Hallo erstmal,naja nun gehts auch schon los für die die scripten
Menu.h
Code:
#ifndef _D3DMENU_H
#define _D3DMENU_H
#include "d3dbase.h"
// Setting Color
#define DARKORANGE D3DCOLOR_ARGB(255,255,127,000)
#define TextWhite D3DCOLOR_ARGB(255,255,255,255)
#define TextRed D3DCOLOR_ARGB(255,255,0,0)
#define TextGreen D3DCOLOR_ARGB(255,0,255,0)
#define TextBlue D3DCOLOR_ARGB(255,0,0,255)
#define TextBlack D3DCOLOR_ARGB(255,0,0,0)
#define TextPurple D3DCOLOR_ARGB(255,125,0,255)
#define TextGrey D3DCOLOR_ARGB(255,128,128,128)
#define TextYellow D3DCOLOR_ARGB(255,255,255,0)
#define TextOrange D3DCOLOR_ARGB(255,255,140,0)
#define TextCyan D3DCOLOR_ARGB(255,0,139,200)
#define TextPink D3DCOLOR_ARGB(255,255,192,203)
// Menu Color
#define TextBorder D3DCOLOR_ARGB(120,128,128,128)
#define TextFound D3DCOLOR_ARGB(255,0,139,200)
#ifndef D3DFONT_RIGHT
#define D3DFONT_RIGHT 0x0008
#endif
#ifndef D3DFONT_SHADOW
#define D3DFONT_SHADOW 0x0010
#endif
#define MENUGROUP 1
#define MENUTEXT 2
#define MENUITEM 3
#define MENUGROUP1 4
#define MCOLOR_TITLE TextWhite
#define MCOLOR_CURRENT TextRed
#define MCOLOR_GROUP TextCyan
#define MCOLOR_TEXT TextWhite
#define MCOLOR_OFF TextWhite
#define MCOLOR_ON TextGreen
typedef struct {
int typ; // type of menuline, folder, item
char *txt; // text to show
char **opt; // array of options
int *var; // variable containing current status
int maxval; // maximumvalue, normally 1 gives 0=off 1=on
} tMENU;
class D3DMenu
{
public:
D3DMenu(char *Name=0, int maxentries=130, int maxwidth=160)
{
title=Name;
maxitems=maxentries;
cur=noitems=visible=0;
x=y=15;
totwidth=ofs=maxwidth;
height=15;
titleheight=totheight=height+4;
col_title =MCOLOR_TITLE;
col_group =MCOLOR_GROUP;
col_text =MCOLOR_TEXT;
col_off =MCOLOR_OFF;
col_on =MCOLOR_ON;
col_current=MCOLOR_CURRENT;
MENU=(tMENU **)malloc(4*maxitems);
for (int i=0; i<maxitems; i++) MENU[i]=(tMENU *)malloc(sizeof(tMENU));
}
~D3DMenu() {
for (int i=0; i<maxitems; i++) free(MENU[i]);
free(MENU);
}
DWORD col_title;
DWORD col_group;
DWORD col_group1;
DWORD col_text;
DWORD col_off;
DWORD col_on;
DWORD col_current;
int x,y; // current position of the menu
int totwidth,totheight; // total width and height of menu
int height; // height of 1 menuline
int titleheight; // some extra height for a title
int ofs; // offset for option text
// menu vars
char *title; // some menu title
int cur; // current highlighted menuitem
int noitems; // number of menu items
int visible; // 1 = menu is visible
tMENU **MENU;
void AddItem (char *txt, int *var, char **opt, int maxvalue=2, int typ=MENUITEM);
void AddGroup (char *txt, int *var, char **opt, int maxvalue=2);
void AddGroup1(char *txt, int *var, char **opt, int maxvalue=2);
void AddText (char *txt, char *opt="");
void Show (CD3DFont *pFont);
void Nav (void);
private:
int maxitems;
};
#endif
//-----------------------------------------------------------------------------
// File: D3DFont.h
// Desc: Texture-based font class
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#ifndef D3DFONT_H
#define D3DFONT_H
#include <tchar.h>
// Font creation flags
#define D3DFONT_BOLD 0x0001
#define D3DFONT_ITALIC 0x0002
#define D3DFONT_ZENABLE 0x0004
// Font rendering flags
#define D3DFONT_CENTERED 0x0001
#define D3DFONT_TWOSIDED 0x0002
#define D3DFONT_FILTERED 0x0004
#define D3DFONT_RIGHT 0x0008 // non standard
#define D3DFONT_SHADOW 0x0010 // non standard
//-----------------------------------------------------------------------------
// Name: class CD3DFont
// Desc: Texture-based font class for doing text in a 3D scene.
