GameStatus = *(DWORD*)((DWORD)GetModuleHandle(eCShell) + GameStatusAddr);
if (GameStatus == pInGame)
{
memcpy((void*)(check3), "\xEB", 1);
DetourCreateE8((PBYTE)(hackDetect_3), (DWORD)DisconectFromServer, 5);
}
else
{
memcpy((void*)(check3), "\x7E", 1);
DetourCreateE8((PBYTE)(hackDetect_3), (DWORD)DisconectFromServer, 5);
}
if (Weapon != 0 && GameStatus == pInGame)
{
if (reload == 1)
*(float*)(Weapon + ReloadAnimRatio) = 2.5f;
else
*(float*)(Weapon + ReloadAnimRatio) = rereload[i];
}
if (Weapon != 0 && (GameStatus != pInGame))
{
*(float*)(Weapon + ReloadAnimRatio) = rereload[i];
}



