Label(originalcode2_reloadAmountCalOnReloadCallerAOB) Registersymbol(reloadAmountCalOnReloadCallerAOB)Īlloc(newmem2,2048,reloadAmountCalOnReloadCallerAOB+b) //"re8.exe"+2DF07EA) Originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB: Newmem: //this is allocated memory, you have read,write,execute accessĬmp cl,01 //cl holds fullClip flag if true Registersymbol(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB) ![]() Label(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB) Registersymbol(ammoPouchReadCallerForReloadFlagFetchCAOB)Īlloc(newmem,2048,ammoPouchReadCallerForReloadFlagFetchCAOB+c) //"re8.exe"+2D12FB1) Added a No Recipe Check script and a Show Items Everywhere script that allows you to see every item currently loaded in and interact with it (obviously for boxes you need to be in melee range to break them). Update 1: Broke Inf Ammo and Items into three scripts (Ammo, Explosives, and Lockpicks). Update 1.5: Not really adding anything just a QOL update where I use my AOB saver so you don't have to wait for scans to complete every time you open the table. Also fixed a naming error I had with the Enable where multiple things had the same name (oops). No change to the Inf Lockpicks since I haven't found a good compare out for it yet, if you care about not cluttering your inventory for quest items then only enable it when lockpicking for now. I dunno if it's a static hash or dynamic but I'm sure you guys will let me know if it's the latter. ![]() The item mouseover has both item ID and quantity. Update 2: Added in a Force Flashlight Script and an Item Mouseover script (thanks to Zachillios for finding the function). Update 3: Added in a FOV pointer, affects only your normal FOV so it won't mess with aiming values. Added in some Mercenary Mode scripts (thanks Caliber, demo timer stopper works for the mercenary mode timer as well), an Ignore CP cost script, No Tank Gun Cooldown and a freeze enemies script (thanks Mr Modification). Also have a better way of doing Godmode now that will definitely only affect the player and basically works by disabling the player hitbox collision (this is also how I do the walk through walls but that one is a bit buggy). Update 4: Finally managed to get the right (I hope) structure sequence for pointers so I've added a bunch.
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