//-----------------------------------------------------------------------------
class CD3DFont
{
TCHAR m_strFontName[80]; // Font properties
DWORD m_dwFontHeight;
DWORD m_dwFontFlags;
LPDIRECT3DDEVICE8 m_pd3dDevice; // A D3DDevice used for rendering
LPDIRECT3DTEXTURE8 m_pTexture; // The d3d texture for this font
LPDIRECT3DVERTEXBUFFER8 m_pVB; // VertexBuffer for rendering text
DWORD m_dwTexWidth; // Texture dimensions
DWORD m_dwTexHeight;
FLOAT m_fTextScale;
FLOAT m_fTexCoords[128-32][4];
DWORD m_dwSpacing; // Character pixel spacing per side
// Stateblocks for setting and restoring render states
DWORD m_dwSavedStateBlock;
DWORD m_dwDrawTextStateBlock;
public:
// 2D and 3D text drawing functions
HRESULT DrawText( FLOAT x, FLOAT y, DWORD dwColor,
TCHAR* strText, DWORD dwFlags=0L );
// Function to get extent of text
HRESULT GetTextExtent( TCHAR* strText, SIZE* pSize );
// Initializing and destroying device-dependent objects
HRESULT InitDeviceObjects( LPDIRECT3DDEVICE8 pd3dDevice );
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
// Constructor / destructor
CD3DFont( TCHAR* strFontName, DWORD dwHeight, DWORD dwFlags=0L );
~CD3DFont();
};
#endif
Warhack.h
Code:
#ifndef _WarHack_H
#define _WarHack_H
#include "d3d8.h"
#include <string>
#include "d3dbase.h"
#include "Address.h"
#include "WarHack.h"
#include "Menu.h"
#include "CPatch.h"
#include "Support.h"
// Functions Int
int CH_Userfind=0;
int CH_NoFallDamage=0;
int CH_SuperJump=0;
int CH_Stamina=0;
int CH_NoRecoil=0;
int CH_FastAll=0;
int CH_Scope=0;
int CH_Spwan=0;
int CH_SkyWalker=0;
int CH_Bounds=0;
int CH_Water=0;
int CH_Premium=0;
int CH_Slot=0;
int CH_Trigger=0;
int CH_GMAlert=0;
int CH_RollSpeed=0;
int CH_Speed=0;
int CH_SuperMaster=0;
int CH_Teleport=0;
int CH_AFK=0;
int CH_Static=0;
int CH_Gravity=0;
int CH_Spectator=0;
int CH_ImDrunk=0;
int CH_Artilery=0;
int CH_Skywalk=0;
int CH_HSkywalk=0;
int CH_Test=0;
int CH_REDEsp=0;
// Px
int CH_RedHair=0;
int CH_Weapon=0;
int CH_Level=0;
// ASM Int
int CH_AutoMedic=0;
int CH_AutoAmmo=0;
int CH_Spread=0;
int CH_WTW=0;
int CH_STW=0;
int CH_Premcross=0;
int CH_OPK=0;
int CH_SVP=0;
int CH_MineInfo=0;
int CH_AntiKick=0;
int CH_ZeroDelay=0;
int CH_UAmmo=0;
int CH_Invisible=0;
int CH_Prone=0;
int CH_Boneshot=0;
int CH_Escalator=0;
int CH_CrazyC=0;
int CH_SHOTUNG=0;
int CH_RapidFire=0;
int CH_Bullet=0;
int CH_NameEspNiu=0;
int CH_NameEspDerb=0;
int CH_HealthEsp=0;
int CH_AntiFlash=0;
int CH_Ossigene=0;
int CH_DoubleFire=0;
int CH_SniperCrosshairs=0;
int CH_VehicleInv=0;
int CH_VehicleDmg=0;
int CH_VehicleDelay=0;
int CH_AutoRepair=0;
int CH_SniperCross=0;
int CH_Restrictions=0;
int CH_AntiMine=0;
int CH_QuickPlant=0;
int CH_QuickDefuse=0;
int CH_RadarGPS=0;
int CH_EdiePosition=0;
int CH_RoomRestrictions=0;
int CH_NoReload=0;
int CH_VehRestr=0;
int CH_FakeKick=0;
int CH_ConqFlag=0;
int CH_TakeFlag=0;
// Bool
bool triggerstop=true;
float posiX;
float posiY;
float posiZ;
extern char usertext[20];
extern char userip[20];
// =============== Write To Detours ========================
void *DetourFunc (BYTE *src, const BYTE *dst, const int len)
{
BYTE *jmp = (BYTE*)malloc(len+5);
DWORD dwback;
VirtualProtect(src, len, PAGE_READWRITE, &dwback);
memcpy(jmp, src, len); jmp += len;
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;
src[0] = 0xE9;
*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;
