WarRock EU - Code Snippets

06/29/2012 22:21 Fischii26#7321
Quote:
Originally Posted by xroute66x™ :) View Post
So etwas in der Art?
Das ist eine Creditsbox
Code:
  if (Mtitle[0]) {
DrawTextC((x * 7) + 5, y, RED, Mtitle, pFont1);
CMenu_DrawCronersBox((INT)x * 14 + 42,(INT)y - 3,18,95, pDevice);//Credits-Name Box
DrawTextC((INT)(x * 15) + (35 + 7 * 6) ,(INT) y - 2, GREEN, "Credits", pFont1);	//Text = Credits
       CMenu_DrawCronersBox((INT)x * 14 + 42,(INT)y + 22 ,60 + 1,95, pDevice);//Credits Box
	   DrawTextC((INT)(x * 14) + (37 + 7 * 7) ,(INT) y + 22, GREEN, "Croner", pFont1);//Credits
	   DrawTextC((INT)(x * 14) + (35 + 7 * 7) ,(INT) y + 37, GREEN, "Credits", pFont1);//Credits
	   DrawTextC((INT)(x * 14) + (37 + 7 * 7) ,(INT) y + 52, GREEN, "Credits", pFont1);//Credits
	   DrawTextC((INT)(x * 14) + (37 + 7 * 7) ,(INT) y + 67, GREEN, "Credits", pFont1);//Credits
Credits to Croner & me

Wenn ich wüsste wie ich das dingen einsetzten muss, dann könnte ich dir das sagen. Also wenn ichs in die draw.h einfügen hab ich schonmal ein paar Fehler weniger ;D
06/29/2012 22:28 hero9910#7322
request quick Plant/defuse on/off bytes
06/30/2012 07:21 [Coder]DreaM'#7323
void DrawTextC(int x,int y,DWORD color,char *text, CD3DFont* pFont1)
{
pFont1->DrawTextA((float)x, (float)y, color, text, DT_CENTER|DT_NOCLIP);
}



und das in d3dmenu ->



void DrawTextC(int x,int y,DWORD color,char *text, CD3DFont* pFont1);
06/30/2012 10:51 xRoute66x#7324
Quote:
Originally Posted by Fischii26 View Post
Wenn ich wüsste wie ich das dingen einsetzten muss, dann könnte ich dir das sagen. Also wenn ichs in die draw.h einfügen hab ich schonmal ein paar Fehler weniger ;D
Du musst da auch "CMenu_DrawCronersBox" und "DrawTextC" umbennen, so wie es in der Base steht.
Am besten könnt ich dir per TV helfen.
Die Box sieht so aus :
06/30/2012 11:26 GigaByte™#7325
#Req. QuickPlant ON bytes..
06/30/2012 11:36 BlackLegend™##7326
#define ASM_QUICKPLANT 0x4F5B9D
#define ASM_QUICKDEFUSE 0x4F145C

if(items->menu.player.QuickPlantASM)
{
MemoryEdit((void*)(ASM_QUICKPLANT), (PBYTE)"\xEB\x39", 2);
}
else
{
MemoryEdit((void*)(ASM_QUICKPLANT), (PBYTE)"\x7D\x16", 2);
}
if(items->menu.player.QuickDefuseASM)
{
MemoryEdit((void*)(ASM_QUICKDEFUSE), (PBYTE)"\xEB\x3C", 2);
}
else
{
MemoryEdit((void*)(ASM_QUICKDEFUSE), (PBYTE)"\x7D\x07", 2);
}
06/30/2012 16:11 Fischii26#7327
Brauche Hilfe bei Chams Source, Debuggen geht mittlerweile 1a aber ingame gehen sie nicht. Kann mir wer über TV helfen?

