Anti-UC

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  1. #1
    Hi, I'm Omar! Vusion is offline
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    Jan 2011 Join Date
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    1,658Posts

    Anti-UC

    Very late Christmas gift, anyway, have fun.

    Code:
    float ZTimer::UpdateFrame()
    {
    	LARGE_INTEGER qwTime;
    
    	if(!m_bInitialized)
    	{
    		m_bInitialized = true;
    		/*LARGE_INTEGER qwTicksPerSec;
    		(*m_pbUsingQPF) = QueryPerformanceFrequency( &qwTicksPerSec );
    		if( (*m_pbUsingQPF) )
    		{
    			(*m_pllQPFTicksPerSec) = qwTicksPerSec.QuadPart;
    
    			QueryPerformanceCounter( &qwTime );
    
    			(*m_pllLastElapsedTime) = qwTime.QuadPart;
    		}
    		else
    		{
    			(*m_pLasttime) = timeGetTime();
    		}*/
    		(*m_pLasttime) = timeGetTime();
    	}
    
    	float fElapsed;
    
    	if( (*m_pbUsingQPF) )
    	{
    		QueryPerformanceCounter( &qwTime );
    
    		fElapsed = (float)((double) ( qwTime.QuadPart - (*m_pllLastElapsedTime) ) / (double) (*m_pllQPFTicksPerSec));
    		(*m_pllLastElapsedTime) = qwTime.QuadPart;
    	}
    	else
    	{
    		(*m_pThistime) = timeGetTime();
    		(*m_pElapsed) = (*m_pThistime) - (*m_pLasttime);
    		(*m_pLasttime) = (*m_pThistime);
    		(*m_pllLastElapsedTime) = *m_pElapsed;
    		fElapsed=.001f*(float)(*m_pElapsed);
    	}
    
    	
    	UpdateEvents();			// ŸÀÌ¸Ó À̺¥Æ®µé ¾÷µ¥ÀÌÆ®
    
    	ShiftFugitiveValues();
    
    	return fElapsed;
    }


  2. #2
    Account Upgraded | Title Enabled! Wish Q is offline
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    Re: Anti-UC

    u sure this owkr?
    Last edited by Wish Q; 03-01-13 at 06:11 PM.

  3. #3
    Valued Member a1tl4 is offline
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    Re: Anti-UC

    I had one like this, good release (I did not know it had on the source gunz).
    Last edited by a1tl4; 03-01-13 at 02:40 PM.

  4. #4
    Enthusiast mikisa33 is offline
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    47Posts

    Re: Anti-UC

    good release thx !

  5. #5
    Mako is insane. ThePhailure772 is offline
    MemberRank
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    1,115Posts

    Re: Anti-UC

    Terrible.

    Code:
    #ifndef _ZTIMER_H
    #define _ZTIMER_H
    
    
    #include <list>
    using namespace std;
    
    
    typedef void(ZGameTimerEventCallback)(void* pParam);
    class ZTimerEvent;
    
    
    // ¾ÕÀ¸·Î °ÔÀÓÆ½, ŸÀÌ¸Ó °ü·ÃÀº ¿©±â¼­ °ü¸®Çϵµ·Ï ÇÏÀÚ
    class ZTimer
    {
    private:
    	bool						m_bInitialized;
    
    
    
    
    	unsigned long int			m_nLastTime;
    	unsigned long int			m_nNowTime;
    	list<ZTimerEvent*>			m_EventList;
    
    
    	// ŸÀÌ¸Ó °»½Å¿ë º¯¼öµé : ¸Þ¸ð¸®ÇÙÀ¸·Î º¯Á¶ÇÏ¸é ½ºÇǵåÇÙÀÌ °¡´ÉÇÏ´Ù ±×·¡¼­ ÈüÇÒ´çÇϰí ÁÖ±âÀûÀ¸·Î À§Ä¡¸¦ ¿Å±ä´Ù
    	BOOL* m_pbUsingQPF;
    	LONGLONG* m_pllQPFTicksPerSec;
    	LONGLONG* m_pllLastElapsedTime;
    	DWORD* m_pThistime;
    	DWORD* m_pLasttime;
    	DWORD* m_pElapsed;
    
    
    	void UpdateEvents();
    	void ShiftFugitiveValues();
    
    
    public:
    	ZTimer();
    	virtual ~ZTimer();
    
    
    	float UpdateFrame();
    	void ResetFrame();
    
