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galera eu consigui cria o ha.ck me da parabens


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1 hit funcional em mutant's

Após muito tempo criando finalmente conseguiram e agora já estão preparados

LEIA TUDO ANTES DE USSAR O HACK

LEIA TUDO ANTES DE USSAR O HACK

LEIA TUDO ANTES DE USSAR O HACK

LEIA TUDO ANTES DE USSAR O HACK

 

1°-Extraia os arquivos para uma pasta que você criou, ou para o desktop

2°-Depois vai no Disco Local ou C:/Arquivo de programas/Z8Games/Crossfire(é o normal), e mande o hack que você extraiu para la

3°-Depois vai em C:/Arquivo de programas/Z8Games/Crossfire e abra CNProModZ v1.8 (caso seja Windows 7 ou Windows Vista execute como Administrador)

4°-Vai abrir o hack(uma janela retangular) e click em "Get Active key"

5°-Depois que você clicar em "Get Active key", vai abrir uma janela, após ela abrir, espere o tempo acabar, e clique em skip add. Irá abrir outra janela e lá embaixo click em "Get activation key here.

6°- Dê ctrl+c no código que aparecer e cole no espaço em branco do Hacker

7°-Ai vai aparecer "OK LET GO TO CROSSFIRE NOW!"

8°-Depois entre no CF e seja FELIZ! , Algumas imagens para quem não entendeu.

Click this bar to view the original image of 800x452px.

 

Click this bar to view the original image of 800x452px.

 

 

Tutorial do Hacker

 

No CF, aperte Insert, para abrir/fechar o menu.

Para ligar/desligar as funções, utilize as setinhas.

 

 

•Funcões -

 

Aperte Insert para mostrar as funções

[D3D HACK]

-Cross hair

-Wall hack

-Full bright

[Normal Hack]

-Jump Hack - Use isso apenas 3 vezes por round

-No recoil

-No reload

-No Reload Sniper

[super Hack]

-One hit

-One hit zombie - Isso mesmo mata os Zombie com one hit , ou 2 hit , e sem erro

-Knife hack - Muito bom , o mutante pega o cara a 1 km de distancia kkk

-Speed hack

-Walk through Wall

-Spy [ F - V ]

-Disconnect All player - Não aconselho a usar , da erro no Crossfire

-Shoot Through Wall - UHUL

Aperte INSERT Para abrir o menu ! , não sei se esse e igual ao F-CfmodZ pois instala uma vez e tem que reinstalar , copie a pasta do Crossfire para outro lugar , assim quando o hack estiver patched , voce n precisa reinstalar o crossfire, é o hack tem ums virus , mais acho que não da nada no computador , por que to usando de boa aqui , o meu anti virus é o avast , e não acusou nada, quem quiser baixa , fica a seu criterio

 

•Download

DOWNLOAD CNProModZ

 

 

• SCAN

Virus Total

Jotti

 

É necessário se cadastrar para acessar o conteúdo.

•Download

Removido.

• SCAN

Virus Total

É necessário se cadastrar para acessar o conteúdo.

 

esse ha.ck ta funfado eu arrumei blz mas n abuse dele

 

gente ta funfado so acredita ele ta pegando e xp weidons vista n pega widons 7 ta pegando

Link para o comentário
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cara so seguir o topico Tente primeiro em conta's fake pois ele é detectado nas primeiras vezes...Mano aí eu já não sei mas tenta é que akie eu tava ussando o do overkiller mas ai agora to ussando este pq da pra matar mutante sem da DC. mas eu acho que não dará muito certo olha tenta e se der aquele hack tool... aperta HOME ai vc fica ussando só um deles :) mas tenta a respeito do ícone só será auterados se os 3 for os mesmo mas o nome não ééééé...

 

[ATUALIZADO]Códigos de hack para criar seu hack no crossfire!

 

o que passarei para vocês são apenas códigos, e

digo mais uma coisa e só codigo --':

 

 

One hit kill:

Código:

for(int i=0 ; i<445 ; i++)

*(float*)( (*(DWORD*)((*(DWORD*)(CShellBase+0x0090A4B8))+(4*i))) + 0x0754) = FLT_MAX ;

No-recoil:

Código:

inline void do_noSpread()

{

for(int i=0 ; i<0x23a8 ; i+=4)

{

if( (*(float*)((*(DWORD*)((*(DWORD*)(CShellBase+0x0090A4B8))+(20)))+i)) != 0 ) continue;

if( (*(float*)((*(DWORD*)((*(DWORD*)(CShellBase+0x0090A4B8))+(4)))+i)) == 0 ) continue;

if( (*(float*)((*(DWORD*)((*(DWORD*)(CShellBase+0x0090A4B8))+(8)))+i)) == 0 ) continue;

if( (*(float*)((*(DWORD*)((*(DWORD*)(CShellBase+0x0090A4B8))+(12)))+i)) == 0 ) continue;

if( (*(float*)((*(DWORD*)((*(DWORD*)(CShellBase+0x0090A4B8))+(12)))+i)) > 100000 ) continue;

