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About majorwebcheats

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  1. Ola Galera Novo Loader Para combat arms! Dowload REMOVIDO scan https://www.virustotal.com/pt/file/74c9e0b2eeab6c7177566d77f4cbede026646401ee05d614c0b2d17589de4665/analysis/ Tutorial Execute Como ADM Logue no progama! se não tiver uma conta clique em cadastra! escolhe o jogo i clike em iniciar!(combat arms) outro jogo é di outra maneira mais é praticamente a mesma coisa.. Print Screenshot by Lightshot Obrigado a todos!!!! Mals ai pela portugues rsrs =/ :smiley::festa::festa::festa::festa::festa:
  2. Video Dowload Menu D3D(2) scan https://www.virustotal.com/pt/file/b9a3c12531a3bcaf82db0a99eac6f3b2e2bf5bc555ed859cb8c374f3cc19e3b2/analysis/1418676877/
  3. Dowload [source code] Base Woode 2014 (1) - Download - 4shared - maykon rocha rochapeixoto scan https://www.virustotal.com/pt/file/c301b4c5197cc2fdbf225c4cf7af2bc8899503532eb45e5790dbf1e30baaebbe/analysis/ Creditos: gibam761, WE11ington, arun823, Fenix, Gellin, LuizimLoko, Nigga, USSR´S , Noob, Chaosmagician, _Debug_ , .Anonymous, Experthack, Hacker Fail, .Dias, Ademir, Gordon, Solify´s , SoftwareS , srDIEGO,MajorGamesBeta ")
  4. Dowload removido Scan https://www.virustotal.com/pt/file/974f7a8a5337f68f713b8abe6f952aa0aefecd46f6933286a3 61e8a4aa1d0079/analysis/1418676285/
  5. Codico FIM Créditos WE11ington Fenix
  6. Não ta toltamente atualizada Mias Funfo aki! class cSFXList { public: DWORD unknown1; DWORD* List; //0x0004 DWORD unknown2; __int32 Num; //0x000C };//Size=0x0010 class cSFXMgr { public: cSFXList SFXList[0x3D]; //0x0000 };//Size=0x00F4 class cGameClientShell { public: virtual void Function0(); virtual void Function1(); virtual void Function2(); virtual void Function3(); virtual void Function4(); virtual void Function5(); virtual void Function6(); virtual void Function7(); virtual void Function8(); virtual void Function9(); virtual void Function10(); virtual void Function11(); virtual void Function12(); virtual void Function13(); virtual void Function14(); virtual void Function15(); virtual void Function16(); virtual void Function17(); virtual void Function18(); virtual void Function19(); virtual void Function20(); virtual void Function21(); virtual void Function22(); virtual void Function23(); virtual void Function24(); virtual void Function25(); virtual void Function26(); virtual void Function27(); virtual void Function28(); virtual void Function29(); virtual void Function30(); virtual void Function31(); virtual void Function32(); virtual void Function33(); virtual void Function34(); virtual void Function35(); virtual void Function36(); virtual void Function37(); virtual void Function38(); virtual void Function39(); virtual void Function40(); virtual void Function41(); virtual void Function42(); virtual void Function43(); virtual void Function44(); virtual void Function45(); virtual void Function46(); virtual void Function47(); virtual void Function48(); virtual void Function49(); virtual void Function50(); virtual void Function51(); virtual void Function52(); virtual void Function53(); virtual void Function54(); virtual void Function55(); virtual void Function56(); virtual DWORD GetClientInfoMgr(); //0x00E4 virtual DWORD GetInterfaceManager(); //0x00E8 virtual DWORD GetPlayerManager(); //0x00EC virtual void Function60(); virtual void Function61(); virtual void Function62(); virtual void Function63(); virtual void Function64(); virtual void Function65(); virtual cSFXMgr* GetSFXMgr(); //0x0108 virtual void Function67(); virtual void Function68(); virtual void