    
    	// ŸÀÌ¸Ó À̺¥Æ® °ü·Ã
    	void SetTimerEvent(unsigned long int nElapsedTime, ZGameTimerEventCallback* fnTimerEventCallback, void* pParam, bool bTimerOnce=false);
    	void ClearTimerEvent(ZGameTimerEventCallback* fnTimerEventCallback);
    
    
    
    
    	unsigned long int GetNowTick() { return m_nNowTime; }
    };
    
    
    class ZUpdateTimer
    {
    private:
    	float		m_fUpdateTime;
    	float		m_fElapsedTime;
    public:
    	ZUpdateTimer(float fUpdateTime) : m_fUpdateTime(fUpdateTime), m_fElapsedTime(0.0f) { }
    	ZUpdateTimer() : m_fUpdateTime(0.0f), m_fElapsedTime(0.0f) { }
    	bool Update(float fDelta)
    	{
    		m_fElapsedTime += fDelta;
    		if (m_fElapsedTime < m_fUpdateTime) return false;
    
    
    		m_fElapsedTime = 0.0f;
    		return true;
    	}
    	void Init(float fUpdateTime)	{ m_fUpdateTime = fUpdateTime; m_fElapsedTime = 0.0f; }
    	void Force()					{ m_fElapsedTime = m_fUpdateTime; }
    	void SetUpdateTime(float fUpdateTime) { m_fUpdateTime = fUpdateTime; }
    	float GetUpdateTime() const { return m_fUpdateTime; }
    };
    
    
    
    
    #endif
    Code:
    #include "stdafx.h"
    #include "ZTimer.h"
    #include <Windows.h>
    
    
    typedef unsigned __int8  UI8;
    typedef   signed __int8  SI8;
    typedef unsigned __int16 UI16;
    typedef   signed __int16 SI16;
    typedef unsigned __int32 UI32;
    typedef   signed __int32 SI32;
    typedef unsigned __int64 UI64;
    typedef   signed __int64 SI64;
    
    
    
    
    typedef SI32 (NTAPI *PFN_NT_QUERY_PERFORMANCE_COUNTER)(OUT PLARGE_INTEGER PerformanceCounter, OUT PLARGE_INTEGER PerformanceFrequency OPTIONAL);
    PFN_NT_QUERY_PERFORMANCE_COUNTER NtQueryPerformanceCounter;
    
    
    class ZTimerEvent
    {
    private:
    	unsigned long int			m_nUpdatedTime;				///< ½Ã°£°è»êÇϱâ À§ÇØ ³»ºÎ¿¡¼­¸¸ »ç¿ëÇÏ´Â º¯¼ö
    	unsigned long int			m_nElapse;					///< »ç¿ëÀÚ°¡ ¼³Á¤ÇÑ ½Ã°£(1000 - 1ÃÊ)
    	bool						m_bOnce;					///< true·Î ¼³Á¤µÇ¸é Çѹø¸¸ ŸÀÌ¸Ó À̺¥Æ®°¡ ¹ß»ýÇÑ´Ù.
    	void*						m_pParam;					///< Event CallbackÀÇ ÆÄ¶ó¸ÞÅÍ
    public:
    	ZTimerEvent() { m_nUpdatedTime = 0; m_nElapse = 0; m_bOnce = false; m_fnTimerEventCallBack = NULL; m_pParam=NULL; }
    	bool UpdateTick(unsigned long int nDelta)
    	{
    		if (m_nElapse<0) return false;
    
    
    		m_nUpdatedTime += nDelta;
    
    
    		if (m_nUpdatedTime >= m_nElapse)
    		{
    			if (m_fnTimerEventCallBack)
    			{
    				m_fnTimerEventCallBack(m_pParam);
    			}
    
    
    			if (m_bOnce) return true;
    		}
    
    
    		return false;
    	}
    	void SetTimer(unsigned long int nElapse, ZGameTimerEventCallback* fnTimerEventCallback, void* pParam, bool bTimerOnce)
    	{
    		m_nElapse = nElapse;
    		m_fnTimerEventCallBack = fnTimerEventCallback;
    		m_pParam = pParam;
    		m_bOnce = bTimerOnce;
    	}
    
