Code:
#include <Windows.h>
#include <stdio.h>
#define ADR_PLAYERPOINTER 0xC7E840
#define ADR_SERVERPOINTER 0x00B791B8
#define OFS_Z 0x000102EC
#define OFS_NFD 0x00102CC
#define OFS_5SLOT 0x001021A4
#define OFS_6SLOT 0x001021A5
#define OFS_7SLOT 0x001021A6
#define OFS_8SLOT 0x001021A7
#define ADR_SPEED 0x0099A65C
#define OFS_NORECOIL1 0x00C43C
#define OFS_NORECOIL2 0x00C440
#define OFS_NORECOIL3 0x00C444
#define ADR_NOSPREAD 0x0098CEE8
#define ADR_FASTAMMO 0x00B02F9C
#define ADR_GLASSWALLS 0x009897D0
#define ADR_BANDAGE 0x00AFFAD2
#define ADR_SNIPERAMMO 0x00AFFACE
#define ADR_EXTRAAMMO1 0x00AFFACC
#define ADR_EXTRAAMMO2 0x00AFFACD
#define OFS_X 0x00102E4
#define OFS_Y 0x00102F4
#define ADR_FASTHEALTH 0x00B02FA0
#define ADR_FASTREPAIR 0x00B02FA4
#define ADR_FASTFLAG 0x00B02FA8
float CoordX;
float CoordY;
float CoordZ;
DWORD *ingame = (DWORD*)ADR_PLAYERPOINTER;
DWORD *outgame = (DWORD*)ADR_SERVERPOINTER;
void PlayerHacks()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPOINTER;
if(dwPlayerPtr != 0)
{
//Super Jump
{
if(GetAsyncKeyState(VK_CONTROL) &1)
{
*(float*)(dwPlayerPtr + OFS_Z) = 3000;
}
}
//Teleport
{
if(GetAsyncKeyState(VK_F2))
{
CoordX = *(float*)(dwPlayerPtr+OFS_X);
CoordY = *(float*)(dwPlayerPtr+OFS_Y);
CoordZ = *(float*)(dwPlayerPtr+OFS_Z);
}
if (GetAsyncKeyState(VK_F3))
{
*(float*)(dwPlayerPtr + OFS_X) = CoordX;
*(float*)(dwPlayerPtr + OFS_Y) = CoordY;
*(float*)(dwPlayerPtr + OFS_Z) = CoordZ;
}
}
//No Fall Damage
{
*(float*)(dwPlayerPtr + OFS_NFD) = -30000;
}
//Speed Stuff
//Speed Normal
{
if(GetAsyncKeyState(VK_NUMPAD0) &1<< 0xF)
{
*(float*)ADR_SPEED = 100.0f;
}
}
//Speed x2
{
if(GetAsyncKeyState(VK_NUMPAD1) &1<< 0xF)
{
*(float*)ADR_SPEED = 150.0f;
}
}
//Speed x3
{
if(GetAsyncKeyState(VK_NUMPAD2) &1<< 0xF)
{
*(float*)ADR_SPEED = 200.0f;
}
}
//Ultimate Power Level
{
if(GetAsyncKeyState(VK_NUMPAD3) &1<< 0xF)
{
*(float*)ADR_SPEED = 400.0f;
}
}
//Recoil / Spread Stuff
//Recoil
{
*(float*)(dwPlayerPtr + OFS_NORECOIL1) = 0;
*(float*)(dwPlayerPtr + OFS_NORECOIL2) = 0;
*(float*)(dwPlayerPtr + OFS_NORECOIL3) = 0;
}
//Spread
{
*(float*)ADR_NOSPREAD = 0;
}
//PX Stuff
//Bandage
{
*(int*)(ADR_BANDAGE) = 1;
}
//SniperClip
{
*(int*)(ADR_SNIPERAMMO) = 1;
}
//Extra Ammo 1+2
{
*(int*)(ADR_EXTRAAMMO1) = 1;
*(int*)(ADR_EXTRAAMMO2) = 1;
}
//Dig
{
if(GetAsyncKeyState(VK_MENU) &1)
{
*(float*)(dwPlayerPtr + OFS_Z) = -2000;
}
}
//Glass Walls
{
if(GetAsyncKeyState(VK_NUMPAD8) &1)
{
*(int*)ADR_GLASSWALLS = 1;
}
if(GetAsyncKeyState(VK_NUMPAD9) &1)
{
*(int*)ADR_GLASSWALLS = 0;
}
}
//Fast Ammo
{
*(float*)ADR_FASTREPAIR = 0.0f;
*(float*)ADR_FASTHEALTH = 12.05f;
*(float*)ADR_FASTFLAG = 0.0f;
*(float*)ADR_FASTAMMO = 12.05f;
}
}
}
void ServerHacks()
{
DWORD dwSrvrPtr = *(DWORD*)ADR_SERVERPOINTER;
if(dwSrvrPtr != 0)
{
//Slot Stuff
//5 Slot
{
*(long*)(dwSrvrPtr + OFS_5SLOT) = 1;
}
//6 Slot
{
*(long*)(dwSrvrPtr + OFS_6SLOT) = 1;
}
//7 Slot
{
*(long*)(dwSrvrPtr + OFS_7SLOT) = 1;
}
//8 Slot
{
*(long*)(dwSrvrPtr + OFS_8SLOT) = 1;
}
}
}
void HackThread()
{
for(;; )
{
if(*ingame)
{
PlayerHacks();
}
if(*outgame)
{
ServerHacks();
}
}
Sleep( 30 );
}
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
MessageBoxA(NULL, " Version 1.3", "Made by", MB_OK);
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread, 0, 0, 0);
}
return TRUE;
}
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