private static byte[] WritePPC = new byte[] { 0x38, 0x60, 0x00, 0x00, 0x38, 0x80, 0x00, 0x00, 0x3C, 0xA0, 0x10, 0x05, 0x48, 0x32, 0xB0, 0xF1, 0x48, 0x00, 0x00, 0x88 };
private static byte[] ResetPPC = new byte[] { 0x3C, 0x60, 0x01, 0x44, 0x80, 0x63, 0x41, 0xB0, 0x88, 0x63, 0x00, 0x0C, 0x2C, 0x03, 0x00, 0x00, 0x41, 0x82, 0x00, 0x88 };
public void SV_GameSendServerCommand(int Client, string Command)
{
WritePPC[3] = Convert.ToByte(Client);
PS3.SetMemory(0x10050000, Encoding.ASCII.GetBytes(Command + "\0"));
PS3.SetMemory(0x35D5B8, WritePPC);
Thread.Sleep(15);
PS3.SetMemory(0x35D5B8, ResetPPC);
}
private void iPrintln(int client, string TextiPrintIn)
{
SV_GameSendServerCommand(client, "c \"" + TextiPrintIn + "\"");
}
private void iPrintlnBold(int clientNumber, string TextiPrintinBold)
{
SV_GameSendServerCommand(clientNumber, "e \"" + TextiPrintinBold + "\"");
}
private void VisionSetNaked(string Vision)
{
SV_GameSendServerCommand(-1, "J \"" + Vision + "\"");
}
q 13 90 = q cg_fov 90
n 10109 = beginnging sound on game
n 5161 = guy saying "free for all"
d 958 "mpintro" 0
n 10299 = guy says "time to work ghost squad"
g "MP_CHANGE_CLASS_NEXT_SPAWN"
q 13 90 = q cg_fov 90
n 10109 = beginnging sound on game
n 5161 = guy saying "free for all"
d 958 "mpintro" 0
n 10299 = guy says "time to work ghost squad"
g "MP_CHANGE_CLASS_NEXT_SPAWN"
public void SV_GameSendServerCommand(int client, string command)
{
byte[] buff = BitConverter.GetBytes(client);
PS3.SetMemory(0x2000000, StringToByteArray(command + "\0"));
PS3.SetMemory(0x035CD78, new byte[] { 0x38, 0x60, buff[1], buff[0], 0x38, 0x80, 0x00, 0x00, 0x3C, 0xA0, 0x02, 0x00, 0x48, 0x2a, 0x1f, 0x65, 0x40 });
System.Threading.Thread.Sleep(15);
PS3.SetMemory(0x2000000, new byte[100]);
PS3.SetMemory(0x035CD78, new byte[] { 0x3C, 0x60, 0x01, 0x44, 0x80, 0x63, 0x41, 0xb0, 0x88, 0x63, 0x00, 0x0C, 0x2C, 0x03, 0x00, 0x00, 0x41 });
}
q 13 90 = q cg_fov 90
n 10109 = beginnging sound on game
n 5161 = guy saying "free for all"
d 958 "mpintro" 0
n 10299 = guy says "time to work ghost squad"
g "MP_CHANGE_CLASS_NEXT_SPAWN"
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