VirtualProtect(src, len, dwback, &dwback);
return (jmp-len);
}
// ================ Get Item Px ======================
void Weapon(short x){
DWORD dwPlayerPointer = *(DWORD*)Player_Pointer;
if(dwPlayerPointer != 0){{
if (GetAsyncKeyState(VK_F5))
*(short*)(dwPlayerPointer + OFS_WEAPON) = x;}}}
// ================ Void Write ASM ======================
void WriteAsm( void* pxAddress, BYTE *code, int size )
{
unsigned long Protection;
VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);
memcpy((void*)pxAddress, (const void*)code, size);
VirtualProtect((void*)pxAddress, size, Protection, 0);
}
// ============ Premium ================
void Premium(int x)
{
DWORD dwSrvrPtr = *(DWORD*)ADR_SERVERBASE;
if(dwSrvrPtr != 0){
*(int*)(dwSrvrPtr+OFS_PREMIUM) = x;}
}
// ================ Fast As ======================
DWORD pFastAs = NULL;
DWORD Gun = NULL;
_declspec(naked) void new_FastAs()
{
__asm
{
mov ebp,Gun;
push edi;
jmp pFastAs;
}
}
//=================================
DWORD Cross = NULL;
_declspec(naked) void prem_cross()
{
__asm
{
jmp Cross;
}
}
//=================================
DWORD pBullets = NULL;
DWORD Bullets = NULL;
_declspec(naked) void new_Bullets()
{
__asm
{
mov eax,Bullets;
jmp pBullets;
}
}
//---------------------------------//
// ///////////////////////// //
//---------------------------------//
// ================ TRIGERBOT ======================
void TriggerBot()
{
DWORD ActivePL = *(DWORD*)ADR_TrigerBot;
if( ActivePL == 0x2){
mouse_event( MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
triggerstop=true;
}
else
{
if (triggerstop){
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
triggerstop=false;
}
if (GetAsyncKeyState(VK_LBUTTON)&0x8000)
{
if (triggerstop){
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
triggerstop=false;
}
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0 );
}else{
if (triggerstop){
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
triggerstop=false;
}
mouse_event( MOUSEEVENTF_LEFTUP, 0, 0, 0, 0 );
}
}
}
//---------------------------------//
// ///////////////////////// //
//---------------------------------//
CPatch pAutoMedic ( ADR_AutoMedic , 6);
CPatch pAutoAmmo ( ADR_AutoAmmo , 6);
CPatch pNoSpread ( ADR_NoSpread , 6);
CPatch pSVP ( ADR_SVP , 2);
CPatch pOPK1 ( ADR_OPK1 , 2);
CPatch pOPK2 ( ADR_OPK2 , 2);
CPatch pOPK3 ( ADR_OPK3 , 2);
CPatch pAntiKick ( ADR_AntiKick , 2);
CPatch pUAmmo ( ADR_Uammo , 2);
CPatch pProne ( ADR_Prone , 2);
CPatch pAutoRepair ( ADR_AutoRepair , 6);
CPatch pWTW ( ADR_WTW , 3);
CPatch pSTW ( ADR_STW , 3);
CPatch pInvisible ( ADR_Invisible , 3);
CPatch pDelay ( ADR_NoDelay , 2);
CPatch pMine1 ( ADR_MineView1 , 2);
CPatch pMine2 ( ADR_MineView2 , 6);
CPatch pOssigene ( ADR_OxyGene , 2);
CPatch pCrazy1 ( ADR_VehicleCrazy_1 , 2);
CPatch pCrazy2 ( ADR_VehicleCrazy_2 , 6);
CPatch pCrazy3 ( ADR_VehicleCrazy_3 , 2);
CPatch pCrazy4 ( ADR_VehicleCrazy_4 , 5);
CPatch pVehDelay ( ADR_VehicleDelay , 2);
CPatch pVehDmg ( ADR_VehicleNoDamage , 2);
CPatch pVehInv ( ADR_VehicleInvisible , 3);
CPatch pRapidFire ( ADR_RapidFire , 7);
CPatch pSniperCross ( ADR_SniperCrossHairs , 2);
CPatch pAntiMine ( ADR_AntiMine , 6);
CPatch pRestrictions ( ADR_NoRestrictions , 2);
CPatch pRoomRestrictions ( ADR_RoomRestrictions , 1);
CPatch pEscalator1 ( ADR_Escalator_1 , 3);
CPatch pEscalator2 ( ADR_Escalator_2 , 3);
CPatch pQuickDefuse ( ADR_QuickDefuse , 2);
