Join Date: Oct 2011
Posts: 48
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CPP Code: ReadProcessMemory(hGame, (LPCVOID)(dwEngineBase + PositionOffset ), &LocalPlayer.x, 4, 0); ReadProcessMemory(hGame, (LPCVOID)(dwEngineBase + PositionOffset + 4), &LocalPlayer.y, 4, 0); ReadProcessMemory(hGame, (LPCVOID)(dwEngineBase + PositionOffset + 8), &LocalPlayer.z, 4, 0);
zu
CPP Code: ReadProcessMemory(hGame, (LPCVOID)(dwEngineBase + PositionOffset ), &LocalPlayer.absOrigin, 12, 0);
CPP Code: ReadProcessMemory(hGame, (LPCVOID)(dwEngineBase + AngleOffset ), &LocalPlayer.pitch, 4, 0); ReadProcessMemory(hGame, (LPCVOID)(dwEngineBase + AngleOffset + 4), &LocalPlayer.yaw, 4, 0); ReadProcessMemory(hGame, (LPCVOID)(dwEngineBase + AngleOffset + 8), &LocalPlayer.roll, 4, 0);
zu
CPP Code: ReadProcessMemory(hGame, (LPCVOID)(dwEngineBase + AngleOffset), &LocalPlayer.viewAngles, 12, 0);
kp, wie du das Radarstruct ausließt, aber nach den Angles hier ahne ich schlimmes .
CPP Code: for(int i = 0; i < 32; i++) ReadProcessMemory(hProcess, (LPCVOID) (dwPlayerBase + 0x140 * i), &g_pPlayer[i], sizeof(player_t), NULL); }
player_t ist ne Nachbildung des Radarstructs ohne die History, deshalb wird nich alles auf einmal ausgelesen.
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