Credits to DelPa
http://img693.imageshack.us/img693/6...0100713173.jpgCode:00480339 EB 07 JMP SHORT 00480342
http://img338.imageshack.us/img338/6...0100713173.jpg
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Credits to DelPa
http://img693.imageshack.us/img693/6...0100713173.jpgCode:00480339 EB 07 JMP SHORT 00480342
http://img338.imageshack.us/img338/6...0100713173.jpg
Haha, that's a good twist in game play.
I wonder why DelPa didn't post it himself though.
Just to let you guys know this is for 2007
Hes on fire 0_O ( in releases that is )
this diables the block on every single game you join/?
explain what it really does...
It stops the animation you get when you try to hit someones guard. The top pic is a before, the bottom is an after.
Hmm pretty cool idea, wud be good to just have as a room tag, wouldn't be good to have it default, but thats my opinion, people are use to that block thing lawl
Dll injected into Gunz.exe to check the names of rooms entered is contains whatever then put that edit into effect, really it's quite easy. If you know C or ASM, that is.
Code:BLoCheck = false,
Code:#define BLOCK 0x00480339
Code:if(name.find("[BLO]") != string::npos) {
BloockOn();
BLoCheck = true;
}
if(name.find("[BLO]") == string::npos) {
BloockOff();
BLoCheck = false;
}
:P:Code:void BloockOn() {
if(BLoCheck != true) {
VirtualProtect((void *)BLOCK, 2, PAGE_EXECUTE_READWRITE, &ulOldProtect);
FlushInstructionCache(GetCurrentProcess(), (void *)BLOCK, 2);
memcpy((void *)BLOCK, "\xEB\x07", 2);
VirtualProtect((void *)BLOCK, 2, ulOldProtect, &ulOldProtect);
}
}
void BloockOff() {
if(BLoCheck != false) {
VirtualProtect((void *)BLOCK, 2, PAGE_EXECUTE_READWRITE, &ulOldProtect);
FlushInstructionCache(GetCurrentProcess(), (void *)BLOCK, 2);
memcpy((void *)BLOCK, "\x74\x07", 2);
VirtualProtect((void *)BLOCK, 2, ulOldProtect, &ulOldProtect);
}
}