Skinchanger HUD не обновляет

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my cheat is external c ++.
Код:
 for (int i = 1; i <= 8; i ++)

    {

        weaponIndex = memory.Read <DWORD> (localPlayer + m_hMyWeapons + ((i - 1) * 0x4)) & 0xFFF;

        weaponEntity = memory.Read <DWORD> (GetClientModule (L "client_panorama.dll") + dwEntityList + (weaponIndex - 1) * 0x10);

        weaponid = memory.Read <DWORD> (weaponEntity + m_iItemDefinitionIndex);

        if (! weaponEntity)

        {

            continue;

        }

if (weaponid == WEAPON_AK47 && weapon_skin.Ak47! = -1)

        {

            memory.Write <DWORD> (weaponEntity + m_nFallbackPaintKit, weapon_skin.Ak47);

            memory.Write <float> (weaponEntity + m_flFallbackWear, 0.00001f);

            memory.Write <int> (weaponEntity + m_iItemIDHigh, -1);



        }

}

forceUpdate (); [/ CODE]

HUD weapons do not show name. please help [/ CODE]
 

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Я уже отлежал в психушке
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Код:
template<class T>

    static T* FindHudElement(const char* name)

    {

        static auto pThis = *reinterpret_cast<DWORD**>(PatternScan(GetModuleHandleW(L"client_panorama.dll"), "B9 ? ? ? ? E8 ? ? ? ? 8B 5D 08") + 1);



        static auto find_hud_element = reinterpret_cast<DWORD(__thiscall*)(void*, const char*)>(PatternScan(GetModuleHandleW(L"client_panorama.dll"), "55 8B EC 53 8B 5D 08 56 57 8B F9 33 F6 39 77 28"));

        return (T*)find_hud_element(pThis, name);

    }



    struct hud_weapons_t {

        std::int32_t* get_weapon_count() {

            return reinterpret_cast<std::int32_t*>(std::uintptr_t(this) + 0x80);

        }

    };


to your uppdate func

Код:
static auto clear_fn = reinterpret_cast<int(__thiscall*)(void*, int)>(PatternScan(GetModuleHandleW(L"client_panorama.dll"), "55 8B EC 51 53 56 8B 75 08 8B D9 57 6B FE 2C 89 5D FC"));

            auto dwHudWeaponSelection = FindHudElement<uintptr_t*>("CCSGO_HudWeaponSelection");

            if (dwHudWeaponSelection && clear_fn) {

                auto pHudWeapons = (int*)(uintptr_t(dwHudWeaponSelection) - 0x20);

                if (pHudWeapons && (void*)(uintptr_t(dwHudWeaponSelection) - 0xA0)) {

                    for (auto i = 0; i < *pHudWeapons; i++) i = clear_fn((void*)(uintptr_t(dwHudWeaponSelection) - 0xA0), i);

                    *pHudWeapons = 0;

                }

            }
 
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