Crash when enter game?

Posts 115 of 24 · Page 1 of 2
Crash when enter game?
For some reason whenever I enter a game, I crash.

I tried using the alternative ltc and original and they both crashed me at starting game.

What might be the problem?
It Will Be Your No Recoil.. it happened To me. before i fixed it!
The only hack i have is "FragSelf 1"
Oh! well i have no idea.. when i started to crash it was recoil for me. then Exiled fixed it and told me.. but i didnt release in my latest.!
its the pushtoconsole method
Ye Its the PTC Method..

New one:

Code:
void __cdecl PushToConsole( const char* szCommand )
{
	DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
	if( dwCShell != NULL )
	{
DWORD *LTClient = ( DWORD* )( //LTClient goes here// );
void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x208 );
__asm
{
push szCommand;
call CONoff;
add esp, 4;

}
	}
		}
[
Quote Originally Posted by Fabolous View Post
Ye Its the PTC Method..

New one:

Code:
void __cdecl PushToConsole( const char* szCommand )
{
	DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
	if( dwCShell != NULL )
	{
DWORD *LTClient = ( DWORD* )( //LTClient goes here// );
void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x208 );
__asm
{
push szCommand;
call CONoff;
add esp, 4;

}
	}
		}
[
that is detected unless you pack it(upx works fine)
Is it a menu or hotkey?
If its a menu, Check your reset..
im guessing its a hotkey or auto on

but auto on fragself would be worthless
Unknowncoder..using that ptc method I get this error..I got no idea what it is >.<

Code:
error LNK2001: unresolved external symbol "public: void __cdecl cBase::PushToConsole(char const *)" (?PushToConsole@cBase@@QAAXPBD@Z)
Quote Originally Posted by TayxPwnage View Post
Unknowncoder..using that ptc method I get this error..I got no idea what it is >.<

Code:
error LNK2001: unresolved external symbol "public: void __cdecl cBase::PushToConsole(char const *)" (?PushToConsole@cBase@@QAAXPBD@Z)
Try it like this

Code:
void __cdecl cBase::PushToConsole( const char* szCommand )
{
	DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
	if( dwCShell != NULL )
	{
DWORD *LTClient = ( DWORD* )( //LTClient goes here// );
void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x208 );
__asm
{
push szCommand;
call CONoff;
add esp, 4;

}
	}
		}
[
Thanks marko..that worked just fine except the '[' so i just took that out and compiled perfectly!
Compiles great..but crashes at guy running?

Code:
#include "Base.h"
#include "Menu.h"

cBase Base;

void __cdecl cBase::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 cBase::RenderFrame(LPDIRECT3DDEVICE9 pDevice)
{
	if( !Base.bSet.bInit )
	{
		D3DXCreateFont(pDevice, 15, 0, FW_BOLD, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", &Directx.pFont);
		Base.bSet.bInit = true;
	}

	if( Directx.pFont == NULL )
		Directx.pFont->OnLostDevice();
	else
	{
		Directx.DrawString(10, 22, D3DCOLOR_ARGB(255, 255, 0, 0), Directx.pFont, "Private hack by Darktayler");
		Menu.RenderMenu();
	}

	if( Menu.mOpt[2].nopt > 0 )//Fly Hack
		if( GetAsyncKeyState( FLYKEY ) < 0 )
			this->PushToConsole( "PlayerGravity 800" );
		else
			this->PushToConsole( "PlayerGravity -800" );

	if( Menu.mOpt[12].nopt > 0 )
		Menu.PanicKey();
	
}

//4x Per Second
void cBase::Update(void)
{
	while(1)
	{
		if( Menu.mOpt[1].nopt > 0 )//3D Box's
			this->PushToConsole( "ModelDebug_DrawBoxes 1" );
		else
			this->PushToConsole( "ModelDebug_DrawBoxes 0" );

		if( Menu.mOpt[3].nopt > 0 )//No Fog
			this->PushToConsole( "FogEnable 0" );
		else
			this->PushToConsole( "FogEnable 1" );

