c++ GunzExp.dll v2

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  1. #1
    Mocro.net Mocro is offline
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    information c++ GunzExp.dll v2

    After i compile Gunzexp.cpp I get a error ingame and in ollydbg
    when i do F9 2 times i get this error:
    http://img715.imageshack.us/img715/3205/cerror.png

    When i open my gunz.exe in ollydbg i get this error:
    http://img638.imageshack.us/img638/6473/olldyba.png

    and the most people cant open gunz.exe after i added the compiled Gunzexp.dll.

    Code:
    #include <windows.h>
    #include <stdio.h>
    #include <string>
    
    using namespace std;
    
    // (GunZ) The Duel addresses for "Jun 13 2007".
    #define ROOMNAME						0x005084F0
    #define ROOMNAMECALL				0x0045B9F8
    #define ROOMNAMERETN			0x0045B9FD
    #define GETHP						0x00473730
    #define GETHPCALL					0x00405ED0
    #define GETHPRETN					0x00405ED7
    #define GETAP							0x00473740
    #define GETAPCALL						0x00405F5D
    #define GETAPRETN						0x00405F62
    #define RELOADBULLET			0x0047C44B
    #define RELOADBULLETRETN			0x0047C450
    #define GRAVITY					0x0047DBF8
    #define GRAVITYRETN					0x0047DBFE
    #define JUMPPOWER					0x004834BD
    #define JUMPPOWERRETN				0x004834C3
    #define WALKSPEED				0x0047463C
    #define GAMECREATE						0x004ABCE0
    #define GAMECREATECALL					0x004A9C80
    #define GAMECREATERETN					0x004A9C85
    #define GAMEDESTROY				0x0057112E
    #define GAMEDESTROYCALL			0x004A40A1
    #define GAMEDESTROYRETN			0x004A40A6
    #define ROCKETLAUNCHERSWORD1			0x004810F8
    #define ROCKETLAUNCHERSWORD2			0x0047E94D
    #define ROCKETLAUNCHERSWORD3			0x0049F316
    #define ROCKETLAUNCHERSWORD4			0x0049F38E
    #define ROCKETLAUNCHERSWORD5			0x0049F3A0
    #define ROCKETLAUNCHERSWORD6			0x0049F3C0
    #define CROSSHAIR					0x00406071
    #define HEADCHARNAME					0x0040A04C
    #define NOMASSIVE1					0x00480A49
    #define NOMASSIVE2					0x00480AF4
    #define NOMASSIVE3					0x00480B4A
    #define INFINITYJUMP					0x004833F2
    #define REVERSEBERSERKER1			0x004B3838
    #define REVERSEBERSERKER2			0x004B3893
    #define REVERSEBERSERKER3			0x004B38BA
    #define INGAMECHAT					0x004297F0
    #define DESTROYGUNZ				0x00497360
    #define DESTROYGUNZCALL			0x00495FB5
    #define DESTROYGUNZRETN			0x00495FBA
    
    // Initialize start.
    unsigned long ulOldProtect;
    
    bool InGameCheck = false, BulletBool = false, GravityBool = false, JumpPowerBool = false, WalkSpeedBool = false, 
    RLCheck = false, NHCheck = false, NMCheck = false, RBCheck = false, LiveClientCheck = false;
    
    int MyHPValue = 0, MyAPValue = 0;
    
    char *AsmRoomName = "Default RoomName", MyHPAndAP[64] = "^4(%s) ^2[HP:%d, AP:%d]", 
    *MyHPAndAPOutput = "^4(--) ^2[HP:--, AP:--]", *MyHPAndAPWithName = "--";
    
    float NormalGravityValue = 1.0, LowGravityValue = 0.25, NormalJumpValue = 900.0, HighJumpValue = 1800.0, 
    NormalSpeedValue = 1.0, HighSpeedValue = 1.5;
    // Initialize end.
    
