CShell.dll" ) != NULL )
return true;
return false;
}
void __cdecl PushToConsole(const char* szCommand )
{
DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
if( dwCShell != NULL )
{
DWORD *LTClient = ( DWORD* )( 0x377E7810 );
void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x208 );
__asm
{
push szCommand;
call CONoff;
add esp, 4;
}
}
}
void main()
{
bool nogun = false;
bool superjump = false;
bool nxchams = false;
bool effects = false;
bool framespersecond = false;
bool tracers = false;
bool flyhack = false;
bool GhostUpward = false;
bool GhostDownward = false;
bool GhostForward = false;
bool GhostBackward = false;
bool GhostDirection1 = false;
bool GhostDirection2 = false;
bool ghost = false;
while(true)
{
memcpy((LPVOID)0x3745BC37, "\x90\x90\x90", 3); // no recoil
memcpy((LPVOID)0x3744BDE0, "\x90\x90\x90", 3); // no recoil
memcpy((LPVOID)0x3745BC34, "\x90\x90\x90", 3); // no recoil
memcpy((LPVOID)0x3745BC40, "\x90\x90\x90", 3); // no recoil
PushToConsole("BaseMoveAccel 3000.000000"); // speed
PushToConsole("StartAccel 1000.000000"); // speed
PushToConsole("MaxAccel 3000.000000"); // speed
PushToConsole("AccelInc 1000.000000"); // speed
PushToConsole("WalkVel 6000.000000"); // speed
PushToConsole("FRunVel 340.000000"); // speed
PushToConsole("BRunVel 340.000000"); // speed
PushToConsole("SRunVel 340.000000"); // speed
PushToConsole("DuckVel 120.000000"); // speed
PushToConsole("PerturbRotationEffect 0.000000"); // No Spread
PushToConsole("PerturbIncreaseSpeed 0.000000"); // No Spread
PushToConsole("PerturbWalkPercent 0.000000"); // No Spread
PushToConsole("PerturbFiringIncreaseSpeed 0.000000"); // No Spread
PushToConsole("PerturbRecoil 0.000000"); // No Spread
PushToConsole("FireMovePerturb 0.000000"); // No Spread
PushToConsole("ZoomedFireMoveDuckPerturb 0.000000"); // No Spread
PushToConsole("ZoomedFireMovePerturb 0.000000"); // No Spread
PushToConsole("ZoomedFireDuckPerturb 0.000000"); // No Spread
PushToConsole("ActivationDistance 999999"); // Pickuphack
PushToConsole("WeaponSway 0.000000"); // no sway
PushToConsole("CrossHair_DefaultLength 20"); // Crosshair length
PushToConsole("CrossHair_DefaultGapLength -1"); // Crosshair Gap
PushToConsole("CrosshairGapMin 0"); // Minimum Crosshair Gap
PushToConsole("CrosshairGapMax 0"); // Maximum Crosshair Gap
PushToConsole("CrossHair_FiringDuration 0"); // During Firing
PushToConsole("HitCrossHairSize 0"); // Size During Hit
PushToConsole("CrosshairBarMin 0"); // Bar Minimum
PushToConsole("CrosshairBarMax 0"); // Bar Maximum
if(GetAsyncKeyState(VK_NUMPAD4)<0){ // gun and hand removal
if(nogun){
PushToConsole("Hands 1");
PushToConsole("drawguns 1");
PushToConsole("MuzzleLight 1");
nogun = false;
} else {
PushToConsole("Hands 0");
PushToConsole("drawguns 0");
PushToConsole("MuzzleLight 0");
nogun = true;
}
}
if(GetAsyncKeyState(VK_NUMPAD3)<0){ // Superjump
if(superjump){
PushToConsole("JumpVel 300");
superjump = false;
} else {
PushToConsole("JumpVel 345");
superjump = true;
}
}
if(GetAsyncKeyState(VK_NUMPAD1)<0){ // NX Chams And NoFog