Function69(); }; class Transform { public: D3DXVECTOR3 Pos; //0x0000 unsigned char Space [0x100]; }; //Size=0x000C class cLTModel { public: virtual void Function0(); virtual void Function1(); virtual void Function2(); virtual void Function3(); virtual void Function4(); virtual void Function5(); virtual void Function6(); virtual void Function7(); virtual void Function8(); virtual void Function9(); virtual void Function10(); virtual void Function11(); virtual void Function12(); virtual void Function13(); virtual unsigned int GetBoneNode( int* Obj, char* nodeName, unsigned int &Node ); //0x0038 virtual unsigned int GetNodeName( int* Obj, unsigned int Node, char* name, int maxlen ); //0x003C virtual unsigned int GetNodeTransform( int* Obj, unsigned int hNode, Transform* trans, char bWorldSpace ); //0x0040 virtual unsigned int GetModelNextNode( int* Obj, unsigned int Node, unsigned int &Next ); //0x0044 virtual void Function18(); virtual void Function19(); virtual void Function20(); virtual void Function21(); virtual unsigned int GetNumNodes( int* Obj, unsigned int &num ); //0x0058 }; class cLTClientShellBase { public: CLTBase* ILTBase; //0x0000 char unknown1[16]; __int32 ILTDrawPrim; //0x0014 char unknown2[12]; cLTModel** ILTModel; //0x0024 char unknown3[144]; cGameClientShell* ILTGameClientShell; //0x00B8 };//Size=0x00BC class IntersectQueryCA { public: D3DXVECTOR3 Start; //0x0000 D3DXVECTOR3 End; //0x000C char unknown1[12]; unsigned int Flags; //0x0024 ObjectFilterFn FilterFn; //0x0028 void* FilterIntersectParam; //0x002C ObjectFilterFn FilterIntersectFn; //0x0030 void* FilterParam; //0x0034 void* PolyFilterParam; //0x0038 };//Size=0x003C class IntersectInfoCA { public: D3DXVECTOR3 vImpactPos; //0x0000 char unknown1[16]; int* hObjImpact; //0x001C DWORD nSomething1; //0x0020 DWORD nSomething2; //0x0024 DWORD nSomething3; //0x0028 };//Size=0x002C class cLTBase { public: __int32 ILTClient; //0x0000 char unknown1[96]; bool( WINAPIV* IntersectSegment )( IntersectQueryCA& Query, IntersectInfoCA* pInfo ); //0x0064 char unknown2[28]; unsigned int ( WINAPIV* GetLocalClientID )( unsigned int* pIDOut ); //0x0084 char unknown3[412]; unsigned int( WINAPIV* RunConsoleCommand )( const char* szCommand ); //0x0224 int*( WINAPIV* GetClientObject )(); //0x0228 char unknown4[16]; unsigned int( WINAPIV* GetObjectScale )( int* pObject, float* scale ); //0x023C unsigned int( WINAPIV* SetObjectScale )( int* pObject, float scale ); //0x0240 char unknown5[4]; unsigned int( WINAPIV* GetObjectColor )( int* pObject, float* r, float* g, float* b, float* a ); //0x0248 unsigned int( WINAPIV* SetObjectColor )( int* pObject, float r, float g, float b, float a ); //0x024C }; class cClientWeapon { public: char unknown1[0xE0]; __int32 fireWeapon; //0x00E0 void Fire(bool fire = true) { if(fire) fireWeapon = 1; } };//Size=0x00E4 class cClientWeaponMgr { public: cClientWeapon** WeaponList; //0x0000 __int32 MaxWeapons; //0x0004 __int32 WeapIndex; //0x0008 cClientWeapon* CurrentWeapon; //0x000C BYTE WeaponsEnabled; //0x0010 BYTE WeaponsVisible; //0x0011 char unknown1[16]; __int32 nCurrentWeaponID; //0x0020 };//Size=0x0024 class cPlayerMgr { public: char unknown1[24]; cClientWeaponMgr* WeaponMgr; //0x0018 char unknown2[56]; float Pitch; //0x0054 float Yaw; //0x0058 float Roll; //0x005C char unknown3[220]; __int32* CameraObject; //0x013C __inline cClientWeapon* GetCurrentWeapon() { if( WeaponMgr && WeaponMgr->CurrentWeapon ) return WeaponMgr->CurrentWeapon; return NULL; } };//Size=0x0138 class PlayerInfo { public: __int32 pPing; //0x0000 __int32 index; //0x0004 __int32 ID; //0x0008 char unknown1[8]; char pName[20]; //0x0014 