Rapid Fire on

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Rapid Fire on
Isnt rapid fire on just \x90\x90 plz dnt b dbags about it. i just really need to knw i used search bar.
I'm pretty sure that's not it... Not sure why you would NOP it. Doesn't make sense.
LOL you even can ASM?
What is if it's something like a sleep after every shot?
When you NOP the sleep out you have rapidfire. There are VERY MUCH
other ways to do rapidfire or other hacks.
Quote Originally Posted by Ch40zz-C0d3r View Post
LOL you even can ASM?
What is if it's something like a sleep after every shot?
When you NOP the sleep out you have rapidfire. There are VERY MUCH
other ways to do rapidfire or other hacks.
thats wat i was thinkin it did. but it would just crash... its probobly something else tho.
Yes, nop out each byte in the address. I think the size is either 4 or 6 though... idk.
Quote Originally Posted by J View Post
Yes, nop out each byte in the address. I think the size is either 4 or 6 though... idk.
Based on what Jeff said and what this tells me
Code:
37419A0E   > 80BE E0000000 >CMP BYTE PTR DS:[ESI+E0],0
I have written this for the candy-ass OP
Code:
#define RapidFire          0x37419A0E // 37419A0E > 80BE E0000000 >CMP BYTE PTR DS:[ESI+E0],0
#define GameStatus         0x377DE9BC

void Memoria( void* pvAddress, void* pvBuffer, size_t len )
{
if( *(BYTE*)pvAddress == *(BYTE*)pvBuffer )
return;

memcpy( ( void* )pvAddress, ( void* )pvBuffer, len );
}

void rapidfire(){
      if(*(int *)GameStatus){
                   if(GetAsyncKeyState(VK_NUMPAD0)&1){
                                Memoria((LPVOID) (RapidFire), "\x90\x90\x90\x90\x90\x90", 6); 
                   }else{
                                Memoria((LPVOID) (RapidFire), "\x80\xBE\xE0\x00\x00\x00", 6); 
                   }
      }else{
                   Memoria((LPVOID) (RapidFire), "\x80\xBE\xE0\x00\x00\x00", 6); 
      }
}
I did this while being really fucking high right now... no idea if it'll work test it out candy-assgots
Quote Originally Posted by Deuce. View Post
Based on what Jeff said and what this tells me
Code:
37419A0E   > 80BE E0000000 >CMP BYTE PTR DS:[ESI+E0],0
I have written this for the candy-ass OP
Code:
#define RapidFire          0x37419A0E // 37419A0E > 80BE E0000000 >CMP BYTE PTR DS:[ESI+E0],0
#define GameStatus         0x377DE9BC

void Memoria( void* pvAddress, void* pvBuffer, size_t len )
{
if( *(BYTE*)pvAddress == *(BYTE*)pvBuffer )
return;

memcpy( ( void* )pvAddress, ( void* )pvBuffer, len );
}

void rapidfire(){
      if(*(int *)GameStatus){
                   if(GetAsyncKeyState(VK_NUMPAD0)&1){
                                Memoria((LPVOID) (RapidFire), "\x90\x90\x90\x90\x90\x90", 6); 
                   }else{
                                Memoria((LPVOID) (RapidFire), "\x80\xBE\xE0\x00\x00\x00", 6); 
                   }
      }else{
                   Memoria((LPVOID) (RapidFire), "\x80\xBE\xE0\x00\x00\x00", 6); 
      }
}
I did this while being really fucking high right now... no idea if it'll work test it out candy-assgots
Code:
#define RapidFire 0x37419A15
#define GameStatus 0x377DE9BC
Code:
VOID cTools::MemEdit(PVOID dwAdd, void *val, int bytes)
{
	DWORD d, ds; 
	VirtualProtect(dwAdd, bytes, PAGE_EXECUTE_READWRITE, &d);
	memcpy(dwAdd, val, bytes);  
	VirtualProtect(dwAdd,bytes,d,&ds);
}
Code:
bool inGame()
{
	if(*(int*)GameStatus == 1)
		return true;
	else return false;
}
Code:
void DoRapidFire()
{
	if(inGame())
	{
		if(GetAsyncKeyState(VK_LBUTTON)&1) 
			Tools.MemEdit((PBYTE)RapidFire, (PBYTE)"\x90\x90", 2);
		else 
			Tools.MemEdit((PBYTE)RapidFire, (PBYTE)"\x74\x3E", 2);
	}
	else Tools.MemEdit((PBYTE)RapidFire, (PBYTE)"\x74\x3E", 2);
}

Lol I was way off, it's 2 bytes not 4 or 6.
ohh well the old one used to be only 2 soo ima have to fix that. that is prob y it was crashing i didnt know they updated the bytes
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