Make a new project (dll libary project) and make a new dll entry point than. ( function main )
Now create a new thread to avoid lagg ingame and test some addresses out posted here on forum. As example i took engine nametags.
Now we need to change the bytes so with it the memory. This is done with the function memcpy. The addresses do the following:
Is there are wall between enemy and player? -> break; The player is not aiming on the enemy? -> break;
So these are 2 checks to block drawing the nametags all time. Both addresses have 2 bytes as example E8\D7 (not real bytes)
Now we want to bypass this check right? So we just NOP ( = no operation) the addresses so they do nothing at the end.
The bytes for this are 90. We have 2 bytes so we need to use them 2 times: 90\90
Now the full source:
Code:
#define NameTags1 = 0x372F678D
#define NameTags2 = 0x372F670A
memcpy((void *)NameTags1, (void *)"\x90\x90", 2);
memcpy((void *)NameTags2, (void *)"\x90\x90", 2);
There are 2 problems why the game will crash anywhen:
1. memcpy is hooked by hackshield and it will see if you use it. You need to protect the memory you write from reading and changing with virtualprotect. Look it up on google

2. You need to restore the original bytes before joining a new game! Otherwise CA (not Hackshield) detect a memory change and crash
Hope I could help u a lil bit :P