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player speed

 
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LAvida
How do I cheat?
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Joined: 02 Jan 2016
Posts: 3

PostPosted: Sat Jan 02, 2016 8:22 pm    Post subject: player speed Reply with quote

Hello people. i'm struggling to find a way to speed up player movement
i have found the player's XYZ and i have check the structure.... but i can't find any costant that has to be multiplied with coordinates, i have to backtrace? and if yes in what way? and how to do this kind of cheat?
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ParkourPenguin
I post too much
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Joined: 06 Jul 2014
Posts: 4702

PostPosted: Sat Jan 02, 2016 9:10 pm    Post subject: Reply with quote

If whatever instructions that write to the player's coordinates only access the player's coordinates, then you can do a code injection on that write. In the script, multiply the difference between the new value and the old value by some amount you specify. It could be easier than that depending on the instructions leading up to that write.

If you want to try backtracing, there's a topic on that here.

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LAvida
How do I cheat?
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PostPosted: Sat Jan 02, 2016 10:50 pm    Post subject: Reply with quote

how to multiply xmm registers by a costant?
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ParkourPenguin
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PostPosted: Sat Jan 02, 2016 11:12 pm    Post subject: Reply with quote

One way would be to allocate it in your memory and use that. Then, use mulss for a float or mulsd for a double.
Code:
// assume the value is a double in xmm1
newmem:                 // your newmem
  mulsd xmm1,[speedMul] // multiplies it
  ...                   // other code
  jmp return            // end of your code injection
speedMul:               // label to reference multiplier
  dq (double)2.0        // the multiplier
// for a float, use dd (float)2.0

You can also use registersymbol on the label speedMul to add it to your cheat table so you can change the multiplier without needing to change the script. It'll only be valid when the script is enabled, though.

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LAvida
How do I cheat?
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Joined: 02 Jan 2016
Posts: 3

PostPosted: Sat Jan 02, 2016 11:29 pm    Post subject: Reply with quote

thanks
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