Danke

€: Mein Versuch. (Hab ich mehrmals umgeschrieben)

PHP Code:
HRESULT GenerateTexture(IDirect3DDevice9 *pD3DdevIDirect3DTexture9 **ppD3DtexDWORD colour32)
{
    if(
FAILED(pD3Ddev->CreateTexture(8810D3DFMT_A4R4G4B4D3DPOOL_MANAGEDppD3DtexNULL)))
        return 
E_FAIL;
    
    
WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
                    |(
WORD)(((colour32>>20)&0xF)<<8)
                     |(
WORD)(((colour32>>12)&0xF)<<4)
                     |(
WORD)(((colour32>>4)&0xF)<<0);

    
D3DLOCKED_RECT d3dlr;    
    (*
ppD3Dtex)->LockRect(0, &d3dlr00);
    
WORD *pDst16 = (WORD*)d3dlr.pBits;

    for(
int xy=0xy 8*8xy++)
        *
pDst16++ = colour16;

    (*
ppD3Dtex)->UnlockRect(0);

    return 
S_OK;
}
LPDIRECT3DTEXTURE9 sRed,sYellow,sGreen,sBlue,sPurple,sPink,sOrange,sBlack,sWhite,sGrey,sCyan;
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDeviceD3DPRIMITIVETYPE TypeINT BaseVertexIndexUINT MinVertexIndexUINT NumVerticesUINT startIndexUINT primCount)
{
if(
Color)
{
GenerateTexture(pDevice, &sRed,     RED);
GenerateTexture(pDevice, &sYellow,    YELLOW);
GenerateTexture(pDevice, &sGreen,    GREEN);
GenerateTexture(pDevice, &sBlue,    BLUE);
GenerateTexture(pDevice, &sPurple,    PURPLE);
GenerateTexture(pDevice, &sPink,    PINK);
GenerateTexture(pDevice, &sOrange,    ORANGE);
GenerateTexture(pDevice, &sBlack,    BLACK);
GenerateTexture(pDevice, &sWhite,    WHITE);
GenerateTexture(pDevice, &sGreyGREY);
GenerateTexture(pDevice, &sCyan CYAN);
Color false;

return 
TRUE;
}}
UINT m_Stride;
HRESULT WINAPI DrawIndexedPrimitiveMain(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
    if(
CH_Chams==1)
{
if(
CH_ChamsColorA || !CH_ChamsColorA)
{
if(
m_Stride == 36)
{
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_LIGHTING,false);
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_ZENABLE,false);
if(
CH_ChamsColorA==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorA==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorA==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorA==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorA==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorA==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorA==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorA==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorA==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorA==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorA==11){pDevice->SetTexture(0sCyan);}
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
}
if(
m_Stride == 32)
{
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_LIGHTING,false);
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_ZENABLE,false);
if(
CH_ChamsColorA==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorA==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorA==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorA==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorA==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorA==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorA==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorA==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorA==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorA==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorA==11){pDevice->SetTexture(0sCyan);}
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
if(
CH_Chams==1)
{
if(
CH_ChamsColorB || !CH_ChamsColorB)
{
if(
m_Stride== 36){
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTINGfalse);
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLEtrue);
if(
CH_ChamsColorB==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorB==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorB==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorB==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorB==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorB==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorB==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorB==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorB==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorB==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorB==11){pDevice->SetTexture(0sCyan);}
}
if(
m_Stride== 32){
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTINGfalse);
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLEtrue);
if(
CH_ChamsColorB==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorB==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorB==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorB==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorB==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorB==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorB==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorB==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorB==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorB==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorB==11){pDevice->SetTexture(0sCyan);}
}
}
return 
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
}}}}} 
Edit:

BlackLegends 0815 Debuggingbug behoben

PHP Code:
DWORD lpflOldProtect;
BOOL MemoryEditx VOID *lpMemVOID *lpSrcDWORD len)
{
DWORD lpflOldProtectflNewProtect PAGE_READWRITE;
unsigned char *pDst = (unsigned char *)lpMem
*
pSrc = (unsigned char *)lpSrc;
if (
VirtualProtect(lpMem,len,flNewProtect,&lpflOldProtect))
{
while(
len-- >0) *pDst++ = *pSrc++;
VirtualProtect(lpMem,lenlpflOldProtect,&lpflOldProtect);
FlushInstructionCache(GetCurrentProcess(), lpMemlen);
return 
1;
}
return 
0;
}

void HackShieldBP (void)//new Bypass
{
DWORD hEhSvc 0;
do{
hEhSvc = (DWORD)GetModuleHandle("EhSvc.dll");
Sleep(300); // Waiting EhSvc.dll Module
}while(!hEhSvc);
MemoryEditx((void *)(hEhSvc 0x09FA8), (void *)"\x74\x15"2);
MemoryEditx((void *)(hEhSvc 0x7907A), (void *)"\xC3"1);
MemoryEditx((void *)(hEhSvc 0x96863), (void *)"\x03\xD2\xB0\x00\x00\x00\x00"2);
MemoryEditx((void *)(hEhSvc 0x9457F), (void *)"\xB0\x00\x00\x00\x00",5);

When u use it give 95% Crediz to Black and 5% Credis ti mee^^
06/30/2012 18:13 BlackLegend™##7328
Quote:
Originally Posted by Fischii26 View Post
Brauche Hilfe bei Chams Source, Debuggen geht mittlerweile 1a aber ingame gehen sie nicht. Kann mir wer über TV helfen?

Danke

€: Mein Versuch. (Hab ich mehrmals umgeschrieben)

PHP Code:
HRESULT GenerateTexture(IDirect3DDevice9 *pD3DdevIDirect3DTexture9 **ppD3DtexDWORD colour32)
{
    if(
FAILED(pD3Ddev->CreateTexture(8810D3DFMT_A4R4G4B4D3DPOOL_MANAGEDppD3DtexNULL)))
        return 
E_FAIL;
    
    
WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
                    |(
WORD)(((colour32>>20)&0xF)<<8)
                     |(
WORD)(((colour32>>12)&0xF)<<4)
                     |(
WORD)(((colour32>>4)&0xF)<<0);

    
D3DLOCKED_RECT d3dlr;    
    (*
ppD3Dtex)->LockRect(0, &d3dlr00);
    
WORD *pDst16 = (WORD*)d3dlr.pBits;

    for(
int xy=0xy 8*8xy++)
        *
pDst16++ = colour16;

    (*
ppD3Dtex)->UnlockRect(0);

    return 
S_OK;
}
LPDIRECT3DTEXTURE9 sRed,sYellow,sGreen,sBlue,sPurple,sPink,sOrange,sBlack,sWhite,sGrey,sCyan;
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDeviceD3DPRIMITIVETYPE TypeINT BaseVertexIndexUINT MinVertexIndexUINT NumVerticesUINT startIndexUINT primCount)
{
if(
Color)
{
GenerateTexture(pDevice, &sRed,     RED);
GenerateTexture(pDevice, &sYellow,    YELLOW);
GenerateTexture(pDevice, &sGreen,    GREEN);
GenerateTexture(pDevice, &sBlue,    BLUE);
GenerateTexture(pDevice, &sPurple,    PURPLE);
GenerateTexture(pDevice, &sPink,    PINK);
GenerateTexture(pDevice, &sOrange,    ORANGE);
GenerateTexture(pDevice, &sBlack,    BLACK);
GenerateTexture(pDevice, &sWhite,    WHITE);
GenerateTexture(pDevice, &sGreyGREY);
GenerateTexture(pDevice, &sCyan CYAN);
Color false;