    
    	ZGameTimerEventCallback*	m_fnTimerEventCallBack;		///< Event Callback Æ÷ÀÎÅÍ
    };
    
    
    
    
    /////////////////////////////////////////////////////////////////////////////////////////////////////
    
    
    ZTimer::ZTimer()
    {
    	m_bInitialized = false;
    	m_nNowTime = 0;
    	m_nLastTime = 0;
    
    
    	m_pbUsingQPF = new BOOL(FALSE);
    	m_pllQPFTicksPerSec = new LONGLONG(0);
    	m_pllLastElapsedTime = new LONGLONG(0);
    	m_pThistime = new DWORD;
    	m_pLasttime = new DWORD;
    	m_pElapsed = new DWORD;
    	HMODULE Ntdll;
    
    
    	Ntdll = GetModuleHandleW(L"ntdll.dll");
    	NtQueryPerformanceCounter = (PFN_NT_QUERY_PERFORMANCE_COUNTER) GetProcAddress(Ntdll, "NtQueryPerformanceCounter");
    
    
    }
    
    
    ZTimer::~ZTimer()
    {
    	for (list<ZTimerEvent*>::iterator itor = m_EventList.begin(); itor != m_EventList.end(); ++itor)
    	{
    		ZTimerEvent* pEvent = (*itor);
    		delete pEvent;
    	}
    
    
    	m_EventList.clear();
    
    
    	delete m_pbUsingQPF;
    	delete m_pllQPFTicksPerSec;
    	delete m_pllLastElapsedTime;
    	delete m_pThistime;
    	delete m_pLasttime;
    	delete m_pElapsed;
    }
    
    
    void ZTimer::ResetFrame()
    {
    	m_bInitialized=false;
    }
    
    
    float ZTimer::UpdateFrame()
    {
    	LARGE_INTEGER qwTime;
    	LARGE_INTEGER PerformanceCounter;
    
    
    	if(!m_bInitialized)
    	{
    		m_bInitialized = true;
    		LARGE_INTEGER qwTicksPerSec;
    		(*m_pbUsingQPF) = NtQueryPerformanceCounter( &PerformanceCounter, &qwTicksPerSec );
    		(*m_pllQPFTicksPerSec) = qwTicksPerSec.QuadPart;
    
    
    		NtQueryPerformanceCounter( &qwTime, &PerformanceCounter );
    
    
    		(*m_pllLastElapsedTime) = qwTime.QuadPart;
    	}
    
    
    	float fElapsed;
    
    
    	NtQueryPerformanceCounter( &qwTime, &PerformanceCounter );
    
    
    	fElapsed = (float)((double) ( qwTime.QuadPart - (*m_pllLastElapsedTime) ) / (double) (*m_pllQPFTicksPerSec));
    	(*m_pllLastElapsedTime) = qwTime.QuadPart;
    
    
    	
    	UpdateEvents();			// ŸÀÌ¸Ó À̺¥Æ®µé ¾÷µ¥ÀÌÆ®
    
    
    	ShiftFugitiveValues();
    	return fElapsed;
    }
    
    
    void ZTimer::ShiftFugitiveValues()
    {
    	// ¸Þ¸ð¸®ÇÙÀ» ÇÇÇϱâ À§ÇØ °ü·Ã º¯¼öÀÇ Èü À§Ä¡¸¦ ¿Å±ä´Ù
    
