Serva95

Utente Attivo
Autore del topic
16 Giugno 2010
327
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Player Functions

No Fall Damage


Codice:
if (NFD==1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = -20000; //Fall Height
}
}Speed


Codice:
if(CH_Speed=0)
{
*(float*)ADR_SPEED = 89; //normal speed
}
if(CH_Speed=1)
{
*(float*)ADR_SPEED = 160; //normal speed
}NoRecoil



Codice:
if (CH_NoRecoil==1) ()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_NORECOIL1) = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL2) = 0;
*(float*)(dwPlayerPtr+OFS_NORECOIL3) = 0;
}
}NoSpawn




Codice:
If(CH_NoSpawn==1)
{
*(int*)ADR_NOSPAWN1 = 0;
*(int*)ADR_NOSPAWN2 = 0;
}Scope




Codice:
if(CH_Scope==1)
{
if(GetAsyncKeyState(VK_RBUTTON))
{
*(int*)(ADR_SCOPE) = (int)1;
}
else
{
*(int*)(ADR_SCOPE) = (int)0;
}
}NoSpread




Codice:
if (CH_NoSpread)
{
*(int*)ADR_NOSPREAD = 0;
}NoBounds




Codice:
if(CH_NoBounds)
{
*(int*)ADR_NOBOUNDS1 = 0;
*(int*)ADR_NOBOUNDS2 = 0;
}NoWater



Codice:
void NoWater ()
{
*(int*)(ADR_NOWATER) = 0;
}NoFog




Codice:
if(CH_NoFog==1) pDevice->SetRenderState(D3DRS_FOGENABLE, false);SuperJump




Codice:
if (CH_SuperJump==1)
{
if(GetAsyncKeyState(VK_CONTROL)&1) //VK_CONTROL = CTRL, cambiarlo con il tasto che si desidera =)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PLAYERPTR;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_Z) = 1000; //Height of Jump
}
}
}FullBright




Codice:
if (CH_FullBright==1){
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,255,255,255));
}else{
pDevice->SetRenderState(D3DRS_AMBIENT, false);}SpeedRoll


Codice:
if(CH_Speedroll==1)
{
DWORD dwADR_PLAYERPTR = *(DWORD*) ADR_PLAYERPOINTER;

if(dwADR_PLAYERPTR!=0)
{
switch(CH_Speedroll)
{
case 1:*(float*)ADR_SPEEDROLL = 7.0f;break;
}
}
}Im Drunk


Codice:
if(CH_ImDrunk==1)
{
*(DWORD*)(ADR_IMDRUNK) = 1;
}Fast Ammo


Codice:
if(CH_FastAmmo==1)
{
*(float*)(ADR_FASTAMMO) = 10.0f;
}Fast Health



Codice:
if(CH_FastHealth==1)
{
*(float*)(ADR_FASTHEALTH) = 10.0f;

}Fast Repair


Codice:
if(CH_FastRepair==1)
{
//*(float*)(ADR_FASTREPAIR) = 5.0f;
}Fast Flag


Codice:
if(CH_FastFlag==1)
{
*(float*)(ADR_FASTFLAG) = 10.0f;
}AntiAfk


Codice:
if(CH_AntiAfk==1)
{
*(int*)(ADR_ANTIAFK) = 1;
}Teleport


Codice:
if(CH_Teleport==1){
if (GetAsyncKeyState(VK_F8))//F8 Save PosiTion
{
posiX = *(float*)(dwPlayerPointer + OFS_X);
posiY = *(float*)(dwPlayerPointer + OFS_Y);
posiZ = *(float*)(dwPlayerPointer + OFS_Z);
}
if (GetAsyncKeyState(VK_F9))//Teleport to Position
{
*(float*)(dwPlayerPointer + OFS_X) = posiX;
*(float*)(dwPlayerPointer + OFS_Y) = posiY;
*(float*)(dwPlayerPointer + OFS_Z) = posiZ;
}
}
if(CH_Teleport==2){
*(float*)(dwPlayerPointer + OFS_X) = posiX;
*(float*)(dwPlayerPointer + OFS_Y) = posiY;
*(float*)(dwPlayerPointer + OFS_Z) = posiZ;
}
Server Hacks