    // Edit memory jump to this dll. start.
    void CopyBuffer(BYTE *Buffer, int Size, DWORD *Address)	{
    		DWORD pPrevious = 0;
    		VirtualProtect(Address, Size, PAGE_EXECUTE_READWRITE, &pPrevious);
    		memcpy(Address, Buffer, Size);
    		VirtualProtect(Address, Size, pPrevious, &pPrevious);
    		}
    
    void SetupHook(DWORD Function, DWORD Hook, int Size)	{
    			Hook = Hook - Function - 5;
    			BYTE bHook[4];
    			memcpy(bHook,(void*)&Hook,4);
    			BYTE Buffer[10];
    			memset(Buffer,0x90,10);
    				Buffer[0] = 0xE9;
    				Buffer[1] = bHook[0];
    				Buffer[2] = bHook[1];
    				Buffer[3] = bHook[2];
    				Buffer[4] = bHook[3];
    			CopyBuffer(Buffer, Size, (DWORD*)Function);
    	}
    // Edit memory jump to this dll. end.
    
    // Memory hack start.
    void RLSwordOn()	{
    	// Rocket launcher sword enable start.
    	if(RLCheck != true)	{
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD1, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD1, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD1, "\x34\xD8\xFF\xFF", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD1, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD2, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD2, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD2, "\x00\x00\x00\x00", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD2, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD3, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD3, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD3, "\x00\x00\x00\x00", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD3, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD4, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD4, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD4, "\x00\x00\x00\x00", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD4, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD5, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD5, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD5, "\x00\x00\x00\x00", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD5, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD6, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD6, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD6, "\x00\x00\x00\x00", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD6, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)CROSSHAIR, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)CROSSHAIR, 1);
    	memcpy((void *)CROSSHAIR, "\xEB", 1);
    	VirtualProtect((void *)CROSSHAIR, 1, ulOldProtect, &ulOldProtect);
    	}
    	// Rocket launcher sword enable end.
    		}
    void RLSwordOff()	{
    	// Rocket launcher sword disable start.
    	if(RLCheck != false)	{
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD1, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD1, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD1, "\x74\xF8\xFF\xFF", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD1, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD2, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD2, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD2, "\x46\x01\x00\x00", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD2, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD3, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD3, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD3, "\x78\x04\x00\x00", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD3, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD4, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD4, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD4, "\x00\x04\x00\x00", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD4, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD5, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD5, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD5, "\xEE\x03\x00\x00", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD5, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD6, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)ROCKETLAUNCHERSWORD6, 4);
    	memcpy((void *)ROCKETLAUNCHERSWORD6, "\xCE\x03\x00\x00", 4);
    	VirtualProtect((void *)ROCKETLAUNCHERSWORD6, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)CROSSHAIR, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)CROSSHAIR, 1);
    	memcpy((void *)CROSSHAIR, "\x75", 1);
    	VirtualProtect((void *)CROSSHAIR, 1, ulOldProtect, &ulOldProtect);
    	}
    	// Rocket launcher sword disable end.
    		}
    void ShowNameOn()	{
    	// Name hack enable start.
    	if(NHCheck != true)	{
    	VirtualProtect((void *)HEADCHARNAME, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)HEADCHARNAME, 1);
    	memcpy((void *)HEADCHARNAME, "\x00", 1);
    	VirtualProtect((void *)HEADCHARNAME, 1, ulOldProtect, &ulOldProtect);
    	}
    	// Name hack enable end.
    }
    void ShowNameOff()	{
    	// Name hack disable start.
    	if(NHCheck != false)	{
    	VirtualProtect((void *)HEADCHARNAME, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)HEADCHARNAME, 1);
    	memcpy((void *)HEADCHARNAME, "\x08", 1);
    	VirtualProtect((void *)HEADCHARNAME, 1, ulOldProtect, &ulOldProtect);
    	}
    	// Name hack disable end.
    }
    void NoMassiveOn()	{
    	// No massive enable start.
    	if(NMCheck != true)	{
    	VirtualProtect((void *)NOMASSIVE1, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)NOMASSIVE1, 4);
    	memcpy((void *)NOMASSIVE1, "\x00\x00\x00\x00", 4);
    	VirtualProtect((void *)NOMASSIVE1, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)NOMASSIVE2, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)NOMASSIVE2, 1);
    	memcpy((void *)NOMASSIVE2, "\x00", 1);
    	VirtualProtect((void *)NOMASSIVE2, 1, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)NOMASSIVE3, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)NOMASSIVE3, 1);
    	memcpy((void *)NOMASSIVE3, "\xEB", 1);
    	VirtualProtect((void *)NOMASSIVE3, 1, ulOldProtect, &ulOldProtect);
    	}
    	// No massive enable end.
    }
    void NoMassiveOff()	{
    	// No massive disable start.
    	if(NMCheck != false)	{
    	VirtualProtect((void *)NOMASSIVE1, 4, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)NOMASSIVE1, 4);
    	memcpy((void *)NOMASSIVE1, "\x2D\x01\x00\x00", 4);
    	VirtualProtect((void *)NOMASSIVE1, 4, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)NOMASSIVE2, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)NOMASSIVE2, 1);
    	memcpy((void *)NOMASSIVE2, "\x7A", 1);
    	VirtualProtect((void *)NOMASSIVE2, 1, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)NOMASSIVE3, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)NOMASSIVE3, 1);
    	memcpy((void *)NOMASSIVE3, "\x74", 1);
    	VirtualProtect((void *)NOMASSIVE3, 1, ulOldProtect, &ulOldProtect);
    	}
    	// No massive disable end.
    }
    void RevBskOn()	{
    	// Reverse berserker enable start.
    	if(RBCheck != true)	{
    	VirtualProtect((void *)REVERSEBERSERKER1, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)REVERSEBERSERKER1, 1);
    	memcpy((void *)REVERSEBERSERKER1, "\xEB", 1);
    	VirtualProtect((void *)REVERSEBERSERKER1, 1, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)REVERSEBERSERKER2, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)REVERSEBERSERKER2, 1);
    	memcpy((void *)REVERSEBERSERKER2, "\xC0", 1);
    	VirtualProtect((void *)REVERSEBERSERKER2, 1, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)REVERSEBERSERKER3, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)REVERSEBERSERKER3, 1);
    	memcpy((void *)REVERSEBERSERKER3, "\xC0", 1);
    	VirtualProtect((void *)REVERSEBERSERKER3, 1, ulOldProtect, &ulOldProtect);
    	}
    	// Reverse berserker enable end.
    }
    void RevBskOff()	{
    	// Reverse berserker disable start.
    	if(RBCheck != false)	{
    	VirtualProtect((void *)REVERSEBERSERKER1, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)REVERSEBERSERKER1, 1);
    	memcpy((void *)REVERSEBERSERKER1, "\x7E", 1);
    	VirtualProtect((void *)REVERSEBERSERKER1, 1, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)REVERSEBERSERKER2, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)REVERSEBERSERKER2, 1);
    	memcpy((void *)REVERSEBERSERKER2, "\xE8", 1);
    	VirtualProtect((void *)REVERSEBERSERKER2, 1, ulOldProtect, &ulOldProtect);
    
