#include<windows.h>
#define WeaponMgr 0x0000000
#define BasicPlayerInfo 0x000000
#define WallMgr 0x00000000
#define UnlimitedAmmo 0x00000000
while(1)
{
DWORD CShell = (DWORD)GetModuleHandleA("CShell.dll");
DWORD pWallMgr = *(PDWORD)(CShell+WallMgr);// for STW
DWORD pBasicPlayerInfo = *(DWORD*)(CShell + BasicPlayerInfo);// BPI
DWORD pWeaponMgr = *(PDWORD)(CShell+WeaponMgr);// For No Recoil,NoReload,.........
if (unlimitedAmmo)
{
If(pWeaponMgr)
{
for(int i=0 ; i<LooP (according to Feature); i++)// loop is 560 for most of mem hacks cuz u loop through all of weapons
{
if ((*DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL)
*(float or bool according to hack*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + UnlimitedAmmo) = 90;// this is the value...value differs according to the hack
}
}
}
Sleep(100);
}
}
}
DWORD WINAPI GodModeHack(LPVOID)
{
return 1;
}
BOOL WINAPI DllMain(HMODULE hDll, DWORD dwReason, LPVOID lpReserved)
{
if(GetModuleHandleA("CShell.dll") && GetModuleHandleA("ClientFx.fxd") && !LogIn)
{
LogIn = true;
CreateThread(0,0,(LPTHREAD_START_ROUTINE)GodModeHack,0,0,0);
DisableThreadLibraryCalls(hDll);
}
return 1;
}


and they call all of that functions in a void thread, they named it "Hack Thread" in this thread, they will check if you are in-game or in the lobby or somewhere else and if you are in-game, that`s the time the calling of the function part will work. But I am not sure though because I just observe