Premium


Codice:
if(CH_Premium!=0)
{

switch(CH_Premium)
{
case 1: *(int*)(dwServerPointer+OFFSET_PREM) = 1;
*(float*)(dwServerPointer+OFFSET_PREM2) = 1;break;
case 2: *(int*)(dwServerPointer+OFFSET_PREM) = 2;
*(float*)(dwServerPointer+OFFSET_PREM2) = 2;break;
case 3: *(int*)(dwServerPointer+OFFSET_PREM) = 3;
*(float*)(dwServerPointer+OFFSET_PREM2) = 3;break;
case 4: *(int*)(dwServerPointer+OFFSET_PREM) = 4;
*(float*)(dwServerPointer+OFFSET_PREM2) = 4;break;
}
}
}5th Slot



Codice:
if(CH_Slot5==1)
{
*(long*)(dwServerPointer+OFS_5SLOT) = 1;
}SuperMaster




Codice:
if(CH_SuperMaster==1)
{
DWORD dwServerPtr = *(DWORD*)ADR_SERVERPTR;
if(dwServerPtr != 0)
{
*(int*)(dwServerPtr+OFS_SUPERMASTER) = 1;
}
}Dinar




Codice:
if(CH_Dinar==1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPTR;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr + OFS_DINAR) = 999999999;
}
}Livello 100



Codice:
if(CH_Level==1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERPTR;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr + OFS_LEVEL) = 999999999;
}
}Sp 5%-10%




Codice:
if(CH_SP==1)
{
*(int*)(ADR_SP_5) = 1;
}
if(CH_SP2==1)
{
*(int*)(ADR_SP_10) = 1;
}ExtraAmmo1


Codice:
if(CH_ExtraAmmo1==1)
{
*(int*)(ADR_EXTRAAMMO1) = 1;
}ExtraAmmo2


Codice:
if(CH_ExtraAmmo2==1)
{
*(int*)(ADR_EXTRAAMMO2) = 1;
}NoRoom Restriction


Codice:
if(CH_NoRoomRestriction==1)
{
WriteMEM((void *)ADR_NOROOMRESTRICTION,(void*)(PBYTE)"\xEB\x68",2);
}
if(CH_NoRoomRestriction==0)
{
WriteMEM((void *)ADR_NOROOMRESTRICTION,(void*)(PBYTE)"\x75\x68",2);
}Sniper 2X


Codice:
if(CH_Sniper2X==1)
{
*(int*)(ADR_SNIPER2X) = 1;
}Bandage



Codice:
if(CH_Bandage==1)
{
*(int*)(ADR_BANDAGE) = 1;
}
Asm Hacks



Walk Under Water



Codice:
if(CH_WUW==1)
{
WriteMEM((void *)ADR_WUW,(void*)(PBYTE)"\x90\x90",2);
}

if(CH_WUW==0)
{
WriteMEM((void *)ADR_WUW,(void*)(PBYTE)"\x74\x13",2);
}Walk Trought Wall




Codice:
if(CH_WTW==1)
{
WriteMEM((void *)ADR_WTW,(void*)(PBYTE)"\x90\x90\x90",3);
}
if(CH_WTW==0)
{
WriteMEM((void *)ADR_WTW,(void*)(PBYTE)"\xD8\x4A\x08",3);
}Shoot Trought Wall



Codice:
if(CH_STW==1)
{
WriteMEM((void *)ADR_STW,(void*)(PBYTE)"\x90\x90\x90",3);
}
if(CH_STW==0)
{
WriteMEM((void *)ADR_STW,(void*)(PBYTE)"\x8B\x51\x34",3);
}CQC Prone


Codice:
if(CH_Cqcprone==1)
{
WriteMEM((void *)ADR_PRONE,(void*)(PBYTE)"\x90\x90",2);
}
if(CH_Cqcprone==0)
{
WriteMEM((void *)ADR_PRONE,(void*)(PBYTE)"\x74\x0C",2);
}AutoMedic



Codice:
if(CH_AutoMedic==1)
{
WriteMEM((void *)ADR_AUTOMEDIC,(void*)(PBYTE)"\x90\x90\x90\x90\x90\x90",6);
}
if(CH_AutoMedic==0)
{
WriteMEM((void *)ADR_AUTOMEDIC,(void*)(PBYTE)"\x0F\x85\xA6\x00\x00\x00",6);
}AutoAmmo


Codice:
if(CH_AutoAmmo==1)
{
WriteMEM((void *)ADR_AUTOAMMO,(void*)(PBYTE)"\x90\x90\x90\x90\x90\x90",6);
}
if(CH_AutoAmmo==0)
{
WriteMEM((void *)ADR_AUTOAMMO,(void*)(PBYTE)"\x0F\x85\xA2\x00\x00\x00",6);
}Credits :

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