gαвяıeł 0 Postado 14 de Março 2011 Compartilhar Postado 14 de Março 2011 primeiramente Olá pessoal, hoje eu estou aqui para trazer códigos de hack tipo aimbot D3D, BOX Sobre o Jogador, Botao PARA FECHAR O CF, NO WEAPON WEIGHT, Instant Respawn, No Granade Damage, White Players, No Sky, No Smoke, No Flash, Codigos BASE para soluçao de ERROS, Mostrar O FPS durante o Jogo e One Hit Kill e No Fall Damage primeiro aimbot D3D const BYTE bMaroon[60] = { 0x42, 0x4D, 0x3C, 0x00,0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,0x00, 0x00, 0x00, 0x01, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x15, 0x00, 0x88, 0x00, 0x00, 0x00 }; const BYTE bOrange[60] = { 0x42, 0x4D, 0x3C, 0x00,0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,0x00, 0x00, 0x00, 0x01, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x71, 0xFF, 0x00, 0x00, 0x00 }; const BYTE bBlue[60] = { 0x42, 0x4D, 0x3C, 0x00,0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,0x00, 0x00, 0x00, 0x01, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00 }; const BYTE bLBlue[60] = { 0x42, 0x4D, 0x3C, 0x00,0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,0x00, 0x00, 0x00, 0x01, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0x80, 0x00, 0x00, 0x00, 0x00 }; D3DCOLOR FontColor = D3DCOLOR_ARGB(150, 20, 20, 20), ESPColor = D3DCOLOR_ARGB(150, 20, 255, 20), XHairColor = D3DCOLOR_ARGB(150, 255, 255, 20), ConsoleColor = D3DCOLOR_ARGB(150, 255, 255, 255), ConsoleLineColor = D3DCOLOR_ARGB(150, 20, 20, 20), ConsoleTitleColor = D3DCOLOR_ARGB(150, 255, 255, 255), WhiteColor = D3DCOLOR_ARGB(255,255,255,255), *pColor; LPDIRECT3DSURFACE9 originalSurface = NULL, originalDStencilSurface = NULL, NewLSurface = NULL, NewSurface = NULL; D3DSURFACE_DESC originalSurfaceDesc, originalDepthSurfaceDesc; LPDIRECT3DTEXTURE9 texMaroon = NULL, texOrange = NULL, texBlue = NULL, texLBlue = NULL; DWORD TempX[220] = {NULL}, TempY[220] = {NULL}, color[220] = {NULL}, ColorArray[400000] = {0}; BOOL TeamUSA = FALSE, TeamMEC = FALSE, NotInc = FALSE, SRGBE = FALSE, FGE = FALSE, btKeyProc = FALSE; UINT Scale = 0, XStride = 0, Radius = 0; BYTE InitResources = 0x00, bIngameDetector = 0x00, btIngame = 0x00, Aim_US_MEC = 0x01, bKeyBstate[256] = {0x00}, btConsole = 0x00, ConKey = 0x00, wall = 0x00, NoFog = 0x00, AimThru = 0x00, ColorDetector = 0x00, AIM = 0x00, XHair = 0x00, ESP = 0x00, bLoad = 0x00, bInitDX = 0x00; D3DRECT rConsole, rConsoleLine, rConsoleTitle; D3DVIEWPORT9 Viewport; ID3DXBuffer *MyBuffer = NULL; ID3DXFont * pFont = NULL; ID3DXLine * pLine = NULL; HHOOK KeyHook; D3DXVECTOR2 LineX[1024], Line[2], LineA[2], LineB[2]; RECT rFont; HANDLE hProc; D3DLOCKED_RECT LOCKEDRECT; LPBYTE pBits = NULL; POINT AimAt[400000] = {-1}; LPDIRECT3DPIXELSHADER9 shadecolor[220] = {NULL}, OriginalShaders = NULL; char MyShader [MAX_PATH], ConBuffer [MAX_PATH], DLL_PATH [MAX_PATH], chConsole [MAX_PATH], chCvars [512]; float Step = 0.0f, circ1 = 0.0f, circ2 = 0.0f, circ3 = 0.0f, circ4 = 0.0f, View = 1.0f; int FOV = 0, Count = 0, FirstPos = 0, LastPos = 0, NumberOfObjects = 0, NumberOfShaders = 0, BITSPERPIXEL = 32; BOOL __stdcall Save( ); BOOL __stdcall Load( ); LRESULT CALLBACK KeyProc (int code,WPARAM wParam,LPARAM lParam); int __stdcall GetDistance ( long x1, long x2, long y1, long y2 ); //===================================================================================== BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved) { if(dwReason == DLL_PROCESS_ATTACH) { DisableThreadLibraryCalls(hinstModule); GetModuleFileNameA(hinstModule, DLL_PATH, MAX_PATH); DLL_PATH[strlen(DLL_PATH)-3] = 0; strcat(DLL_PATH, "ini"); ConKey = (BYTE)VkKeyScan('`'); if(Direct3DCreate9_VMTable() == D3D_OK){ return TRUE; } } return FALSE; } //===================================================================================== HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters) { if( texOrange ) if(texOrange->Release() == S_OK) texOrange = NULL; if( texMaroon ) if(texMaroon->Release() == S_OK) texMaroon = NULL; if( texBlue ) if(texBlue->Release() == S_OK) texBlue = NULL; if( texLBlue ) if(texLBlue->Release() == S_OK) texLBlue = NULL; if( pFont ) if(pFont->Release() == S_OK) pFont = NULL; if( pLine ) if(pLine->Release() == S_OK) pLine = NULL; if( NewSurface ) if(NewSurface->Release() == S_OK) NewSurface = NULL; if( NewLSurface ) if(NewLSurface->Release() == S_OK) NewLSurface = NULL; if( originalSurface ) if(originalSurface->Release() == S_OK) originalSurface = NULL; if( originalDStencilSurface ) if(originalDStencilSurface->Release() == S_OK) originalDStencilSurface = NULL; if( OriginalShaders ) if(OriginalShaders->Release() == S_OK) OriginalShaders = NULL; for( int x = 0;x < NumberOfObjects;x++ ) if( shadecolor[x] ) if(shadecolor[x]->Release() == S_OK) shadecolor[x] = NULL; InitResources = 0x00; return Reset_Pointer(Device_Interface, PresentationParameters); } //===================================================================================== HRESULT WINAPI BeginScene_Detour(LPDIRECT3DDEVICE9 Device_Interface) { Device_Interface->GetViewport( &Viewport ); if( !bLoad && btIngame ){ Load(); bLoad = 0x01; } if( bIngameDetector ) btIngame = 0x01; else btIngame = 0x00; if( !InitResources ){ /* Create Textures */ D3DXCreateTextureFromFileInMemory(Device_Interface, (LPCVOID)&bOrange, 60, &texOrange); D3DXCreateTextureFromFileInMemory(Device_Interface, (LPCVOID)&bMaroon, 60, &texMaroon); D3DXCreateTextureFromFileInMemory(Device_Interface, (LPCVOID)&bBlue, 60, &texBlue); D3DXCreateTextureFromFileInMemory(Device_Interface, (LPCVOID)&bLBlue, 60, &texLBlue); /* Create font */ D3DXCreateFont(Device_Interface, 14,0, FW_BOLD, 0, FALSE,DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,TEXT("Cambria"), &pFont ); /* Create a line */ D3DXCreateLine( Device_Interface, &pLine ); pLine->SetAntialias( TRUE ); pLine->SetWidth( 2.0f ); /* Get Original Rendertarget Data */ Device_Interface->GetRenderTarget( 0,&originalSurface ); originalSurface->GetDesc( &originalSurfaceDesc ); if( originalSurface ) if(originalSurface->Release() == S_OK) originalSurface = NULL; /* Set The Default Radius */ Radius = Viewport.Width/8; /* Screen size difference */ Scale = (UINT)(Viewport.Width/400); /* Create Small RenderTarget */ Device_Interface->CreateRenderTarget( (UINT)(Viewport.Width/Scale), (UINT)(Viewport.Height/Scale), D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0,TRUE, &NewSurface, NULL); /* Create Large RenderTarget */ Device_Interface->CreateRenderTarget((UINT)Viewport.Width, (UINT)Viewport.Height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &NewLSurface, NULL); /* Create Shaders */ NumberOfShaders = 0; for(int x = 1;x < 7;x++) { for(int y = 1;y < 7;y++) { for(int z = 1;z < 7;z++) { MyBuffer = NULL; sprintf( MyShader, "ps.1.1\ndef c0, %f, %f, %f, %f\nmov r0,c0", (float)((float)x*(float)40)/(float)255, (float)((float)y*(float)40)/(float)255, (float)((float)z*(float)40)/(float)255,(float) (float)255/(float)255 ); D3DXAssembleShader( MyShader, sizeof( MyShader ), NULL, NULL, 0, &MyBuffer , NULL ); Device_Interface->CreatePixelShader((const DWORD*)MyBuffer ->GetBufferPointer(), &shadecolor[NumberOfShaders]); color[NumberOfShaders] = (DWORD)D3DXCOLOR((float)((float)x*(float)40)/(float)255, (float)((float)y*(float)40)/(float)255, (float)((float)z*(float)40)/(float)255, (float) ((float)255/(float)255)); NumberOfShaders++; } } } /* Initialize StretchRect */ Device_Interface->StretchRect( NewLSurface, NULL, NewSurface, NULL, D3DTEXF_NONE ); InitResources = 0x01; } /* Set The FOV */ FOV = GetDistance( Radius + Viewport.Width/2, Viewport.Width/2, 0, 0 ); /* Circle drawing */ Step = 3.14159265f * 2.0f / (float)(Radius/2); Count = 0; for (float index=0; index < 3.14159265 *2.0; index += Step) { circ1 = (float)Radius * cos(index) + (float)(Viewport.Width/2); circ2 = (float)Radius * sin(index) + (float)(Viewport.Height/2); circ3 = (float)Radius * cos(index+Step) + (float)(Viewport.Width/2); circ4 = (float)Radius * sin(index+Step) + (float)(Viewport.Height/2); LineX[Count].x = circ1; LineX[Count].y = circ2; LineX[Count+1].x = circ3; LineX[Count+1].y = circ4; Count += 2; } /* SetWindowHookEx */ if( !btKeyProc ){ DWORD ThdID = GetCurrentThreadId(); KeyHook = SetWindowsHookExA(WH_KEYBOARD,&KeyProc,0,ThdID); btKeyProc = 0x01; } bIngameDetector = 0x00; NumberOfObjects = 0; return BeginScene_Pointer(Device_Interface); } //===================================================================================== BOOL __stdcall DrawConsole( LPDIRECT3DDEVICE9 Device_Interface ) { if( btConsole && btIngame ) { rConsole.x1 = (Viewport.Width/2) - (Viewport.Width/4); rConsole.y1 = (Viewport.Height/2) - (Viewport.Height/8); rConsole.x2 = (Viewport.Width/2) + (Viewport.Width/4); rConsole.y2 = (Viewport.Height/2) + (Viewport.Height/4); rFont.left = rConsole.x1 + 10; rFont.top = rConsole.y2 - 18; rFont.right = rConsole.x2; rFont.bottom = rConsole.y2; rConsoleLine.x1 = rConsole.x1; rConsoleLine.y1 = rFont.top - 6; rConsoleLine.x2 = rConsole.x2; rConsoleLine.y2 = rFont.top - 5; rConsoleTitle.x1 = rConsole.x1; rConsoleTitle.y1 = rConsole.y1 - 18; rConsoleTitle.x2 = rConsole.x2; rConsoleTitle.y2 = rConsole.y1; Device_Interface->Clear( 1, &rConsole, D3DCLEAR_TARGET, ConsoleColor, 0, 0 ); Device_Interface->Clear( 1, &rConsoleLine, D3DCLEAR_TARGET, ConsoleLineColor, 0, 0 ); Device_Interface->Clear( 1, &rConsoleTitle, D3DCLEAR_TARGET, ConsoleTitleColor, 0, 0 ); rConsoleLine.x1 = rConsole.x1; rConsoleLine.y1 = rConsole.y1; rConsoleLine.x2 = rConsole.x2; rConsoleLine.y2 = rConsole.y1 + 1; Device_Interface->Clear( 1, &rConsoleLine, D3DCLEAR_TARGET, ConsoleLineColor, 0, 0 ); pFont->DrawTextA(NULL, (LPCSTR)chConsole, -1, &rFont, DT_LEFT, FontColor); rFont.top = rConsoleTitle.y1 + 2; rFont.bottom = rConsoleTitle.y2; char chTitle[] = "CONSOLE"; pFont->DrawTextA(NULL, (LPCSTR)chTitle, -1, &rFont, DT_LEFT, FontColor); char chUCFORUM[] = "UCFORUM D3D PROGRAMMING"; rFont.top = rConsole.y2 - 38; rFont.bottom = rConsole.y2 - 24; pFont->DrawTextA(NULL, (LPCSTR)chUCFORUM, -1, &rFont, DT_LEFT, FontColor); char chAim_US_MEC[4]; if( Aim_US_MEC ) sprintf( chAim_US_MEC, "US" ); else sprintf( chAim_US_MEC, "MEC" ); sprintf( chCvars, \ "CVARS 0/1\n\n" \ "WALL %i\n" \ "NOFOG %i\n" \ "FOV %i\n" \ "AIM %i\n" \ "AIMTHRU %i\n" \ "ESP %i\n" \ "AIM @ %s\n" \ "SAVE\n" \ "LOAD\n" \ ,wall,NoFog,FOV,AIM,AimThru,ESP,chAim_US_MEC ); rFont.top = rConsole.y1 + 14; rFont.bottom = rConsole.y2; pFont->DrawTextA(NULL, (LPCSTR)chCvars, -1, &rFont, DT_LEFT, FontColor); } return TRUE; } //===================================================================================== int __stdcall GetDistance( long x1, long x2, long y1, long y2 ) { long ResA = (x1 - x2) * (x1 - x2); long ResB = (y1 - y2) * (y1 - y2); double ResC = (double)(ResA + ResB); return (int)sqrt( ResC ); } //===================================================================================== HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE9 Device_Interface) { DrawConsole( Device_Interface ); /* // View NewLSuface RECT rectx; rectx.left = Viewport.Width - (Viewport.Width/4); rectx.top = 0; rectx.right = Viewport.Width; rectx.bottom = (Viewport.Height/4); Device_Interface->GetRenderTarget( 0,&originalSurface ); Device_Interface->StretchRect( NewLSurface, NULL, originalSurface, &rectx, D3DTEXF_NONE ); if( originalSurface ){ originalSurface->Release(); originalSurface = NULL; }*/ int PixelCtr = 0; POINT ClosestTarget; ClosestTarget.x = -1; ClosestTarget.y = -1; /* Lock the small rendertarget to get 2d coords . auto edge included . */ if( NumberOfObjects > 0 && btIngame ) { Device_Interface->StretchRect( NewLSurface, NULL, NewSurface, NULL, D3DTEXF_NONE ); } /* Draw Crosshair */ if( !btConsole && XHair && btIngame ){ int Len = 15; Line[0].x = (float)((Viewport.Width/2)); Line[0].y = (float)((Viewport.Height/2) - Len); Line[1].x = (float)((Viewport.Width/2)); Line[1].y = (float)((Viewport.Height/2) + Len); pLine->Begin(); pLine->Draw(Line,2,XHairColor); pLine->End(); Line[0].x = (float)((Viewport.Width/2) - Len); Line[0].y = (float)((Viewport.Height/2)); Line[1].x = (float)((Viewport.Width/2) + Len); Line[1].y = (float)((Viewport.Height/2)); pLine->Begin(); pLine->Draw(Line,2,XHairColor); pLine->End(); } /* Draw Circle */ if( FOV > 0 && !btConsole && btIngame ){ pLine->Begin(); pLine->Draw(LineX,Count,D3DXCOLOR(1.0, 0.0, 0.0, 1.0)); pLine->End(); } if( NumberOfObjects > 0 && btIngame ) { if( NewSurface->LockRect( &LOCKEDRECT, NULL, D3DLOCK_READONLY ) == S_OK ) { for( long scy = (long)1; scy <= (long) ( Viewport.Height / (int) +Scale ); scy++ ) { for( long scx = (long)1; scx <= (long) ( Viewport.Width / (int) +Scale); scx++ ) { AimAt[ PixelCtr ].x = -1; AimAt[ PixelCtr ].y = -1; ColorArray[ PixelCtr ] = -1; pBits = ( LPBYTE ) LOCKEDRECT.pBits; pBits += ( ( scy * LOCKEDRECT.Pitch ) + ( scx * ( BITSPERPIXEL / 8 ) ) ); pColor = ( D3DCOLOR* ) pBits; if( *pColor != NULL ) { AimAt[ PixelCtr ].x = scx; AimAt[ PixelCtr ].y = scy; ColorArray[ PixelCtr ] = *pColor; if( PixelCtr < 400000 ) PixelCtr++; } } } NewSurface->UnlockRect( ); } /* loop through the pixel data to get colors */ int ClosestPosition = 0; if( FOV ) ClosestPosition = +FOV; else ClosestPosition = (int)+Viewport.Width; for( int i = 0; i < NumberOfObjects; i++ ) { ColorDetector = 0x00; TempX = -1; TempY = -1; for( int j = 0; j <= PixelCtr; j++ ) { if( ColorArray[j] == color && !ColorDetector ) { FirstPos = j; ColorDetector = 0x01; } if( ColorArray[j] == color && ColorDetector ) { LastPos = j; } } if( ColorDetector ) { TempX = ( DWORD )( AimAt[FirstPos].x + AimAt[LastPos].x ) / 2; TempY = ( DWORD )( AimAt[FirstPos].y + AimAt[LastPos].y ) / 2; TempX *= Scale; TempY *= Scale; if( +GetDistance( TempX, Viewport.Width/2, TempY, Viewport.Height/2 ) < +ClosestPosition ){ ClosestTarget.x = TempX; ClosestTarget.y = TempY; } } } } if( btIngame && NumberOfObjects > 0 ) { /* Draw esp on all objects */ for( int i = 0; i < NumberOfObjects; i++ ) { if( TempX != -1 && TempY != -1 && !btConsole && ESP ) { int Len = 4; LineA[0].x = (float)(TempX - Len); LineA[0].y = (float)(TempY - Len); LineA[1].x = (float)(TempX + Len); LineA[1].y = (float)(TempY + Len); pLine->Begin(); pLine->Draw(LineA,2,ESPColor); pLine->End(); LineB[0].x = (float)(TempX + Len); LineB[0].y = (float)(TempY - Len); LineB[1].x = (float)(TempX - Len); LineB[1].y = (float)(TempY + Len); pLine->Begin(); pLine->Draw(LineB,2,ESPColor); pLine->End(); } } /* Aim at closest position */ if( ClosestTarget.x != -1 && ClosestTarget.y != -1 && !btConsole && AIM ) { POINT Target; if((DWORD)ClosestTarget.x > (Viewport.Width/2)){ Target.x = ClosestTarget.x - (Viewport.Width/2); Target.x /= 4; Target.x = +Target.x; } if((DWORD)ClosestTarget.x < (Viewport.Width/2)){ Target.x = (Viewport.Width/2) - ClosestTarget.x; Target.x /= 4; Target.x = -Target.x; } if((DWORD)ClosestTarget.x == (Viewport.Width/2)){ Target.x = 0; } if((DWORD)ClosestTarget.y > (Viewport.Height/2)){ Target.y = ClosestTarget.y - (Viewport.Height/2); Target.y /= 4; Target.y = +Target.y; } if((DWORD)ClosestTarget.y < (Viewport.Height/2)){ Target.y = (Viewport.Height/2) - ClosestTarget.y; Target.y /= 4; Target.y = -Target.y; } if((DWORD)ClosestTarget.y == (Viewport.Height/2)){ Target.y = 0; } // Use with ingame sensitivity below 1.4 in BF2 if( GetKeyState( VK_XBUTTON1 )<0 ) mouse_event( MOUSEEVENTF_MOVE, Target.x, Target.y, 0, NULL ); } /* Clear RenderTarget */ Device_Interface->GetRenderTarget( 0,&originalSurface ); Device_Interface->GetDepthStencilSurface( &originalDStencilSurface ); Device_Interface->SetRenderTarget( 0,NewLSurface ); Device_Interface->SetDepthStencilSurface( originalDStencilSurface ); Device_Interface->Clear( 0, NULL, D3DCLEAR_TARGET , WhiteColor, 0.0f, 0 ); Device_Interface->SetRenderTarget( 0,originalSurface ); Device_Interface->SetDepthStencilSurface( originalDStencilSurface ); if( originalSurface ) if(originalSurface->Release() == S_OK) originalSurface = NULL; if( originalDStencilSurface ) if(originalDStencilSurface->Release() == S_OK) originalDStencilSurface = NULL; } return EndScene_Pointer(Device_Interface); } //===================================================================================== BOOL __stdcall Aimbot(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type, INT Base, UINT Min, UINT Num, UINT start, UINT prim) { /* Filter calls to setrenderstate that distort color (incomplete) */ Device_Interface->GetRenderState( D3DRS_FOGENABLE, reinterpret_cast<DWORD*>(&FGE) ); Device_Interface->GetRenderState( D3DRS_SRGBWRITEENABLE, reinterpret_cast<DWORD*>(&SRGBE) ); /* Switch Rendertarget */ Device_Interface->GetPixelShader( &OriginalShaders ); Device_Interface->GetRenderTarget( 0,&originalSurface ); Device_Interface->GetDepthStencilSurface( &originalDStencilSurface ); Device_Interface->SetRenderTarget( 0,NewLSurface ); Device_Interface->SetDepthStencilSurface( originalDStencilSurface ); Device_Interface->SetRenderState( D3DRS_FOGENABLE, FALSE ); Device_Interface->SetRenderState( D3DRS_SRGBWRITEENABLE, FALSE ); Device_Interface->SetPixelShader( shadecolor[NumberOfObjects] ); if( AimThru ){ Device_Interface->SetRenderState( D3DRS_ZENABLE,D3DZB_FALSE ); DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim); } Device_Interface->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE ); DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim); Device_Interface->SetRenderTarget( 0,originalSurface ); Device_Interface->SetDepthStencilSurface( originalDStencilSurface ); Device_Interface->SetPixelShader( OriginalShaders ); Device_Interface->SetRenderState( D3DRS_FOGENABLE, *reinterpret_cast<DWORD*>(&FGE) ); Device_Interface->SetRenderState( D3DRS_SRGBWRITEENABLE, *reinterpret_cast<DWORD*>(&SRGBE) ); if( originalSurface ) if(originalSurface->Release() == S_OK) originalSurface = NULL; if( originalDStencilSurface ) if(originalDStencilSurface->Release() == S_OK) originalDStencilSurface = NULL; if( OriginalShaders ) if(OriginalShaders->Release() == S_OK) OriginalShaders = NULL; if( NumberOfObjects < 216 ) NumberOfObjects++; return TRUE; } //===================================================================================== HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type, INT Base, UINT Min, UINT Num, UINT start, UINT prim) { LPDIRECT3DVERTEXBUFFER9 