Structed Teleport
Credits 100% to AeroMan.
I explained the purpose of the functions.
So you know atleast what you are doing.
please give credits.
if you dont -> you are a leecher
I explained the purpose of the functions.
So you know atleast what you are doing.
please give credits.
if you dont -> you are a leecher
Struct.h
Code:
//Player struct info.
//This is a public struct,it does not stay undetected for ever.
//You probably need to update this regulary.
//This function can be used with 'cPlayer->' not 'Player->','Player::','Player.'...
//Remember to give credits to AeroMan for coding this.
struct Player{
DWORD PlayerPointer; //0x0C7C738
unsigned OFS_Z; //0x102EC
unsigned OFS_Y; //0x102F4
unsigned OFS_X; //0x102E4
float Nfd; //0x0102CC
};
//Makes the cPlayer available for use.
Player* cPlayer = (Player*)0x0C7C738;
Code:
int x,y,z; //integer -> x | y | z
void Teleport() //void Teleport() can also be converted for menu. We will use: 'if(Teleport)'
/*--[Teleport]--*/
/*--[Coded by]--*/
/*--[AeroMan.]--*/
{
//We can use this to test if the function works.
//For example we can use this in the game to test if this void is running.
if(GetAsyncKeyState(VK_INSERT)&1){ //if the function gets 'Insert' Key then
//You can edit the text,but please give credits.
MessageBoxA(0,"This function has been coded by AeroMan","AeroMan",0);} //Msgbox
float _X = 0.00; //Saves the current position
float _Y = 0.00; //Saves the current position
float _Z = 0.00; //Saves the current position
if(cPlayer->PlayerPointer != 0) //if our PlayerPointer addie is running then
{
_Z = *(float*)(cPlayer->PlayerPointer+cPlayer->OFS_Z); //_Z gets the current character pos
_Y = *(float*)(cPlayer->PlayerPointer+cPlayer->OFS_Y); //_Y gets the current character pos
_X = *(float*)(cPlayer->PlayerPointer+cPlayer->OFS_X); //_X gets the current character pos
if(GetAsyncKeyState(VK_F10)&1) //if the function gets 'F10' key then
{
x = _X; //Integer x = the _X Saved position
y = _Y; //Integer y = the _Y Saved position
z = _Z; //Integer z = the _Z Saved position
} //End of position to integer
if(GetAsyncKeyState(VK_F11)&1) //if the function gets 'F11' key then
{
*(float*)(cPlayer->PlayerPointer+cPlayer->OFS_Z) = z; //We teleport to the z integer
*(float*)(cPlayer->PlayerPointer+cPlayer->OFS_Y) = y; //We teleport to the y integer
*(float*)(cPlayer->PlayerPointer+cPlayer->OFS_X) = x; //We teleport to the x integer
cPlayer->Nfd = -1000; //Protects us against dieing from fall damage
} //End of teleport
} //End of PlayerPointer
} //End of thread