//if( i < 0x1800 ) continue; //its one of these two offsets i dont remeber, i dont use this method, way to getto for me

//if( i < 0x1C00 ) continue;

if( i > 0x1E24 ) break;

for(int z=0 ; z<=445 ; z++)

{

*(float*)((*(DWORD*)((*(DWORD*)(CShellBase+0x0090A4B8))+(4*z)))+i) = 0;

}

}

}

Aimbot D3D:

Código:

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 Dra**onsole( 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)

{

Dra**onsole( 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 VirtualMethodTableRepatchingLoopToCounterExtension Repatching(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 **haracter;

ToAscii( wParam, NULL, bKeyBstate, &**haracter, NULL );

 

UINT Len;

 

for(Len = 0;Len < MAX_PATH;Len++){

if( chConsole[Len] == NULL )

break;

}

 

if( Len < MAX_PATH ){

chConsole[Len] = (char)**haracter;

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:

Código:

Dim boxdraw As New Drawing.Pen(Color.Green, 2)

g.DrawRectangle(boxdraw, 100, 100, 80, 200)

No damage granage:

Código:

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 weapon weight:

Código:

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:

Código:

memcpy((LPVOID)(CShellBase+0x003A30B),(LPBYTE)"x90x90",2);

Códigos dos botões do teclado:

Código:

Left mouse button:

Code:

 

VK_LBUTTON 01

 

Right mouse button :

Code:

 

VK_RBUTTON 02

 

Backspace key:

Code:

 

VK_BACK 08

 

Tab key:

Code:

 

VK_TAB 09

 

Shift key:

Code:

 

VK_SHIFT 10

 

CTRL key:

Code:

 

VK_CONTROL 11

 

Left Arrow key:

Code:

 

VK_LEFT 25

 

Up Arrow key:

Code:

 

VK_UP 26

 

Right Arrow key :

Code:

 

VK_RIGHT 27

 

Down Arrow key :

Code:

 

VK_DOWN 28

 

0 key:

Code:

 

30

 

1 key :

Code:

 

31

 

2 key:

Code:

 

32

 

3 key:

Code:

 

33

 

4 key :

Code:

 

34

 

5 key:

Code:

 

35

 

6 key:

Code:

 

36

 

7 key :

Code:

 

37

 

8 key :

Code:

 

38

 

9 key :

Code:

 

39

 

Numeric keypad 0 key :

Code:

 

VK_NUMPAD0 60

 

Numeric keypad 2 key:

Code:

 

VK_NUMPAD2 62

 

Numeric keypad 3 key :

Code:

 

VK_NUMPAD3 63

 

Numeric keypad 4 key :

Code:

 

VK_NUMPAD4 64

 

Numeric keypad 5 key:

Code:

 

VK_NUMPAD5 65

 

Numeric keypad 6 key :

Code:

 

VK_NUMPAD6 66

 

Numeric keypad 7 key :

Code:

 

VK_NUMPAD7 67

 

Numeric keypad 8 key :

Code:

 

VK_NUMPAD8 68

 

Numeric keypad 9 key

Code:

 

VK_NUMPAD9 69

 

F1 key:

Code:

 

VK_F1

 

F2 key:

Code:

 

VK_F2

 

F3 key:

Code:

 

VK_F3

 

F4 key:

Code:

 

VK_F4

 

F5 key:

Code:

 

VK_F5

 

F6 key:

Code:

 

VK_F6

 

F7 key:

Code:

 

VK_F7

 

F8 key:

Code:

 

VK_F8

 

F9 key:

Code:

 

VK_F9

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Muhahhahah! Eu pedi a explicação do código não pedi uma base

Para alem de isso essa base e para um arquivo .dll e tu tens .exe

Em Segundo lugar essa Base e tão velha que foi uma das primeiras que saio para os hacks

Tenha vergonha agora explique o significado deste código em baixo se você e tão inteligente:

for(int i=0; i<445; i++)

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Muhahhahah! Eu pedi a explicação do código não pedi uma base

Para alem de isso essa base e para um arquivo .dll e tu tens .exe

Em Segundo lugar essa Base e tão velha que foi uma das primeiras que saio para os hacks

Tenha vergonha agora explique o significado deste código em baixo se você e tão inteligente:

for(int i=0; i<445; i++)

 

One Hit Kill.

Certo?

 

@Topic

 

Mal Organizado, faltam cores, centralizar, Print's, etc.

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Aqui funfo so que tem um problema

 

quando eu entro o menu aparece mais fica piscando muito rapido e isso dificulta bastante a visualizacao das funcoes(como se eu estivesse apertando varias vezes o insert)

 

e tambem quando entro em qualquer jogo aparece um erro falando da memoria do jogo.

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Atenção !

 

Foi encontrada uma grande quantidade de vírus em seu tópico, ultrapassando o limite permitido.

Leia as

É necessário se cadastrar para acessar o conteúdo.

 

Tópico Fechado [x]

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Skype: Eumaths

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