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[Sammelthread] Source Codes für eigene Hacks

Discussion on [Sammelthread] Source Codes für eigene Hacks within the All Points Bulletin forum part of the Shooter category.

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Old   #1
 
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[Sammelthread] Source Codes für eigene Hacks

Moin zusammen! Habe mal ein wenig im Internet gestöbert und hab ein paar Source Codes für C++ gefunden damit ihr euch eigene Hacks machen könnt!

Nein, ich kann euch nicht sagen wie ihr sie euch selber machen könnt, bin selber ne Niete in C++ und co.! Schaut bei Google nach Tuts oder schaut euch ein paar Videos bei Youtube an... Übung macht den Meister!

Für diejenigen die wissen wie es funktioniert und wie man sich de .dll macht und nen tollen Injector wird dieser Thread wahrscheinlich viel Freude bereiten
Ich werd versuchen die Codes auf dem aktuellen Stand zu halten, aber ihr könnte natürlich auch eure Code Schnippsel etc. posten

Fangen wir doch mal an

Name ESP

Code:
namespace ESP 
{ 
    /* !!! You need StrLen() and DrawString() functions !!! */ 
    void Name(UCanvas* pCanvas, AcAPBPawn* pPawn, FColor Color, FLOAT X, FLOAT Y) 
    { 
        if (!pCanvas || !pPawn) return; 

        static FString PlayerName; 

        APBR::GameEngine->m_HostingClient->m_namequery->GetCharacterNameNative(pPawn->m_nControllerCharacterUID, &PlayerName); 

        FLOAT X1 = X - (Toolkit::StrLen(pCanvas, PlayerName.Data) / 2); 

        Toolkit::DrawString(pCanvas, X1, (Y - 30), Color, PlayerName.Data); 
    } 
}
2D Radar

Code:
FVector2D WorldToRadar( FVector Location , FLOAT PosX, FLOAT PosY , INT Size )
{
/*Credits to ********* community | xCyniu | r4z8r when you use this ;)*/
	FVector2D Coord;
	FVector2D Return;

	 FLOAT cY = cos(URotationToRadians( MyCameraRotation.Yaw )); 
	 FLOAT sY = sin(URotationToRadians( MyCameraRotation.Yaw ));

	 FLOAT dX = Location.X - MyCameraLocation.X;
	 FLOAT dY = Location.Y - MyCameraLocation.Y;

	 Coord.X = ( dY * cY - dX * sY ) / 150.0f;
	 Coord.Y = ( dX * cY + dY * sY ) / 150.0f;
 
	 Return.X = Coord.X + PosX + (Size / 2.0f);
	 Return.Y = -Coord.Y + PosY + (Size / 2.0f);
        /*Thanks to r4z8r for clamp :)*/
	 if(Return.X > (PosX + Size) )
		 Return.X = (PosX + Size);
	 else if(Return.X < (PosX) ) 
		 Return.X = PosX;

	 if(Return.Y > (PosY + Size) )
		 Return.Y = (PosY + Size);
	 else if(Return.Y < (PosY) ) 
		 Return.Y = PosY;

	 return Return;
}
Usage:

Code:
FVector2D Position = WorldToRadar(Target->Location, cVars.Radar.PosX, cVars.Radar.PosY,150);
Zur Info: Size is the size of the radar : example : width = 150 , height = 150

Aimbot

Code:
void AimAtPlayer(UCanvas* Canvas, APawn* TargetPawn)
{
   if (TargetPawn != NULL && mAPBPawn != NULL){
        FName NameHeadBone = TargetPawn->Mesh->GetBoneName(6);
        FVector VectorHead = TargetPawn->Mesh->GetBoneLocation(NameHeadBone,0);
        FVector2D vHead = CalculateScreenCoordinate(pCanvas,TargetPawn->Mesh->GetBoneLocation(NameHeadBone,0));
        pCanvas->Draw2DLine(pCanvas->ClipX/2,pCanvas->ClipY/2,vHead.X,vHead.Y,Red);
            VectorHead =  VectorHead -MyCameraLocation ;
            AimAtRot =  VectorHead****tation();
            NormalizeRotation(AimAtRot);
            FRotator* pAimAtRot = &AimAtRot;
            if(GetAsyncKeyState(VK_RBUTTON))
            {
                mAPBPawn->SetCameraAimRotPawn(pAimAtRot);
            }   

    }
}
Bonus: Aimbot erkennt die Person die am nächsten zu euch ist und zielt auf die Person:

