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what the hall is this
Old 08-08-2010, 11:07 PM   #1
afg


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Join Date: May 2010
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Question what the hall is this

Error 1 error C2664: 'GetModuleHandleW' : cannot convert parameter 1 from 'const char [12]' to 'LPCWSTR' c:\users\abdul1\documents\kk\my c++ cources\own courwce\bfh_base\bfh_base\classes.cpp 57
this my the code
Quote:
#include "Main.h"
#include "BFH_Classes.h"

void Hacks();

void DrawText()
{
cDebugTextWriter->DrawTextColoured(200,200,D3DCOLOR_XRGB(255,0,0),&string("Testing Text"),1);
}

//Hooked Endscene
_declspec(naked)HRESULT WINAPI nEndScene(LPDIRECT3DDEVICE9 pDevice)
{
_asm pushad;

if(init == false)
{
//Init your DirectX stuff here
init = true;
}

//Check HotKeys
Hacks();

//Drawing
DrawText();

_asm popad;
_asm jmp[pEndScene];
}

void Hacks()
{
//No Sky
if(GetAsyncKeyState(VK_NUMPAD1)&1)
{
if(cRenderer->drawSky == 1)
{
cRenderer->drawSky = 0;
}
else
{
cRenderer->drawSky = 1;
}
}

//Draw FPS
if(GetAsyncKeyState(VK_NUMPAD2)&1)
{
if(cRenderer->drawFPS == 0)
{
cRenderer->drawFPS = 1;
}
else

Quote:
#include "BFH_Classes.h"



CClassManager* getBFClassManager(void);

char PATT_CLASSMANAGER[] = "\x89\x35\x99\x99\x99\x99\xFF\x15\x99\x99\x99\x99\x8B\x0D\x99\x99\x99\x99\x8B\x01";
char MASK_CLASSMANAGER[] = "xx????xx????xx????xx";

CClassManager* cManager = 0;
CRenderer* cRenderer = 0;
CPlayerManager* cPlayerManager = 0;
CInputManager* cInputManager = 0;
CDebugTextWriter* cDebugTextWriter = 0;



PBYTE HookVTableFunction( PDWORD* dwVTable, PBYTE dwHook, INT Index )
{
DWORD dwOld = 0;
VirtualProtect((void*)((*dwVTable) + Index), 4, PAGE_EXECUTE_READWRITE, &dwOld);

PBYTE pOrig = ((PBYTE)(*dwVTable)[Index]);
(*dwVTable)[Index] = (DWORD)dwHook;

VirtualProtect((void*)((*dwVTable) + Index), 4, dwOld, &dwOld);

return pOrig;
}

DWORD FindPattern(DWORD start_offset, DWORD size, BYTE* pattern, char mask[] )
{
DWORD pos = 0;
int searchLen = strlen(mask) - 1;

for( DWORD retAddress = start_offset; retAddress < start_offset + size; retAddress++ )
{
if( *(BYTE*)retAddress == pattern[pos] || mask[pos] == '?' ){
if( mask[pos+1] == '\0' )
return (retAddress - searchLen);
pos++;
}
else
pos = 0;
}

return NULL;
}

CClassManager* getBFClassManager(void)
{

HMODULE hModule = NULL;

while (hModule==NULL)
{
hModule = GetModuleHandle("RendDX9.dll");
if (hModule == NULL) Sleep(200);
}

DWORD dwInitDLL = (DWORD)GetProcAddress(hModule, "initDll");
CloseHandle(hModule);

if (dwInitDLL)
{
DWORD dwPointerOffset = FindPattern(dwInitDLL, dwInitDLL + 512, (BYTE*)PATT_CLASSMANAGER, MASK_CLASSMANAGER);
if (dwPointerOffset)
{
DWORD* ptr = (DWORD*)(dwPointerOffset + 2);
return *((CClassManager**)((DWORD)*ptr));
}
}

size_t Length = strlen(PATT_CLASSMANAGER);
ZeroMemory((void*)PATT_CLASSMANAGER,Length);
ZeroMemory((void*)MASK_CLASSMANAGER,Length);

return 0;