    	VirtualProtect((void *)REVERSEBERSERKER3, 1, PAGE_EXECUTE_READWRITE, &ulOldProtect);
    	FlushInstructionCache(GetCurrentProcess(), (void *)REVERSEBERSERKER3, 1);
    	memcpy((void *)REVERSEBERSERKER3, "\xE8", 1);
    	VirtualProtect((void *)REVERSEBERSERKER3, 1, ulOldProtect, &ulOldProtect);
    	}
    	// Reverse berserker disable end.
    }
    // Memory hack end.
    
    // Assembler start.
    __declspec(naked) void RoomName()	{
    		// Get the room name.
    	_asm	{
    		mov AsmRoomName, edi
    		mov eax, ROOMNAME
    		call eax
    		mov ecx, ROOMNAMERETN
    		jmp ecx
    	}
    }
    
    __declspec(naked) void Bullet()	{
    		// Bullet infinity.
    	if(BulletBool == false)	{
    		_asm	{
    			mov dword ptr ds:[ecx + 0x2c], edx
    		}
    }
    		_asm	{
    			mov al, 0x1
    			mov eax, RELOADBULLETRETN
    			jmp eax
    		}
    	}
    
    __declspec(naked) void Gravity()	{
    		// Low gravity.
    	if(GravityBool == false)	{
    		_asm	{
    			fld NormalGravityValue
    		}
    	}
    	else	{
    		_asm	{
    			fld LowGravityValue
    		}
    	}
    	_asm	{
    		mov eax, GRAVITYRETN
    		jmp eax
    	}
    }
    
