Juke
06-14-2004, 11:32 PM
Here the packets you need ill hope, this module will automatic go trade, and when the other when hit "accept for trading" you will accept too !
#include "Source\ClientCore.cpp"
CLIENTINFO
(
0,1,
"Shady",
"www.shady-ownz.de.vu",
"",
""
)
MODULECOMMANDSTRUCT ModuleCommands[]=
{
{
"help",
OnGameCommandHelp,
"help’c0 List commands available in this module.\n"
"<command> help’c0 Shows detailed help for <command> in this module."
},
{NULL}
};
BYTE pak1[7] = {0x4f, 0x04, 0, 0, 0, 0, 0};
BYTE pak2[7] = {0x4f, 0x03, 0, 0, 0, 0, 0};
BYTE pak3[7] = {0x4f, 0x08, 0, 0, 0, 0, 0};
DWORD EXPORT OnGamePacketBeforeReceived(BYTE* aPacket, DWORD aLen)
{
if (aPacket[0] == 0x77 && aPacket[1] == 0x01)
{
server->GameSendPacketToServer(pak2, 7);
}
if (aPacket[0] == 0x77 && aPacket[1] == 0x06)
{
server->GameSendPacketToServer(pak3, 7);
}
if (aPacket[0] == 0x77 && aPacket[1] == 0x05)
{
server->GameSendPacketToServer(pak1, 7);
}
return aLen;
}
#include "Source\ClientCore.cpp"
CLIENTINFO
(
0,1,
"Shady",
"www.shady-ownz.de.vu",
"",
""
)
MODULECOMMANDSTRUCT ModuleCommands[]=
{
{
"help",
OnGameCommandHelp,
"help’c0 List commands available in this module.\n"
"<command> help’c0 Shows detailed help for <command> in this module."
},
{NULL}
};
BYTE pak1[7] = {0x4f, 0x04, 0, 0, 0, 0, 0};
BYTE pak2[7] = {0x4f, 0x03, 0, 0, 0, 0, 0};
BYTE pak3[7] = {0x4f, 0x08, 0, 0, 0, 0, 0};
DWORD EXPORT OnGamePacketBeforeReceived(BYTE* aPacket, DWORD aLen)
{
if (aPacket[0] == 0x77 && aPacket[1] == 0x01)
{
server->GameSendPacketToServer(pak2, 7);
}
if (aPacket[0] == 0x77 && aPacket[1] == 0x06)
{
server->GameSendPacketToServer(pak3, 7);
}
if (aPacket[0] == 0x77 && aPacket[1] == 0x05)
{
server->GameSendPacketToServer(pak1, 7);
}
return aLen;
}