    
    	BOOL* pBool1 = m_pbUsingQPF;
    	m_pbUsingQPF = new BOOL(*pBool1);
    
    
    	LONGLONG* pll1 = m_pllQPFTicksPerSec;
    	m_pllQPFTicksPerSec = new LONGLONG(*pll1);
    
    
    	LONGLONG* pll2 = m_pllLastElapsedTime;
    	m_pllLastElapsedTime = new LONGLONG(*pll2);
    
    
    	DWORD* pDword1 = m_pThistime;
    	m_pThistime = new DWORD(*pDword1);
    
    
    	DWORD* pDword2 = m_pLasttime;
    	m_pLasttime = new DWORD(*pDword2);
    
    
    	DWORD* pDword3 = m_pElapsed;
    	m_pElapsed = new DWORD(*pDword3);
    
    
    	delete pBool1;
    	delete pll1;
    	delete pll2;
    	delete pDword1;
    	delete pDword2;
    	delete pDword3;
    }
    
    
    void ZTimer::UpdateEvents()
    {
    	m_nNowTime = timeGetTime();
    	unsigned long int nDeltaTime = m_nNowTime - m_nLastTime;
    	m_nLastTime = m_nNowTime;
    
    
    	if (m_EventList.empty()) return;
    
    
    	for (list<ZTimerEvent*>::iterator itor = m_EventList.begin(); itor != m_EventList.end(); )
    	{
    		ZTimerEvent* pEvent = (*itor);
    		bool bDone = pEvent->UpdateTick(nDeltaTime);
    		if (bDone)
    		{
    			delete pEvent;
    			itor = m_EventList.erase(itor);
    		}
    		else
    		{
    			++itor;
    		}
    	}
    }
    
    
    void ZTimer::SetTimerEvent(unsigned long int nElapsedTime, ZGameTimerEventCallback* fnTimerEventCallback, void* pParam, bool bTimerOnce)
    {
    	ZTimerEvent* pNewTimerEvent = new ZTimerEvent;
    	pNewTimerEvent->SetTimer(nElapsedTime, fnTimerEventCallback, pParam, bTimerOnce);
    	m_EventList.push_back(pNewTimerEvent);
    }
    
    
    void ZTimer::ClearTimerEvent(ZGameTimerEventCallback* fnTimerEventCallback)
    {
    	if (fnTimerEventCallback == NULL) return;
    
    
    	for (list<ZTimerEvent*>::iterator itor = m_EventList.begin(); itor != m_EventList.end(); )
    	{
    		ZTimerEvent* pEvent = (*itor);
    
    
    		if (pEvent->m_fnTimerEventCallBack == fnTimerEventCallback)
    		{
    			delete pEvent;
    			itor = m_EventList.erase(itor);
    		}
    		else
    		{
    			++itor;
    		}
    	}
    
    
    }

  6. #6
    Hakuna Matata bulli10 is offline
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    Feb 2011 Join Date
    697Posts

    Re: Anti-UC

    If its really work as well so its really good release :)

  7. #7
    Account Upgraded | Title Enabled! medotarek is offline
    MemberRank
    Apr 2012 Join Date
    Egypt/RageZoneLocation
    615Posts

    Re: Anti-UC

    what it's do??

  8. #8
    Hi, I'm Omar! Vusion is offline
    MemberRank
    Jan 2011 Join Date
    HereLocation
    1,658Posts

    Re: Anti-UC

    Quote Originally Posted by ThePhailure772 View Post
    Terrible.

