Well I've been working on Combat arms hacks, but mainly just Menu designs, but I'm having this big problem I don't know the Base Structure to start with...
Wouldn't it be something like,
Code:
#include <iostream>
void BuildMenu(char * menuname, int x, int y, int h, int w, DWORD TITLECOL, DWORD BACKCOLOR, DWORD BORDERCOLOR, LPDIRECT3DDEVICE9 pDevice)
{
return;
}
Can someone be kind enough to help me.
Please nothing like "Go learn C++" or "Read a Book", I can't because I'm one of the special kids who doesn't really learn much from reading, I learn from doing.
Thank you for your time,
xGhost
Do an easy menu centered around a structure. Think Hmmm what would be needed for a single menu Item?
struct MenuItem{
int X
int Y
string name,
char Opt[];
}
Posts 1–4 of 4 · Page 1 of 1
Post a Reply
Tags for this Thread
None
I mean it in the way of the things that should go, like the EndScene and things like that.
Originally Posted by -xGhost-
Well I've been working on Combat arms hacks, but mainly just Menu designs, but I'm having this big problem I don't know the Base Structure to start with...
Wouldn't it be something like,
Code:
#include <iostream>
void BuildMenu(char * menuname, int x, int y, int h, int w, DWORD TITLECOL, DWORD BACKCOLOR, DWORD BORDERCOLOR, LPDIRECT3DDEVICE9 pDevice)
{
return;
}
Can someone be kind enough to help me.
Please nothing like "Go learn C++" or "Read a Book", I can't because I'm one of the special kids who doesn't really learn much from reading, I learn from doing.
Thank you for your time,
xGhost
build your menu data structures before your methods and functions.
for example, I had the a few fields for my base class, contained within an array:
-Name
-Description
-Modifier
-Hotkey
-Validation scheme
-Friendly name mask
After you have your base items, you may want to categorize it into a category.
build from the ground up, not from the sky down.