

INT Easy = 10000000, Hard = 100; __asm MOV EAX, Hard; __asm SUB EAX, 100; __asm ADD EAX, Easy;
void TeleportToNPC( int On )
{
if(On == 1)
{
if( engine->GetClientInfoMgr()->iGameMode != 5 )
{
cSFXMgr* SFXMgr = engine->GetGameClientShell()->GetSFXMgr();
if( engine->ValidPointer( SFXMgr ) )
{
for( int i = 0; i < SFXMgr->SFXList[0x18].Num; i++ )
{
cBaseFX* xBaseFX = (cBaseFX*)SFXMgr->SFXList[0x18].List[i];
if( !xBaseFX )
continue;
if( xBaseFX->Pos )
{
if(*(long*)0x37822B20 == 1)
*(long*)0x37822B20 = -5;
engine->SetLocalPlayerPosition( xBaseFX->Pos + D3DXVECTOR3( 8, 30, 60 ) );
}
}
}
}
}
else
{
if(*(long*)0x37822B20 == -5)
*(long*)0x37822B20 = 1;
}
}

void TeleportToNPC( int On )
{
if(On == 1)
{
if( engine->GetClientInfoMgr()->iGameMode != 5 )
{
cSFXMgr* SFXMgr = engine->GetGameClientShell()->GetSFXMgr();
if( engine->ValidPointer( SFXMgr ) )
{
for( int i = 0; i < SFXMgr->SFXList[0x18].Num; i++ )
{
// cBaseFX* xBaseFX = (cBaseFX*)SFXMgr->SFXList[0x18].List[i];
cCharacterFX *CharacterFX = (cCharacterFX *)SFXMgr->SFXList[0x18].List[i];
// if( !xBaseFX )
if( !CharacterFX)
continue;
if( CharacterFX->Object )
{
if(*(long*)0x37822B20 == 1)
*(long*)0x37822B20 = -5;
engine->SetLocalPlayerPosition( xBaseFX->Pos + D3DXVECTOR3( 8, 30, 60 ) );
}
}
}
}
}
else
{
if(*(long*)0x37822B20 == -5)
*(long*)0x37822B20 = 1;
}
}