- Moderatör
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- #1
Słyszę, słyszę letni powiew.
Kurucu
/*
#############################################################################################
# Black Squad (1.0.0.0) SDK
# Generated with TheFeckless UE3 SDK Generator v1.4_Beta-Rev.51
# ========================================================================================= #
# File: SdkHeaders.h
# ========================================================================================= #
# Credits: uNrEaL, Tamimego, SystemFiles, R00T88, _silencer, the1domo, K@N@VEL
# Thanks: HOOAH07, lowHertz
# Forums: www.memoryhackers.org
#############################################################################################
*/
/*
# ========================================================================================= #
# Defines
# ========================================================================================= #
*/
#define GObjects 0x01981384
#define GNames 0x0199445C
/*
# ========================================================================================= #
# Structs
# ========================================================================================= #
*/
template< class T > struct TArray
{
public:
T* Data;
int Count;
int Max;
public:
TArray()
{
Data = NULL;
Count = Max = 0;
};
public:
int Num()
{
return this->Count;
};
T& operator() ( int i )
{
return this->Data[ i ];
};
const T& operator() ( int i ) const
{
return this->Data[ i ];
};
void Add ( T InputData )
{
Data = (T*) realloc ( Data, sizeof ( T ) * ( Count + 1 ) );
Data[ Count++ ] = InputData;
Max = Count;
};
void Clear()
{
free ( Data );
Count = Max = 0;
};
};
struct FNameEntry
{
unsigned char UnknownData00[ 0x10 ];
wchar_t Name[ 0x10 ];
};
struct FName
{
int Index;
unsigned char unknownData00[ 0x4 ];
FName() : Index ( 0 ) {};
FName ( int i ) : Index ( i ) {};
~FName() {};
FName ( wchar_t* FindName )
{
static TArray< int > NameCache;
for ( int i = 0; i < NameCache.Count; ++i )
{
if ( ! wcscmp ( this->Names()->Data[ NameCache ( i ) ]->Name, FindName ) )
{
Index = NameCache ( i );
return;
}
}
for ( int i = 0; i < this->Names()->Count; ++i )
{
if ( this->Names()->Data[ i ] )
{
if ( ! wcscmp ( this->Names()->Data[ i ]->Name, FindName ) )
{
NameCache.Add ( i );
Index = i;
}
}
}
};
static TArray< FNameEntry* >* Names()
{
return (TArray< FNameEntry* >*) GNames;
};
wchar_t* GetName()
{
return this->Names()->Data[ Index ]->Name;
};
bool operator == ( const FName& A ) const
{
return ( Index == A.Index );
};
};
struct FString : public TArray< wchar_t >
{
FString() {};
FString ( wchar_t* Other )
{
this->Max = this->Count = *Other ? ( wcslen ( Other ) + 1 ) : 0;
if ( this->Count )
this->Data = Other;
};
~FString() {};
FString operator = ( wchar_t* Other )
{
if ( this->Data != Other )
{
this->Max = this->Count = *Other ? ( wcslen ( Other ) + 1 ) : 0;
if ( this->Count )
this->Data = Other;
}
return *this;
};
};
struct FScriptDelegate
{
unsigned char UnknownData00[ 0xC ];
};
/*
# ========================================================================================= #
# Includes
# ========================================================================================= #
*/
#include "SDK_HEADERS\Core_structs.h"
#include "SDK_HEADERS\Core_classes.h"
#include "SDK_HEADERS\Core_f_structs.h"
#include "SDK_HEADERS\Core_functions.h"
#include "SDK_HEADERS\Engine_structs.h"
#include "SDK_HEADERS\Engine_classes.h"
#include "SDK_HEADERS\Engine_f_structs.h"
#include "SDK_HEADERS\Engine_functions.h"
#include "SDK_HEADERS\GameFramework_structs.h"
#include "SDK_HEADERS\GameFramework_classes.h"
#include "SDK_HEADERS\GameFramework_f_structs.h"
#include "SDK_HEADERS\GameFramework_functions.h"
#include "SDK_HEADERS\Grip_structs.h"
#include "SDK_HEADERS\Grip_classes.h"
#include "SDK_HEADERS\Grip_f_structs.h"
#include "SDK_HEADERS\Grip_functions.h"
#include "SDK_HEADERS\Cognition_structs.h"
#include "SDK_HEADERS\Cognition_classes.h"
#include "SDK_HEADERS\Cognition_f_structs.h"
#include "SDK_HEADERS\Cognition_functions.h"
#include "SDK_HEADERS\IpDrv_structs.h"
#include "SDK_HEADERS\IpDrv_classes.h"
#include "SDK_HEADERS\IpDrv_f_structs.h"
#include "SDK_HEADERS\IpDrv_functions.h"
#include "SDK_HEADERS\XAudio2_structs.h"
#include "SDK_HEADERS\XAudio2_classes.h"
#include "SDK_HEADERS\XAudio2_f_structs.h"
#include "SDK_HEADERS\XAudio2_functions.h"
#include "SDK_HEADERS\GFxUI_structs.h"
#include "SDK_HEADERS\GFxUI_classes.h"
#include "SDK_HEADERS\GFxUI_f_structs.h"
#include "SDK_HEADERS\GFxUI_functions.h"
#include "SDK_HEADERS\WinDrv_structs.h"
#include "SDK_HEADERS\WinDrv_classes.h"
#include "SDK_HEADERS\WinDrv_f_structs.h"
#include "SDK_HEADERS\WinDrv_functions.h"
#include "SDK_HEADERS\OnlineSubsystemPC_structs.h"
#include "SDK_HEADERS\OnlineSubsystemPC_classes.h"
#include "SDK_HEADERS\OnlineSubsystemPC_f_structs.h"
#include "SDK_HEADERS\OnlineSubsystemPC_functions.h"
#include "SDK_HEADERS\CombatGame_structs.h"
#include "SDK_HEADERS\CombatGame_classes.h"
#include "SDK_HEADERS\CombatGame_f_structs.h"
#include "SDK_HEADERS\CombatGame_functions.h"
#include "SDK_HEADERS\combatgamecontent_structs.h"
#include "SDK_HEADERS\combatgamecontent_classes.h"
#include "SDK_HEADERS\combatgamecontent_f_structs.h"
#include "SDK_HEADERS\combatgamecontent_functions.h"
Beyler bu oyunun hılesını 1 yıldan berı beklıyorum bu sıtede yapılamaz hıle koruması guclu fln dıyorlardı bu tam olarak ne oluyor bana bı acıklarmısınız veya bu hilemi
SDK kullanarak bir şeyler yapabilen zaten Battleye de geçebilir. O yüzden bir sıkıntı yok.blacksquad sdk paylaşılmışda battleye nolacak??
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