    __declspec(naked) void JumpPower()	{
    		// High jump.
    	if(JumpPowerBool == false)	{
    		_asm	{
    			fadd NormalJumpValue
    		}
    	}
    	else	{
    		_asm	{
    			fadd HighJumpValue
    		}
    	}
    	_asm	{
    		mov eax, JUMPPOWERRETN
    		jmp eax
    	}
    }
    
    __declspec(naked) void WalkSpeed()	{
    		// High speed.
    	if(WalkSpeedBool == false)	{
    		_asm	{
    			fmul NormalSpeedValue
    		}
    	}
    	else	{
    		_asm	{
    			fmul HighSpeedValue
    		}
    	}
    	_asm	{
    		pop ecx
    		retn
    	}
    }
    
    __declspec(naked) void GetHP()	{
    		// Get my hp and name.
    	_asm	{
    		mov MyHPAndAPWithName, ecx
    		mov ecx, ebp
    		mov eax, GETHP
    		call eax
    		mov MyHPValue, eax
    		mov ecx, GETHPRETN
    		jmp ecx
    	}
    }
    
    __declspec(naked) void GetAP()	{
    		// Get my ap.
    	_asm	{
    		mov eax, GETAP
    		call eax
    		mov MyAPValue, eax
    		mov ecx, GETAPRETN
    		jmp ecx
    	}
    }
    
    __declspec(naked) void GameCreateCheck()	{
    		// In-game create check.
    	MyHPAndAPWithName = "--";
    	MyHPValue = 0;
    	MyAPValue = 0;
    	InGameCheck = true;
    	_asm	{
    		mov eax, GAMECREATE
    		call eax
    		mov ecx, GAMECREATERETN
    		jmp ecx
    	}
    }
    
    __declspec(naked) void GameDestroyCheck()	{
    		// In-game destroy check.
    	InGameCheck = false;
    	_asm	{
    		mov eax, GAMEDESTROY
    		call eax
    		mov ecx, GAMEDESTROYRETN
    		jmp ecx
    	}
    }
    
    __declspec(naked) void GunzDestroyCheck()	{
    		// Client down check.
    	LiveClientCheck = true;
    	_asm	{
    		mov eax, DESTROYGUNZ
    		call eax
    		mov ecx, DESTROYGUNZRETN
    		jmp ecx
    	}
    }
    // Assembler end.
    
    void MemoryEdit()	{
    	// Setup for get the room name.
    	SetupHook((DWORD)ROOMNAMECALL, (DWORD)RoomName, 5);
    	// Setup for in-game create check.
    	SetupHook((DWORD)GAMECREATECALL, (DWORD)GameCreateCheck, 5);
    	// Setup for in-game destroy check.
    	SetupHook((DWORD)GAMEDESTROYCALL, (DWORD)GameDestroyCheck, 5);
    	// Setup for infinity bullet.
    	SetupHook((DWORD)RELOADBULLET, (DWORD)Bullet, 5);
    	// Setup for low gravity.
    	SetupHook((DWORD)GRAVITY, (DWORD)Gravity, 6);
    	// Setup for high jump.
    	SetupHook((DWORD)JUMPPOWER, (DWORD)JumpPower, 6);
    	// Setup for high speed.
    	SetupHook((DWORD)WALKSPEED, (DWORD)WalkSpeed, 5);
    	// Setup for get the my hp.
    	SetupHook((DWORD)GETHPCALL, (DWORD)GetHP, 7);
    	// Setup for get the my ap.
    	SetupHook((DWORD)GETAPCALL, (DWORD)GetAP, 5);
    	// Setup for destroy gunz check.
    	SetupHook((DWORD)DESTROYGUNZCALL, (DWORD)GunzDestroyCheck, 5);
    }
    
    // Commands button check start.
    void Commands()	{
    	if(InGameCheck != false)	{
    		if(GetAsyncKeyState(VK_F9) & 0x8000)	{
    			sprintf_s(MyHPAndAP, "^4(%s) ^2[HP:%d, AP:%d]", MyHPAndAPWithName, MyHPValue, MyAPValue);
    			MyHPAndAPOutput = MyHPAndAP;
    			_asm	{
    				push 0x0
    				push MyHPAndAPOutput
    				mov eax, INGAMECHAT
    				call eax
    			}
    				Sleep(1000);
    		}
    	}
    }
    // Commands button check end.
    
