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#11. Posted:
Activez-
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You got a skybase in there? What about menu color changer?

Looks good. Is the release going to be paid or free?
#12. Posted:
XeXZemv1
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Activez- wrote You got a skybase in there? What about menu color changer?

Looks good. Is the release going to be paid or free?

yes is this menu going to be free?
Otherwise great menu keep it up
#13. Posted:
XeAri
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XeXZemv1 wrote
Activez- wrote You got a skybase in there? What about menu color changer?

Looks good. Is the release going to be paid or free?

yes is this menu going to be free?
Otherwise great menu keep it up


Menu will be free for evreyone, so no cpu auth.
#14. Posted:
-Lew
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this menu is very stable no bugs so far here comes the next Konroi menu
#15. Posted:
XeAri
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Tork wrote this menu is very stable no bugs so far here comes the next Konroi menu


thank you Happy to see someone, that liked my work.
#16. Posted:
Bitwise
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Ngl I like it. The UI looks cool. I am not even going to start ranting about the code...so yeah, good job. My advice, Start using all the released stuff that is in your menu (and more if you look on 7s) and start trying to create custom functions. It just takes abit off imagination and some C. Overall, looks cool.
#17. Posted:
XeAri
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Bitwise wrote Ngl I like it. The UI looks cool. I am not even going to start ranting about the code...so yeah, good job. My advice, Start using all the released stuff that is in your menu (and more if you look on 7s) and start trying to create custom functions. It just takes abit off imagination and some C. Overall, looks cool.


My source is clearly and use classes and the most are in coded header's

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#18. Posted:
Bitwise
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XeAri wrote
Bitwise wrote Ngl I like it. The UI looks cool. I am not even going to start ranting about the code...so yeah, good job. My advice, Start using all the released stuff that is in your menu (and more if you look on 7s) and start trying to create custom functions. It just takes abit off imagination and some C. Overall, looks cool.


My source is clearly and use classes and the most are in coded header's

[ Register or Signin to view external links. ]


You should also reverse PlayerCommand_TakePerk (I'm sure there is even PlayerCommand_HasPerk?) and have a toggle for the option. If you don't know how to reverse, I am sure TakePerk has been released somewhere on 7s.
#19. Posted:
XeAri
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Bitwise wrote
XeAri wrote
Bitwise wrote Ngl I like it. The UI looks cool. I am not even going to start ranting about the code...so yeah, good job. My advice, Start using all the released stuff that is in your menu (and more if you look on 7s) and start trying to create custom functions. It just takes abit off imagination and some C. Overall, looks cool.


My source is clearly and use classes and the most are in coded header's

[ Register or Signin to view external links. ]


You should also reverse PlayerCommand_TakePerk (I'm sure there is even PlayerCommand_HasPerk?) and have a toggle for the option. If you don't know how to reverse, I am sure TakePerk has been released somewhere on 7s.


I know only the basics about ppc... And why i need to "reverse" functions? idk, playerCMD_HasPerk has the parameter with entref so i use entref (worked with clone player)

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edit:
Sorry, can't be so with entref sorry
#20. Posted:
Bitwise
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XeAri wrote
Bitwise wrote
XeAri wrote
Bitwise wrote Ngl I like it. The UI looks cool. I am not even going to start ranting about the code...so yeah, good job. My advice, Start using all the released stuff that is in your menu (and more if you look on 7s) and start trying to create custom functions. It just takes abit off imagination and some C. Overall, looks cool.


My source is clearly and use classes and the most are in coded header's

[ Register or Signin to view external links. ]


You should also reverse PlayerCommand_TakePerk (I'm sure there is even PlayerCommand_HasPerk?) and have a toggle for the option. If you don't know how to reverse, I am sure TakePerk has been released somewhere on 7s.


I know only the basics about ppc... And why i need to "reverse" functions? idk, playerCMD_HasPerk has the parameter with entref so i use entref (worked with clone player)

[ Register or Signin to view external links. ]

edit:
Sorry, can't be so with entref sorry


scr_entref only has 2 variables, classIndex and I think clientIndex? PlayerCommand functions are GSC function's, reverse them and add them to your GSC class (I can tell you obviously have one...) And boom. Also look at GScr functions, they have some dope sh*t too. Hacksorce released PlayFX on 7s, but didn't know how to properly get an effect index (Idk how you can do research on playing an effect, and not know how to get an effect index...) so I added it.

int (*G_Temp)(float*origin,int r4) = (int(_cdecl*)(float*,int))0x82429A38;
int (*G_EffectIndex)(char*effectName) = (int(__cdecl*)(char*))0x8215C528;
//void (*Scr_PlayFX)(int clientIndex, float**origin, int effectIndex, int r6) = (void(__cdecl*)(int,float**,int,int))0x82411A48;

int playFx(float*vec, char*effect)
{
int entity = G_Temp(&vec, 0x5B);
*(int*)(entity + 0x9C) = G_EffectIndex(effect);
*(float*)(entity + 0x40) = 0.0f; *(float*)(entity + 0x44) = 0.0f;
*(float*)(entity + 0x48) = 270f; return entity;
}

void playFx(int clientIndex, char*tag, char*effect)
{
float *vec3[3];
getTagOrigin(clientIndex, tag, &vec3);
playFx(&vec3, effect);
//Scr_PlayFX(clientIndex, &vec3, G_EffectIndex(effect), 0);
}


The above is for ghosts TU10, and I added the original function where the custom one was reversed from. You can find Scr_PlayFX on any call of duty game by text searching "playfx" and you will see 2 strings, both have xref's to the function. You can either reverse it, or just compare values being loading into registers and update it.

Also, I found Scr_LoadFX. I'd advice using it with the PlayFX code you got going there.

void (*Scr_LoadFX)(char*effectName) = (void(__cdecl*)(char*))0x82408860;

Again, Ghosts TU10. XRef to G_EffectIndex leads straight to it, reversing it was simple.
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