char unknown2[4]; __int32* Object; //0x002C __int32 Kills; //0x0030 __int32 Deaths; //0x0034 char unknown3[44]; __int32 HeadShots; //0x0064 char unknown4[12]; __int32 pTeam; //0x0074 char unknown5[4]; bool pIsDead; //0x007C char unknown6[655]; PlayerInfo* PlayerPrev; //0x030C PlayerInfo* PlayerNext; //0x0310 };//Size=0x0314 class ClienteInfo { public: DWORD unknown1; PlayerInfo* Primeiro; //0x0004 unsigned int LocalIndex; //0x0008 inline PlayerInfo* JogadorIndex(int id) { PlayerInfo* ptr = Primeiro; while(ptr) { if(ptr->index == id) return ptr; ptr = ptr->PlayerNext; } return NULL; } };//Size=0x000C class Info { public: char unknown1[12]; __int32 iHP; //0x000C __int32 iAP; //0x0010 __int32 iMaxHP; //0x0014 __int32 iMaxAP; //0x0018 __int32 gotoWepInfo; //0x001C __int32 goToSomething; //0x0020 char unknown2[388]; float fStamina; //0x01A8 __int32 iIsRunning; //0x01AC __int32 iIsJumping; //0x01B0 __int32 iWeaponSlotInUse; //0x01B4 char unknown3[44]; PlayerInfo* goToPlayers; //0x01E4 };//Size=0x01E8 class LocalInfo { public: Info* goToInfoClass; //0x0000 };//Size=0x0004 class cCharacterFX { public: char unknown1[16]; __int32* Object; //0x0010 char unknown2[44]; __int32 IsPlayer; //0x0040 char unknown3[52]; BYTE Index; //0x0078 char unknown4[1240]; BYTE bIsDead; //0x0551 bool bSpawnSheild; //0x0552 char unknown5[9]; __int32* hHitbox; //0x055C char unknown6[92]; WORD wHealth; //0x05BC WORD wArmor; //0x05BE char unknown7[4]; __int32 Index2; //0x05C4 };//Size=0x05C8 class cWeaponInfo { public: char unknown1[12]; DWORD dwClientWeaponType; //0x000C char unknown2[16]; DWORD dwAlt_InstDamage; //0x0020 DWORD dwInstDamage; //0x0024 char unknown3[108]; DWORD dwFireSnd; //0x0094 char unknown4[108]; float fFireDelay1; //0x0104 float ffiredelay1; //0x0108 DWORD dwMaxAmmo3; //0x010C DWORD dwMaxAmmo2; //0x0110 char unknown5[316]; BYTE TripleShotMode; //0x0250 char unknown6[3]; DWORD dwTripleShotRoundNum; //0x0254 float fDamageRFacter; //0x0258 char unknown7[20]; DWORD dwInfiAmmo2; //0x0270 DWORD dwInfiniteAmmo; //0x0274 DWORD dwHideWhenEmpty; //0x0278 char unknown8[4]; DWORD dwShotsPerClip; //0x0280 char unknown9[52]; float fZoomTime; //0x02B8 DWORD dwMinPerturb; //0x02BC DWORD dwMaxPerturb; //0x02C0 float fDuckPerturb; //0x02C4 float fMoveDuckPerturb; //0x02C8 DWORD dwZoomedMinPerturb; //0x02CC DWORD dwZoomedMaxPerturb; //0x02D0 DWORD dwRange; //0x02D4 char unknown10[12]; DWORD VectorsPerRound; //0x02E4 char unknown11[40]; float fPerturbIncSpeed; //0x0310 float fPerturbDecSpeed; //0x0314 char unknown12[4]; float fZoomedPerturbIncSpeed; //0x031C float fZoomedPerturbDecSpeed; //0x0320 char unknown13[4]; float fBaseCamRecoilPitch; //0x0328 float fBaseCamRecoilAccelPitch; //0x032C char unknown14[36]; float fTripleShotMaxCamRecoilPitch; //0x0354 float fTripleShotBaseCamRecoilPitch; //0x0358 char unknown15[8]; DWORD dwTripleShotMinPerturb; //0x0364 DWORD dwTripleShotMaxPerturb; //0x0368 float fTripleShotPerturbIncSpeed; //0x036C float fTripleShotPerturbDecSpeed; //0x0370 char unknown16[108]; BYTE DisableCrosshair; //0x03E0 char unknown17[27]; float fCameraSwayXFreq; //0x03FC float fCameraSwayYFreq; //0x0400 char unknown18[8]; DWORD dwEffectRange; //0x040C };//Size=0x0410(1040) class cWeaponMgr { public: char unknown1[5600]; cWeaponInfo** Weapons; //0x15E0 __int32 WeaponCount; //0x15E4 };//Size=0x15E8 class CILTDrawPrim { public: char unknown1[16184]; D3DVIEWPORT9 ViewPort; //0x3F38 D3DXMATRIX World; //0x3F50 D3DXMATRIX View; //0x3F90 D3DXMATRIX Projection; //0x3FD0 };//Size=0x4010 class cObjName { public: char unknown1[4]; char Name[28]; //0x0004 };//Size=0x0008 class cBaseFX { public: char unknown1[16]; int* Object; //0x0010 D3DXVECTOR3 Pos; //0x0014 char unknown2[28]; cObjName* gotoObjName; //0x0034 char unknown3[8]; int NaoArma; //0x0040 char unknown4[4]; BYTE Unknown5; BYTE OwnerID; //0x004C char unknown6[40]; };//Size=0x0054 //typedef bool (*ObjectFilterFnCA)(int* hObj, void* pUserData); FIM--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Créditos: Reclass-Pro-Auto