CPatch pQuickPlant ( ADR_QuickPlant , 2);
CPatch pRadarGPS ( ADR_RadarGPS , 2);
CPatch pBoneShot1 ( ADR_BoneShot1 , 6);
CPatch pBoneShot2 ( ADR_BoneShot2 , 4);
CPatch pTakeBase ( ADR_TakeBase1 , 2);
// Artillery
CPatch pArtilery1 ( ADR_Artilery_1 , 2);
CPatch pArtilery2 ( ADR_Artilery_2 , 2);
CPatch pArtilery3 ( ADR_Artilery_3 , 2);
CPatch pArtilery4 ( ADR_Artilery_4 , 2);
CPatch pArtilery5 ( ADR_Artilery_5 , 5);
CPatch pArtilery6 ( ADR_Artilery_6 , 6);
// Veh Restrictions
CPatch pVehRestrictions1 ( ADR_VehNoRestrictions1, 6);
CPatch pVehRestrictions2 ( ADR_VehNoRestrictions2, 2);
CPatch pVehRestrictions3 ( ADR_VehNoRestrictions3, 2);
CPatch pVehRestrictions4 ( ADR_VehNoRestrictions4, 6);
CPatch pVehRestrictions5 ( ADR_VehNoRestrictions5, 6);
BYTE NOPS [] = {0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90,0x90 };
if(CH_Premcross != 0)
{
switch(CH_Premcross)
{
case 1:{Cross = ADR_PremCross_1+0x24 ;}break;
case 2:{Cross = ADR_PremCross_1+0x4D ;}break;
case 3:{Cross = ADR_PremCross_1+0x76 ;}break;
case 4:{Cross = ADR_PremCross_1+0x9F ;}break;
}
Memcpy((LPBYTE)ADR_PremCross_1, (PBYTE)"\x90\x90\x90\x90\x90\x90",6);
Memcpy((LPBYTE)ADR_PremCross_1 + 0x17,(PBYTE)"\x90\x90\x90\x90\x90\x90",6);
DetourFunc((BYTE *)ADR_PremCross_1 + 0x1D,(BYTE*)prem_cross,7);
}else{
Memcpy((LPBYTE)ADR_PremCross_1, (PBYTE)"\x0F\x84\x86\x01\x00\x00",6);
Memcpy((LPBYTE)ADR_PremCross_1 +0x17,(PBYTE)"\x0F\x84\x86\x01\x00\x00",6);
}
//*******************************************************
if(CH_Bullet!=0)
{
switch(CH_Bullet)
{
case 1:{Bullets = 0x2; }break;
case 2:{Bullets = 0x3; }break;
case 3:{Bullets = 0x4; }break;
case 4:{Bullets = 0x5; }break;
case 5:{Bullets = 0x10; }break;
case 6:{Bullets = 0x100; }break;
}
pBullets = (ADR_Bullets+ 0x5);
DetourFunc((BYTE*)ADR_Bullets,(BYTE*)new_Bullets,5);
}else{
Memcpy((LPBYTE)ADR_Bullets,(PBYTE)"\x0F\xB7\x44\x24\x1C",5);
}
//*******************************************************
if(CH_RapidFire)
{
switch(CH_RapidFire)
{
case 1:{Gun = 0x15; }break;//Famas
case 2:{Gun = 0x17; }break;//XM8
case 3:{Gun = 0x27; }break;//TMP 9
case 4:{Gun = 0x2A; }break;//Scorpions
case 5:{Gun = 0x60; }break;//Minigun
}
pFastAs = (ADR_RapidFire + 0x8);
DetourFunc((BYTE *)ADR_RapidFire,(BYTE *)new_FastAs,7);
}else{
Memcpy((LPBYTE)ADR_RapidFire,(PBYTE)"\x0F\xBF\xAE\x7A\x01\x00\x00",7); }
//*******************************************************
DWORD *p_playerbase = (DWORD *) Player_Pointer ;
short *p_weapon;
p_weapon =(short *)((*p_playerbase)+OFS_WEAPON);
if(CH_Artilery==1){
pArtilery1.PatchOnce ((void*)"\x90\x90",2); // Funzione per tirare fuori il Binoculars
pArtilery2.PatchOnce ((void*)"\xEB\x3D",2); // Target
pArtilery3.PatchOnce ((void*)"\xEB\x3D",2); // Funzione Reload
pArtilery4.PatchOnce ((void*)"\xEB\x31",2); // Sbloccare Artilery in tutte le mappe
pArtilery5.PatchOnce ((void*)"\x90\x90\x90\x90\x90",5); // Funzione Leva il Time Questa
pArtilery6.PatchOnce ((void*)"\xE9\x8F\x00\x00\x00\x90",6); // Targert per usararla in tutti modi [ Da Controllare ]
if(GetAsyncKeyState(VK_DELETE)&1)
{
*p_weapon = 93;
}}
if(CH_Artilery==0){
pArtilery1.RestorePatch();
pArtilery2.RestorePatch();
pArtilery3.RestorePatch();
pArtilery4.RestorePatch();
pArtilery5.RestorePatch();
pArtilery6.RestorePatch();
}
//*******************************************************
if(CH_Boneshot==1){