if(nxchams){
PushToConsole("SkelModelStencil 0");
PushToConsole("FogEnable 1");
nxchams = false;
} else {
PushToConsole("SkelModelStencil 1");
PushToConsole("FogEnable 0");
nxchams = true;
}
}
if(GetAsyncKeyState(VK_NUMPAD2)<0){ // Effect Removals SFX CamDamage Weather
if(effects){
PushToConsole("ClientFXDetailLevel 1");
PushToConsole("CamDamage 1");
PushToConsole("EnableWeatherFX 1");
effects = false;
} else {
PushToConsole("ClientFXDetailLevel 0");
PushToConsole("CamDamage 0");
PushToConsole("EnableWeatherFX 0");
effects = true;
}
}
if(GetAsyncKeyState(VK_MENU)<0) // fly
if(flyhack){
PushToConsole("PlayerGravity -800");
flyhack = false;
} else {
PushToConsole("PlayerGravity -1");
flyhack = true;
}
}
if(GetAsyncKeyState(VK_DELETE)<0){ // Tracers
if(tracers){
PushToConsole("ShowFirePath 0");
tracers = false;
} else {
PushToConsole("ShowFirePath 1");
tracers = true;
}
}
if(GetAsyncKeyState(VK_HOME)<0){ // Fps
if(framespersecond){
PushToConsole("ShowFps 0");
framespersecond = false;
} else {
PushToConsole("ShowFps 1");
framespersecond = true;
}
}
if(GetAsyncKeyState(VK_NUMPAD7)<0) // Ghostmode
{
if(ghost)
{
PushToConsole("CamMaxXOffSet 000.000000");
PushToConsole("CamMaxYOffSet 000.000000");
PushToConsole("CamMaxZOffSet 000.000000");
ghost = false;
} else {
int progressor = 10;
int control = 10;
if(GetAsyncKeyState(VK_OEM_PLUS)<0){
if(GhostUpward)
{
PushToConsole("CamPosYOffset 000.000000");
GhostUpward = false;
} else {
PushToConsole("CamMaxPosYOffset 50.000000 "+ progressor);
GhostUpward = true;
}
}
if(GetAsyncKeyState(VK_OEM_MINUS)<0){
if(GhostDownward)
{
PushToConsole("CamMaxYOffSet 000.000000 ");
GhostDownward = false;
} else {
PushToConsole("CamMaxYOffSet -50.000000 " + progressor);
GhostDownward = true;
}
}
if(GetAsyncKeyState(VK_UP)<0){
if(GhostForward)
{
PushToConsole("CamMaxZOffSet 000.000000");
GhostForward = false;
} else {
while(true)
PushToConsole("CamMaxZOffSet 50.000000 " + progressor);
GhostForward = true;
}
}
if(GetAsyncKeyState(VK_DOWN)<0){
if(GhostBackward)
{
PushToConsole("CamMaxZOffSet 000.000000");
GhostBackward = false;
} else {
while(true)
PushToConsole("CamMaxZOffSet -50.000000 " - progressor);
GhostBackward = true;
}
}
if(GetAsyncKeyState(VK_LEFT)<0){
if(GhostDirection1)
{
PushToConsole("CamMaxXOffSet 000.000000");
GhostDirection1 = false;
} else {
while(true)
PushToConsole("CamMaxXOffSet 50.000000 " + progressor);
GhostDirection1 = true;
}
}
if(GetAsyncKeyState(VK_RIGHT)<0){
if(GhostDirection2)
{
PushToConsole("CamMaxXOffSet 000.000000");
GhostDirection2 = false;
} else {
while(true)
PushToConsole("CamMaxXOffSet -50.000000 " - progressor);
GhostDirection2 = true;
}
ghost = true;
}
}
}
Sleep(50);
}
DWORD WINAPI dwHackThread(LPVOID) {
while( !IsGameReadyForHook() )
Sleep(100);
main();
return 0;
}
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if ( dwReason == DLL_PROCESS_ATTACH )
{
CreateThread(NULL, NULL, dwHackThread, NULL, NULL, NULL);
}
return TRUE;
}
InB450 Hotkey based hacks.
Also, inb4 "N00b CnT CoDE D3d LuLZ N00b Flame!"