return 
TRUE;
}}
UINT m_Stride;
HRESULT WINAPI DrawIndexedPrimitiveMain(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
    if(
CH_Chams==1)
{
if(
CH_ChamsColorA || !CH_ChamsColorA)
{
if(
m_Stride == 36)
{
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_LIGHTING,false);
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_ZENABLE,false);
if(
CH_ChamsColorA==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorA==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorA==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorA==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorA==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorA==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorA==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorA==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorA==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorA==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorA==11){pDevice->SetTexture(0sCyan);}
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
}
if(
m_Stride == 32)
{
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_LIGHTING,false);
if(
CH_ChamsColorApDevice->SetRenderState(D3DRS_ZENABLE,false);
if(
CH_ChamsColorA==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorA==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorA==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorA==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorA==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorA==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorA==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorA==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorA==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorA==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorA==11){pDevice->SetTexture(0sCyan);}
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
if(
CH_Chams==1)
{
if(
CH_ChamsColorB || !CH_ChamsColorB)
{
if(
m_Stride== 36){
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTINGfalse);
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLEtrue);
if(
CH_ChamsColorB==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorB==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorB==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorB==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorB==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorB==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorB==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorB==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorB==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorB==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorB==11){pDevice->SetTexture(0sCyan);}
}
if(
m_Stride== 32){
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTINGfalse);
if(
CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLEtrue);
if(
CH_ChamsColorB==1){pDevice->SetTexture(0sRed);}
if(
CH_ChamsColorB==2){pDevice->SetTexture(0sYellow);}
if(
CH_ChamsColorB==3){pDevice->SetTexture(0sGreen);}
if(
CH_ChamsColorB==4){pDevice->SetTexture(0sBlue);}
if(
CH_ChamsColorB==5){pDevice->SetTexture(0sPurple);}
if(
CH_ChamsColorB==6){pDevice->SetTexture(0sPink);}
if(
CH_ChamsColorB==7){pDevice->SetTexture(0sOrange);}
if(
CH_ChamsColorB==8){pDevice->SetTexture(0sBlack);}
if(
CH_ChamsColorB==9){pDevice->SetTexture(0sWhite);}
if(
CH_ChamsColorB==10){pDevice->SetTexture(0sGrey);}
if(
CH_ChamsColorB==11){pDevice->SetTexture(0sCyan);}
}
}
return 
myDrawIndexedPrimitive(pDeviceTypeBaseVertexIndexMinVertexIndexNumVerticesstartIndexprimCount);
}}}}} 
Edit:

BlackLegends 0815 Debuggingbug behoben

PHP Code:
DWORD lpflOldProtect;
BOOL MemoryEditx VOID *lpMemVOID *lpSrcDWORD len)
{
DWORD lpflOldProtectflNewProtect PAGE_READWRITE;
unsigned char *pDst = (unsigned char *)lpMem
*
pSrc = (unsigned char *)lpSrc;
if (
VirtualProtect(lpMem,len,flNewProtect,&lpflOldProtect))
{
while(
len-- >0) *pDst++ = *pSrc++;
VirtualProtect(lpMem,lenlpflOldProtect,&lpflOldProtect);
FlushInstructionCache(GetCurrentProcess(), lpMemlen);
return 
1;
}
return 
0;
}

void HackShieldBP (void)//new Bypass
{
DWORD hEhSvc 0;
do{
hEhSvc = (DWORD)GetModuleHandle("EhSvc.dll");
Sleep(300); // Waiting EhSvc.dll Module
}while(!hEhSvc);
MemoryEditx((void *)(hEhSvc 0x09FA8), (void *)"\x74\x15"2);
MemoryEditx((void *)(hEhSvc 0x7907A), (void *)"\xC3"1);
MemoryEditx((void *)(hEhSvc 0x96863), (void *)"\x03\xD2\xB0\x00\x00\x00\x00"2);
MemoryEditx((void *)(hEhSvc 0x9457F), (void *)"\xB0\x00\x00\x00\x00",5);

When u use it give 95% Crediz to Black and 5% Credis ti mee^^
Ich weiß nicht ob du zu doof für alles bist, oder einfach kein c++ kannst.
Aber sowas sollte man halt sehen:

