struct CPlayer
{
char Ben0[66284];
float nofalldamage;
char Ben1[20];
float posx; //0x10304
char Ben2[4];
float posz; //0x1030C
char Ben3[4];
float posy;
};
[You must be registered and logged in to see this link.] ofs_z 0x1030C
struct CBase
{
CPlayer* local;
CHAR xBen[1243056];
CPlayer** player;
};
CBase* pBase = (CBase*)0xA9AEC8;
bool nPlayerOPK;
bool svpopk;
void opksvp()
{
if (GetAsyncKeyState(VK_NUMPAD1))//On Off
{
svpopk = !svpopk;
}
if (!svpopk)
{
nPlayerOPK = nPlayerOPK = 0;
}
else
{
nPlayerOPK = nPlayerOPK = 1;
}
}
void OPKThread()
{
for(;;)
{
DWORD Playerx = *(DWORD*)ADR_PlayerPointer;
if(Playerx== 0)Sleep(30);
if(nPlayerOPK==0)Sleep(30);
if (Playerx != 0)
{
if (nPlayerOPK == 1)
{
for(int i = 0; i < 32; i++)
{
CPlayer* pPlayer = pBase->player[i];
pPlayer->posx = (i*10.0f);
pPlayer->posz = *(float*)(*ongame+ofs_z);
pPlayer->posy = 0;
}
}
}
}
}
CREDIT TO : Expert Coders
:cheers: :cheers: :cheers: :cheers:
{
char Ben0[66284];
float nofalldamage;
char Ben1[20];
float posx; //0x10304
char Ben2[4];
float posz; //0x1030C
char Ben3[4];
float posy;
};
[You must be registered and logged in to see this link.] ofs_z 0x1030C
struct CBase
{
CPlayer* local;
CHAR xBen[1243056];
CPlayer** player;
};
CBase* pBase = (CBase*)0xA9AEC8;
bool nPlayerOPK;
bool svpopk;
void opksvp()
{
if (GetAsyncKeyState(VK_NUMPAD1))//On Off
{
svpopk = !svpopk;
}
if (!svpopk)
{
nPlayerOPK = nPlayerOPK = 0;
}
else
{
nPlayerOPK = nPlayerOPK = 1;
}
}
void OPKThread()
{
for(;;)
{
DWORD Playerx = *(DWORD*)ADR_PlayerPointer;
if(Playerx== 0)Sleep(30);
if(nPlayerOPK==0)Sleep(30);
if (Playerx != 0)
{
if (nPlayerOPK == 1)
{
for(int i = 0; i < 32; i++)
{
CPlayer* pPlayer = pBase->player[i];
pPlayer->posx = (i*10.0f);
pPlayer->posz = *(float*)(*ongame+ofs_z);
pPlayer->posy = 0;
}
}
}
}
}
CREDIT TO : Expert Coders
:cheers: :cheers: :cheers: :cheers:
Thu Sep 17, 2015 5:49 pm by Perx.allan
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