Stream_Data; UINT Offset = 0; UINT XStride = 0; if(Device_Interface->GetStreamSource(0, &Stream_Data, &Offset, &XStride) == D3D_OK) Stream_Data->Release(); /* Disable ingame fog */ if( NoFog && btIngame ) Device_Interface->SetRenderState( D3DRS_FOGENABLE, FALSE ); /* Detect when ingame */ if( XStride == 52 ) bIngameDetector = 0x01; /* Monkey BF2 Model Rec */ if( XStride == 52 && btIngame ) { if( Num == 68|| Num == 70|| Num == 75|| Num == 341|| Num == 361|| Num == 398|| Num == 456|| Num == 480 || Num == 495|| Num == 549|| Num == 662|| Num == 782|| Num == 1073|| Num == 1270|| Num == 1322|| Num == 1518 || Num == 2148|| Num == 2240|| Num == 2303|| Num == 2414|| Num == 2675 || Num == 724|| Num == 787|| Num == 842 || Num == 1158|| Num == 1176|| Num == 1282) {NotInc = TRUE;}else{NotInc = FALSE;} if(XStride == 52 && NotInc == FALSE && (Num != 154) && (Num != 1082) && (Num != 1301) && (Num != 1046) && (Num != 1321) && (Num != 2523) && (Num != 120) && (Num != 1279) && (Num != 1407) && (Num != 248) && (Num != 90) && (Num != 251) &&(!(XStride==52 && (Num == 1643 && prim == 861) || (Num == 3313 && prim == 2065) || (Num == 306 && prim == 128) || (Num == 403 && prim == 153) || (Num == 2910 && prim == 1696) || (Num == 1095 && prim == 631) || (Num == 6613 && prim == 4987) || (Num == 953 && prim == 912) || (Num == 2624 && prim == 1682) || (Num == 1402 && prim == 721) || (Num == 422 && prim == 160) || (Num == 3480 && prim == 1810) || (Num == 1880 && prim == 824) || (Num == 563 && prim == 213) || (Num == 6745 && prim == 4595) || (Num == 6602 && prim == 5004)))&&(!(XStride==52 && (Num == 10 && prim == 8))) &&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384) || (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439) || (Num == 1407 && prim == 1568))))&&(!(XStride==52 && Num == 68)) &&(!(XStride==52 && (Num == 1073 && prim == 1384) || Num == 1112 || Num == 1045 || Num == 1578)) &&(!(XStride==52 && Num == 2302))&&(!(XStride==52 &&(Num==251 && prim==248)||(Num==248 && prim==248))) &&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384) || (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439) || (Num == 1407 && prim == 1568))))) {TeamMEC = TRUE;}else{TeamMEC = FALSE;} if(XStride == 52 && TeamMEC == FALSE && (Num == 68|| Num == 70|| Num == 75|| Num == 341|| Num == 361|| Num == 398|| Num == 456|| Num == 480 || Num == 495|| Num == 549|| Num == 662|| Num == 782|| Num == 1073|| Num == 1270|| Num == 1322|| Num == 1518 || Num == 2148|| Num == 2240|| Num == 2303|| Num == 2414|| Num == 2675 || Num == 724|| Num == 787|| Num == 842 || Num == 1158|| Num == 1176|| Num == 1282) && (!(XStride==52 && (Num == 1643 && prim == 861) || (Num == 3313 && prim == 2065) || (Num == 306 && prim == 128) || (Num == 403 && prim == 153) || (Num == 2910 && prim == 1696) || (Num == 1095 && prim == 631) || (Num == 6613 && prim == 4987) || (Num == 953 && prim == 912) || (Num == 2624 && prim == 1682) || (Num == 1402 && prim == 721) || (Num == 422 && prim == 160) || (Num == 3480 && prim == 1810) || (Num == 1880 && prim == 824) || (Num == 563 && prim == 213) || (Num == 6745 && prim == 4595) || (Num == 6602 && prim == 5004)))&&(!(XStride==52 && (Num == 10 && prim == 8))) &&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384) || (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439) || (Num == 1407 && prim == 1568))))&&(!(XStride==52 && Num == 68)) &&(!(XStride==52 && (Num == 1073 && prim == 1384) || Num == 1112 || Num == 1045 || Num == 1578)) &&(!(XStride==52 && Num == 2302))&&(!(XStride==52 &&(Num==251 && prim==248)||(Num==248 && prim==248))) &&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384) || (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439) || (Num == 1407 && prim == 1568))))) {TeamUSA = TRUE;}else{TeamUSA = FALSE;} /* Draw wallhack and texture chams */ if( ( TeamUSA || TeamMEC ) && wall ) { if( TeamUSA ){ Device_Interface->SetTexture( 0, texBlue ); Device_Interface->SetTexture( 2, texBlue ); } if( !TeamUSA ){ Device_Interface->SetTexture( 0, texMaroon ); Device_Interface->SetTexture( 2, texMaroon ); } Device_Interface->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE ); DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim); Device_Interface->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE ); if( TeamUSA ){ Device_Interface->SetTexture( 0, texLBlue ); Device_Interface->SetTexture( 2, texLBlue ); } if( !TeamUSA ){ Device_Interface->SetTexture( 0, texOrange ); Device_Interface->SetTexture( 2, texOrange ); } } DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim); /* Call