Code:
      float CurrentAngle = GetViewAngle( Target->Location, ViewLocation );
            if ( CheckAngle( CurrentAngle, pPC->PlayerCamera->GetFOVAngle() )    )      
            {                                        
                if ( ( !TargetPawn 
                    || RadianToDegree(CurrentAngle) > BestAngle ) && APBPawn->PlayerCanSeeMe() )
                {
                    BestAngle = RadianToDegree(CurrentAngle);
                    TargetPawn = Target;
                }    
            }
No Recoil/Spread code

Code:
void tweakWeapon(UCanvas* Canvas, AcItem* pItem)
{
    if (!pItem) return;

    AcWeapon*            pAcWeapon    = NULL;
    AcProjectileWeapon* pPjWeapon    = NULL;
    AcRaycastWeapon*    pRayWeapon    = NULL;
    AWeapon*            pAWeapon    = NULL;


    if (pItem->IsA(AcWeapon::StaticClass()))
    {
        pAcWeapon = (AcWeapon *)pItem;

        if(pAcWeapon->IsA(AcRaycastWeapon::StaticClass()))
        {
            pRayWeapon = (AcRaycastWeapon *)pAcWeapon;


            pRayWeapon->m_WeaponRecoilSettings.m_fEndPitchMax    = 0.0f;
            pRayWeapon->m_WeaponRecoilSettings.m_fEndPitchMin    = 0.0f;
            pRayWeapon->m_WeaponRecoilSettings.m_fEndYawMax        = 0.0f;
            pRayWeapon->m_WeaponRecoilSettings.m_fEndYawMin        = 0.0f;
            pRayWeapon->m_WeaponRecoilSettings.m_eWeaponRecoil    = 0;

            pRayWeapon->m_TanSpreadAngle = 0.0f;
            pRayWeapon->m_TanPelletSpread = 0.0f;

            pRayWeapon->m_RangedWeaponTypeSettings.m_fRunModifier            = 0.0f;
            pRayWeapon->m_RangedWeaponTypeSettings.m_fWalkModifier            = 0.0f;
            pRayWeapon->m_RangedWeaponTypeSettings.m_fCrouchModifier        = 0.0f;
            pRayWeapon->m_RangedWeaponTypeSettings.m_fRampDistance            = 0.0f;
            pRayWeapon->m_RangedWeaponTypeSettings.m_eRecoil                = 0;
            pRayWeapon->m_RangedWeaponTypeSettings.m_fRaySpreadAtTenMetres    = 0.0f;
            pRayWeapon->m_RangedWeaponTypeSettings.m_fMaxRange                = 0.0f;
        }
    }
    if(pAcWeapon->IsA(AWeapon::StaticClass()))
    {
        pAWeapon = (AWeapon *)pAWeapon;

        for(int k = 0; k < pAWeapon->Spread.Num(); k++) pAWeapon->Spread(k) = 0.0f;

    }

    return;
}
Nade ESP

Code:
void DrawGrenadeESP(UCanvas* pCanvas){
    if (pPC == NULL || pPC->Pawn == NULL || pPC->WorldInfo == NULL )
    return;
        pPC->Pawn->FindActorsOfClass(AcAPBProjectile::StaticClass(), &AllOfActors);
        for (int i = 0; i < AllOfActors.Count; i++){
            if (AllOfActors.Data[i] != NULL)
            {
            AActor* pActor = AllOfActors.Data[i] ;
                if(dynamic_cast<AcAPBProjectile*>(pActor))
                {            
                    AcAPBProjectile* GrenadeESPThing = dynamic_cast<AcAPBProjectile*>(pActor);
                    char* name = GrenadeESPThing->GetFullName();            
                    if(!strcmp( name, "cAPBProjectile TheWorld.PersistentLevel.cAPBProjectile" ))
                    {
                        float OldCurX = pCanvas->CurX;
                        float OldCurY = pCanvas->CurY;
                        FVector2D locatiescherm;
                        if (GrenadeESPThing == NULL || GrenadeESPThing->bDeleteMe || GrenadeESPThing->m_bExploded)
                            return;

                        locatiescherm = CalculateScreenCoordinate(pCanvas,GrenadeESPThing->Location); 
                    
                        swprintf(tempChar, 256, L"[Grenade]");
                        pCanvas->CurX = locatiescherm.X;
                        pCanvas->CurY = locatiescherm.Y;
                        pCanvas->DrawColor = Purple;
                        pCanvas->DrawText(tempChar, NULL, 1.0f, 1.0f);
                        pCanvas->CurX = OldCurX;
                        pCanvas->CurY = OldCurY;
                    }
                
                }
            }
        }
    

}
Für den Aimbot: Advanced Bone Check

Code:
AActor* TraceHit = PlayerController->Trace(AimingPoint, PlayerController->PlayerCamera->Location ,1, *extent, 0, HitLocation, HitNormal, HitInfo);
if( AcAPBPawn* target    = dynamic_cast<AcAPBPawn*>(TraceHit ))

