#Request AntiAFK
if(CH_AntiAFK)
{
*(float*)ADR_AntiAFK=1;
}
Deine Funktion teilt also Boneshot im if-case den Wert 1235 zu. Im else-case definierst du den Wert als 1235e3. e3 ist eine gängige Schreibweise für ordinale Datentypen mit der die wissenschaftliche Schreibweise von x * 10^n adaptiert wird. Sprich du lässt in einem Fall 1237 und ihm anderen Fall 1,237 * 10^3 = 1,237 * 1000 = 1237 in die Speicherzelle schreiben - wo ist der Sinn?Quote:
ADR_BONESHOT 0x84BAE0Code:if (BONESHOT == 1) { *(double*) ADR_BONESHOT = 1235; } if (BONESHOT == 0) { *(double*) ADR_BONESHOT = 1.237e3; }
:)
{
switch(RUNSPEED)
{
case 0:*(float*)(ADR_RUNSPEED) = 1.5;break;
case 1:*(float*)(ADR_RUNSPEED) = 1.5*2;break;
case 2:*(float*)(ADR_RUNSPEED) = 1.5*3;break;
case 3:*(float*)(ADR_RUNSPEED) = 1.5*4;break;
case 4:*(float*)(ADR_RUNSPEED) = 1.5*5;break;
}
}
{
switch(ROLLSPEED)
{
case 0:*(float*)(ADR_ROLLSPEED) = 1.75;break;
case 1:*(float*)(ADR_ROLLSPEED) = 1.75*2;break;
case 2:*(float*)(ADR_ROLLSPEED) = 1.75*3;break;
case 3:*(float*)(ADR_ROLLSPEED) = 1.75*4;break;
case 4:*(float*)(ADR_ROLLSPEED) = 1.75*5;break;
}
}
/*==========================================================================*/ /*============================WALK TROUGH WALLS=============================*/ /*==========================================================================*/ /*================================CREDITS TO================================*/ /*===================================BÜNY===================================*/ /*==========================================================================*/
DWORD dwWalkTroughWalls1 = 0x84ACF0; DWORD dwWalkTroughWalls2 = 0x84ADE0;
int WalkTroughWalls;
if(WalkTroughWalls == 1) // Falling down -> Enabled
{
*(double*)(dwWalkTroughWalls1) = 0;
*(double*)(dwWalkTroughWalls2) = 1.000000e-09;
}
else if(WalkTroughWalls == 2) // Falling down -> Disabled
{
*(double*)(dwWalkTroughWalls1) = 0;
*(double*)(dwWalkTroughWalls2) = 1;
}
else // Walk Trough Walls -> Disabled
{
*(double*)(dwWalkTroughWalls1) = 0.01;
*(double*)(dwWalkTroughWalls2) = 1.000000e-09;
}
if(Enable==1)
{
if(ColorA)
{
if(m_Stride==36 || m_Stride==32)
{
if(ColorA) pDevice->SetRenderState(D3DRS_LIGHTING,false);
if(ColorA) pDevice->SetRenderState(D3DRS_ZENABLE,false);
if(ColorA) pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
if(ColorA==1){pDevice->SetTexture(0, aRed);}
if(ColorA==2){pDevice->SetTexture(0, aYellow);}
if(ColorA==3){pDevice->SetTexture(0, aOrange);}
if(ColorA==4){pDevice->SetTexture(0, aGreen);}
if(ColorA==5){pDevice->SetTexture(0, aBlue);}
if(ColorA==6){pDevice->SetTexture(0, aPurple);}
if(ColorA==7){pDevice->SetTexture(0, aPink);}
if(ColorA==8){pDevice->SetTexture(0, aBlack);}
if(ColorA==9){pDevice->SetTexture(0, aGrey);}
if(ColorA==10){pDevice->SetTexture(0, aCyan);}
pDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
}
}
if(ColorB)
{
if(m_Stride==36 || m_Stride==32)
{
if(ColorB) pDevice->SetRenderState(D3DRS_LIGHTING, false);
if(ColorB) pDevice->SetRenderState(D3DRS_ZENABLE, true);
if(ColorB) pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
if(ColorB==1){pDevice->SetTexture(0, aRed);}
if(ColorB==2){pDevice->SetTexture(0, aYellow);}
if(ColorB==3){pDevice->SetTexture(0, aOrange);}
if(ColorB==4){pDevice->SetTexture(0, aGreen);}
if(ColorB==5){pDevice->SetTexture(0, aBlue);}
if(ColorB==6){pDevice->SetTexture(0, aPurple);}
if(ColorB==7){pDevice->SetTexture(0, aPink);}
if(ColorB==8){pDevice->SetTexture(0, aBlack);}
if(ColorB==9){pDevice->SetTexture(0, aGrey);}
if(ColorB==10){pDevice->SetTexture(0, aCyan);}
}
}
}
brauch man dafür akktuelle detour ?Quote:
[CENTER] Ich poste jetzt mal mein Chams
{ DWORD dwSrvrPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwSrvrPtr != 0)
if(Slot5){*(long*)(dwSrvrPtr+OFS_Slot5)=1;}
if(Slot6){*(long*)(dwSrvrPtr+OFS_Slot6)=1;}
if(Slot7){*(long*)(dwSrvrPtr+OFS_Slot7)=1;}
if(Slot8){*(long*)(dwSrvrPtr+OFS_Slot8)=1;}
}