		Sleep(iRenderSpeed);

		if( Menu.mOpt[4].nopt > 0 )//Speed Hack
		{
		    this->PushToConsole("BaseMoveAccel 3000.000000");
			this->PushToConsole("StartAccel 3000.000000");
			this->PushToConsole("MaxAccel 3000.000000");
			this->PushToConsole("AccelInc 3000.000000");
			this->PushToConsole("WalkVel 3000.000000");
			this->PushToConsole("FRunVel 3000.000000");
		    this->PushToConsole("BRunVel 3000.000000");
			this->PushToConsole("SRunVel 3000.000000");
		    this->PushToConsole("JumpVel 3000.000000");
			this->PushToConsole("DuckVel 3000.000000");
		}else{
			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( Menu.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 ( Menu.mOpt[6].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( Menu.mOpt[7].nopt  > 0 )//Tracers
			this->PushToConsole( "ShowFirePath 1" );
		else
			this->PushToConsole( "ShowFirePath 0" );

		if( Menu.mOpt[8].nopt  > 0 )//Windowed Mode
			this->PushToConsole( "windowed 1" );
		else
			this->PushToConsole( "windowed 0" );

		if( Menu.mOpt[9].nopt > 0 )//Fps
			this->PushToConsole( "ShowFps 1");
		else
			this->PushToConsole( "ShowFps 0");

		if( Menu.mOpt[10].nopt > 0 )// Unlock Cursor
			this->PushToConsole( "CursorCenter 0");
		else
			this->PushToConsole( "CursorCenter 1");

		if( Menu.mOpt[11].nopt > 0 )//No Guns
			this->PushToConsole("drawguns 0");
		else
			this->PushToConsole("drawguns 0");

		Sleep(iRenderSpeed);
	}
}

DWORD cBase::GetPointer(int index)
{
	DWORD* devicePtr = ***(DWORD****)0x7E4CE0;

	if( devicePtr == NULL ) 
		return 0;

	return devicePtr[index];
}

bool cBase::IsGameReadyForHook(void)
{
    if( GetModuleHandle( "d3d9.dll"     ) != NULL 
     && GetModuleHandle( "ClientFX.fxd" ) != NULL 
     && GetModuleHandle( "CShell.dll"   ) != NULL )
        return true;

    return false;
}

DWORD WINAPI dwMainThread(LPVOID)
{
	while ( !Base.IsGameReadyForHook() )
		Sleep(iWaitTime);

	Directx.Hook();

	return 0;
}
	
DWORD WINAPI dwHackThread(LPVOID)
{
	while( !Base.IsGameReadyForHook() )
		Sleep(iWaitTime);

	Base.Update();

	return 0;
}

BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
	DisableThreadLibraryCalls(hDll);

	if ( dwReason == DLL_PROCESS_ATTACH )
	{
		#ifdef LOG
			DeleteFile(LogPath); 
		#endif

		CreateThread(NULL, NULL, dwMainThread, NULL, NULL, NULL);
		CreateThread(NULL, NULL, dwHackThread, NULL, NULL, NULL);
	}
	return TRUE;
}
Quote Originally Posted by TayxPwnage View Post
Compiles great..but crashes at guy running?

Code:
#include "Base.h"
#include "Menu.h"

cBase Base;

void __cdecl cBase::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 cBase::RenderFrame(LPDIRECT3DDEVICE9 pDevice)
{
	if( !Base.bSet.bInit )
	{
		D3DXCreateFont(pDevice, 15, 0, FW_BOLD, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", &Directx.pFont);
		Base.bSet.bInit = true;
	}

	if( Directx.pFont == NULL )
		Directx.pFont->OnLostDevice();
	else
	{
		Directx.DrawString(10, 22, D3DCOLOR_ARGB(255, 255, 0, 0), Directx.pFont, "Private hack by Darktayler");
		Menu.RenderMenu();
	}

	if( Menu.mOpt[2].nopt > 0 )//Fly Hack
		if( GetAsyncKeyState( FLYKEY ) < 0 )
			this->PushToConsole( "PlayerGravity 800" );
		else
			this->PushToConsole( "PlayerGravity -800" );

	if( Menu.mOpt[12].nopt > 0 )
		Menu.PanicKey();
	
