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Shared rate of fire

 
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Golokopitenko
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Joined: 29 Jan 2018
Posts: 18

PostPosted: Sun Mar 04, 2018 9:09 am    Post subject: Shared rate of fire Reply with quote

The player and the AI have different addresses for the value of the damage of the weapons we use, but the rate of fire seems to be shared.

That is, if I change the rate of fire, it changes for both of us. I know this is related to the 9th step of the tutorial, which I was able to solve, but I don't really know how to use what I learned there in this case, because the rate of fire is a fixed stat, that happens to be used by both weapons (even if said weapons are the same).

How should I separate the Rate of Fire?
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antrfs
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Joined: 29 Jun 2017
Posts: 15

PostPosted: Mon Mar 05, 2018 10:10 am    Post subject: This post has 1 review(s) Reply with quote

Use a CMP and then jump if equal to.

load up your structure for yourself and the enemy and look for an offset where the player structure is say a 1 and the enemy is say a 0

code:
Code:

[ENABLE]

aobscanmodule(INJECT,WHGame.DLL,F3 0F 11 40 1C 48 83 C4 20 5F) // should be unique
alloc(newmem,$1000,"WHGame.DLL"+F1E342)

label(code)
label(return)

newmem:
movss [rax1C],"insert rate here" <<<< at what rate you'd want to add to your weapon

code:
  cmp [rax+4C],1 <<<< this is the compare you use to separate your rate of fire from the enemies
  je newmem <<<< this jumps to newmem
  movss [rax+1C],xmm1 <<<<say this is rate of fire just as an example
  jmp return

INJECT:
  jmp newmem
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db F3 0F 11 40 1C

unregistersymbol(INJECT)
dealloc(newmem)


that means when you change your rate of fire it shouldn't affect theirs.

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