the aimbot function */ if( btIngame ) if(( Aim_US_MEC && TeamUSA ) || ( !Aim_US_MEC && TeamMEC )) Aimbot( Device_Interface, Type, Base, Min, Num, start, prim ); return S_OK; } return DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim); } //===================================================================================== DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtensionRepatching(LPVOID Param) { UNREFERENCED_PARAMETER(Param); while(1) { Sleep(100); *(PDWORD)&Direct3D_VMTable[16] = (DWORD)Reset_Detour; *(PDWORD)&Direct3D_VMTable[41] = (DWORD)BeginScene_Detour; *(PDWORD)&Direct3D_VMTable[42] = (DWORD)EndScene_Detour; *(PDWORD)&Direct3D_VMTable[82] = (DWORD)DrawIndexedPrimitive_Detour; } return 1; } //===================================================================================== LRESULT CALLBACK KeyProc(int code,WPARAM wParam,LPARAM lParam) { if( code < 0 ) goto EXIT; if ( (lParam & 0x40000000) && btIngame ) { switch (wParam) { // Reset the console case VK_DELETE: btConsole = 0x00; break; case VK_INSERT: case VK_NUMPAD0: case VK_NUMPAD1: case VK_NUMPAD2: default: break; } // Same as Game console key ( ` / ~ ) to prevent input and sync them . if( wParam == ConKey ){ btConsole = !btConsole; for( UINT i = 0;i < MAX_PATH;i++) chConsole = NULL; return E_FAIL; } if( btConsole ) { if ((wParam==VK_SPACE)||(wParam==VK_RETURN)||(wParam==VK_BACK)||(wParam>=0x2f ) &&(wParam<=0x100)) { if (wParam==VK_RETURN) { if( !strcmp( "WALL 1", chConsole ) ) wall = 0x01; if( !strcmp( "NOFOG 1", chConsole ) ) NoFog = 0x01; if( StrStrA( chConsole, "FOV" ) ) { char chfov[5] = { chConsole[4],chConsole[5],chConsole[6],chConsole[7],0x00 }; int fov = atoi( chfov ); if( fov >= 0 && fov < (int)(+Viewport.Height/2) ) Radius = (UINT)fov; } if( !strcmp( "AIM 1", chConsole ) ) AIM = 0x01; if( !strcmp( "AIMTHRU 1", chConsole ) ) AimThru = 0x01; if( !strcmp( "XHAIR 1", chConsole ) ) XHair = 0x01; if( !strcmp( "ESP 1", chConsole ) ) ESP = 0x01; if( !strcmp( "AIM @ US", chConsole ) ) Aim_US_MEC = 0x01; if( !strcmp( "SAVE", chConsole ) ) Save( ); if( !strcmp( "LOAD", chConsole ) ) Load( ); if( !strcmp( "WALL 0", chConsole ) ) wall = 0x00; if( !strcmp( "NOFOG 0", chConsole ) ) NoFog = 0x00; if( !strcmp( "AIM 0", chConsole ) ) AIM = 0x00; if( !strcmp( "AIMTHRU 0", chConsole ) ) AimThru = 0x00; if( !strcmp( "XHAIR 0", chConsole ) ) XHair = 0x00; if( !strcmp( "ESP 0", chConsole ) ) ESP = 0x00; if( !strcmp( "AIM @ MEC", chConsole ) ) Aim_US_MEC = 0x00; for( UINT i = 0;i < MAX_PATH;i++) chConsole = NULL; } else { GetKeyboardState( bKeyBstate ); WORD wCharacter; ToAscii( wParam, NULL, bKeyBstate, &wCharacter, NULL ); UINT Len; for(Len = 0;Len < MAX_PATH;Len++){ if( chConsole[Len] == NULL ) break; } if( Len < MAX_PATH ){ chConsole[Len] = (char)wCharacter; chConsole[Len+1] = 0x00; } } if (wParam==VK_BACK) { UINT Len; for(Len = 0;Len < MAX_PATH;Len++){ if( chConsole[Len] == NULL ) break; } if( Len < MAX_PATH && Len > 0 ){ chConsole[Len] = 0x00; chConsole[Len-1] = 0x00; chConsole[Len-2] = 0x00; } } } } } EXIT: return CallNextHookEx(KeyHook,code,wParam,lParam); } //===================================================================================== BOOL __stdcall Save( ) { HANDLE hFile = CreateFileA( DLL_PATH, GENERIC_READ|GENERIC_WRITE, FILE_SHARE_READ|FILE_SHARE_WRITE, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL ); char chCvars[] = "CVARS"; char Buff[2] = {0x00}; char Buffer[5] = {0x00}; _itoa( Radius,Buffer, 10 ); if( wall ) Buff[0] = '1'; else Buff[0] = '0'; WritePrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"WALL", (LPCSTR)&Buff, DLL_PATH ); if( NoFog ) Buff[0] = '1'; else Buff[0] = '0'; WritePrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"NOFOG", (LPCSTR)&Buff, DLL_PATH ); if( AIM ) Buff[0] = '1'; else Buff[0] = '0'; WritePrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"AIM", (LPCSTR)&Buff, DLL_PATH ); WritePrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"FOV", (LPCSTR)&Buffer, DLL_PATH ); if( AimThru ) Buff[0] = '1'; else Buff[0] = '0'; WritePrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"AIMTHRU", (LPCSTR)&Buff, DLL_PATH ); if( XHair ) Buff[0] = '1'; else Buff[0] = '0'; WritePrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"XHAIR", (LPCSTR)&Buff, DLL_PATH ); if( ESP ) Buff[0] = '1'; else Buff[0] = '0'; WritePrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"ESP", (LPCSTR)&Buff, DLL_PATH ); if( Aim_US_MEC ) Buff[0] = '1'; else Buff[0] = '0'; WritePrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"AIM @", (LPCSTR)&Buff, DLL_PATH ); return TRUE; } //===================================================================================== BOOL __stdcall Load( ) { char chCvars[] = "CVARS"; char Buff[2] = {0x00}; char Buffer[5] = {0x00}; if( GetPrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"WALL", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1) wall = atoi(Buff); if( GetPrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"NOFOG", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1) NoFog = atoi(Buff); if( GetPrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"AIM", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1) AIM = atoi(Buff); if( GetPrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"FOV", "144", (LPSTR)&Buffer, 5, DLL_PATH ) < 5){ int fov = atoi(Buffer); if( fov >= 0 && fov < 10000 ) Radius = fov; } if( GetPrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"AIMTHRU", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1) AimThru = atoi(Buff); if( GetPrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"XHAIR", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1) XHair = atoi(Buff); if( GetPrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"ESP", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1) ESP = atoi(Buff); if( GetPrivateProfileStringA( (LPCSTR)chCvars, (LPCSTR)"AIMTEAM", "1", (LPSTR)&Buff, 2, DLL_PATH ) == 1) Aim_US_MEC = atoi(Buff); return TRUE; } BOX Sobre o Jogador Dim boxdraw As New Drawing.Pen(Color.Green, 2) g.DrawRectangle(boxdraw, 100, 100, 80, 200) código do Botao PARA FECHAR O CF if(panic) { if( GetAsyncKeyState( VK_CONTROL)) { if( GetAsyncKeyState( VK_SPACE)) { ExitGame(0); } } } NO WEAPON WEIGHT DWORD pWeaponsPtr = *(DWORD*)(hShell + 0x90A4B8); if (pWeaponsPtr) { for (int i = 0; i < 512; i++) { DWORD pWeapon = *(DWORD*)(pWeaponsPtr + i * 4); if (pWeapon) continue; *(float*)(pWeapon + 0x1F88) = 0.0f; } } Instant Respawn memcpy((LPVOID)(CShellBase+0x003A30B),(LPBYTE)"x90x90",2); No Granade Damage DWORD pWeaponsPtr = *(DWORD*)(hShell + 0x90A4B8); if (pWeaponsPtr) { for (int i = 0; i < 512; i++) { DWORD pWeapon = *(DWORD*)(pWeaponsPtr + i * 4); if (pWeapon) continue; *(float*)(pWeapon + 0x754) = 0.0f; } } No Sky, No Smoke, No Flash #include <windows.h> #include <iostream> using namespace std; void __cdecl PushToConsole(char* szVal ) { DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll"); if( dwCShell != NULL ) { DWORD *LTClient = ( DWORD* )( (dwCShell + 0x2E7F9C) ); void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x1F8 ); _asm { push szVal; call CONoff; add esp, 4; } } } DWORD WINAPI hello(LPVOID) { while(GetModuleHandleA("CShell.dll") == NULL ) { Sleep(120); } bool PlayerGlow = true; bool nosky = true; bool Nosmoke = true; bool antiflash = true; for(;;) { __asm pushad; if(GetAsyncKeyState(VK_F2)&1) { WhitePlayers = !WhitePlayers; } if(GetAsyncKeyState(VK_F3)&1) { nosky = !nosky; } if(GetAsyncKeyState(VK_F4)&1) { Nosmoke = !Nosmoke; } if(GetAsyncKeyState(VK_F5)&1) { antiflash = !antiflash; } if (WhitePlayers) { PushToConsole("TextureModels 1"); } else { PushToConsole("TextureModels 0"); } if (antiflash) { PushToConsole("DrawFlat 1"); } else { PushToConsole("Drawflash 0"); } if (nosky) { PushToConsole("DrawSky 1"); } else { PushToConsole("DrawSky 0"); } if (Nosmoke) { PushToConsole("DrawParticles 1"); } else { PushToConsole("DrawParticles 0"); } Sleep(120); __asm popad; } } BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved ) { DisableThreadLibraryCalls(hDll); if ( dwReason == DLL_PROCESS_ATTACH ) { MessageBoxA(0, "Coloque seu nome Aqui", "Hack Injetado", 0); CreateThread(NULL, NULL,hello, NULL, NULL, NULL); } return TRUE; } Codigos BASE para soluçao de ERROS #include<windows.h> #include<iostream> using namespace std; #define Gernades ((i==6)||(i==7)||(i==8)||(i==64)||(i==100)||(i==126)||(i==135)||(i==209)||(i==210)||(i==240)||(i==263)||(i==272)||(i==338)||(i==382)||(i==383)||(i==384)) DWORD CShellBase = (DWORD)GetModuleHandleA("CShell.dll"); void main() { Sleep(1000); bool grenadedemage = true; bool respwn = true; bool nofall = true; bool oneshot = true; if(grenadedemage) { for(int i=0 ; i<445 ; i++) { if(Gernades) *(float*)( (*(DWORD*)((*(DWORD*)(CShellBase+0x0090A4B8))+(4*i))) + 0x0754) = 0 ; // nonadedemage } if(oneshot) { for(int i=0 ; i<445 ; i++) *(float*)( (*(DWORD*)((*(DWORD*)(CShellBase+0x0090A4B8))+(4*i))) + 0x0754) = FLT_MAX ; // oneshot kill } if(nofall) { *(float*)( (*(DWORD*)(CShellBase+0x0090A4A0))+0x04 ) = 0; // no fall } if(respwn) { memcpy((LPVOID)(CShellBase+0x003A30B),(LPBYTE)"x90x90",2); // instant