pBoneShot1.PatchOnce ((void*)"\xB9\x7A\xB6\xD6\xDE\x90",6);
pBoneShot2.PatchOnce ((void*)"\x90\x90\x90\x90",4);}
if(CH_Boneshot==0){
pBoneShot1.RestorePatch();
pBoneShot2.RestorePatch();}
//*******************************************************
if(CH_RoomRestrictions==1){
pRoomRestrictions.PatchOnce ((void*)"\xEB",1);}
if(CH_RoomRestrictions==0){
pRoomRestrictions.RestorePatch();}
//*******************************************************
if(CH_QuickDefuse==1){
pQuickDefuse.PatchOnce ((void*)"\xEB\x4E",2);}
if(CH_QuickDefuse==0){
pQuickDefuse.RestorePatch();}
if(CH_QuickPlant==1){
pQuickPlant.PatchOnce ((void*)"\xEB\x3B",2);}
if(CH_QuickPlant==0){
pQuickPlant.RestorePatch();}
//*******************************************************
if(CH_Restrictions==1){
pRestrictions.PatchOnce ((void*)"\x90\x90",2);}
if(CH_Restrictions==0){
pRestrictions.RestorePatch();}
//*******************************************************
if(CH_RadarGPS==1){
pRadarGPS.PatchOnce ((void*)"\xEB\x19",2);}
if(CH_RadarGPS==0){
pRadarGPS.RestorePatch();}
//*******************************************************
if(CH_AntiMine==1){
pAntiMine.PatchOnce ((void*)"\xE9\x4A\x06\x00\x00\x90",6);}
if(CH_AntiMine==0){
pAntiMine.RestorePatch();}
//*******************************************************
if(CH_AutoMedic==1){
pAutoMedic.PatchOnce ((void*) "\x90\x90\x90\x90\x90\x90",6);}
if(CH_AutoMedic==0){
pAutoMedic.RestorePatch();}
//*******************************************************
if(CH_AutoAmmo==1){
pAutoAmmo.PatchOnce ((void*) "\x90\x90\x90\x90\x90\x90",6);}
if(CH_AutoAmmo==0){
pAutoAmmo.RestorePatch();}
//*******************************************************
if(CH_Spread==1){
pNoSpread.PatchOnce ((void*) "\x90\x90\x90\x90\x90\x90",6);}
if(CH_Spread==0){
pNoSpread.RestorePatch();}
//*******************************************************
if(CH_SniperCross==1){
pSniperCross .PatchOnce ((void*) "\x90\x90",2);}
if(CH_SniperCross==0){
pSniperCross .RestorePatch();}
//*******************************************************
if(CH_SVP==1){
pSVP.PatchOnce ((void*) "\x90\x90",2);}
if(CH_SVP==0){
pSVP.RestorePatch();}
//*******************************************************
if(CH_OPK==1){
pOPK1.PatchOnce ((void*) "\x89\xA1",2);
pOPK2.PatchOnce ((void*) "\x89\xA1",2);
pOPK3.PatchOnce ((void*) "\x89\xA1",2);}
if(CH_OPK==0){
pOPK1.RestorePatch();
pOPK2.RestorePatch();
pOPK3.RestorePatch();}
//*******************************************************
if(CH_AntiKick==1){
pAntiKick.PatchOnce ((void*)"\xEB\x0D",2);}
if(CH_AntiKick==0){
pAntiKick.RestorePatch();}
//*******************************************************
if(CH_UAmmo==1){
pUAmmo.PatchOnce ((void*)"\xEB\x0A",2);}
if(CH_UAmmo==0){
pUAmmo.RestorePatch();}
//*******************************************************
if(CH_Prone==1){
pProne.PatchOnce ((void*)"\x90\x90",2);}
if(CH_Prone==0){
pProne.RestorePatch();}
//*******************************************************
if(CH_AutoRepair==1){
pAutoRepair.PatchOnce ((void*)"\x90\x90\x90\x90\x90\x90",6);}
if(CH_AutoRepair==0){
pAutoRepair.RestorePatch();}
//*******************************************************
if(CH_WTW==1){
pWTW.PatchOnce ((void*)"\x90\x90\x90",3);}
if(CH_WTW==0){
pWTW.RestorePatch();}
//*******************************************************
if(CH_STW==1){
pSTW.PatchOnce ((void*)"\x90\x90\x90",3);}
if(CH_STW==0){
pSTW.RestorePatch();}