}

bool InitObjects()
{
cManager = (CClassManager*)getBFClassManager();
if(!cManager) return false;

cPlayerManager = (CPlayerManager*)cManager->GetClassPointerByName(&string("PlayerManager"));
if(!cPlayerManager) return false;

cRenderer = (CRenderer*)cManager->GetClassPointerByName(&string("Renderer"));
if(!cRenderer) return false;

cInputManager = (CInputManager*)cManager->GetClassPointerByName(&string("InputManager"));
if(!cInputManager) return false;

cDebugTextWriter = (CDebugTextWriter*)cManager->GetClassPointerByName(&string("DebugTextWriter"));
if(!cDebugTextWriter) return false;

return true;
}
#include <windows.h>
#include <Tlhelp32.h>
#include <detours.h>
#include <d3d9.h>
#include <d3dx9.h>

#pragma comment(lib,"detours.lib")
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")

IDirect3DDevice9* pDevice;

bool bLoaded = false;
bool init = false;

//TypeDef
typedef HRESULT(WINAPI* EndScene_)(LPDIRECT3DDEVICE9 pDevice);
EndScene_ pEndScene = 0;

#include <windows.h>

#include <string>
#include <d3d9.h>
#include <d3dx9.h>
#include <map>
#include <list>
#include <vector>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
using namespace std;

bool InitObjects();
PBYTE HookVTableFunction( PDWORD* dwVTable, PBYTE dwHook, INT Index );

//Classes list
class CClassManager;
class CGame;
class CRayTest;
class CObjectManager;
class CRenderer;
class CPlayerManager;
class CInfo;
class CPlayerInfo;
class CHealth;
class CNameInfo;
class CObject;
class CBone;
class CSkeleton;
class CScoreBoard;
class CPlayer;
class CActionBuffer;
class CInputManager;
class CViewMatrix;
class CMainConsole;
class CConsole;
class CConsoleInput;
class CDebugTextWriter;
class CPhysicsNode;
class CStealthed;
class CTemplate;
class CWeapon;
class CSettingsRepostitory;

extern CPlayerManager* cPlayerManager;
extern CInputManager* cInputManager;
extern CClassManager* cManager;
extern CRenderer* cRenderer;
extern CDebugTextWriter* cDebugTextWriter;
extern DWORD g_dwWorldToScreen;

struct CSpreadTable
{
float table[1024];
};

class CClassManager
{
public:
virtual void function0(); //
virtual void function1(); //
virtual void function2(); //
virtual void function3(); //
virtual void function4(); //
virtual void function5(); //
virtual void function6(); //
virtual void function7(); //
virtual void function8(); //
virtual void function9(); //
virtual void function10(); //
virtual void function11(); //
virtual void function12(); //
virtual void function13(); //
virtual void function14(); //
virtual void function15(); //
virtual void function16(); //
virtual void function17(); //
virtual void* GetClassPointerByName(string* pszClassname);
virtual void function19(); //
virtual void function20(); //
virtual void function21(); //
virtual void function22(); //
virtual void function23(); //
virtual void function24(); //
virtual void function25(); //
char unknown4[60]; //0x0004
};//Size=0x0040(64)