  7. Código: Abaixo /* Mensagem original ** Coloque o modo de compilar para Release ** Aperte F7 ** Vá na pasta Release e copie a DLL ** Injete no combat arms e seja feliz! */ #include <windows.h> //Endereços CABR #define ADDR_GAMESTATUS 0x37996A68 #define ADDR_LTCLIENTEXE 0x4912F0 #define ADDR_DEVICEGAME 0x8DE500 //Variaveis INT Satelite, SemNeblina; bool bSatelite, bSemNeblina; //Metodo ativar/desativar VOID CheckKey( INT &variavel, INT teclax ) { if( GetAsyncKeyState( teclax ) &1 ) variavel = !variavel; } //Metodo de Console VOID PushToConsole(int variavel, const char *ativado, const char *desativado, bool &zsFlag) { typedef void(__cdecl*RunConsoleCommandFn)(const char*); RunConsoleCommandFn PtcStatus = (RunConsoleCommandFn)ADDR_LTCLIENTEXE; if(variavel == 1 && zsFlag == false ) { PtcStatus( ativado ); zsFlag = true; } if(variavel == 0 && zsFlag == true ) { PtcStatus( desativado ); zsFlag = false; } } typedef HRESULT( WINAPI *tPresent )( CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion ); tPresent oPresent; HRESULT WINAPI Present( CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion ) { __asm PUSHAD; CheckKey( Satelite, VK_NUMPAD1 ); CheckKey( SemNeblina, VK_NUMPAD2 ); //ChamsNX PushToConsole ( Satelite, " +SkelModelStencil 1 ", " +SkelModelStencil 0 ", bSatelite ); //NoFog PushToConsole ( SemNeblina, " +FogEnable 0 ", " +FogEnable 1 ", bSemNeblina ); __asm POPAD; return oPresent( pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion ); } void *DetourCreate(BYTE *src, const BYTE *dst, const int len) { BYTE *jmp = (BYTE*)malloc(len + 5); DWORD dwBack; VirtualProtect(src, len, PAGE_READWRITE, &dwBack); memcpy(jmp, src, len); jmp += len; jmp[0] = '\xE9'; *(DWORD*)(jmp + 1) = (DWORD)(src + len - jmp) - 5; src[0] = '\x90'; src[1] = '\xE9'; *(DWORD*)(&src[2]) = (DWORD)(dst - src) - 6; for (int i = 6; i < len; i++) src = 0x90; VirtualProtect(src, len, dwBack, &dwBack); return (jmp - len); } DWORD VTable( INT nIndex ) { DWORD *Device = ***( DWORD **** )ADDR_DEVICEGAME; if( Device == NULL ) return 0; return Device[nIndex]; } DWORD WINAPI dwThread( LPVOID ) { while( !GetModuleHandleA( "ClientFX.fxd" ) ) Sleep( 100 ); oPresent = ( tPresent )DetourCreate( ( BYTE * )VTable( 17 ), ( BYTE * )&Present, 10 ); return 0; } INT WINAPI DllMain( HMODULE hModule, DWORD dwReason, LPVOID lpReserved ) { DisableThreadLibraryCalls( hModule ); if( dwReason == DLL_PROCESS_ATTACH ) CreateThread( NULL, NULL, ( LPTHREAD_START_ROUTINE )dwThread, NULL, NULL, NULL ); return 1; } FIM------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Creditos ~iTzOriginal~ || WE11ington || BlackCipherBR-TELEKILL || arun823
  8. Este é um código fonte com um menu interativo e de fácil uso possuindo 3 funções adicionadas. Modo Hook -> Reset e Present. Interagindo com o menu: Tecla Insert abre e fecha o menu Teclas Setas ↑ e ↓ navega sobre o menu. Teclas Setas → e ←, liga e desliga os hacks. A compilação pode ser feita em modo Debug ou Release. Código totalmente otimizado para não gerar lag dentro do jogo. Scan https://www.virustotal.com/pt/file/e4e344902919c9de47c9b7dcbe9e4d402dfdfcf9170eb6221848a9fd67a79052/analysis/1340648886/ Dowload http://www.4shared.com/rar/RSRf-3BXce/D3D_Menu_v10__2_.html?
