anti bike fall?

Bugman

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Hello

i want a address for anti bike fall (not from s0beit, get crash)
have anyone a address or alternative for this?

help  :lol:
 

P3ti

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Got crash with memcpy too, but it worked with editing the stuff from byte to byte.

Code:
VirtualProtect((PVOID)0x4BA3B9, 6, PAGE_EXECUTE_READWRITE, NULL);
VirtualProtect((PVOID)0x4B3296, 3, PAGE_EXECUTE_READWRITE, NULL);

*(BYTE*)0x4BA3B9 = 0xE9;
*(BYTE*)0x4BA3BA = 0xA7;
*(BYTE*)0x4BA3BB = 0x03;

memset((PVOID)0x4BA3BC, 0x00, 2);

*(BYTE*)0x4BA3BF = 0x90;

memset((PVOID)0x4B3296, 0x90, 3);
 

Bugman

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haleluja!! THANX BROOO

[member=9752]P3ti[/member]

have you an address for show skins trough walls for my wallhack ?
but another question i have a address for anti decrease health when i collision with a wall crash (the special flags doesnt work with explosionproof etc..)

this here:
0x4B331F, 6  //NOP
 

P3ti

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Bugman link said:
haleluja!! THANX BROOO

[member=9752]P3ti[/member]

have you an address for show skins trough walls for my wallhack ?
but another question i have a address for anti decrease health when i collision with a wall crash (the special flags doesnt work with explosionproof etc..)

this here:
0x4B331F, 6  //NOP
You will need d3d9 hook for the wallhack.

Here you are, I just removed some unnecessary code from s0beit chams:
Code:
HRESULT proxyIDirect3DDevice9::DrawIndexedPrimitive ( D3DPRIMITIVETYPE PrimitiveType, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount )
{
	if ( bEnableWallhack )
	{
		DWORD	dwRet_addr = ( DWORD ) _ReturnAddress();

		if ( dwRet_addr == 0x761142 )
		{
			origIDirect3DDevice9->SetRenderState( D3DRS_ZENABLE, false );

			if ( bEnableWireframe )
				origIDirect3DDevice9->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
			else
				origIDirect3DDevice9->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );

			origIDirect3DDevice9->SetRenderState( D3DRS_PATCHEDGESTYLE, D3DPATCHEDGE_CONTINUOUS );
			origIDirect3DDevice9->DrawIndexedPrimitive( PrimitiveType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount );
			origIDirect3DDevice9->SetRenderState( D3DRS_ZENABLE, true );
			origIDirect3DDevice9->DrawIndexedPrimitive( PrimitiveType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount );
			
			return origIDirect3DDevice9->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
		}
	}

	return origIDirect3DDevice9->DrawIndexedPrimitive( PrimitiveType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount );
}

I won't spend time for finding out what's the problem with your invulnerable mode, you should use the patches from s0beit.
 

Bugman

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thanx this works tooo :)

but i cant find this invulnerable patch in s0beit source??
 

P3ti

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Bugman link said:
thanx this works tooo :)

but i cant find this invulnerable patch in s0beit source??
cheat_patches.h -> patch_actor_hp, patch_vehicle_hp, patch_actor_hp_extraInv
(don't use patch_actor_hp_extraInv in singleplayer)
 

Bugman

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is this normal? i get crashed when i fall down from a house (anti falldamage not work :( )
[member=9752]P3ti[/member]
 

Prefixobjekt

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P3ti link said:
Got crash with memcpy too, but it worked with editing the stuff from byte to byte.

Code:
VirtualProtect((PVOID)0x4BA3B9, 6, PAGE_EXECUTE_READWRITE, NULL);
VirtualProtect((PVOID)0x4B3296, 3, PAGE_EXECUTE_READWRITE, NULL);

*(BYTE*)0x4BA3B9 = 0xE9;
*(BYTE*)0x4BA3BA = 0xA7;
*(BYTE*)0x4BA3BB = 0x03;

memset((PVOID)0x4BA3BC, 0x00, 2);

*(BYTE*)0x4BA3BF = 0x90;

memset((PVOID)0x4B3296, 0x90, 3);

[member=9752]P3ti[/member]
how you have get this addresses byte to byte? its interesting plsss :D

*(BYTE*)0x4BA3B9 = 0xE9;
*(BYTE*)0x4BA3BA = 0xA7;
*(BYTE*)0x4BA3BB = 0x03;

with calculator or cheat engine?
 
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