    // Room name check loop start.
    void MainLoop()	{
    	while(LiveClientCheck == false)	{
    		string name = AsmRoomName;
    	if(name.find("[B]") != string::npos)	{
    		BulletBool = true;
    	}
    	if(name.find("[B]") == string::npos)	{
    		BulletBool = false;
    	}
    	if(name.find("[G]") != string::npos)	{
    		GravityBool = true;
    	}
    	if(name.find("[G]") == string::npos)	{
    		GravityBool = false;
    	}
    	if(name.find("[J]") != string::npos)	{
    		JumpPowerBool = true;
    	}
    	if(name.find("[J]") == string::npos)	{
    		JumpPowerBool = false;
    	}
    	if(name.find("[M]") != string::npos)	{
    		NoMassiveOn();
    		NMCheck = true;
    	}
    	if(name.find("[M]") == string::npos)	{
    		NoMassiveOff();
    		NMCheck = false;
    	}
    	if(name.find("[N]") != string::npos)	{
    		ShowNameOn();
    		NHCheck = true;
    	}
    	if(name.find("[N]") == string::npos)	{
    		ShowNameOff();
    		NHCheck = false;
    	}
    	if(name.find("[RB]") != string::npos)	{
    		RevBskOn();
    		RBCheck = true;
    	}
    	if(name.find("[RB]") == string::npos)	{
    		RevBskOff();
    		RBCheck = false;
    	}
    	if(name.find("[RL]") != string::npos)	{
    		RLSwordOn();
    		RLCheck = true;
    	}
    	if(name.find("[RL]") == string::npos)	{
    		RLSwordOff();
    		RLCheck = false;
    	}
    	if(name.find("[S]") != string::npos)	{
    		WalkSpeedBool = true;
    	}
    	if(name.find("[S]") == string::npos)	{
    		WalkSpeedBool = false;
    	}
    		Commands();
    			Sleep(50);
    	}
    }
    // Room name check loop end.
    
    // Dll main. start.
    void main()	{
    	MemoryEdit();
    	MainLoop();
    	}
    // Dll main. end.
    
    extern "C"
    {
    	__declspec(dllexport) BOOL __stdcall DllMain(HINSTANCE hInst,DWORD reason,LPVOID lpv)
    	{
    		if (reason == DLL_PROCESS_ATTACH)
    		{
    			DisableThreadLibraryCalls(hInst);
    	CreateThread(NULL,0,(LPTHREAD_START_ROUTINE)&main,NULL,0,NULL);
    		}
    	return true;
    	}
    }


  2. #2
    Account Upgraded | Title Enabled! randy1234 is offline
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    Mar 2009 Join Date
    SingaporeLocation
    1,196Posts

    Re: c++ GunzExp.dll v2

    this is the Dll for 2007?

  3. #3
    Mocro.net Mocro is offline
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    Feb 2008 Join Date
    Amsterdam.Location
    891Posts

    Re: c++ GunzExp.dll v2

    Quote Originally Posted by randy1234 View Post
    this is the Dll for 2007?
    yea it is

  4. #4
    Enthusiast Aeschylus is offline
    MemberRank
    Nov 2009 Join Date
    45Posts

    Re: c++ GunzExp.dll v2

    It's the data structure built in memory when you're calling a function, including the local variables, the function parameters, the address it returns to when you're done...

    You always hear people of variables being 'on the stack', well, stack frames are the entities held by the stack :)

  5. #5

    Re: c++ GunzExp.dll v2

    1. Compile the DLL in Release mode.

    2. Your Gunz executable is packed.

  6. #6
    Mocro.net Mocro is offline
    MemberRank
    Feb 2008 Join Date
    Amsterdam.Location
    891Posts

    Re: c++ GunzExp.dll v2

    Quote Originally Posted by Linear88 View Post
    1. Compile the DLL in Release mode.

    2. Your Gunz executable is packed.
    Compiled in release mode gonne test now

    Thank you sooooo much its working fine now no errors nothing

    ^_^
    Last edited by Mocro; 13-03-10 at 03:36 PM.



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