


Text = "Gameplay Timer: " + std :: to_string ( timer ) //adding the timer variable to your string Timer = GAMEPLAY :: GET_GAME_TIMER () //wrapper for 0x4F67E8ECA7D3F667 String text //the text to be displayed in front of your timer variableĪnd in you main method, you can use it like: Void DrawText ( float x, float y, char * str ) //method you will use to draw text on the screen char c //char array for storing your text int timer //int for storing your game timer Outside of your main logic you would need stuff like this: For the hitmarker no files are touched, but only game code (compiled code) is modified to skip a certain portion used to render the hitmarker (essentially removing an Alexander Blade's ScriptHook includes helper libraries in which he already wrote wrapper functions for the natves, so you dont have to use hashes, but can write natives in clear text (which helps a lot, I think).

Game archives vary wildly and you usually have to rely on a third party tool (like OpenIV) or try to document it yourself, usually by using a Hex Editor and studying the code to parse the files. Once you know what to patch, you could just write a small C++ library that scans the game's memory for the location to patch and then applies the patch. For static analysis you could use Ghidra (free) or IDA Pro (very expensive), but I'd recommend starting out with just Cheat Engine initially. A more powerful debugger would be 圆4dbg (which is free). Cheat Engine is a great tool for that and all you really need initially. From there on, by setting a breakpoint on it, you can find the code that modifies it and for instance NOP it so that it no longer does anything. This process will (usually) allow you to find the address in memory that stores the ammo count.

That sounds a lot like memory scanning for an unknown initial value, then looking for a decreased value etc.