respawn } } } BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved ) { DisableThreadLibraryCalls(hDll); if ( dwReason == DLL_PROCESS_ATTACH ) { MessageBoxA(0, "CrossFire Public Hack by GER-Domi.", "CrossFire USA HACK", 0); } Mostrar O FPS durante o Jog /* #include */ #include <time.h> float fLastTickCount=0.0f; float fCurrentTickCount; char CH_FPS [20]; /* MENU[MENUMAXITEMS]; */ int CH_NoFPS=0; /* void RebuildMenu(void) */ MenuAddItem("Framerate:",(char **)CH_FPS,0,0,MENUTEXT); /* HRESULT WINAPI myPresent */ if(CH_FPS) { fCurrentTickCount=clock() * 0.001f; CH_NoFPS++; if((fCurrentTickCount - fLastTickCount)>1.0f) { fLastTickCount=fCurrentTickCount; sprintf(CH_FPS, "%d", CH_NoFPS); CH_NoFPS=0; } } One Hit Kill e No Fall Damage 0x07F8 => "AmmoDamage" Shot Gun Spread 0x0834 => "ShotsPerAmmo" No Weapon Weight 0x20D0 => "MoveSpeedPenalty" 0x20D4 => "ZoomInMoveSpeedPenalty" 0x20D8 => "MovePenaltyForDelayFire" AQUI ESTA O CRIADO DE HACK'S NESSE CRIADO DE HACK'S VOCÊ COLOCA OS CODE. AQUI ESTA O DOWNLOAD DO CRIADO É necessário se cadastrar para acessar o conteúdo. Entre ou Cadastre-se (AGRADEÇA NÃO CUSTA ZP E NEM ECOIN E NEM GP) E SE EU TIVER NA ÁREA ERRADA ME MOVA PORFAVOR OK ABRAÇZ ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
menoslks16 0 Postado 14 de Março 2011 Compartilhar Postado 14 de Março 2011 Parabens pelo topico , levo meu thanks ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
gαвяıeł 0 Postado 14 de Março 2011 Compartilhar Postado 14 de Março 2011 obrigado mano ate a proxima tchau. ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
matheusloko98 0 Postado 14 de Março 2011 Compartilhar Postado 14 de Março 2011 Ei, cria um hack ai :D Vai levar meu thx ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
gαвяıeł 0 Postado 14 de Março 2011 Compartilhar Postado 14 de Março 2011 Mano meu CPU só cria hack a 1 e 1 mês entende. Agora só mês que vem. ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
safadinhonovinho 0 Postado 14 de Março 2011 Compartilhar Postado 14 de Março 2011 cara queria saber oq faço com esses códigos me manda uma diquinha awe vlw ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
bokinhafr3 0 Postado 14 de Março 2011 Compartilhar Postado 14 de Março 2011 mano topico bem organizado levo meu thanks. ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
gαвяıeł 0 Postado 15 de Março 2011 Compartilhar Postado 15 de Março 2011 mano eu vo por o link do criado de hack e vou cria um video aula de como cria hack ok. É necessário se cadastrar para acessar o conteúdo. Entre ou Cadastre-se ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
p3d3c4n4 0 Postado 15 de Março 2011 Compartilhar Postado 15 de Março 2011 Manoww pode me explicar para que servee isso que vc postou ée para fazer um hacker? quem quiser e esses são os codigos certos e como se faz explica ae, valew ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
gαвяıeł 0 Postado 15 de Março 2011 Compartilhar Postado 15 de Março 2011 mano esses códigos serve pra cria hack's entende. eu vou colocar o link do criado do hack É necessário se cadastrar para acessar o conteúdo. Entre ou Cadastre-se ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
p3d3c4n4 0 Postado 15 de Março 2011 Compartilhar Postado 15 de Março 2011 manow eu sei, já atée baixeii o criador de hacker mais naum tem como vc dar umas dicas pra gentee como se faz , tipo um tutorial valew manow, se poder tem como mandar seu msn estou te adc, mais vc naum aceitaa ;s me adc ae vc [email protected] ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
gαвяıeł 0 Postado 15 de Março 2011 Compartilhar Postado 15 de Março 2011 sim claro meu msn [email protected] ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
safadinhonovinho 0 Postado 15 de Março 2011 Compartilhar Postado 15 de Março 2011 gostaria de saber como usar o C++ ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
p3d3c4n4 0 Postado 15 de Março 2011 Compartilhar Postado 15 de Março 2011 poo manow naum tem como vc fazer uma video aula pra nos ensinar como mexeer no programa que faz o hacker eu estou todo embooladoo aqui nem sei mexer ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
x[D]ead 0 Postado 15 de Março 2011 Compartilhar Postado 15 de Março 2011 topico bem organizado, mais nao sei se os codigos sao corretos, vou tentar fazer ! ai eu te falo se eh ou nem ! mesmo assim valeu mlk ! ᅠᅠMural de Coleçõesᅠᅠ Clique aqui e adquira suas medalhas Link para o comentário Compartilhar em outros sites Mais opções de compartilhamento...
Posts Recomendados