Why make it so complex if it can be done easier?Quote:
It's not the way to ask help ...
Method A :
Method B :Code:#define Addr_Playerpointer 0x9EDD6C #define OFS_X 0x102E0 #define OFS_Y 0x102F0 #define OFS_Z 0x102E8 void GlitchA() // Credits to : Sorry I don't remember, send me a PM if this is your code. Thanks ! { float gtelex,gteley,gtelez; DWORD dwPlayerPtr = *(DWORD*)Addr_Playerpointer; gtelex = *(float*)(dwPlayerPtr + OFS_X); gteley = *(float*)(dwPlayerPtr + OFS_Y); gtelez = *(float*)(dwPlayerPtr + OFS_Z); if(GetAsyncKeyState(VK_UP)&1) { gtelex+=20; *(float*)(dwPlayerPtr + OFS_X) = gtelex; *(float*)(dwPlayerPtr + OFS_Y) = gteley; *(float*)(dwPlayerPtr + OFS_Z) = gtelez; } if(GetAsyncKeyState(VK_DOWN)&1) { gtelex-=20; *(float*)(dwPlayerPtr + OFS_X) = gtelex; *(float*)(dwPlayerPtr + OFS_Y) = gteley; *(float*)(dwPlayerPtr + OFS_Z) = gtelez; } if(GetAsyncKeyState(VK_RIGHT)&1) { gteley+=20; *(float*)(dwPlayerPtr + OFS_X) = gtelex; *(float*)(dwPlayerPtr + OFS_Y) = gteley; *(float*)(dwPlayerPtr + OFS_Z) = gtelez; } if(GetAsyncKeyState(VK_LEFT)&1) { gteley-=20; *(float*)(dwPlayerPtr + OFS_X) = gtelex; *(float*)(dwPlayerPtr + OFS_Y) = gteley; *(float*)(dwPlayerPtr + OFS_Z) = gtelez; } }
Code:#define Addr_Playerpointer 0x9EDD6C #define OFS_X 0x102E0 #define OFS_Y 0x102F0 #define OFS_Z 0x102E8 void GlitchB() // Credits to Eagl3 { DWORD xPlayer = *(DWORD*)Addr_Playerpointer; if(xPlayer != 0) { {*(float*)(xPlayer+OFS_Y) = (*(float*)(xPlayer+OFS_Y) +0.02);} {*(float*)(xPlayer+OFS_X) = (*(float*)(xPlayer+OFS_X) +0.02);} {*(float*)(xPlayer+OFS_Y) = (*(float*)(xPlayer+OFS_Y) -0.01);} {*(float*)(xPlayer+OFS_X) = (*(float*)(xPlayer+OFS_X) -0.01);} }}
for example
Code:
if(Glitcher)
{
if(g_pBase->cPlayer)
{
if(mov_x_plus)
{
g_pBase->cPlayer->ofs_x = g_pBase->cPlayer->ofs_x +8;
mov_x_plus = 0;
}
if(mov_x_min)
{
g_pBase->cPlayer->ofs_x = g_pBase->cPlayer->ofs_x -8;
mov_x_min = 0;
}
if(mov_z_plus)
{
g_pBase->cPlayer->ofs_z = g_pBase->cPlayer->ofs_z +8;
mov_z_plus = 0;
}
if(mov_z_min)
{
g_pBase->cPlayer->ofs_z = g_pBase->cPlayer->ofs_z -8;
mov_z_min = 0;
}
if(mov_y_plus)
{
g_pBase->cPlayer->ofs_y = g_pBase->cPlayer->ofs_y +8;
mov_y_plus = 0;
}
if(mov_y_min)
{
g_pBase->cPlayer->ofs_y = g_pBase->cPlayer->ofs_y -8;
mov_y_min = 0;
}
}
}