I made .dll which I am injecting into game. It runs pixel detection after I press alt + s but the game laggs. Is there any possibility to fix it?
It detects red color, presses mouse3 and in-game it shoots but too slow and game is lagging.
I tried to remove Sleep() but it lag more. Any suggestions?
#include <windows.h>
#include <gdiplus.h>
const int SX = GetSystemMetrics(SM_CXSCREEN);
const int SY = GetSystemMetrics(SM_CYSCREEN);
const int SCREEN_X = (SX/2);
const int SCREEN_Y = (SY/2);
const COLORREF red=RGB(255, 0, 0);
const int Sound[]={SND_ALIAS_SYSTEMASTERISK,SND_ALIAS_SYSTEMEXCLAMATION};
const int State[]={MOUSEEVENTF_MIDDLEDOWN,MOUSEEVENTF_MIDDLEUP};
bool PixelCheck(HDC hdc)
{
time_t stop=GetTickCount()+50;
bool result=false;
while(GetTickCount()<stop) if(GetPixel(hdc,SCREEN_X,SCREEN_Y) == red) result=true;
Sleep(1);
return result;
}
DWORD WINAPI ThreadFunction(PVOID pvParam)
{
HDC hdc=GetDC(0);
bool shotbot=false,isdown=false;
INPUT ip;
ip.type=INPUT_MOUSE;
ip.mi.dx=0;
ip.mi.dy=0;
ip.mi.dwExtraInfo=0;
while(true)
{
if(GetAsyncKeyState(0xA4) && GetAsyncKeyState(0x53))
{
shotbot=!shotbot;
PlaySound((LPCSTR)Sound[shotbot],NULL,SND_ALIAS_ID);
}
Sleep(1);
if((shotbot&&PixelCheck(hdc))||isdown)
{
ip.mi.dwFlags=State[isdown];
SendInput(1,&ip,sizeof(INPUT));
isdown=!isdown;
}
}
ReleaseDC(0, hdc);
return 0;
}
BOOL WINAPI DllMain(HINSTANCE hinstDLL,DWORD fdwReason,LPVOID lpvReserved)
{
if(fdwReason==DLL_PROCESS_ATTACH) SetThreadPriority(CreateThread(0,0,ThreadFunction,0,0,NULL),THREAD_PRIORITY_NORMAL);
return TRUE;
}
You're doing nothing but call GetPixel()
for 50 milliseconds. That's a 50 millisecond lag right there. What did you expect?
Removing the Sleep
call just means you lag more often, and each time still for 50 milliseconds. That too is expected.
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