ShyTwig16 wrote: ↑Sun Mar 17, 2019 10:29 pm
That float wasn't the same for me, but this is what I came up with. I'm curious if it works on your version.
Yeah, it may failes soon or later, i did not played much, yet need to check that more. The aggressions i become because of the not working VEH Debugger are extreme
And this "shit" windows debugger, crashes after some time, sometimes faster, sometimes it takes a while, but it happens all the time. Also, wenn i open the debugger before the game has loaded, lets say in main menu, and load the map, it crashes without any error msg. i tried bypassing it but i failed so far.
One Hit Vehicle Kills (doesn't affect the Vehicle you actually drive, or driven (last one)
aobscanmodule(_OneHitVehicleKills,FC_m64.dll,F3 0F 10 BE 48 01 00 00)
Usage:
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OneHitVehicleKillsMem:
mov [_pEnemyVehicle],rsi
cmp [_enableOHVK],1
jne codeOneHitVehicleKills
cmp rsi,[_pVehicleHealth]
je codeOneHitVehicleKills
cmp [rsi+00000148],(float)1
jle codeOneHitVehicleKills
mov [rsi+00000148],(float)0
mov [rsi+00000150],(float)0
jmp returnOneHitVehicleKills
codeOneHitVehicleKills:
movss xmm7,[rsi+00000148]
jmp returnOneHitVehicleKills
i get the "_pVehicleHealth" Pointer for compare from here
aobscanmodule(_InfiniteVehicleHealth,FC_m64.dll,48 8B 10 FF 92 20 03 00 00 8B)
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mov rdx,[rax] // RAX Contains VehicleHealthBase Pointer for only our Vehicle
call qword ptr [rdx+00000320]
I also noticed, at RAX+150 is a float 1.0 value, if yous et this to 0 when doing one hit kills, the vehicle instantly explodes, but it misses the explosion animation somehow then. That's why i haven't added it to the code. looks shit. But without, the vehicle starts burning first and then explode.
What you could add aswell is Jam Enemys Weapons. I have it done by forcing all their Clips to 0. Yeah pretty basic, but funny. Only annoying thing is, as soon you switch weapons, the Pointer for compare differs, so the switched weapon becomes 0 aswell. lol
But when you use it with NoReload it's fine.
Constantly accessing ammo code
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aobscanmodule(_JamEnemysWeapon,FC_m64.dll,48 8B 01 FF 90 E0 01 00 00 48 8B 8B D8)
The Pointer i use for compare
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aobscanmodule(_MagazineBase,FC_m64.dll,48 8B 17 48 89 F9 FF 92 80 01)
MagazineBaseMem:
mov [_pMagazineBase],rdi
cmp [_enableNoReload],1
jne codeMagazineBase
push ecx
mov ecx,[_MaxClipSize]
mov [rdi+00000180],ecx
pop ecx
codeMagazineBase:
mov rdx,[rdi] // RDI Contains MagazineBasePointer
mov rcx,rdi
Oh and not sure if you already make use of that. The MaxClipSize (visual) i use this for proper no reload.
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aobscanmodule(_GetMaxClipSize,FC_m64.dll,8B 53 0C 88 43 01)
mov edx,[rbx+0C]
mov [rbx+01],al