  9. ******************************************************** * | Buscar Endereços Combat Arms | * * | Logger .Dias | * * Ussr, Ch40zz-C0d3r, xCyniu, pDevice, TokolocoSK * * KssioBR , Gellin, Fenix * ******************************************************** [09:28:19] => Entry Points(Esperando Os Módulos) CShell .EntryPoint 0x37101000 CShell .CodeSize 0x615C00 CShell .CodeOffset 0x1000 Engine .EntryPoint 0x461000 Engine .CodeSize 0x2C2400 Engine .CodeOffset 0x1000 ClientFX .EntryPoint 0x4E50000 ClientFX .CodeSize 0x58000 ClientFX .CodeOffset 0x1000 EHsvc .EntryPoint 0x10001000 EHsvc .CodeSize 0x11F000 EHsvc .CodeOffset 0x1000 [09:28:32] => Engine.exe #define DeviceGame 0x8D13A0 #define ConsoleWrapped 0x48FE00 #define WorldToScreen 0x49AD00 #define CursorCenter 0x7A8874 #define SendToServer 0x47A7A0 #define Start3DEngine 0x53DE6F #define BeginSceneEngine 0x59A052 #define Endscene 0x59B1E3 #define PresetEngine 0x648A96 #define DipEngine 0x64BA4D #define DrawPrimitive 0x7C5198 #define IntersectSegment 0x4775E7 [09:28:32] => CShell.dll #define GameStatus 0x379A3008 // We11 #define LTClientDLL 0x3798A61C #define MTBWCRET 0x3735E0F9 #define EspName1 0x371223AC #define EspName2 0x371223DA #define WeaponMgr 0x379F3684 #define GCS 0x379C9BF0 #define PlayerByIndex 0x371A33F0 #define PlayerMgr 0x379C9C54 #define PlayerStatus 0x379A96EC #define ClientInfoMgr 0x3798A3B4 #define LocalPlayer 0x371A3E10 #define SuperBullets 0x3745C4B6 #define NoReload 0x37461FB5 #define NoRecoil 0x37365428 #define RemoteKill1 0x37462361 #define RemoteKill2 0x37462362 #define RemoteKill3 0x374626F1 #define RemoteKill4 0x374626F2 #define WeaponRange1 0x37462239 #define WeaponRange2 0x374625C9 #define RapidFire 0x37462D2F #define UnlAmmo 0x37458B17 #define CameraUpdate 0x3736874F #define LTCommon 0x379FBBA0 #define GetFontHandle 0x3737EC90 #define GetConsoleInt 0x373BB340 #define BuildFont 0x375BD220 #define FillFont 0x375BDED0 #define FontECX 0x379F3560 #define LTCSBase 0x3798A600 #define LocalPtr 0x379F9C60 #define CVar 0x373BB510 // J #define ForceFPS 0x3798A6B8 #define CrossHair 0x37975444 [09:28:33] => PushToConsole Adress #define PickUp 0x3797E6A4 #define SuperJump 0x37976A8C #define BaseMoveAccel 0x3797696C #define StartAccel 0x37976990 #define MaxAccel 0x379769B4 #define AccelInc 0x379769D8 #define WalkVel 0x379769FC #define FRunVel 0x37976A20 #define BRunVel 0x37976A44 #define SRunVel 0x37975564 #define DuckVel 0x37976AB0 #define FlyHack 0x37976630 #define FPS 0x37975564 #define Statitics 0x37975588 #define Tracers 0x37981CF4 [09:28:34] => ClientFX.fxd #define ClientFX 0x6AF34 [09:28:35] => Escaneamento Dos Endereços Finalizados.
