void UnLimitedAmmo ()
{
*(int*)ADR_MemAmmo = 0;
}
DWORD ammo;
void UnliAmmo()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
if(dwPlayerPtr != 0){
if (GetAsyncKeyState(VK_F8)) //record ammo
{
ammo = *(int*)ADR_Unliammo;
}
if(GetAsyncKeyState(VK_F5) &1) //on
{
*(int*)ADR_Unliammo = 0;
}
if(GetAsyncKeyState(VK_F6) &1) //off
{
*(int*)ADR_Unliammo = ammo ;
}
}}
Put the DWORD ammo; Before DWORD *ingame = (DWORD*)ADR_PlayerPointer;
void UnliAmmo()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
if(dwPlayerPtr != 0){
if (GetAsyncKeyState(VK_F8)) //PRESS AFTER RESPAWNING.
{
ammo = *(int*)ADR_Unliammo;
}
if(GetAsyncKeyState(VK_F5) &1) //PRESS THIS (TO ACTIVATE) AFTER PRESSING F8
{
*(int*)ADR_Unliammo = 0;
}
if(GetAsyncKeyState(VK_F6) &1) //PRESS THIS (DEACTIVATE) BEFORE THE GAMES END. (TO AVOID CRASHING)
{
*(int*)ADR_Unliammo = ammo ;
}
}}

