eigl. nicht schwer..Quote:
Request
#Auto F
keybd_event('F', 0, 0, 0);
struct CPlayer
{
CHAR xJumpToAdress0[36];//0x00
INT AntiM14Mine;//0x24
CHAR xJumpToAdress1[50196];//0x28
FLOAT RecoilX;//0xC43C
FLOAT RecoilY;//0xC440
FLOAT RecoilZ;//0xC444
CHAR xJumpToAdress2[88];//0xC448
FLOAT GravityX;//0xC4A0
FLOAT GravityZ;//0xC4A4
FLOAT GravityY;//0xC4A8
CVehicle* pVehicle;//0xC4AC
CHAR xJumpToAdress4[12];//0xC4B0
INT WeaponState;//0xC4BC
CHAR xJumpToAdress5[15416];//0xC4C0
FLOAT PlayerSpeed;//0x100F8
FLOAT NoSpread;//0x100FC
FLOAT FastNadeBlast;//0x10100
CHAR xJumpToAdress6[136];//0x10104
WORD PlayerView3D;//0x1018C
CHAR xJumpToAdress7[6];//0x1018E
FLOAT Pitch;//0x10194
CHAR xJumpToAdress8[24];//0x10198
FLOAT Yaw;//0x101B0
CHAR xJumpToAdress9[12];//0x101B4
FLOAT ViewX;//0x101C0
FLOAT ViewY;//0x101C4
FLOAT ViewZ;//0x101C8
CHAR xJumpToAdress10[12];//0x101CC
WORD Weapon1;//0x101D8
WORD Weapon2;//0x101DA
WORD Weapon3;//0x101DC
CHAR xJumpToAdress11[88];//0x101E0
BYTE PlayerState;//0x10238
CHAR xJumpToAdress12[143];//0x10239
FLOAT NoFallDamage;//0x102C8
CHAR xJumpToAdress13[8];//0x102CC
BYTE WalkFordward;//0x102D4
BYTE WalkBackdward;//0x102D5
BYTE WalkRight;//0x102D6
BYTE WalkLeft;//0x102D7
CHAR xJumpToAdress14[8];//0x102D8
FLOAT PosX;//0x102E0
CHAR xJumpToAdress15[4];//0x102E4
FLOAT PosY;//0x102E8
CHAR xJumpToAdress16[4];//0x102EC
FLOAT PosZ;//0x102F0
CHAR xJumpToAdress17[76];//0x102F4
DWORD AutoPlant;//0x10340
DWORD AutoDefuse;//0x10344
CHAR xJumpToAdress18[10];//0x1034C
DWORD AutoShot;//0x10356
CHAR xJumpToAdress19[134];//0x1035A
DWORD NoDelay;//0x103E0
};
Quote:
nice subzerom and büny xD and thank me for make it pub lol
struct CPlayer
{
char Sub[36];//0x00
int AntiM14Message;//0x24
char Büny[50196];//0x28
float Recoil1;//0xC43C
float Recoil2;//0xC440
float Recoil3;//0xC444
char Sub1[88];//0xC448
float XXX;//0xC4A0
float ZZZ;//0xC4A4
float YYY;//0xC4A8
char Büny1[16];//0xC4AC
int WeaponState;//0xC4BC
char Sub2[15416];//0xC4C0
float Speed;//0x100F8
float NoSpread;//0x100FC
float NadeBlast;//0x10100
char Büny2[136];//0x10104
short PlayerView3D;//0x1018C
char Sub3[5];//0x1018E
float Pitch;//0x10194
char Büny3[24];//0x10198
float Yaw;//0x101B0
char Sub4[12];//0x101B4
float posX;//0x101C0
float posY;//0x101C4
float posZ;//0x101C8
char Büny4[12];//0x101CC
word Weapon1;//0x101D8
word Weapon2;//0x101DA
word Weapon3;//0x101DC
word WeaponSlot; //0x0101DE
char Sub[88];//0x101DE
byte Status;//0x10238
char Büny5[143];//0x10239
float NFD;//0x102C8
char Sub5[20];//0x102CC
float Pos1;//0x102E0
char Büny6[4];//0x102E4
float Pos2;//0x102E8
char Sub6[4];//0x102EC
float Pos3;//0x102F0
char Büny7[236];//0x102F4
DWORD No_Delay_Reload;//0x103E0
}
Wenn interessiert das ?Quote:
Sind bereits Public
// WTW ;)
{
if( nwtw == 1 )
*(float*)ADR_WTW = -1;
}
{
if( nwtw == 0 )
*(float*)ADR_WTW = 0;
}
Quote:
kann mir einer sagen wie ich wtw definiere das es aus ist ..? mit Vaule = geht das nicht .-. hier meine source
Code:// WTW ;) { if( nwtw == 1 ) *(float*)ADR_WTW = -1; } { if( nwtw == 0 ) *(float*)ADR_WTW = 0; }