you know this code?

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you know this code?
it cant be use in Crossfire?


Code:
char leetstring[20] = {NULL};


bool Hack = true;

int Hack = 1;


    if(highlight[1]==1)
    m_pFont_INFO->DrawText(15.0f, 220.0f, txtGreen, leetstring);
    else
    m_pFont_INFO->DrawText(15.0f, 220.0f, txtRed, leetstring);

if(OurInterger == OneMinusTheLowestNumber){OurInterger = TheLowestNumber;}else{if(GetAsyncKeyState(VK_LEFT)&1)    {OurIntergerSubtraction;}    }


if(OurInterger == HighestNumberPlusOne){OurInterger = HighestNumber;}else{if(GetAsyncKeyState(VK_RIGHT)&1)    {OurIntergerAddition;}    }}


    if(highlight[1]==1){
    m_pFont_INFO->DrawText(15.0f, 220.0f, txtGreen, leetstring);
    if(Hack == 0){Hack = 1;}else{if(GetAsyncKeyState(VK_LEFT)&1)    {Hack--;}    }
    if(Hack == 6){Hack = 5;}else{if(GetAsyncKeyState(VK_RIGHT)&1)    {Hack++;}    }}
    else
    m_pFont_INFO->DrawText(15.0f, 220.0f, txtRed, leetstring);



if(Hack == 1){sprintf (leetstring, "Leet %s", ("One"));}
if(Hack == 2){sprintf (leetstring, "Leet %s", ("Two"));}
if(Hack == 3){sprintf (leetstring, "Leet %s", ("Three"));}
if(Hack == 4){sprintf (leetstring, "Leet %s", ("Four"));}
if(Hack == 5){sprintf (leetstring, "Leet %s", ("Five"));}

if(Hack == 1){{Writelong(ADR, 1);}sprintf (leetstring, "Leet %s", ("One"));}
if(Hack == 2){{Writelong(ADR, 2);}sprintf (leetstring, "Leet %s", ("Two"));}
if(Hack == 3){{Writelong(ADR, 3);}sprintf (leetstring, "Leet %s", ("Three"));}
if(Hack == 4){{Writelong(ADR, 4);}sprintf (leetstring, "Leet %s", ("Four"));}
if(Hack == 5){{Writelong(ADR, 5);}sprintf (leetstring, "Leet %s", ("Five"));}

     if (Chams == 1)
    {
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE,false);
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            m_pD3Ddev->SetTexture( 0, COLOR);
            m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            m_pD3Ddev->SetTexture( 0, COLOR);
     }
     if (Chams == 2)
    {
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE,false);
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            m_pD3Ddev->SetTexture( 0, COLOR);
            m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            m_pD3Ddev->SetTexture( 0, COLOR);
     }
     if (Chams == 3)
    {
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE,false);
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            m_pD3Ddev->SetTexture( 0, COLOR);
            m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            m_pD3Ddev->SetTexture( 0, COLOR);
     }

t think is cant! many eerror!



Code:
void CESP::Draw2DPlayerBox( CF_Player *pPlayer, DWORD drawColor )
{
    if( !pPlayer )
        return;

    if( !pPlayer->Object )
        return;

    if( !g_Engine.GetClient() )
        return;

    LTVector vCenter, vFoot, vHead;

    //this is the centered position
    if( g_Engine.GetClient()->GetObjectPos( pPlayer->Object, &vCenter ) != LT_OK )
        return;

    //foot (bottom)
    if( g_Engine.GetClient()->GetObjectBoxMin( pPlayer->Object, vFoot ) != LT_OK )
        return;

    //head (top)
    if( g_Engine.GetClient()->GetObjectBoxMax( pPlayer->Object, vHead ) != LT_OK )
        return;

    //center the positions for 2d boxes
    vFoot.x = vCenter.x;
    vFoot.z = vCenter.z;
    vHead.x = vCenter.x;
    vHead.z = vCenter.z;

    LTVector vPlayerFootScreen, vPlayerHeadScreen;

    if( g_Engine****WorldToScreen( vFoot, vPlayerFootScreen ) && g_Engine****WorldToScreen( vHead, vPlayerHeadScreen ) )
    {
        float w = ( vPlayerFootScreen.y - vPlayerHeadScreen.y ) / 4;

        g_Engine.OutlineRGBA( vPlayerHeadScreen.x - w, vPlayerHeadScreen.y, w * 2, ( vPlayerFootScreen.y - vPlayerHeadScreen.y ), 1.0f,
            RED( drawColor ), GREEN( drawColor ), BLUE( drawColor ), ALPHA( drawColor ) );
    }
}



can't you complete this code

and this

Code:
 if( g_Cvar.GetBoolean( "vis_class" ) )
            {
                char szMaterialName[ 256 ] = { 0 };

                g_Engine.GetClient()->GetModelLT()->GetFilenames002( pPlayer->Object, szMaterialName, 256 );

                char *szClassName = ((char *)szMaterialName) + strlen( "MODELS\\CHARACTER\\" );

                for( int i = 0; i < strlen( szClassName ); i++ )
                {
                    if( szClassName[i] == '_' )
                    {
                        szClassName[i] = '\0';

                        break;
                    }
                }

                g_Engine.RenderTextEngine( low_pos_2d.x, low_pos_2d.y + 20, (bIsVisible) ? drawColorFront : drawColorBack,
                    szClassName, true, false );
            }

and this also

Code:
void CESP::Draw2DPlayerBox( CF_Player *pPlayer, DWORD drawColor )
{
    if( !pPlayer )
        return;

    if( !pPlayer->Object )
        return;

    if( !g_Engine.GetClient() )
        return;

    LTVector vCenter, vFoot, vHead;

    //this is the centered position
    if( g_Engine.GetClient()->GetObjectPos( pPlayer->Object, &vCenter ) != LT_OK )
        return;

    //foot (bottom)
    if( g_Engine.GetClient()->GetObjectBoxMin( pPlayer->Object, vFoot ) != LT_OK )
        return;

    //head (top)
    if( g_Engine.GetClient()->GetObjectBoxMax( pPlayer->Object, vHead ) != LT_OK )
        return;

    //center the positions for 2d boxes
    vFoot.x = vCenter.x;
    vFoot.z = vCenter.z;
    vHead.x = vCenter.x;
    vHead.z = vCenter.z;

    LTVector vPlayerFootScreen, vPlayerHeadScreen;

    if( g_Engine****WorldToScreen( vFoot, vPlayerFootScreen ) && g_Engine****WorldToScreen( vHead, vPlayerHeadScreen ) )
    {
        float w = ( vPlayerFootScreen.y - vPlayerHeadScreen.y ) / 4;

        g_Engine.OutlineRGBA( vPlayerHeadScreen.x - w, vPlayerHeadScreen.y, w * 2, ( vPlayerFootScreen.y - vPlayerHeadScreen.y ), 1.0f,
            RED( drawColor ), GREEN( drawColor ), BLUE( drawColor ), ALPHA( drawColor ) );
    }
}
You need a bypass...
This is patched by x trap but I think this would work with bypass
who want to complete this code please complete it! ^_^
Quote Originally Posted by mechanical2015 View Post
who want to complete this code please complete it! ^_^
Why dont u ask a famous coder on mPgh.net
I mean hahaz or lauwy or ger-Domi
its patched x.trap suks
Posts 1–7 of 7 · Page 1 of 1

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