class CGame
{
public:
virtual void function0(); //
virtual void function1(); //
virtual void function2(); //
virtual void function3(); //
virtual void function4(); //
virtual void function5(); //
virtual void function6(); //
virtual void function7(); //
virtual void function8(); //
virtual void function9(); //
virtual void function10(); //
virtual void function11(); //
virtual void function12(); //
virtual void function13(); //
virtual void function14(); //
virtual void function15(); //
virtual void function16(); //
virtual void function17(); //
virtual void function18(); //
virtual void function19(); //
virtual void function20(); //
virtual void function21(); //
virtual void function22(); //
virtual void function23(); //
virtual void function24(); //
virtual void function25(); //
virtual int getCounter( void ); //
virtual void function27(); //
virtual void function28(); //
virtual void function29(); //
virtual void function30(); //
virtual void function31(); //
virtual void function32(); //
virtual void function33(); //
virtual void function34(); //
virtual void function35(); //
virtual void function36(); //
virtual void function37(); //
virtual void function38(); //
virtual void function39(); //
virtual void function40(); //
virtual void function41(); //
virtual void function42(); //
virtual void function43(); //
virtual void function44(); //
virtual void function45(); //
virtual void function46(); //
virtual void function47(); //
virtual void function48(); //
virtual void function49(); //
virtual void function50(); //
virtual void function51(); //
virtual void function52(); //
virtual void function53(); //
virtual void function54(); //
virtual void function55(); //
virtual void function56(); //
virtual void function57(); //
virtual void function58(); //
virtual void function59(); //
virtual void function60(); //
virtual string* getMapName( void ); //
virtual string* getGameMode( void ); //
};//Size=0x0004(4)

class CRenderer
{
public:
virtual void function0(); //
virtual void function1(); //
virtual void function2(); //
virtual void function3(); //
virtual void function4(); //
virtual void function5(); //
virtual void function6(); //
virtual void function7(); //
virtual void function8(); //
virtual void function9(); //
virtual void function10(); //
virtual void function11(); //
virtual void function12(); //
virtual void function13(); //
virtual void function14(); //
virtual void function15(); //
virtual void function16(); //
virtual void function17(); //
virtual void function18(); //
virtual void function19(); //
virtual void function20(); //
virtual void function21(); //
virtual void function22(); //
virtual void function23(); //
virtual void function24(); //
virtual void function25(); //
virtual void function26(); //
virtual void function27(); //
virtual void function28(); //
virtual void function29(); //
virtual void function30(); //
virtual void function31(); //
virtual void function32(); //
virtual void function33(); //
virtual void function34(); //
virtual void function35(); //
virtual void function36(); //
virtual void function37(); //
virtual void function38(); //
virtual void function39(); //
virtual void function40(); //
virtual void function41(); //
virtual void function42(); //
virtual void function43(); //
virtual void function44(); //
virtual void function45(); //
virtual void function46(); //
virtual void function47(); //
virtual void function48(); //
virtual void function49(); //
virtual void function50(); //
virtual void function51(); //
virtual void function52(); //
virtual void function53(); //
virtual void function54(); //
virtual void function55(); //
virtual void function56(); //
virtual void function57(); //
//char ID046FB408[8]; //0x0000
char ID046FB408[4]; //0x0000
IDirect3D9* pDirect3D; //0x0008
IDirect3DDevice9* pDirect3Ddev; //0x000C
char ID0388B360[20]; //0x0010
__int32 vid_width; //0x0024
__int32 vid_height; //0x0028
char ID0388B1E0[1240]; //0x002C
float viewDistance; //0x0504
char ID046FB388[400]; //0x0508
char unknown1688[20]; //0x0698
BYTE drawObjects; //0x06AC Stops Drawing Nearly Everything
char unknown1709[3]; //0x06AD
BYTE drawBundledMeshes; //0x06B0 Stops Drawing Guns + Some Tiny Terrain
char unknown1713[1]; //0x06B1
BYTE drawSoldier1; //0x06B2 Removes the players
BYTE drawRoads; //0x06B3 Removes some Road Tracks
BYTE drawTerrain; //0x06B4 Removes Ground
char unknown1717[1]; //0x06B5
BYTE drawUndergrowth; //0x06B6 Removes Grass
BYTE drawOvergrowth; //0x06B7 Removes Most Trees
BYTE drawTags; //0x06B8 Removes nametags and arrows
BYTE drawTrees; //0x06B9 Removes rest of trees
BYTE drawDirectXInfo; //0x06BA Draws some information
BYTE drawSoldier2; //0x06BB Also removes the soldier
BYTE drawFPS; //0x06BC
char unknown1725[3]; //0x06BD
BYTE drawGraphs; //0x06C0 ?
BYTE drawHUD; //0x06C1
BYTE drawSky; //0x06C2 Stops Drawing Sky
BYTE drawSunFlare; //0x06C3 Removes Some Glare from the Sun
char unknown1732[1]; //0x06C4
BYTE drawPostProduction; //0x06C5
char unknown1734[2]; //try to get undetected(A)
};//Size=0x06C6(1734)