//*******************************************************
if(CH_Invisible==1){
pInvisible.PatchOnce ((void*)"\x8B\x4D\x1C",3);}
if(CH_Invisible==0){
pInvisible.RestorePatch();}
//*******************************************************
if(CH_ZeroDelay==1){
pDelay.PatchOnce ((void*)"\x90\x90",2);}
if(CH_ZeroDelay==0){
pDelay.RestorePatch();}
//*******************************************************
if(CH_MineInfo==1){
pMine1.PatchOnce ((void*)"\x90\x90",2);
pMine2.PatchOnce ((void*)"\x90\x90\x90\x90\x90\x90",6);}
if(CH_MineInfo==0){
pMine1.RestorePatch();
pMine2.RestorePatch();}
//*******************************************************
if(CH_Ossigene==1){
pOssigene.PatchOnce ((void*)"\x74\x2A",1);}
if(CH_Ossigene==0){
pOssigene.RestorePatch();}
//*******************************************************
if(CH_VehRestr==1){
pVehRestrictions1.PatchOnce ((void*)"\xE9\xBC\x00\x00\x00\x90",6);
pVehRestrictions2.PatchOnce ((void*)"\xEB\x7F",2);
pVehRestrictions3.PatchOnce ((void*)"\xEB\x6C",2);
pVehRestrictions4.PatchOnce ((void*)"\xE9\x30\x03\x00\x00\x90",6);
pVehRestrictions5.PatchOnce ((void*)"\xE9\xE4\x03\x00\x00\x90",6);
}
if(CH_VehRestr==0){
pVehRestrictions1.RestorePatch();
pVehRestrictions2.RestorePatch();
pVehRestrictions3.RestorePatch();
pVehRestrictions4.RestorePatch();
}
//*******************************************************
if(CH_CrazyC==1){
pCrazy1.PatchOnce ((void*)"\x90\x90",2);
pCrazy2.PatchOnce ((void*)"\x90\x90\x90\x90\x90\x90",6);
pCrazy3.PatchOnce ((void*)"\x90\x90",2);
pCrazy4.PatchOnce ((void*)"\x68\x00\x00\x20\x92",5);}
if(CH_CrazyC==0){
pCrazy1.RestorePatch();
pCrazy2.RestorePatch();
pCrazy3.RestorePatch();
pCrazy4.RestorePatch();
}
//*******************************************************
if(CH_VehicleDelay==1){
pVehDelay. PatchOnce ((void*)"\x90\x90",2);}
if(CH_VehicleDelay==0){
pVehDelay .RestorePatch();}
//*******************************************************
if(CH_VehicleDmg==1){
pVehDmg.PatchOnce ((void*)"\x0F\x85",2);}
if(CH_VehicleDmg==0){
pVehDmg.RestorePatch();}
//*******************************************************
if(CH_VehicleInv==1){
pVehInv.PatchOnce ((void*)"\x90\x90\x90",3);}
if(CH_VehicleInv==0){
pVehInv.RestorePatch();}
//*******************************************************
if(CH_Escalator==1){
pEscalator1.PatchOnce ((void*)"\x90\x90\x90",3);
pEscalator2.PatchOnce ((void*)"\x90\x90\x90",3);}
if(CH_Escalator==0){
pEscalator1.RestorePatch();
pEscalator2.RestorePatch();}
}
//---------------------------------//
// ///////////////////////// //
//---------------------------------//
void InGame (void){
DWORD dwPlayerPointer = *(DWORD*)Player_Pointer;
if(dwPlayerPointer != 0){
//*******************************************************
if (CH_NoFallDamage==1){
if(dwPlayerPointer != 0){
*(float*)(dwPlayerPointer+OFS_NFD) = -90000000009008899990000000000999990000.0f;}
}
//*******************************************************
if (CH_SuperJump==1){
if(GetAsyncKeyState(VK_CONTROL)){
if(dwPlayerPointer != 0){
*(float*)(dwPlayerPointer + OFS_Z) =
*(float*)(dwPlayerPointer + OFS_Z) +75;}}
}
//*******************************************************
if (CH_Stamina==1){ // Stealth
if(dwPlayerPointer != 0 && *(float*)(dwPlayerPointer+OFS_STAMINA) < 32.0f){
*(float*)(dwPlayerPointer+OFS_STAMINA) = 32.0f;}
}
if (CH_Stamina==2){ // FULL
if(dwPlayerPointer != 0){