    Code:
    #ifndef _ZTIMER_H
    #define _ZTIMER_H
    
    
    #include <list>
    using namespace std;
    
    
    typedef void(ZGameTimerEventCallback)(void* pParam);
    class ZTimerEvent;
    
    
    // ¾ÕÀ¸·Î °ÔÀÓÆ½, ŸÀÌ¸Ó °ü·ÃÀº ¿©±â¼­ °ü¸®Çϵµ·Ï ÇÏÀÚ
    class ZTimer
    {
    private:
    	bool						m_bInitialized;
    
    
    
    
    	unsigned long int			m_nLastTime;
    	unsigned long int			m_nNowTime;
    	list<ZTimerEvent*>			m_EventList;
    
    
    	// ŸÀÌ¸Ó °»½Å¿ë º¯¼öµé : ¸Þ¸ð¸®ÇÙÀ¸·Î º¯Á¶ÇÏ¸é ½ºÇǵåÇÙÀÌ °¡´ÉÇÏ´Ù ±×·¡¼­ ÈüÇÒ´çÇϰí ÁÖ±âÀûÀ¸·Î À§Ä¡¸¦ ¿Å±ä´Ù
    	BOOL* m_pbUsingQPF;
    	LONGLONG* m_pllQPFTicksPerSec;
    	LONGLONG* m_pllLastElapsedTime;
    	DWORD* m_pThistime;
    	DWORD* m_pLasttime;
    	DWORD* m_pElapsed;
    
    
    	void UpdateEvents();
    	void ShiftFugitiveValues();
    
    
    public:
    	ZTimer();
    	virtual ~ZTimer();
    
    
    	float UpdateFrame();
    	void ResetFrame();
    
    
    	// ŸÀÌ¸Ó À̺¥Æ® °ü·Ã
    	void SetTimerEvent(unsigned long int nElapsedTime, ZGameTimerEventCallback* fnTimerEventCallback, void* pParam, bool bTimerOnce=false);
    	void ClearTimerEvent(ZGameTimerEventCallback* fnTimerEventCallback);
    
    
    
    
    	unsigned long int GetNowTick() { return m_nNowTime; }
    };
    
    
    class ZUpdateTimer
    {
    private:
    	float		m_fUpdateTime;
    	float		m_fElapsedTime;
    public:
    	ZUpdateTimer(float fUpdateTime) : m_fUpdateTime(fUpdateTime), m_fElapsedTime(0.0f) { }
    	ZUpdateTimer() : m_fUpdateTime(0.0f), m_fElapsedTime(0.0f) { }
    	bool Update(float fDelta)
    	{
    		m_fElapsedTime += fDelta;
    		if (m_fElapsedTime < m_fUpdateTime) return false;
    
    
    		m_fElapsedTime = 0.0f;
    		return true;
    	}
    	void Init(float fUpdateTime)	{ m_fUpdateTime = fUpdateTime; m_fElapsedTime = 0.0f; }
    	void Force()					{ m_fElapsedTime = m_fUpdateTime; }
    	void SetUpdateTime(float fUpdateTime) { m_fUpdateTime = fUpdateTime; }
    	float GetUpdateTime() const { return m_fUpdateTime; }
    };
    
    
    
    
    #endif
    Code:
    #include "stdafx.h"
    #include "ZTimer.h"
    #include <Windows.h>
    
    
    typedef unsigned __int8  UI8;
    typedef   signed __int8  SI8;
    typedef unsigned __int16 UI16;
    typedef   signed __int16 SI16;
    typedef unsigned __int32 UI32;
    typedef   signed __int32 SI32;
    typedef unsigned __int64 UI64;
    typedef   signed __int64 SI64;
    
    
    
    
    typedef SI32 (NTAPI *PFN_NT_QUERY_PERFORMANCE_COUNTER)(OUT PLARGE_INTEGER PerformanceCounter, OUT PLARGE_INTEGER PerformanceFrequency OPTIONAL);
    PFN_NT_QUERY_PERFORMANCE_COUNTER NtQueryPerformanceCounter;
    
