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May 20th, 2018
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  1. BOOL WINAPI DllMain(HINSTANCE hInstance, DWORD dwReason, LPVOID lpReserved)
  2. {
  3. if (dwReason == DLL_PROCESS_ATTACH)
  4. {
  5. CreateThread; while (true) loop{
  6. if (pFrameWork && pFrameWork->GetClientActor(&pLclActor))
  7. {
  8. if (SelfBools.recul)
  9. {
  10. pLclActor->GetPlayer()->m_ignoreRecoil = true;
  11. IActor *pLclActor = NULL;
  12. }
  13. SSystemGlobalEnvironment* pSSGE = (SSystemGlobalEnvironment*)(*(DWORD*)(SsystemGlobalEnvironmentAdressEU));
  14. I3DEngine* p3DEngine = pSSGE->p3DEngine;
  15. IGame* pIGame = IGame::GetIGame();
  16. ICVar* pLclICVar = pIGame->GetICvar();
  17. IGameFramework* pFrameWork = IGameFramework::GetGameFramework();
  18. )
  19.  
  20.  
  21. if (!bInit) {
  22. Original_Present = (Prototype_Present)DetourFunction((PBYTE)GetDeviceAddress(17), (PBYTE)Hooked_Present);
  23. Original_DrawIndexedPrimitive = (Prototype_DrawIndexedPrimitive)DetourFunction((PBYTE)GetDeviceAddress(82), (PBYTE)Hooked_DrawIndexedPrimitive);
  24. bInit = true;
  25. }
  26. }
  27. else if (dwReason == DLL_PROCESS_DETACH)
  28. {
  29. DetourRemove((PBYTE)Original_Present, (PBYTE)Hooked_Present);
  30. DetourRemove((PBYTE)Original_DrawIndexedPrimitive, (PBYTE)Hooked_DrawIndexedPrimitive);
  31. }
  32.  
  33. return TRUE;
  34. }
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