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Jun 21st, 2018
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C++ 1.21 KB | None | 0 0
  1. //superjump para ti gey
  2.  
  3. if(cItem.SuperJump !=0){
  4. DWORD dwPlayerP = *(DWORD*)ADR_PLAYERBASE ;
  5. if(dwPlayerP != 0){
  6.     if(GetAsyncKeyState(VK_CONTROL)&1){
  7.             switch(cItem.SuperJump){
  8.             case 1:*(float*)(dwPlayerP+OFS_Z) = 500;break;
  9.             case 2:*(float*)(dwPlayerP+OFS_Z) = 1000;break;
  10.             case 3:*(float*)(dwPlayerP+OFS_Z) = 1500;break;
  11.             case 4:*(float*)(dwPlayerP+OFS_Z) = 2000;break;
  12.             case 5:*(float*)(dwPlayerP+OFS_Z) = 2500;break;
  13.             case 6:*(float*)(dwPlayerP+OFS_Z) = 3000;break;
  14.             case 7:*(float*)(dwPlayerP+OFS_Z) = 3500;break;
  15.             case 8:*(float*)(dwPlayerP+OFS_Z) = 4000;break;
  16.             case 9:*(float*)(dwPlayerP+OFS_Z) = 4500;break;
  17.             case 10:*(float*)(dwPlayerP+OFS_Z)= 5000;break;}
  18.         }
  19.     }
  20. }
  21.  
  22. //speed geytorade
  23.  
  24. switch(cItem.speed){
  25.                 case 0:*(double*)(ADR_SPEED) = 97.0f;break;
  26.                 case 1:*(double*)(ADR_SPEED) = 0.0f;break;
  27.                 case 2:*(double*)(ADR_SPEED) = 110.0f;break;
  28.                 case 3:*(double*)(ADR_SPEED) = 200.0f;break;
  29.                 case 4:*(double*)(ADR_SPEED) = 300.0f;break;
  30.                 case 5:*(double*)(ADR_SPEED) = 500.0f;break;
  31. }
  32.  
  33. //no recoil para que te lo metas al ...
  34.  
  35. if(cItem.recoil){*(float*)(PlayerP + OFS_NORECOIL1) = 0;*(float*)(PlayerP + OFS_NORECOIL2) = 0;*(float*)(PlayerP + OFS_NORECOIL3) = 0;}
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