}

//4x Per Second
void cBase::Update(void)
{
	while(1)
	{
		if( Menu.mOpt[1].nopt > 0 )//3D Box's
			this->PushToConsole( "ModelDebug_DrawBoxes 1" );
		else
			this->PushToConsole( "ModelDebug_DrawBoxes 0" );

		if( Menu.mOpt[3].nopt > 0 )//No Fog
			this->PushToConsole( "FogEnable 0" );
		else
			this->PushToConsole( "FogEnable 1" );

		Sleep(iRenderSpeed);

		if( Menu.mOpt[4].nopt > 0 )//Speed Hack
		{
		    this->PushToConsole("BaseMoveAccel 3000.000000");
			this->PushToConsole("StartAccel 3000.000000");
			this->PushToConsole("MaxAccel 3000.000000");
			this->PushToConsole("AccelInc 3000.000000");
			this->PushToConsole("WalkVel 3000.000000");
			this->PushToConsole("FRunVel 3000.000000");
		    this->PushToConsole("BRunVel 3000.000000");
			this->PushToConsole("SRunVel 3000.000000");
		    this->PushToConsole("JumpVel 3000.000000");
			this->PushToConsole("DuckVel 3000.000000");
		}else{
			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( Menu.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 ( Menu.mOpt[6].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( Menu.mOpt[7].nopt  > 0 )//Tracers
			this->PushToConsole( "ShowFirePath 1" );
		else
			this->PushToConsole( "ShowFirePath 0" );

		if( Menu.mOpt[8].nopt  > 0 )//Windowed Mode
			this->PushToConsole( "windowed 1" );
		else
			this->PushToConsole( "windowed 0" );

		if( Menu.mOpt[9].nopt > 0 )//Fps
			this->PushToConsole( "ShowFps 1");
		else
			this->PushToConsole( "ShowFps 0");

		if( Menu.mOpt[10].nopt > 0 )// Unlock Cursor
			this->PushToConsole( "CursorCenter 0");
		else
			this->PushToConsole( "CursorCenter 1");

		if( Menu.mOpt[11].nopt > 0 )//No Guns
			this->PushToConsole("drawguns 0");
		else
			this->PushToConsole("drawguns 0");

		Sleep(iRenderSpeed);
	}
}

DWORD cBase::GetPointer(int index)
{
	DWORD* devicePtr = ***(DWORD****)0x7E4CE0;

	if( devicePtr == NULL ) 
		return 0;

	return devicePtr[index];
}

bool cBase::IsGameReadyForHook(void)
{
    if( GetModuleHandle( "d3d9.dll"     ) != NULL 
     && GetModuleHandle( "ClientFX.fxd" ) != NULL 
     && GetModuleHandle( "CShell.dll"   ) != NULL )
        return true;

    return false;
}

DWORD WINAPI dwMainThread(LPVOID)
{
	while ( !Base.IsGameReadyForHook() )
		Sleep(iWaitTime);

	Directx.Hook();

	return 0;
}
	
DWORD WINAPI dwHackThread(LPVOID)
{
	while( !Base.IsGameReadyForHook() )
		Sleep(iWaitTime);

	Base.Update();

	return 0;
}

BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
	DisableThreadLibraryCalls(hDll);

	if ( dwReason == DLL_PROCESS_ATTACH )
	{
		#ifdef LOG
			DeleteFile(LogPath); 
		#endif

		CreateThread(NULL, NULL, dwMainThread, NULL, NULL, NULL);
		CreateThread(NULL, NULL, dwHackThread, NULL, NULL, NULL);
	}
	return TRUE;
}
Then, its your D3D Hook.
Posts 115 of 24 · Page 1 of 2
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