class CPlayerManager
{
public:
virtual void AddRef();
virtual int GetRef();
virtual void Release();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual void Function7();
virtual CPlayer* GetPlayerByIndex(int Index);
virtual void Function9();
virtual void Function10();
virtual void Function11();
virtual CPlayer* GetLocalPlayer();
char unknown0[14]; //0x0000
DWORD AmountOfPlayers; //0x0014
char unknown24[84]; //0x0018
CPlayer* LocalPlayer; //0x006C
};//Size=0x0070(112)

class CInfo
{
public:
char unknown0[4]; //0x0000
CPlayerInfo* PlayerInfo; //0x0004
};//Size=0x0008(8)


class CPlayerInfo
{
public:
char ID03E2C4F0[28]; //0x0000
CObject* object_root; //0x001C
char ID037ED600[4]; //0x0020
CTemplate* object_template; //0x0024
char ID03E2D570[32]; //0x0028
CHealth* Health; //0x0048
char ID03E2C670[4]; //0x004C
CPhysicsNode* object_physics; //0x0050
char ID03E92D70[96]; //0x0054
D3DXMATRIX object_matrix; //0x00AC
char ID03E2D870[268]; //0x00EC
CWeapon* player_weapon; //0x01F8
char ID038908E0[4]; //0x01FC
CStealthed* ActiveAbility; //0x0200
char ID03890DE0[68]; //0x0204
__int32 activeWeapon; //0x0248
__int32 activeAbility1; //0x024C 1 elixir, -1 nothing
__int32 activeAbility2; //0x0250 3 stealthed, -1 nothing
char ID0388BEE0[68]; //0x0254
float body_yaw; //0x0298
float LeftRightForce; //0x029C
float ForwardBackwardForce; //0x02A0
__int32 posture; //0x02A4 1 crouched, 0 standing
__int32 posture2; //0x02A8 same
float DegreesUp; //0x02AC
float HeadPitchChange; //0x02B0
float HeadYaw; //0x02B4
float HeadYawChange; //0x02B8
char ID0388C3E0[4]; //0x02BC
__int32 posture3; //0x02C0 same
char ID0388C4E0[56]; //0x02C4
CSkeleton* Skeleton1p; //0x02FC
char ID13CE1500[4]; //0x0300
CSkeleton* Skeleton3p; //0x0304
char ID03849A78[16]; //0x0308
__int32 iStance; //0x0318 posture4, same
char ID13CE1480[10]; //0x031C
__int32 IsJumping; //0x0326
};//Size=0x032A(810)

class CHealth
{
public:
char unknown0[16]; //0x0000
float Health; //0x0010
};//Size=0x0014(20)

class CNameInfo
{
public:
char unknown0[12]; //0x0000
string NameInformation; //0x0010
};//Size=0x0464(1124)

class CObject
{
public:
virtual void function0(); //
char unknown0[16]; //0x0004
__int32 flags;
D3DXMATRIX* mUnknown0; //0x0018
CObject* object_root; //0x001C
__int32 object_id; //0x0020
CTemplate* object_template; //0x0024
char unknown2[12]; //0x0028
CObject* object_hierarchy_root; //0x0034
CObject* object_hierarchy_left; //0x0038
CObject* object_hierarchy_right; //0x003C
char unknown3[8]; //0x0040
CHealth* Armor; //0x0048
char unknown4[4]; //0x004C
CPhysicsNode* Physics; //0x0050
char unknown5[96]; //0x0054
D3DXMATRIX Matrix; //0x00AC
char unknown6[32]; //0x00F4
float boundingSphereRadius; //0x010C
char unknown7[28]; //0x0110
string Name; //0x012C
char unknown8[56]; //0x0148
};//Size=0x0040(64)