    
    class ZTimerEvent
    {
    private:
    	unsigned long int			m_nUpdatedTime;				///< ½Ã°£°è»êÇϱâ À§ÇØ ³»ºÎ¿¡¼­¸¸ »ç¿ëÇÏ´Â º¯¼ö
    	unsigned long int			m_nElapse;					///< »ç¿ëÀÚ°¡ ¼³Á¤ÇÑ ½Ã°£(1000 - 1ÃÊ)
    	bool						m_bOnce;					///< true·Î ¼³Á¤µÇ¸é Çѹø¸¸ ŸÀÌ¸Ó À̺¥Æ®°¡ ¹ß»ýÇÑ´Ù.
    	void*						m_pParam;					///< Event CallbackÀÇ ÆÄ¶ó¸ÞÅÍ
    public:
    	ZTimerEvent() { m_nUpdatedTime = 0; m_nElapse = 0; m_bOnce = false; m_fnTimerEventCallBack = NULL; m_pParam=NULL; }
    	bool UpdateTick(unsigned long int nDelta)
    	{
    		if (m_nElapse<0) return false;
    
    
    		m_nUpdatedTime += nDelta;
    
    
    		if (m_nUpdatedTime >= m_nElapse)
    		{
    			if (m_fnTimerEventCallBack)
    			{
    				m_fnTimerEventCallBack(m_pParam);
    			}
    
    
    			if (m_bOnce) return true;
    		}
    
    
    		return false;
    	}
    	void SetTimer(unsigned long int nElapse, ZGameTimerEventCallback* fnTimerEventCallback, void* pParam, bool bTimerOnce)
    	{
    		m_nElapse = nElapse;
    		m_fnTimerEventCallBack = fnTimerEventCallback;
    		m_pParam = pParam;
    		m_bOnce = bTimerOnce;
    	}
    
    
    	ZGameTimerEventCallback*	m_fnTimerEventCallBack;		///< Event Callback Æ÷ÀÎÅÍ
    };
    
    
    
    
    /////////////////////////////////////////////////////////////////////////////////////////////////////
    
    
    ZTimer::ZTimer()
    {
    	m_bInitialized = false;
    	m_nNowTime = 0;
    	m_nLastTime = 0;
    
    
    	m_pbUsingQPF = new BOOL(FALSE);
    	m_pllQPFTicksPerSec = new LONGLONG(0);
    	m_pllLastElapsedTime = new LONGLONG(0);
    	m_pThistime = new DWORD;
    	m_pLasttime = new DWORD;
    	m_pElapsed = new DWORD;
    	HMODULE Ntdll;
    
    
    	Ntdll = GetModuleHandleW(L"ntdll.dll");
    	NtQueryPerformanceCounter = (PFN_NT_QUERY_PERFORMANCE_COUNTER) GetProcAddress(Ntdll, "NtQueryPerformanceCounter");
    
    
    }
    
    
    ZTimer::~ZTimer()
    {
    	for (list<ZTimerEvent*>::iterator itor = m_EventList.begin(); itor != m_EventList.end(); ++itor)
    	{
    		ZTimerEvent* pEvent = (*itor);
    		delete pEvent;
    	}
    
    
    	m_EventList.clear();
    
    
    	delete m_pbUsingQPF;
    	delete m_pllQPFTicksPerSec;
    	delete m_pllLastElapsedTime;
    	delete m_pThistime;
    	delete m_pLasttime;
    	delete m_pElapsed;
    }
    
    
    void ZTimer::ResetFrame()
    {
    	m_bInitialized=false;
    }
    
    
    float ZTimer::UpdateFrame()
    {
    	LARGE_INTEGER qwTime;
    	LARGE_INTEGER PerformanceCounter;
    
    
    	if(!m_bInitialized)
    	{
    		m_bInitialized = true;
    		LARGE_INTEGER qwTicksPerSec;
    		(*m_pbUsingQPF) = NtQueryPerformanceCounter( &PerformanceCounter, &qwTicksPerSec );
    		(*m_pllQPFTicksPerSec) = qwTicksPerSec.QuadPart;
    
    
    		NtQueryPerformanceCounter( &qwTime, &PerformanceCounter );
    
    
    		(*m_pllLastElapsedTime) = qwTime.QuadPart;
    	}
    
    
    	float fElapsed;
    
    
    	NtQueryPerformanceCounter( &qwTime, &PerformanceCounter );
    
    
    	fElapsed = (float)((double) ( qwTime.QuadPart - (*m_pllLastElapsedTime) ) / (double) (*m_pllQPFTicksPerSec));
    	(*m_pllLastElapsedTime) = qwTime.QuadPart;
    
