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Originally Posted by Rumbarkrequest 5slot
Warum 0x1 ?Quote:
if (Slot5)
{
*(BYTE*)(ADR_SERVER + OFS_SLOT5) = 0x1;
}
weil es Byte ist aber es geht auch so ^^ !Quote:
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Warum 0x1 ?
1 reicht doch vollkommen aus.
struct CPlayer
{
char xUnknown1[50236];//0x00
float NoRecoil1;//0xC43C
float NoRecoil2;//0xC440
float NoRecoil3;//0xC444
char xUnknown2[69];//0xC448
BYTE Index;//0xC48D
char xUnknown3[22];//0xC48E
float GravityX;//0xC4A4
float GravityY;//0xC4A8
float GravityZ;//0xC4AC
char xUnknown4[12];//0xC4B0
int WeaponState;//0xC4BC
char xUnknown5[15420];//0xC4C0
float NoSpread;//0x100FC
float FastNadeBlast;//0x10100
char xUnknown6[144];//0x10104
float Pitch;//0x10194
char xUnknown7[24];//0x10198
float Yaw;//0x101B0
char xUnknown8[12];//0x101B4
float ViewX;//0x101C0
float ViewY;//0x101C4
float ViewZ;//0x101C8
char xUnknown9[12];//0x101CC
WORD Weapon1;//0x101D8
WORD Weapon2;//0x101DA
WORD Weapon3;//0x101DC
char xUnknown10[90];//0x101DE
BYTE PlayerState;//0x10238
char xUnknown11[155];//0x10239
float NoFallDamage;//0x102D4
char xUnknown12[20];//0x102D8
float PosX;//0x102EC
char xUnknown13[12];//0x102F0
float PosY;//0x102E4
char xUnknown14[12];//0x102E8
float PosZ;//0x102F4
char xUnknown15[96];//0x102F8
DWORD AutoPlant;//0x10358
DWORD AutoDefuse;//0x1035C
char xUnknown16[14];//0x10360
DWORD AutoShot;//0x1036E
char xUnknown17[106];//0x10372
float NoM134Idle;//0x103DC
};
Sorry Burn3r but any help for me cause im trying to make my first powerleveling bot but i still cant make it to work even with your source.I wish that you help me by pm or commentQuote:
New CPlayer Structs:
Credits to me.Code:struct CPlayer { char xUnknown1[50236];//0x00 float NoRecoil1;//0xC43C float NoRecoil2;//0xC440 float NoRecoil3;//0xC444 char xUnknown2[69];//0xC448 BYTE Index;//0xC48D char xUnknown3[22];//0xC48E float GravityX;//0xC4A4 float GravityY;//0xC4A8 float GravityZ;//0xC4AC char xUnknown4[12];//0xC4B0 int WeaponState;//0xC4BC char xUnknown5[15420];//0xC4C0 float NoSpread;//0x100FC float FastNadeBlast;//0x10100 char xUnknown6[144];//0x10104 float Pitch;//0x10194 char xUnknown7[24];//0x10198 float Yaw;//0x101B0 char xUnknown8[12];//0x101B4 float ViewX;//0x101C0 float ViewY;//0x101C4 float ViewZ;//0x101C8 char xUnknown9[12];//0x101CC WORD Weapon1;//0x101D8 WORD Weapon2;//0x101DA WORD Weapon3;//0x101DC char xUnknown10[90];//0x101DE BYTE PlayerState;//0x10238 char xUnknown11[155];//0x10239 float NoFallDamage;//0x102D4 char xUnknown12[20];//0x102D8 float PosX;//0x102EC char xUnknown13[12];//0x102F0 float PosY;//0x102E4 char xUnknown14[12];//0x102E8 float PosZ;//0x102F4 char xUnknown15[96];//0x102F8 DWORD AutoPlant;//0x10358 DWORD AutoDefuse;//0x1035C char xUnknown16[14];//0x10360 DWORD AutoShot;//0x1036E char xUnknown17[106];//0x10372 float NoM134Idle;//0x103DC };
@Donnie Brasco
Speed Off Value: 97*0
Super Jump brauchst du keine.
Sicher?Quote:
Falsch
Speed off value = 96
Type: Double
Smooth steht auf der ersten Seite^^Quote:
#request Source für Glasswalls & Soothjump
{
if(GetAsyncKeyState(VK_CONTROL) &0x8000)
{
*(float*)(Player Addy +Z Addy) = *(float*)(Player Addy +Z Addy) +70;
}
}
struct CPlayer{
char Jmp1[7400]; // Jump (1CE8)
int PLAYERID; // 1CE8
char Jmp2[42596]; // Jump (C34C)
float NORECOIL1; // C34C
char Jmp3[244]; // Jump (C440)
float NORECOIL2; // C440
float NORECOIL3; // C444
char Jmp4[64]; // Jump (C484)
float GRAVITY_X; // C484
float GRAVITY_Y; // C488
float GRAVITY_Z; // C48C
char Jmp5[16]; // Jump (C49C)
int WEAPONSTATE; // C49C
char Jmp6[28]; // Jump (C4B8)
int PLAYERSTATE; // C4B8
char Jmp7[15400]; // Jump (100E0)
int CRAZYNADE; // 100E0
char Jmp8[28]; // Jump (100FC)
float NOSPREAD; // 100FC
char Jmp9[152]; // Jump (10194)
float PITCH; // 10194
char Jmp10[28]; // Jump (101B0)
float YAW; // 101B0
char Jmp11[16]; // Jump (101C0)
float VIEW_X; // 101C0
float VIEW_Y; // 101C4
float VIEW_Z; // 101C8
char Jmp12[16]; // Jump (101D8)
WORD WEAPON1; // 101D8
WORD WEAPON2; // 101DA
WORD WEAPON3; // 101DC
char Jmp13[216]; // Jump (102B4)
float NFD; // 102B4
char Jmp14[24]; // Jump (102CC)
float Z; // 102CC
char Jmp15[8]; // Jump (102D4)
float X; // 102D4
char Jmp16[8]; // Jump (102DC)
float Y; // 102DC
};
D3DXVECTOR3 Pos;
struct cPlayer{
char Jmp[xy];
Pos.X;
char Jmp2[xy];
Pos.Z;
char Jmp3[xy];
Pos.Y;
}
Lern lieber die Grundlagen. Wie soll sowas denn funktionieren? Also mal ehrlich...Quote:
Und noch eine weitere Frage:
Seit neuerem sind die X,Y,Z offsets ja ein paar Bytes außeinander. Ich würde gerne mit D3DXVECTOR3-Arrays arbeiten, wie kann ich das zusammen realisieren ?
würde das funktionieren ?Code:D3DXVECTOR3 Pos; struct cPlayer{ char Jmp[xy]; Pos.X; char Jmp2[xy]; Pos.Z; char Jmp3[xy]; Pos.Y; }
mfg, Sawe :)