class CTemplate
{
public:
char unknown0[32];
__int32 object_id; //0x0020
__int32 template_type; //0x0024
char unknown40[28]; //0x0028
__int32 template_id; //0x0044
char unknown72[696]; //0x0048
float weapon_velocity; //0x0300 only if CObject is a weapon
};

class CDeviation
{
public:
char unknown0[4]; //0x0000
float total_deviation; //0x0004
char unknown8[4]; //0x0008
float up_devi_add; //0x000C
float right_devi_add; //0x0010
};//Size=0x0014(20)

class CBreathingComponent
{
public:
char ID03A622F0[20]; //0x0000
float breathing_counter1; //0x0014
char ID03A64170[8]; //0x0018
float breathing_direction; //0x0020
char ID03A64470[4]; //0x0024
float breathing_time; //0x0028
char ID03A64570[8]; //0x002C
float breathing_counter2; //0x0034
};//Size=0x0038(56)

class CWeapon
{
public:
char ID03E2D970[36]; //0x0000
CTemplate* weapon_template; //0x0024
char unknown40[464]; //0x0028
CDeviation* weapon_deviation; //0x01F4
char unknown504[4]; //0x01F8
CBreathingComponent* weapon_breathing; //0x01FC
};//Size=0x0200(512)

class CRayTest
{
public:
CRayTest(CObject* obj);
virtual BYTE TestObject(CObject* obj);
virtual int iGetMask(void);
virtual BYTE function2(int a);
virtual BYTE TestMaterial(int material);
virtual BYTE function3(int unknown);

CObject* ignore_object;
int mask;
};

class CObjectManager
{
public:
virtual void Function0();
virtual void Function1();
virtual void Function2();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual void Function7();
virtual void Function8();
virtual void Function9();
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual CObject* GetObjectByIndex(int Index);
virtual void Function14();
virtual void Function15();
virtual void Function16();
virtual void Function17();
virtual void Function18();
virtual void Function19();
virtual void Function20();
virtual void Function21();
virtual void Function22();
virtual void Function23();
virtual void Function24();
virtual void Function25();
virtual void Function26();
virtual void Function27();
virtual BYTE Intersect( CObject** inter_obj, D3DXVECTOR3* inter_point, D3DXVECTOR3* inter_angle, int* inter_mat, D3DXVECTOR3* ray_start, D3DXVECTOR3* ray_end, CRayTest* ray, BOOL unk1, BOOL unk2, BOOL unk3, BOOL unk4, BOOL unk5 );
virtual void Function73();
virtual void Function74();
virtual void Function75();
virtual void Function76();
virtual void Function77();
virtual void Function78();
virtual void Function79();
virtual void Function80();
virtual void Function81();
virtual void Function82();
virtual void Function83();
virtual void Function84();
virtual void Function85();
virtual void Function86();
virtual void Function87();
virtual void Function88();
virtual void Function89();
virtual void Function90();
};

class CBone
{
public:
__int32 bone_num; //0000
__int16 bone_code; //0004
__int16 parent; //0006
__int32 unknown; //0008
float offset_x; //000C
float offset_y; //0010
float offset_z; //0014
float length; //0018
float radius; //001C
__int32 material; //0020
};
class CSkeleton
{
public:
char unknown0[8];
CBone* bones; //0008
char unknown1[4];//000C
D3DXMATRIX* matrices; //0010
__int32 number_of_bones;
};

class CScoreBoard
{
public:
char unknown0[4]; //0x0000
__int32 Score; //0x0004
__int32 TotalScore; //0x0008
char unknown12[36]; //0x000C
__int32 Deaths; //0x0030
__int32 Kills; //0x0034
char unknown56[16]; //0x0038
__int32 Rank; //0x0048
char unknown76[60]; //0x004C
};//Size=0x0088(136)