    
    	
    	UpdateEvents();			// ŸÀÌ¸Ó À̺¥Æ®µé ¾÷µ¥ÀÌÆ®
    
    
    	ShiftFugitiveValues();
    	return fElapsed;
    }
    
    
    void ZTimer::ShiftFugitiveValues()
    {
    	// ¸Þ¸ð¸®ÇÙÀ» ÇÇÇϱâ À§ÇØ °ü·Ã º¯¼öÀÇ Èü À§Ä¡¸¦ ¿Å±ä´Ù
    
    
    	BOOL* pBool1 = m_pbUsingQPF;
    	m_pbUsingQPF = new BOOL(*pBool1);
    
    
    	LONGLONG* pll1 = m_pllQPFTicksPerSec;
    	m_pllQPFTicksPerSec = new LONGLONG(*pll1);
    
    
    	LONGLONG* pll2 = m_pllLastElapsedTime;
    	m_pllLastElapsedTime = new LONGLONG(*pll2);
    
    
    	DWORD* pDword1 = m_pThistime;
    	m_pThistime = new DWORD(*pDword1);
    
    
    	DWORD* pDword2 = m_pLasttime;
    	m_pLasttime = new DWORD(*pDword2);
    
    
    	DWORD* pDword3 = m_pElapsed;
    	m_pElapsed = new DWORD(*pDword3);
    
    
    	delete pBool1;
    	delete pll1;
    	delete pll2;
    	delete pDword1;
    	delete pDword2;
    	delete pDword3;
    }
    
    
    void ZTimer::UpdateEvents()
    {
    	m_nNowTime = timeGetTime();
    	unsigned long int nDeltaTime = m_nNowTime - m_nLastTime;
    	m_nLastTime = m_nNowTime;
    
    
    	if (m_EventList.empty()) return;
    
    
    	for (list<ZTimerEvent*>::iterator itor = m_EventList.begin(); itor != m_EventList.end(); )
    	{
    		ZTimerEvent* pEvent = (*itor);
    		bool bDone = pEvent->UpdateTick(nDeltaTime);
    		if (bDone)
    		{
    			delete pEvent;
    			itor = m_EventList.erase(itor);
    		}
    		else
    		{
    			++itor;
    		}
    	}
    }
    
    
    void ZTimer::SetTimerEvent(unsigned long int nElapsedTime, ZGameTimerEventCallback* fnTimerEventCallback, void* pParam, bool bTimerOnce)
    {
    	ZTimerEvent* pNewTimerEvent = new ZTimerEvent;
    	pNewTimerEvent->SetTimer(nElapsedTime, fnTimerEventCallback, pParam, bTimerOnce);
    	m_EventList.push_back(pNewTimerEvent);
    }
    
    
    void ZTimer::ClearTimerEvent(ZGameTimerEventCallback* fnTimerEventCallback)
    {
    	if (fnTimerEventCallback == NULL) return;
    
    
    	for (list<ZTimerEvent*>::iterator itor = m_EventList.begin(); itor != m_EventList.end(); )
    	{
    		ZTimerEvent* pEvent = (*itor);
    
    
    		if (pEvent->m_fnTimerEventCallBack == fnTimerEventCallback)
    		{
    			delete pEvent;
    			itor = m_EventList.erase(itor);
    		}
    		else
    		{
    			++itor;
    		}
    	}
    
    
    }
    I guess you aren't aware of how old this is. And you aren't aware that I left GunZ and whether it's terrible or not, I do not care.

  9. #9
    Proficient Member damn321 is offline
    MemberRank
    Dec 2012 Join Date
    176Posts

    Re: Anti-UC

    Quote Originally Posted by Vusion View Post
    Very late Christmas gift, anyway, have fun.