MfG
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Old 11/02/2011, 17:15   #2

 
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Danke gleich mal einen ausprobieren..lassen xD

#vote4sticky

€: Gehen alle?
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Old 11/02/2011, 17:54   #3
 
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Sind zumindest die neusten die ich gefunden habe... sollte also im Moment funktionieren sobald ich neue finde oder auch ihr, werde ich sie aktualisieren
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Old 11/02/2011, 18:30   #4

 
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Hast du selber schon einen gemacht?...
Habe mähmlich eine frage habe die .dll fertig aber Ich weis nit wie ich sie nun zum laufen bekommen mit winject geht nit.. und RemoteDLL kommt ein error 87

Mfg Alien..

Weist du Weiter???
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Old 11/02/2011, 18:57   #5
 
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Lade die einfach Hoch.
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Old 11/02/2011, 20:18   #6
 
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Macht daraus doch eine Dll die aber in der Beta ist da sonst der Hack sehr sehr schnell wieder DC ist ..
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Old 11/02/2011, 21:18   #7
 
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Ne sorry weiß ich leider nicht wie schon gesagt hab keine Ahnung davon
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Old 11/02/2011, 21:27   #8
 
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Ich auch nicht ^^ ( Zwar liegt neben mir ein dickes Buch für c++ aber bin zufaul es zu lesen )
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Old 11/04/2011, 14:11   #9
 
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Hier ein neuer Code für 3D Boxen Wallhack

Code:
void Boxes(UCanvas* pCanvas, APawn* Target, FColor Color)
{
	//Valid Target Checks Here
	{
		FVector Min,Max,vVec1,vVec2,vVec3,vVec4,vVec5,vVec6,vVec7,vVec8;

		FBox Returned;
		Target->GetComponentsBoundingBox(&Returned);

		if(Returned.IsValid)
		{
			Max = Returned.Max;
			Min = Returned.Min;
			{
				vVec3 = Min;
				vVec3.X = Max.X;
				vVec4 = Min;
				vVec4.Y = Max.Y;
				vVec5 = Min;
				vVec5.Z = Max.Z;
				vVec6 = Max;
				vVec6.X = Min.X;
				vVec7 = Max;
				vVec7.Y = Min.Y;
				vVec8 = Max;
				vVec8.Z = Min.Z;
				vVec1 = WorldToScreen(pCanvas, Min);
				vVec2 = WorldToScreen(pCanvas, Max);
				vVec3 = WorldToScreen(pCanvas, vVec3);
				vVec4 = WorldToScreen(pCanvas, vVec4);
				vVec5 = WorldToScreen(pCanvas, vVec5);
				vVec6 = WorldToScreen(pCanvas, vVec6);
				vVec7 = WorldToScreen(pCanvas, vVec7);
				vVec8 = WorldToScreen(pCanvas, vVec8);
				
				pCanvas->Draw2DLine(vVec1.X, vVec1.Y, vVec5.X, vVec5.Y, Color);
				pCanvas->Draw2DLine(vVec2.X, vVec2.Y, vVec8.X, vVec8.Y, Color);
				pCanvas->Draw2DLine(vVec3.X, vVec3.Y, vVec7.X, vVec7.Y, Color);
				pCanvas->Draw2DLine(vVec4.X, vVec4.Y, vVec6.X, vVec6.Y, Color);
				pCanvas->Draw2DLine(vVec1.X, vVec1.Y, vVec3.X, vVec3.Y, Color);
				pCanvas->Draw2DLine(vVec1.X, vVec1.Y, vVec4.X, vVec4.Y, Color);
				pCanvas->Draw2DLine(vVec8.X, vVec8.Y, vVec3.X, vVec3.Y, Color);
				pCanvas->Draw2DLine(vVec8.X, vVec8.Y, vVec4.X, vVec4.Y, Color);
				pCanvas->Draw2DLine(vVec2.X, vVec2.Y, vVec6.X, vVec6.Y, Color);
				pCanvas->Draw2DLine(vVec2.X, vVec2.Y, vVec7.X, vVec7.Y, Color);
				pCanvas->Draw2DLine(vVec5.X, vVec5.Y, vVec6.X, vVec6.Y, Color);
				pCanvas->Draw2DLine(vVec5.X, vVec5.Y, vVec7.X, vVec7.Y, Color);
			}
		}
	}
}
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Hey Leute, Ich eröffne mal diesen Thread da sich langsam immer mehr User an einem D3D Hack versuchen und logischerweise öfter Probleme haben. In diesem Thread könnt ihr Fragen stellen zu D3D Bases & Source Codes.



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