Now I to you will tell as works damage.
At first you attack the opponent. Attack is transferred in Object.dll In Object.dll it it is processed. If attack big you bowl off.
That you haven't bowled off to you it is necessary to change damage in Object.dll
Here an example of a code without errors:
Code:
DWORD CShell = (DWORD)GetModuleHandleA("CShell.dll");
DWORD Object = (DWORD)GetModuleHandleA("Object.dll");
DWORD pWeaponMgr = *(DWORD*)(CShell + WeaponMgr);
DWORD aWeaponMgr = *(DWORD*)(Object + WeaponMgr2);
if (Damage)\\Damage in CShell.dll
{
if (pWeaponMgr)
{
for(int i=0; i<445; i++)
{
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL)
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + DamageAddy) = 9999.0f;
}}}
if (Damage)\\Damage in Object.dll
{
if (aWeaponMgr)
{
for(int i=0; i<445; i++)
{
if((*(DWORD*)((*(DWORD*)(Object+WeaponMgr2))+(4*i) ) ) != NULL)
*(float*)((*(DWORD*)((*(DWORD*)(Object+WeaponMgr2) ) +(4*i))) + DamageAddy2) = 5.0f;
}}}
}
}
WeaponMgr - WeaponMgr in CShell.dll
WeaponMgr2 - WeaponMgr in Object.dll
pWeaponMgr - WeaponMgr
aWeaponMgr - WeaponMgr2
To make attack small in Object.dll you are necessary addys from it.
But... if you load CShell.dll into the loader you won't find Object.dll
Object.dll joins only during game!!!
On RU CF 100 % work! On NA CF I do not know, but I think that works.