    Code:
    float ZTimer::UpdateFrame()
    {
    	LARGE_INTEGER qwTime;
    
    	if(!m_bInitialized)
    	{
    		m_bInitialized = true;
    		/*LARGE_INTEGER qwTicksPerSec;
    		(*m_pbUsingQPF) = QueryPerformanceFrequency( &qwTicksPerSec );
    		if( (*m_pbUsingQPF) )
    		{
    			(*m_pllQPFTicksPerSec) = qwTicksPerSec.QuadPart;
    
    			QueryPerformanceCounter( &qwTime );
    
    			(*m_pllLastElapsedTime) = qwTime.QuadPart;
    		}
    		else
    		{
    			(*m_pLasttime) = timeGetTime();
    		}*/
    		(*m_pLasttime) = timeGetTime();
    	}
    
    	float fElapsed;
    
    	if( (*m_pbUsingQPF) )
    	{
    		QueryPerformanceCounter( &qwTime );
    
    		fElapsed = (float)((double) ( qwTime.QuadPart - (*m_pllLastElapsedTime) ) / (double) (*m_pllQPFTicksPerSec));
    		(*m_pllLastElapsedTime) = qwTime.QuadPart;
    	}
    	else
    	{
    		(*m_pThistime) = timeGetTime();
    		(*m_pElapsed) = (*m_pThistime) - (*m_pLasttime);
    		(*m_pLasttime) = (*m_pThistime);
    		(*m_pllLastElapsedTime) = *m_pElapsed;
    		fElapsed=.001f*(float)(*m_pElapsed);
    	}
    
    	
    	UpdateEvents();			// ŸÀÌ¸Ó À̺¥Æ®µé ¾÷µ¥ÀÌÆ®
    
    	ShiftFugitiveValues();
    
    	return fElapsed;
    }
    What .ccp or i make new .ccp? how about the main.ccp no codes added thre?

  10. #10
    Currently Stoned ! Ronny786 is offline
    MemberRank
    Dec 2011 Join Date
    Lost WorldLocation
    984Posts

    Re: Anti-UC

    Nice one !!

    you should call it as New years gift ... ! ^^

  11. #11
    Proficient Member damn321 is offline
    MemberRank
    Dec 2012 Join Date
    176Posts

    Re: Anti-UC

    make new .ccp?

  12. #12
    Hi, I'm Omar! Vusion is offline
    MemberRank
    Jan 2011 Join Date
    HereLocation
    1,658Posts

    Re: Anti-UC

    Quote Originally Posted by damn321 View Post
    make new .ccp?
    Just replace the function you have in your source with this one.

    Edit; I just remembered when Jacob was talking to me about how UC can't be patched and now that I did post a patch, he decides to rewrite it and call mine terrible. Jacob, you're gonna make a fool of yourself as always.
    Last edited by Vusion; 04-01-13 at 12:06 PM.

  13. #13
    Mako is insane. ThePhailure772 is offline
    MemberRank
    Sep 2007 Join Date
    1,115Posts

    Re: Anti-UC

    Quote Originally Posted by Vusion View Post
    Just replace the function you have in your source with this one.

    Edit; I just remembered when Jacob was talking to me about how UC can't be patched and now that I did post a patch, he decides to rewrite it and call mine terrible. Jacob, you're gonna make a fool of yourself as always.
    Except this isn't even an 'anit-uc' it fixes hitboxes on timing but animations and gravity is still slowed. I've had this for a while I removed ALL usages of timeGetTime.

  14. #14
    Yaaay! Tannous is offline
    MemberRank
    Jul 2012 Join Date
    KonohaLocation
    840Posts

    Re: Anti-UC

    Everybody has to say "Professional" and that's it ..
    Thanks dude <3

  15. #15
    Proficient Member damn321 is offline
    MemberRank
    Dec 2012 Join Date
    176Posts

    Re: Anti-UC

    Quote Originally Posted by Vusion View Post
    Just replace the function you have in your source with this one.

    Edit; I just remembered when Jacob was talking to me about how UC can't be patched and now that I did post a patch, he decides to rewrite it and call mine terrible. Jacob, you're gonna make a fool of yourself as always.
    ok what .cpp i edit?



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