(Visual C++ 2008, click here to download -> <- )
Dig
Code:
void Dig () { if(GetAsyncKeyState(VK_F5) &1) //VK_F5 button to activate =) { DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR; if(dwPlayerPtr != 0) { *(float*)(dwPlayerPtr+OFS_Z) = -2000; //-2000 is lower than you } } }
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void NFD () { DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR; if(dwPlayerPtr != 0) { *(float*)(dwPlayerPtr+OFS_NFD) = -20000; //fall height } }
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void Speed () { *(float*)ADR_SPEED = 89; // 89 = speed, the speed standard is 89 }
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void NoRecoil () { DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR; if(dwPlayerPtr != 0) { *(float*)(dwPlayerPtr+OFS_NORECOIL1) = 0; *(float*)(dwPlayerPtr+OFS_NORECOIL2) = 0; *(float*)(dwPlayerPtr+OFS_NORECOIL3) = 0; } }
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void NoSpawn () { *(int*)ADR_NOSPAWN1 = 0; *(int*)ADR_NOSPAWN2 = 0; }
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void FastAll () { *(float*)ADR_FASTMEDIC = 5; *(float*)ADR_FASTFLAG = 10; *(float*)ADR_FASTREPAIR = 5; *(float*)ADR_FASTAMMO = 10; }
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void Stamina () { DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR; if(dwPlayerPtr != 0) { *(float*)(dwPlayerPtr + OFS_STAMINA) = 100; // 100 = full, 50 = stealth } }
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void Scope () { if(GetAsyncKeyState(VK_RBUTTON)) { *(int*)(ADR_SCOPE) = (int)1; } else { *(int*)(ADR_SCOPE) = (int)7; } }
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void Premium () { DWORD dwServerPtr = *(DWORD*)ADR_SERVERPTR; if(dwServerPtr != 0) { *(int*)(dwServerPtr+OFS_PREMIUM) = 0; // 0= off, 1= bronze, 2= silver, 3= gold, 4= platinum } }
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void NoSpread () { *(int*)ADR_NOSPREAD = 0; }
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void NoBounds () { *(int*)ADR_NOBOUNDS1 = 0; *(int*)ADR_NOBOUNDS2 = 0; }
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void NoWater () { *(int*)(ADR_NOWATER) = 0; }
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void Bandage () { *(int*)(ADR_BANDAGE) = 0; }
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void SP () { *(int*)(ADR_SP_5) = 0; } void SP2 () { *(int*)(ADR_SP_10) = 0; }
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void SniperPX () { *(int*)(ADR_PX_SNIPER) = 0; }
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void Extrammo () { *(int*)(ADR_EXTRAAMMO1) = 0; *(int*)(ADR_EXTRAAMMO2) = 0; }
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void Slot () { DWORD dwPlayerPtr = *(DWORD*)(ADR_SERVERPTR); if(dwPlayerPtr != 0) { *(long*)(dwPlayerPtr+OFS_SLOT) = 0; } }
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void RoomMaster () { DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPTR; if(dwPlayerPtr != 0) { *(int*)(dwPlayerPtr+OFS_ROOMMASTER) = 0; } }
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void SuperMaster () { DWORD dwServerPtr = *(DWORD*)ADR_SERVERPTR; if(dwServerPtr != 0) { *(int*)(dwServerPtr+OFS_SUPERMASTER) = 0; } }
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void Dinar () { DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPTR; if(dwPlayerPtr != 0) { *(long*)(dwPlayerPtr + OFS_DINAR) = 999999999; } }
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void Level () { DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPTR; if(dwPlayerPtr != 0) { *(long*)(dwPlayerPtr + OFS_LEVEL) = 999999999; } }
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void Weapon () { if(GetAsyncKeyState(VK_NUMPAD7) &1) // NumPad, button to activate, remember: Click + roll { DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR; if(dwPlayerPtr != 0) { *(long*)(dwPlayerPtr+OFS_WEAPON) = 76; //Value } }
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void Teleport () { DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR; if(dwPlayerPtr != 0) { if (GetAsyncKeyState(VK_F2)) //Save { posiX = *(float*)(dwPlayerPtr + OFS_X); posiY = *(float*)(dwPlayerPtr + OFS_Y); posiZ = *(float*)(dwPlayerPtr + OFS_Z); } if (GetAsyncKeyState(VK_F3)) //Teleport { *(float*)(dwPlayerPtr + OFS_X) = posiX; *(float*)(dwPlayerPtr + OFS_Y) = posiY; *(float*)(dwPlayerPtr + OFS_Z) = posiZ; } } } float posiX; float posiY; float posiZ;
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void NoFog() { *(float*)ADR_FAR_FOG = 1166127104; *(float*)ADR_NEAR_FOG = 0; }
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void SuperJump () { if(GetAsyncKeyState(VK_CONTROL)&1) { DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR; if(dwPlayerPtr != 0) { *(float*)(dwPlayerPtr+OFS_Z) = 1000; //jump height } } }
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void GMMode () { DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPTR; if(dwPlayerPtr != 0) { *(float*)(dwPlayerPtr+OFS_GMMODE) = 5; } }
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void GMWarning() { DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPTR; if(dwPlayerPtr != 0) { *(float*)(dwPlayerPtr+ADR_GMWARNING) = 5; } }
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void FullBrightOff () { *(long*)ADR_FULLBRIGHT1 = 1054661868; *(long*)ADR_FULLBRIGHT2 = 1054661868; *(long*)ADR_FULLBRIGHT3 = 1054661868; } void FullBrightOn () { *(long*)ADR_FULLBRIGHT1 = 1092779973; *(long*)ADR_FULLBRIGHT2 = 1092779973; *(long*)ADR_FULLBRIGHT3 = 1092779973; }
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void GlasswallsOff () { *(float*)ADR_GLASSWALLS = 10000; } void GlasswallsOn () { *(int*)ADR_GLASSWALLS = 0, 4; }