Label( OverwrittenCode ) ; The code that was overwritten by the JMP to MyCode will go here.
Label( Exit ) ; JMP here to exit our custom code and go back to the original code.
Label( Return ) ; The location of the next instruction of the original code.
FullAccess( game.exe+0x005077F1, 2048 )
game.exe+0x005077F1 :
jmp MyCode
nop
nop
nop
nop
nop
nop
nop
nop
nop
nop
Return :
MyCode : ; The allocated address. Put your code after this.
mov dword ptr [esi+1A8],3F000000
OverwrittenCode : ; The overwritten code (code that was overwritten by the JMP to MyCode).
fmul dword ptr [esi+1A8]
fistp qword ptr [ebp-14]
mov ecx, dword ptr [ebp-14]
mov dword ptr [ebp-10], ecx
Exit : ; Automatic JMP back to the original code, or you can JMP Return directly to avoid coming here.
jmp Return
This is the code im changeing for rate of fire
- Code: Select all
[color=blue]fmul dword ptr [esi+1A8][/color]
change that code too [code]mov dword ptr [esi+1A8],3F000000[/code]
.5 dec rate of fire in hex is 3F000000. Is there a diffrent way maby to do this a lil better. When i inject the change [code]mov dword ptr [esi+1A8],3F000000[/code] It works fine but it starts laging up my game for some reason. Im thinking maby if i do it a diff way, it might run smoother.