Good job NewMnt.
Thank you for crediting all of us
Your fixes for Sonar and Wind effect are not futur updates though.
Either you come here with new fixes for these bugs either you can make them futur proof.
You can make an AOBscanmodule in your script to look for wildcards bytes instead of known one.
eg in your sonar effect fix with the original code :
define(bytes,F3 0F 5E A9 0C 01 00 00)
0C 01 00 00 is the offset applied to the rcx registry to retrieve the final RAM adress that will be used to be multiplied with the xmm5 registry.
These bytes may be found with wildcards also.
However, an aobscanmodule has to return only 1 currency otherwise, it won't be able to apply fix and thus will fail.
Look at this other fix syntax :
aobscanmodule(Markers_Position,mgsvtpp.exe,F3 0F 59 05 ?? ?? ?? ?? F3 0F 59 0D ?? ?? ?? ?? 0F 2F C1) // should be unique
You may do the same with this one :
aobscanmodule(Sonar_effect,mgsvtpp.exe,F3 0F 5E A9 ?? ?? ?? ??) // should be unique
Same can be done with wind effect script.
If, for some reasons, the futur updates change so that more than one currency is found with the aobscanmodule, you can look for other bytes before the one you look for in your script and incorporate them in your scan.
Other problem is your executable.
Don't forget to mention that most of the AV software will see it as a virus as it injects code.
Also, your executable doesn't allow end user to change their X and Y ratios calculated by the script.
Normally, it should calculate and work well in game, but sometimes, it fails in fixing the markers bug.
For that reason i decided to leave the ability to change these values by increasing them for example.
Moreover, your executable doesn't allow to modify the FOV value as there is no input text to do so.