Code:
#include <windows.h> //YaZZn`s Open Source Hack// void __cdecl p2c( const char* Command ) { DWORD *Client = ( DWORD* )( [COLOR="red"]0x377C4450[/COLOR] ); void* shackscall = ( void* )*( DWORD* )( *Client + [COLOR="Red"]0x208[/COLOR] ); __asm { push Command; call shackscall; add esp, 4; } } bool Handle(){ if( GetModuleHandleA( "ClientFX.fxd" ) != NULL && GetModuleHandleA( "CShell.dll" ) != NULL ) return true; return false; } void hack()//Hackthread { while (!Handle()) { Sleep(20); } bool chams = true; bool speed = false; bool glow = false; bool playerwireframe = false; bool removals = false; bool wireframe = false; bool gun = false; bool tracers = false; bool glitch = false; bool fly = false; bool hud = true; bool info = false; while(true){ p2c("ShowFps 1"); p2c("WeaponSway 0.000000"); p2c("ActivationDistance 100000"); p2c("ShowBreath 1"); p2c("PerturbRotationEffect 0.000000"); p2c("PerturbIncreaseSpeed 0.000000"); p2c("PerturbWalkPercent 0.000000"); p2c("PerturbFiringIncreaseSpeed 0.000000"); p2c("PerturbRecoil 0.000000"); p2c("FireMovePerturb 0.000000"); p2c("ZoomedFireMoveDuckPerturb 0.000000"); p2c("ZoomedFireMovePerturb 0.000000"); p2c("ZoomedFireDuckPerturb 0.000000"); if(GetAsyncKeyState(VK_NUMPAD0)<0)//Chams { if(chams){ Sleep(200); p2c("SkelModelStencil 0"); chams = false; }else{ Sleep(200); p2c("SkelModelStencil 1"); chams = true; } } if(GetAsyncKeyState(VK_F10)<0)// NoHUD { if(hud){ Sleep(200); p2c("DrawInterface 0"); hud = false; } else { Sleep(200); p2c("DrawInterface 1"); hud = true; } } if(GetAsyncKeyState(VK_F11)<0)//Suicide { { Sleep(200); p2c("FragSelf 1"); } } if(GetAsyncKeyState(VK_NUMPAD1)<0)//Speed { if(speed){ Sleep(200); p2c("BaseMoveAccel 3000.000000"); p2c("StartAccel 500.000000"); p2c("MaxAccel 3000.000000"); p2c("AccelInc 6000.000000"); p2c("WalkVel 70.000000"); p2c("FRunVel 285.000000"); p2c("BRunVel 285.000000"); p2c("SRunVel 285.000000"); speed = false; }else{ Sleep(200); p2c("BaseMoveAccel 3000.000000 "); p2c("StartAccel 3000.000000"); p2c("MaxAccel 3000.000000 "); p2c("AccelInc 3000.000000 "); p2c("WalkVel 3000.000000"); p2c("FRunVel 3000.000000 "); p2c("BRunVel 3000.000000 "); p2c("SRunVel 3000.000000 "); speed = true; } } if(GetAsyncKeyState(VK_NUMPAD6)<0)//Removals { if(removals) { Sleep(200); p2c("DynamicLight 1"); p2c("EnableWeatherFX 1"); p2c("MuzzleLight 1"); p2c("SnowEnable 1"); p2c("CamDamage 1"); p2c("ModelApplySun 1"); p2c("ClientFXDetailLevel 1"); p2c("ModelShadow_Proj_Enable 1"); p2c("DebrisFXLevel 1"); p2c("ScatterEnable 1"); p2c("modelshadow_proj_blurenable 1"); p2c("DrawAllModelShadows 1"); p2c("ModelShadow_Proj_MinColorComponent 1"); p2c("ModelShadow_Proj_MaxProjDist 1"); p2c("FogEnable 1"); p2c("KnockBack 1"); p2c("PlayerToSpy 0"); p2c("BaseRadarScal 0"); removals = false; } else { Sleep(200); p2c("DynamicLight 0"); p2c("EnableWeatherFX 0"); p2c("MuzzleLight 0"); p2c("SnowEnable 0"); p2c("CamDamage 0"); p2c("ModelApplySun 0"); p2c("ClientFXDetailLevel 0"); p2c("ModelShadow_Proj_Enable 0"); p2c("DebrisFXLevel 0"); p2c("ScatterEnable 0"); p2c("modelshadow_proj_blurenable 0"); p2c("DrawAllModelShadows 0"); p2c("ModelShadow_Proj_MinColorComponent 0"); p2c("ModelShadow_Proj_MaxProjDist 0"); p2c("FogEnable 0"); p2c("KnockBack 0"); p2c("PlayerToSpy 1"); p2c("BaseRadarScal 1"); removals = true; } } if(GetAsyncKeyState(VK_NUMPAD2)<0)//Glow { if(glow){ Sleep(200); p2c("ScreenGlowEnable 0"); glow = false; } else { Sleep(200); p2c("ScreenGlowEnable 1"); glow = true; } } if(GetAsyncKeyState(VK_NUMPAD5)<0)//Wireframe (Player) { if(playerwireframe) { Sleep(200); p2c("WireframeModels 0"); playerwireframe = false; } else { Sleep(200); p2c("WireframeModels 1"); playerwireframe = true; } } if(GetAsyncKeyState(VK_NUMPAD7)<0)//Wireframe (MAP) { if(wireframe){ Sleep(200); p2c("Wireframe 0"); wireframe = false; } else { Sleep(200); p2c("Wireframe 1"); wireframe = true; } } if(GetAsyncKeyState(VK_NUMPAD4)<0) { if(gun){ Sleep(200); p2c("JumpVel 300.000000"); gun = false; } else { Sleep(200); p2c("JumpVel 600.000000"); gun = true; } } if(GetAsyncKeyState(VK_NUMPAD3)<0)//Bullet Tracers { if(tracers){ Sleep(200); p2c("ShowFirePath 0"); tracers = false; } else { Sleep(200); p2c("ShowFirePath 1"); tracers = true; } } if(GetAsyncKeyState(VK_F12)<0)//Show Statistics { if(info){ Sleep(200); p2c("ShowPerformanceStatistics 0"); info = false; } else { Sleep(200); p2c("ShowPerformanceStatistics 1"); info = true; } } if(GetAsyncKeyState(VK_UP)<0)//Glitch/Superspeed { if(glitch){ Sleep(200); p2c("BaseMoveAccel 90000.000000"); p2c("StartAccel 90000.000000"); p2c("MaxAccel 90000.000000"); p2c("AccelInc 90000.000000"); p2c("WalkVel 90000.000000"); p2c("FRunVel 90000.000000"); p2c("BRunVel 90000.000000"); p2c("SRunVel 90000.000000"); glitch = false; } else { Sleep(200); p2c("BaseMoveAccel 3000.000000"); p2c("StartAccel 500.000000"); p2c("MaxAccel 3000.000000"); p2c("AccelInc 6000.000000"); p2c("WalkVel 70.000000"); p2c("FRunVel 285.000000"); p2c("BRunVel 285.000000"); p2c("SRunVel 285.000000"); glitch = true; } } if(GetAsyncKeyState(VK_SPACE)<0)//Fly hack { p2c( "PlayerGravity 800" ); }else{ p2c( "PlayerGravity -800" ); } Sleep(20); } } BOOL APIENTRY DllMain( HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved){ switch (ul_reason_for_call){ case DLL_PROCESS_ATTACH: CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&hack, NULL, 0,NULL); break; case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; }
Made in : Visual C++ 2008
Need probably .Net Framework 3.5
Credits to Gellins (for Push to console function)
Credits to Me & Solify for the other shît