Was ist falsch?
Wenn ich ingame gehe, bleibe ich beim laufen einfach am spawnpunkt stehen :o
Wenn ich ingame gehe, bleibe ich beim laufen einfach am spawnpunkt stehen :o
Code:
#include <windows.h>
#include <stdio.h>
#define ADRESS_PLAYERPOINTER 0x00C7E840
#define ADRESS_SERVERPOINTER 0x00B791B8
#define ADRESS_PREMIUM 0x0057C
#define ADRESS_PLAYERSPEED 0x0099A65C
#define OFFSET_X 0x000102E4
#define OFFSET_Y 0x000102F4
#define OFFSET_Z 0x000102EC
#define OFFSET_NOFALLDAMAGE 0x00102CC
#define OFFSET_SLOT1 0x001021A0
#define OFFSET_SLOT2 0x001021A1
#define OFFSET_SLOT3 0x001021A2
#define OFFSET_SLOT4 0x001021A3
#define OFFSET_SLOT5 0x001021A4
#define OFFSET_SLOT6 0x001021A5
#define OFFSET_SLOT7 0x001021A6
#define OFFSET_SLOT9 0x001021A7
#define OFFSET_LEVEL 0x0011A288
#define ADRESS_FASTAMMO 0x00B02F9C
#define ADRESS_FASTHEALTH 0x00B02FA
int height = 0;
int speed = 0;
int skyw = 0;
void Lift( float Height )
{
*(float*)( ADRESS_PLAYERPOINTER + OFFSET_Z ) = Height;
}
void Premium( int Val )
{
*(long*)( ADRESS_SERVERPOINTER + ADRESS_PREMIUM ) = Val;
}
void Playerspeed ( double Speed )
{
*(double*)( ADRESS_PLAYERSPEED ) = Speed;
}
void Level( int lvl )
{
*(long*)( ADRESS_SERVERPOINTER + OFFSET_LEVEL ) = lvl;
}
void Teleport(float x, float y, float z)
{
*(float*)(ADRESS_PLAYERPOINTER + OFFSET_X) = x;
*(float*)(ADRESS_PLAYERPOINTER + OFFSET_Y) = y;
*(float*)(ADRESS_PLAYERPOINTER + OFFSET_Z) = z;
}
void WR()
{
if( GetAsyncKeyState ( VK_F1 ) &1 ){ *(int*)height = 0; }
if( GetAsyncKeyState ( VK_F2 ) &1 ){ *(int*)height = 1; }
if( GetAsyncKeyState ( VK_F3 ) &1 ){ *(int*)height = 2; }
if( GetAsyncKeyState ( VK_F4 ) &1 ){ *(int*)height = 3; }
if( GetAsyncKeyState ( VK_F5 ) &1 ){ *(int*)speed = 0; }
if( GetAsyncKeyState ( VK_F6 ) &1 ){ *(int*)speed = 1; }
if( GetAsyncKeyState ( VK_F7 ) &1 ){ *(int*)speed = 2; }
if( GetAsyncKeyState ( VK_F8 ) &1 ){ *(int*)speed = 3; }
if( GetAsyncKeyState ( VK_NUMPAD0 ) ){ *(int*)skyw = 0; }
if( GetAsyncKeyState ( VK_NUMPAD1 ) ){ *(int*)skyw = 1; }
if( speed == 0 ){ Playerspeed( 97.0f ); }
if( speed == 1 ){ Playerspeed( 150.0f ); }
if( speed == 2 ){ Playerspeed( 0.0f ); }
if( GetAsyncKeyState(VK_CONTROL) && height == 0 ){ Lift(0); }
if( GetAsyncKeyState(VK_CONTROL) && height == 1 ){ Lift(500); }
if( GetAsyncKeyState(VK_CONTROL) && height == 2 ){ Lift(1500); }
if( GetAsyncKeyState(VK_CONTROL) && height == 0 ){ Lift(+50); }
if( skyw == 0 ){ Lift(0); }
if( skyw == 1 ){ Lift(1000); }
}
void rr()
{
for(;;)
{
WR();
Sleep(30);
}
}
BOOL WINAPI DllMain(HINSTANCE mod, DWORD DWORD_GRUND, LPVOID res)
{
switch(DWORD_GRUND)
{
case 1:
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)rr, 0, 0, 0);
break;
case 2:
break;
}
return TRUE;
}