(Das in Rot)
Quote:
void HackShieldBP (void)//new Bypass
{
DWORD hEhSvc = 0;
do{
hEhSvc = (DWORD)GetModuleHandle("EhSvc.dll");
Sleep(300); // Waiting EhSvc.dll Module
}while(!hEhSvc);
MemoryEditx((void *)(hEhSvc + 0x09FA8), (void *)"\x74\x15", 2);
MemoryEditx((void *)(hEhSvc + 0x7907A), (void *)"\xC3", 1);
MemoryEditx((void *)(hEhSvc + 0x96863), (void *)"\x03\xD2\xB0\x00\x00\x00\x00", 2);
MemoryEditx((void *)(hEhSvc + 0x9457F), (void *)"\xB0\x00\x00\x00\x00",5);
}
Zum Chams Problem:
Hast du myDrawIndexedPrimitive auch gehookt?
Und stell mal auf Release um
€: 100% Credits an Silentchris für den Bypass
06/30/2012 18:20 Fischii26#7329
Quote:
Originally Posted by BlackLegend™# View Post
Ich weiß nicht ob du zu doof für alles bist, oder einfach kein c++ kannst.
Aber sowas sollte man halt sehen:

(Das in Rot)

Zum Chams Problem:
Hast du myDrawIndexedPrimitive auch gehookt?
Und stell mal auf Release um
€: 100% Credits an Silentchris für den Bypass
Ich schätze ich bin doof für alles :D Ach ja gesehen hab ich das schon nur wenn du den Salat mal debuggen würdest, dann würdest du sehen das dass lpflOldProtect zusammengeschrieben sein muss und mit DWORD lpflOldProtect; definiert sein muss.

Oh man perfect german...

Also Ich hab alles in die Main.cpp reingeklatscht, sonst kommen überall fehlermeldungen... Is sowieso ne drecks base. Hat lauter bugs >.>
06/30/2012 19:38 BlackLegend™##7330
Quote:
Originally Posted by Fischii26 View Post
Ich schätze ich bin doof für alles :D Ach ja gesehen hab ich das schon nur wenn du den Salat mal debuggen würdest, dann würdest du sehen das dass lpflOldProtect zusammengeschrieben sein muss und mit DWORD lpflOldProtect; definiert sein muss.

Oh man perfect german...

Also Ich hab alles in die Main.cpp reingeklatscht, sonst kommen überall fehlermeldungen... Is sowieso ne drecks base. Hat lauter bugs >.>
Nur mal so ....
Wie wäre es mit C++ lernen? Das wär wohl der erste Schritte vom C&P´n wegzukommen.
06/30/2012 22:37 Infern017#7331
Request New Addys
06/30/2012 23:04 ■DarknessIM■#7332
Quote:
Originally Posted by Infern017 View Post
Request New Addys
Wrong Thread!

Right:
[Only registered and activated users can see links. Click Here To Register...]
07/01/2012 02:20 Infern017#7333
Quote:
Originally Posted by _BlackOne View Post
Wrong Thread!

Right:
[Only registered and activated users can see links. Click Here To Register...]

I was looking for that thread, thank you.
07/01/2012 04:09 Fischii26#7334
Quote:
Originally Posted by BlackLegend™# View Post
Nur mal so ....
Wie wäre es mit C++ lernen? Das wär wohl der erste Schritte vom C&P´n wegzukommen.
Öhm jo... Das ding ist nur.... Ich C&Pé nicht :)

Anti:

if (CH_Rap ==1)
{
if(GetAsyncKeyState(VK_LBUTTON) &5567)
{
*(float*) (_CALLPLAYER+OFS_ZeroDelay) = 0xFEEEEFF;
}
}
}
07/01/2012 09:53 BlackLegend™##7335
Quote:
Originally Posted by Fischii26 View Post
Öhm jo... Das ding ist nur.... Ich C&Pé nicht :)
Nein nein überhaupt nicht du tust ja nur so....

Ach noch etwas. Warum hat jeder die falsche AWC Addy?

Hier das geht:

#define ASM_CROSSHAIR 0x54B4C4

if(items->menu.player.AllWaysCrossASM)
{
MemoryEdit((void *)(ASM_CROSSHAIR), (PBYTE)"\x90\x90",2);
}
else
{
MemoryEdit((void *)(ASM_CROSSHAIR),(PBYTE)"\x75\x18",2);
}