  10. Código PHP: void InstantRespawn(LPDIRECT3DDEVICE9 pDevice ) { if((*(BYTE *)GameStatus == 1) && respawn) { if(ValidPointer(g_LTClient)) { CAutoMessage Msg; Msg.Writeuint8(113); g_LTClient->SendToServer(Msg.Read(), MESSAGE_GUARANTEED); keybd_event(0x33,0,0,0); } else { g_LTClient = *(CLTClient**)ADDR_LTCLIENTDLL;
  11. o que mais tem aqui na área de programação é tutorial de como criar injector de dll e todos iguais... quando fazia dll pra priston lembro que lipinf apareceu com um injector por nome da janela, e depois nunca mais vi, o que me deu a ideia de vim postar como fazer o mesmo. a injeção de uma dll é feito através do PID (Process ID), em todos tutoriais de injector, o PID é obtido através do processo, nesse tutorial ainda vai continuar sendo injetado pelo PID, porém ele é pego através do nome da janela. adicione 2 buttons(aba standard), 2edits(aba standard), 1timer(aba system) e um opendialog(aba dialogs) onde button1 é para carregar a dll button2 ativar o timer e fazer a injeção da dll edit1 colocar nome da janela que quer efetuar a injeção de dll edit2 caminho da dll Função para obter o PID Código: function ProcessID(const hWnd: THandle): THandle; var PID: DWORD; begin if hWnd<>0 then begin GetWindowThreadProcessID(hWnd, @PID); Result:=PID; end else Result:=0; end; função de injetar a dll, conhecida pela maioria. Código: function inject(PID:DWORD; sDll:string):Boolean; var hLib: Pointer; hThread: THandle; pMod: Pointer; hOpen: THandle; dWritten: Cardinal; ThreadID: Cardinal; begin Result := FALSE; hOpen := OpenProcess(PROCESS_ALL_ACCESS, FALSE, PID); if hOpen <> INVALID_HANDLE_VALUE then begin hLib := GetProcAddress(GetModuleHandle(PChar('kernel32.dll')), PChar('LoadLibraryA')); pMod := VirtualAllocEx(hOpen, nil, Length(sDll) + 1, MEM_COMMIT or MEM_RESERVE, PAGE_EXECUTE_READWRITE); if WriteProcessMemory(hOpen, pMod, @sDll[1], Length(sDll), dWritten) then Result := TRUE; hThread := CreateRemoteThread(hOpen, nil, 0, hLib, pMod, 0, ThreadID); WaitForSingleObject(hThread, INFINITE); CloseHandle(hOpen); CloseHandle(hThread); end; end; botão 1 Código: if not OpenDialog1.Execute then Exit; Edit2.Text:=OpenDialog1.FileName; botão 2 Código: Timer1.Enabled:=True; timer Código: var PID: DWORD; begin Timer1.Enabled:=False; PID := ProcessID(findwindow(nil, PChar(edit1.text))); if PID=0 then begin Timer1.Enabled:=True; Exit; end; Timer1.Enabled:=False; if Inject(PID, Edit2.Text) then MessageBoxA(Handle, 'dll injetada', 'injetor', MB_ICONEXCLAMATION+MB_SYSTEMMODAL) else MessageBoxA(Handle, 'error', 'error', MB_ICONERROR+MB_SYSTEMMODAL); end;
  12. Bom, vou deixar uma forma que acho fácil e eficiente para dar um "tock" em seu projeto" Sempre tem aquele projeto que pode trocar de cor,som,etc.... Vou deixar um método para trocar de cor! Vai ser em 2 fases : 1°Criar o registro 2°Ler o registro(ler o regedit) Adicione : 2 button 1 timer Botão que deixa azul : My.Computer.Registry.SetValue("HKEY_CURRENT_USER\S oftware\Meu_projeto", _ "Opçoes", "azul") Botão que deixa vermelho : My.Computer.Registry.SetValue("HKEY_CURRENT_USER\S oftware\Meu_projeto", _ "Opçoes", "vermelho") Timer Deixe enabled = True On Error Resume Next Dim ler As String ler = My.Computer.Registry.GetValue _ ("HKEY_CURRENT_USER\Software\Meu_projeto", "Opçoes", Nothing) If ler = "azul" Then Me.BackColor = Color.Blue ElseIf ler = "vermelho" Then Me.BackColor = Color.Red End If Na resumida o que ocorre é o seguinte, o botão 1 ou 2 tanto faz, cria uma chave no regedit e um valor com o nome azul ou vermelho dependendo do botão que é pressionado, não importa quantas vezes seja pressionado, ele só vai substituir o valor da chave depois que ela é criada! Logo depois o timer lê o valor da chave, se o valor for azul ele passa para o projeto que o BackColor seja Blue, se for vermelho, ele passa para o projeto que o BackColor seja red.... Assim depois de definido sua projeto pode ser fechado quantas vezes quiser que a cor definida vai ficar!
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