class CPlayer
{
public:
char unknown0[96]; //0x0000
__int32 Kit; //0x0060
char unknown100[4]; //0x0064
string Name; //0x006C
char unknown[28];//
char unknown1[4];//
CInfo* Soldier; //0080
CViewMatrix* ViewMatrix; //0084
char unknown144[24]; //0x0090 -->A0
BYTE ID047F9648; //0x00A8
BYTE ID026459E8; //0x00A9
BYTE ID047F94F8; //0x00AA
BYTE ID047F95A0; //0x00AB
char unknown172[120]; //0x00AC
__int8 ID0486FD00; //0x0124
__int8 ID047F9088; //0x0125
__int8 ID0264E2B0; //0x0126
__int8 ID0486FE50; //0x0127
char unknown296[4]; //0x0128
float zoom; //0x012C FOV
float zoom2; //0x0130
char unknown308[4]; //0x0134
CInfo* SoldierObj; //0x0138
char unknown309[4]; //??
BYTE ID026458C0; //0x0140
BYTE Alive; //0x0141
BYTE ID0264E7C8; //0x0142
BYTE ID0486FC58; //0x0143
char unknown324[4]; //0x0144
__int32 Team; //0x0148
char unknown332[28]; //0x014C
__int32 Ping; //0x0168
char unknown364[12]; //0x016C
CScoreBoard* ScoreBoard; //0x0178
char unknown380[160]; //0x017C
__int32 InVehicle; //0x0220 1 = not in vehicle | 2 = inside vehicle
char unknown548[80]; //0x0224
__int32 Bullets; //0x0274
char unknown632[8]; //0x0278
__int32 BulletsInClip; //0x0280
};//Size=0x016C(364)

class CActionBuffer
{
public:
float InputFlags[64]; //0000
};

class CInputManager
{
public:
virtual void Function0();
virtual void Function1();
virtual void Function2();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual void Function7();
virtual void Function8();
virtual void Function9();
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual CActionBuffer* GetNextActionBuffer();
virtual CActionBuffer* GetCurrentActionBuffer();
};

class CViewMatrix
{
public:
virtual void Function0();
virtual void Function1();
virtual void Function2();
virtual void Function3();
virtual void Function4();
virtual void Function5();
virtual void Function6();
virtual void Function7();
virtual void Function8();
virtual void Function9();
virtual void Function10();
virtual void Function11();
virtual void Function12();
virtual void Function13();
virtual void Function14();
virtual void Function15();
virtual void Function16();
virtual void Function17();
virtual void Function18();
virtual void Function19();
virtual void Function20();
virtual void Function21();
virtual void Function22();
virtual void Function23();
virtual float GetInsideFieldOfView();

char unknown0[248]; //0x0004
D3DXMATRIX Matrix; //0x00FC
};//Size=0x0138(312)

class CMainConsole
{
public:
virtual void Function0();
virtual void Function1();
virtual void execCommand( string* command, string* result, BYTE echocommand, BYTE echoresult, BYTE addcommandtolist, BYTE unknown, BYTE adminusage );

BYTE m_bOpen; //0004
};

class CConsole
{
public:
bool ProcessInputs;
};

class CConsoleInput
{
public:
char unknown0[20];
CConsole* Console; //0014
};

class CDebugTextWriter
{
public:
virtual void AddRef( void ); //4
virtual int GetRef( void ); //8
virtual void Destructor( void ); //12
virtual bool bVerifyGUID( DWORD dwId ); //16
virtual bool bSetFontNeedsReload( bool bTest ); //20
virtual bool bIsFontLoaded( void ); //24
virtual bool bSetVisible( bool bVisible ); //28
virtual DWORD dwGetTextColor(); //32
virtual void SetColor( DWORD dwColor ); //36

virtual void DrawColouredTextin3dSpaceEX( void ); //40
virtual void DrawColouredTextin3dSpace( D3DXVECTOR3* pPos, DWORD dwColor, string* strText, float flTest ); //44 = 2C

virtual void DrawTextColouredEX(); //48
virtual void DrawTextColoured( int x, int y, DWORD dwTextColor, string* strText, BOOL bIsConFont = 0 ); //52

