You can see :
- BoxWall
- Auto-Shoot
- Aimbot
Hey to our wonderfull today we have released our Wolfteam hack which took a week of coding
Features:
Wall Hack(My the walls transparent
Speed Hack
Enable Transparent (My your charcater transparent)
Partial Lag(Appear laggy tp the oposing team
Jump Hack
Always on top(Use this to make the hack allways on all application so you dont have to keep going back to the destop)
Instant Respawn
GTeam one Swith to red team instantly
GTeam Two Swicth to Blue Tean instantly
Visit: *edit*
Source Code
Code:
COLORREF Color; for (RG=0; RG<NbRG; RG++) { if (Int[RG]<Min) Min=Int[RG]; if (Int[RG]>Max) Max=Int[RG]; } if (Max==Min) MaxInt++; wolf team // Avoid divide by 0 for (RG=0; RG<NbRG; RG++) { Color=ColorScaleHSL(VAL_WHITE, VAL_BLACK, (Int[RG]-Min)/(Max-Min)); Team ... SetCtrlAttribute (PnlFax, Cnvs , ATTR_PEN_COLOR, Color); CanvasDrawLine (PnlFax, Cnvs, P1, P2); Wolf } ///////////////////////////// ColorScale.h //////////////////////////////////// #ifndef _COLOR_SCALE #define _COLOR_SCALE If life = 0 true then Auto respawn enable, const float Ratio); typedef unsigned long COLORREF; // 0 to 0xFFFFFF and 0xFFFFFFFF for transparencies // Create a 0xRRGGBB from separate 8 bits colors - no error checking #define MakeRGB(r,g,b) ((r)<<16 | (g)<<8 | (b)) extern COLORREF ColorScaleRGB(const COLORREF Col1, const COLORREF Col2, const float Ratio); extern COLORREF ColorScaleHSL(const COLORREF Col1, const COLORREF Col2, const float Ratio); extern COLORREF ColorStepsRGB(const COLORREF Col1, const COLORREF Col2, const float Ratio, const int NbSteps); extern COLORREF ColorStepsHSL(const COLORREF Col1, const COLORREF Col2, const float Ratio, const int NbSteps); extern COLORREF ColorScaleRGB3(const COLORREF Col1, const COLORREF Col2, const COLORREF Col3, float Ratio1, float Ratio2, float Ratio3); extern COLORREF ColorScaleHSL3(const COLORREF Col1, const COLORREF Col2, const COLORREF Col3, float Ratio1, float Ratio2, float Ratio3); extern void RGBtoHLS(const COLORREF rgb, double *H, double *L, double *S ); extern COLORREF HLStoRGB(const double H, const double L, const double S ); static double _HTemp, _LTemp, _STemp; #define DARKER(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(_HTemp, Max(0,_LTemp-.1), _STemp)) #define DARKEST(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(_HTemp, Max(0,_LTemp-.2), _STemp)) #define LIGHTER(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(_HTemp, Min(1,_LTemp+.1), _STemp)) #define LIGHTEST(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(_HTemp, Min(1,_LTemp+.2), _STemp)) #define MORE_SATURATED(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(_HTemp, _LTemp, Max(0,_STemp+.1))) #define MOST_SATURATED(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(_HTemp, _LTemp, Max(0,_STemp+.2))) #define LESS_SATURATED(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(_HTemp, _LTemp, Max(0,_STemp-.1))) #define LEAST_SATURATED(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(_HTemp, _LTemp, Max(0,_STemp-.2))) #define MORE_HUED(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(Max(0,_HTemp+.1), _LTemp, _STemp)) #define MOST_HUED(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(Max(0,_HTemp+.2), _LTemp, _STemp)) #define LESS_HUED(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(Max(0,_HTemp-.1), _LTemp, _STemp)) #define LEAST_HUED(c) (RGBtoHLS((c), &_HTemp, &_LTemp, &_STemp),\ HLStoRGB(Max(0,_HTemp-.2), _LTemp, _STemp)) #endif