*(float*)(dwPlayerPointer+OFS_STAMINA) = 100.0f;}
}
//*******************************************************
// Flash
if (CH_Weapon==1){Weapon(94);}
//M14 LandMine
if (CH_Weapon==2){Weapon(100);}
//Ammo-Box
if (CH_Weapon==3){Weapon(99);}
// Med-Box
if (CH_Weapon==4){Weapon(103);}
// Adrenaline
if (CH_Weapon==5){Weapon(88);}
// Stamina
if (CH_Weapon==6){Weapon(90);}
//*******************************************************
if (CH_Trigger==1){TriggerBot();}
//*******************************************************
if(CH_NoRecoil==1){
if(dwPlayerPointer != 0){
*(float*)(dwPlayerPointer+OFS_NORECOIL1 ) = 1.0f;
*(float*)(dwPlayerPointer+OFS_NORECOIL2 ) = 1.0f;}
}
//*******************************************************
if(CH_FastAll==1){
*(float*)ADR_FastRepair = 10;
*(float*)ADR_FastMedic = 5;
*(float*)ADR_FastFlag = 10;
*(float*)ADR_FastAmmo = 5;
}
//*******************************************************
if (CH_Skywalk==1){
if (CH_HSkywalk==1){*(float*)(dwPlayerPointer +OFS_Z) = 500;}
if (CH_HSkywalk==2){*(float*)(dwPlayerPointer +OFS_Z) = 1000;}
if (CH_HSkywalk==3){*(float*)(dwPlayerPointer +OFS_Z) = 1500;}
if (CH_HSkywalk==4){*(float*)(dwPlayerPointer +OFS_Z) = 2000;}
if (CH_HSkywalk==5){*(float*)(dwPlayerPointer +OFS_Z) = 2500;}
if (CH_HSkywalk==6){*(float*)(dwPlayerPointer +OFS_Z) = 3000;}
}
//*******************************************************
if(CH_Teleport==1){
DWORD dwPlayerPtr = *(DWORD*)Player_Pointer;
if(dwPlayerPtr != 0)
{
if (GetAsyncKeyState(VK_F8))
{
posiX = *(float*)(dwPlayerPtr + OFS_X);
posiY = *(float*)(dwPlayerPtr + OFS_Y);
posiZ = *(float*)(dwPlayerPtr + OFS_Z);
}
if (GetAsyncKeyState(VK_F9))
{
*(float*)(dwPlayerPtr + OFS_X) = posiX;
*(float*)(dwPlayerPtr + OFS_Y) = posiY;
*(float*)(dwPlayerPtr + OFS_Z) = posiZ;
}
}
}
if (CH_Static==1){
DWORD dwPlayerPtr = *(DWORD*)Player_Pointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr + OFS_X) = posiX;
*(float*)(dwPlayerPtr + OFS_Y) = posiY;
*(float*)(dwPlayerPtr + OFS_Z) = posiZ;
}
}
//*******************************************************
if (CH_Scope==1){
BYTE *p_scope =(BYTE *)ADR_Scope;
if (GetAsyncKeyState(VK_RBUTTON)&0x8000){
*p_scope=1;}
else{
*p_scope=0;}
}
//*******************************************************
if (CH_Bounds==1){
*(int*)(ADR_NoBounds1) = 0;
*(int*)(ADR_NoBounds2) = 0;
}
//*******************************************************
if (CH_Water==1){
*(int*)(ADR_NoWater) = 0;
}
//*******************************************************
if (CH_AFK==1){
*(int*)(ADR_AntiAfk) = 1;
}
//*******************************************************
if (CH_ImDrunk==1){
*(DWORD*)(ADR_ImDrunk) = 1;
}else{
*(DWORD*)(ADR_ImDrunk) = 0;
}
//*******************************************************
if (CH_Speed==0){
*(float*)ADR_Speed = 100;}
if (CH_Speed==1){
*(float*)ADR_Speed = 120;}
if (CH_Speed==2){
*(float*)ADR_Speed = 170;}
if (CH_Speed==3){
*(float*)ADR_Speed = 270;}
if (CH_Speed==4){
*(float*)ADR_Speed = 370;}
if (CH_Speed==5){
*(float*)ADR_Speed = 470;}
if (CH_Speed==6){
*(float*)ADR_Speed = 570;}
if (CH_Speed==7){
*(float*)ADR_Speed = 670;}
if (CH_Speed==8){
*(float*)ADR_Speed = 800;}
if (CH_Speed==9){
*(float*)ADR_Speed = 900;}
if (CH_Speed==10){
*(float*)ADR_Speed = 1000;}
//*******************************************************
if (CH_RollSpeed==0){
*(float*)ADR_SpeedRoll = 1.75;}
if (CH_RollSpeed==1){
*(float*)ADR_SpeedRoll = 2.0f;}