virtual void DrawTextCenteredin3dSpaceEX(); //56
virtual void DrawTextCenteredin3dSpace( D3DXVECTOR3* pPos, string* strText, float flTest ); //60 = 3C

virtual void DrawTextEx( int x, int y, BOOL bIsConFont, BOOL bIsUnknown = 0, string* strText = NULL, BOOL bIsUnknown2 = 0 );
virtual void DrawText( int x, int y, string* strText, BOOL bIsConFont = 0 );

virtual void LoadFont();
virtual void DestroyFont();
DWORD m_dwUnknown;
void* m_pOverlay;

void LoadNewFont( string* pstrFont ) // Fonts/BF1942.font // Fonts/system_8x11
{
// if( m_pOverlay )
// m_pOverlay->Load( pstrFont );
}
// 2D is font loaded
// 30 is color
};

class CPhysicsNode
{
public:
char unknown0[32]; //0x0000
D3DXVECTOR3 impulse_force; //0x0020
float ID0E59C948; //0x002C
float ID0E59B448; //0x0030
float ID0E59C3C8; //0x0034
char unknown56[52]; //0x0038
D3DXVECTOR3 position; //0x006C
D3DXVECTOR3 speed; //0x0078
char unknown132[56]; //0x0084
D3DXVECTOR3 rotation; //0x00BC
char unknown200[28]; //0x00C8
};//Size=0x00E4(228)

class CStealthed
{
public:
char unknown0[556];
BYTE Stealthed; //0224
};

class CSettingsRepostitory
{
public:
virtual void function0();
virtual void function1();
virtual void function2();
virtual void function3();
virtual UINT* Get_UINT(string* name, UINT* def);
virtual int Set_UINT(string* name, UINT* val);
virtual void function6();
virtual void function7();
virtual float* Get_float(string* name, float* def);
virtual int Set_float(string* name, float* val);
virtual void function10();
virtual void function11();
virtual int* Get_int(string* name, int* def);
virtual int Set_int(string* name, int* val);
virtual void function14();
virtual void function15();
virtual string* Get_string(string* name, string* def);
virtual int Set_string(string* name, string* val);
virtual void function18();
virtual void function19();
virtual bool* Get_bool(string* name, bool* def);
virtual int Set_bool(string* name, bool* val);
};
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Old 08-08-2010, 11:10 PM   #2
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Old 08-08-2010, 11:11 PM   #3
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step 1: do not post an error that has been posted atleast 30 times..
step 2: learn how to use the search function
step 3: if you really cant find it (impossible for this particular error, but hey) learn how to use code tags.
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Old 08-08-2010, 11:21 PM   #4
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Originally Posted by Shad0w_ View Post
Project -> Properties -> General -> Change character type to multibyte or not set.
thanks fixed and i made +rep u

[Auto Merged - 2:25:14 Europe/Moscow]

and how can i add iambot and box esp to my bfh hack


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Old 08-08-2010, 11:30 PM   #5
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How about checking out the proper sections.

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Old 08-08-2010, 11:35 PM   #6
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afg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these parts
what do u mean
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Old 08-08-2010, 11:40 PM   #7
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I mean if you want to cp a hack together then go the section that supports that game.

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Old 08-08-2010, 11:46 PM   #8
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Originally Posted by sam222 View Post
thanks fixed and i made +rep u

[Auto Merged - 2:25:14 Europe/Moscow]

and how can i add iambot and box esp to my bfh hack
 Moderator note (shad0w_)  User infracted: Spam and double post


Start with learning the basics of programming at the C++ section.
Then you can think about adding hacks.

Also do not double post with this type of nonsence, you have already been warned.
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Old 08-09-2010, 12:16 AM   #9
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ok i jsut wanted to know can i add anther hack or not
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Old 08-09-2010, 12:19 AM   #10
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you cant add another hack their all coded differently
copy and pasteing parts from other hacks is possible if you fix errors.
no we wont help you fix all C/P errors
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