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