if (CH_RollSpeed==2){
*(float*)ADR_SpeedRoll = 2.0f;}
if (CH_RollSpeed==3){
*(float*)ADR_SpeedRoll = 3.0f;}
if (CH_RollSpeed==4){
*(float*)ADR_SpeedRoll = 4.0f;}
if (CH_RollSpeed==5){
*(float*)ADR_SpeedRoll = 5.0f;}
if (CH_RollSpeed==6){
*(float*)ADR_SpeedRoll = 6.0f;}
if (CH_RollSpeed==7){
*(float*)ADR_SpeedRoll = 7.0f;}
if (CH_RollSpeed==8){
*(float*)ADR_SpeedRoll = 8.0f;}
if (CH_RollSpeed==9){
*(float*)ADR_SpeedRoll = 9.0f;}
if (CH_RollSpeed==10){
*(float*)ADR_SpeedRoll =10.0f;}
}}
//---------------------------------//
// ///////////////////////// //
//---------------------------------//
void InServer (void){
DWORD dwSrvrPtr = *(DWORD*)ADR_SERVERBASE;
if(dwSrvrPtr != 0){
//*******************************************************
if (CH_Spectator==1)
{
*(long*)(dwSrvrPtr + OFS_SPECTATOR ) = 5;
}
//*******************************************************
switch(CH_SuperMaster){
case 1: *(int*)(dwSrvrPtr + OFS_SUPERMASTER) = 1;
break;
case 0: *(int*)(dwSrvrPtr + OFS_SUPERMASTER) = 0;
break;
}
//*******************************************************
switch (CH_Level)
{
case 1: *(DWORD *)(ADR_Level) = 0x009F9000;
*(DWORD *)(dwSrvrPtr+OFS_LEVEL) = 0x009F9000;
break;
case 2: *(DWORD *)(ADR_Level) = 0x00FD4000;
*(DWORD *)(dwSrvrPtr+OFS_LEVEL) = 0x00FD4000;
break;
case 3: *(DWORD *)(ADR_Level) = 0x01D34000;
*(DWORD *)(dwSrvrPtr+OFS_LEVEL) = 0x01D34000;
break;
case 4: *(DWORD *)(ADR_Level) = 0x7F800000;
*(DWORD *)(dwSrvrPtr+OFS_LEVEL) = 0x7F800000;
break;
}
//*******************************************************
if (CH_Premium==1){Premium(1);}
if (CH_Premium==2){Premium(2);}
if (CH_Premium==3){Premium(3);}
if (CH_Premium==4){Premium(4);}
//*******************************************************
if (CH_Slot==1){
*(long*)(dwSrvrPtr + OFS_SLOT5) = 1;
}
//*******************************************************
if (CH_Spwan==1){
*(int*)(ADR_QuickSpawn1) = 0;
*(int*)(ADR_QuickSpawn2) = 0;
}
//*******************************************************
if (CH_Userfind){
int i;
DWORD ADR_USERNAME = NULL;
DWORD ADR_USERIP = NULL;
i=(CH_Userfind-1);
ADR_USERNAME = (ADR_NAMEBASE + (OFS_PLAYERSIZE * i));
ADR_USERIP = (ADR_D3DIP + (OFS_PLAYERSIZE * i));
sprintf(usertext, "%s", (void*)ADR_USERNAME);
sprintf(userip , "%s", (void*)ADR_USERIP);
} else {
sprintf(usertext, "Select User");
sprintf(userip , "No IP");
}
}}
#endif
[Source] SRO BOT Source Code(AutoIt) 09/16/2011 - SRO Hacks, Bots, Cheats & Exploits - 34 Replies I am finally going to release the source code to srobot.. it is a autoit bot.. ( befor you flame on auto it... check it out ) this is a very very advanced autoit script with read/write memory options. all this bot needs is to be updated with the new offsets and such. so please do not update this and just put your name on it.. as iv seen someone else in this forum has did.. not saying any names he knows who he is... after we spent a get bit of time on this script he wants to rip the source and...
[RELEASE] [OPEN SOURCE] CE 5.5 Pointer to AutoIt Source-Code 02/13/2011 - AutoIt - 6 Replies Habe heute erst gemerkt, dass es hier eine AutoIt Sektion gibt xD also poste ich mal mein Programm mit rein.
Funktionsweise:
1. in CE Rechtsklick auf den Pointer und auf "Copy" klicken
2. in meinem Programm auf "Code generieren" klicken
3. In euer Scite gehen und einfügen
Hier ist der Source Code vom Programm: