Fire Weapon

Posts 1–9 of 9 · Page 1 of 1
Fire Weapon
Hey guys,

Because mouse_event didn't work on Crossfire I had to reverse the fire function of the game. I decided to share it here just in case somebody needs it.

Code:

Code:
VOID FireWeapon( LTPlayerClient* Client, INT a1 )
{
	DWORD CallAddress = FireWeaponAddress; 

	_asm PUSH a1;
	_asm MOV ECX, Client;
	_asm CALL CallAddress;
}
Now in order to call this succesfully you have to do a couple of checks otherwise your gun will keep firing even when you have no ammo (visual only).

Code:

Code:
VOID IPlayerMng::Fire()
{
	if( !bIsReady )
		return;
	
	if( Engine::ClientShell->Client->Ammo > 0 )
		Engine::FireWeapon( Engine::ClientShell->Client, 1 );
	else
		Engine::ClientShell->Client->FireState = 6;
}
Ammo is at 0x240 of LTPlayerClient and FireState at 0x354.

To get FireWeaponAddress search for this pattern (tested on both the EU & NA version):

Code:

Code:
\x83\xEC\x20\x56\x8B\xF1\xB9\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x84\xC0\x74\x09\x32\xC0\x5E
xxxxxxx????x????xxxxxxx
Put the credits....Scammer!
thats working i use it along time ago for my triggerbot. But the pattern scan is outdated
Nice copypasta, credit to SystemFile from *********.
Oh god ... pathetic ... you even copied his thread text ...
still believing that directly modifying CClientMgr::m_Commands values is the best,
i can send whatever game actions i want by only finding this one
Posts 1–9 of 9 · Page 1 of 1

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