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  1. #1
    R45H1D's Avatar
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    Smile Full CA Source Code...

    All you got to do is copy paste that shit but to not make it to easy you gotta update the LT Client by yourself :P


    Code:
    //
    // By Bravia
    // Don't Leech and don;t forget to credit me
    // you gotta update the lt client..
    
    #include "stdafx.h"
    #include <windows.h>
    #include <shellapi.h>
    #pragma comment(lib,"shell32.lib")
    void __cdecl PushToConsole( const char* szCommand )
    {
    	DWORD *L***ient = ( DWORD* )( 0x3776FCC8 );
    	void* CONoff = ( void* )*( DWORD* )( *L***ient + 0x208 );
     
    	__asm
    	{
    		push szCommand;
    		call CONoff;
    		add esp, 4;
    	}
    }
    bool IsGameReadyForHook()
    {
        if( GetModuleHandleA( "d3d9.dll"     ) != NULL 
         && GetModuleHandleA( "ClientFX.fxd" ) != NULL 
         && GetModuleHandleA( "CShell.dll"   ) != NULL )
            return true;
    
        return false;
    }
    		void MemCopy(void* Dest, const void* Src, int Len)
    {
        DWORD OldProtect;
        DWORD OldProtect2;
        VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect);
        memcpy(Dest, Src, Len);
        VirtualProtect(Dest, Len, OldProtect, &OldProtect2);
        FlushInstructionCache(GetCurrentProcess(), Dest, Len);
    }
    void main()
    {
    MessageBoxA(NULL," Enter You Text Here ","Bravia's  Source",MB_OK); 
    	while (!IsGameReadyForHook()){
    		Sleep(20);
    	}
    	bool boxes = false;
    	bool fog = false;
    	bool ammo = false;
    	bool speed = false;
    	bool spread = false;
    	bool tracers = false;
    	bool showfps = false;
    	bool unlockcursor = false;
    	bool drawgun = false;
    	bool sjump = false;
    	bool recoil = false;
    	bool wireframe = false;
    	bool windows = false;
    	bool respawn = false;
    	bool act = false;
    	bool glitcher = false;
    	bool skeleton = false;
    	bool breath = false;
    	bool name = false;
    	bool nosway = false;
    	PushToConsole("FallDamageMinHeight 0.000000");
    	PushToConsole("FallDamageMaxHeight 0.000000");
    	PushToConsole("FallDamageMax 0.000000");
    	while(true){
    		if(GetAsyncKeyState(VK_NUMPAD1)<0){
    			if(boxes){
    				PushToConsole("ModelDebug_DrawBoxes 0");
    				PushToConsole("SkelModelStencil 0");
    				boxes = false;
    			} else {
    				PushToConsole("ModelDebug_DrawBoxes 1");
    				PushToConsole("SkelModelStencil 1");
    				boxes = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_NUMPAD2)<0){
    			if(fog){
    				PushToConsole("FogEnable 1");
    				fog = false;
    			} else {
    				PushToConsole("FogEnable 0");
    				fog = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_NUMPAD3)<0){
    			if(speed){
    				PushToConsole("BaseMoveAccel 3000.000000");
    				PushToConsole("StartAccel 500.000000");
    				PushToConsole("MaxAccel 3000.000000");
    				PushToConsole("AccelInc 6000.000000");
    				PushToConsole("WalkVel 70.000000");
    				PushToConsole("FRunVel 285.000000");
    				PushToConsole("BRunVel 285.000000");
    				PushToConsole("SRunVel 285.000000");
    				PushToConsole("DuckVel 50.000000");
    				speed = false;
    			} else {
    				PushToConsole("BaseMoveAccel 3000.000000");
    				PushToConsole("StartAccel 3000.000000");
    				PushToConsole("MaxAccel 3000.000000");
    				PushToConsole("AccelInc 3000.000000");
    				PushToConsole("WalkVel 3000.000000");
    				PushToConsole("FRunVel 3000.000000");
    		    	PushToConsole("BRunVel 3000.000000");
    				PushToConsole("SRunVel 3000.000000");
    				PushToConsole("DuckVel 3000.000000");
    				speed = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_NUMPAD4)<0){
    			if(spread){
    				PushToConsole("PerturbRotationEffect 3.000000");
    				PushToConsole("PerturbIncreaseSpeed 3.000000");
    				PushToConsole("PerturbDecreaseSpeed 9.000000");
    				PushToConsole("PerturbWalkPercent 0.500000");
    				PushToConsole("PerturbRecoil 9.000000");
    				PushToConsole("FireMovePerturb 9.000000");
    				PushToConsole("ZoomedFireMoveDuckPerturb 9.000000");
    				PushToConsole("ZoomedFireMovePerturb 9.000000");
    				PushToConsole("ZoomedFireDuckPerturb 9.000000");
    				spread = false;
    			} else {
    				PushToConsole("PerturbRotationEffect  0.000000"); 
    				PushToConsole("PerturbIncreaseSpeed 0.000000"); 
    				PushToConsole("PerturbWalkPercent 0.000000"); 
    				PushToConsole("PerturbFiringIncreaseSpeed 0.000000");
    				PushToConsole("PerturbRecoil 0.000000");
    				PushToConsole("FireMovePerturb 0.000000");
    				PushToConsole("ZoomedFireMoveDuckPerturb 0.000000");
    				PushToConsole("ZoomedFireMovePerturb 0.000000");
    				PushToConsole("ZoomedFireDuckPerturb 0.000000");
    				spread = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_NUMPAD5)<0){
    			if(tracers){
    				PushToConsole("ShowFirePath 0");
    				tracers = false;
    			} else {
    				PushToConsole("ShowFirePath 1");
    				tracers = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_NUMPAD6)<0){
    			if(sjump){
    				PushToConsole("JumpVel 330.000000");
    				sjump = false;
    			} else {
    				PushToConsole("JumpVel 660.000000");
    				sjump = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_NUMPAD7)<0){
    			if(showfps){
    				PushToConsole("ShowFps 0");
    				showfps = false;
    			} else {
    				PushToConsole("ShowFps 1");
    				showfps = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_NUMPAD8)<0){
    			if(unlockcursor){
    				PushToConsole("CursorCenter 1");
    				unlockcursor = false;
    			} else {
    				PushToConsole("CursorCenter 0");
    				unlockcursor = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_NUMPAD9)<0){
    			if(drawgun){
    				PushToConsole("drawguns 1");
    				drawgun = false;
    			} else {
    				PushToConsole("drawguns 0");
    				drawgun = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_PRIOR)<0){
    			if(respawn){
    				PushToConsole("DyingTime 3500.000000");
    				respawn = false;
    			} else {
    				PushToConsole("DyingTime 0");
    				PushToConsole("DeadCameraTime 0");
    				respawn = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_NEXT)<0){
    			if(act){
    				PushToConsole("ActivationDistance 10");
    				act = false;
    			} else {
    				PushToConsole("ActivationDistance 100000");
    				act = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_F11)<0){
    			if(nosway){
    				PushToConsole("WeaponSway 1.000000");
    				nosway = false;
    			} else {
    				PushToConsole("WeaponSway 0.000000");
    				nosway = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_F10)<0){
    			if(recoil){
    				PushToConsole("DuckDownCamOffSet -13.000000");
    				recoil = false;
    			} else {
    				PushToConsole("CamMaxPosYOffset 200.000000");
    				PushToConsole("DuckDownCamOffSet 1000.000000");
    				recoil = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_F12)<0){
    			if(glitcher){
    				PushToConsole("BaseMoveAccel 3000.000000");
    				PushToConsole("StartAccel 500.000000");
    				PushToConsole("MaxAccel 3000.000000");
    				PushToConsole("AccelInc 6000.000000");
    				PushToConsole("WalkVel 70.000000");
    				PushToConsole("FRunVel 285.000000");
    				PushToConsole("BRunVel 285.000000");
    				PushToConsole("SRunVel 285.000000");
    				PushToConsole("DuckVel 50.000000");
    				glitcher = false;
    			} else {
    				PushToConsole("BaseMoveAccel 90000.000000");
    				PushToConsole("StartAccel 90000.000000");
    				PushToConsole("MaxAccel 90000.000000");
    				PushToConsole("AccelInc 90000.000000");
    				PushToConsole("WalkVel 90000.000000");    
    				PushToConsole("FRunVel 90000.000000");    
    				PushToConsole("BRunVel 90000.000000");   
    				PushToConsole("SRunVel 90000.000000");  
    				glitcher = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_UP)<0){
    			PushToConsole("PlayerGravity +800");
    		}
    		if(GetAsyncKeyState(VK_DOWN)<0){
    			PushToConsole("PlayerGravity -800");
    		}
    		if(GetAsyncKeyState(VK_MULTIPLY)<0){
    			PushToConsole("PlayerGravity 0");
    		}
    		if(GetAsyncKeyState(VK_INSERT)<0){
    			PushToConsole("ActivationDistance 1000");
    		}
    		if(GetAsyncKeyState(VK_F7)<0){
    			PushToConsole("FragSelf 1");
    		}
    		if(GetAsyncKeyState(VK_F6)<0){
    			if(ammo){
    				PushToConsole("IsAmmo 0");
    				PushToConsole("ShotsPerClip 0");
    				ammo = false;
    			} else {
    				PushToConsole("IsAmmo 1");
    				PushToConsole("ShotsPerClip 1");
    				ammo = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_DELETE)<0){
    			PushToConsole("CrossHair_DefaultLength 50");
    			PushToConsole("CrossHair_DefaultGapLength 1");
    			PushToConsole("CrosshairGapMin 0");
    			PushToConsole("CrosshairGapMax 2");
    			PushToConsole("CrosshairBarMin 100");
    			PushToConsole("CrosshairBarMax 100");
    			PushToConsole("HitCrossHairMAXPerturb 0");
    			PushToConsole("HitCrossHairMINPerturb 0");
    			PushToConsole("HitCrossHairSize 0");
    			PushToConsole("CrossHair_FiringDuration 0");
    			PushToConsole("ScopeUDRadius 0");
    			PushToConsole("ScopeLRRadius 0");
    			PushToConsole("ScopeUPGap 0");
    			PushToConsole("ScopeLRGap 0");
    			PushToConsole("ShowBreath 0");
    		}
    		if(GetAsyncKeyState(VK_HOME)<0){
    			if(wireframe){
    				PushToConsole("WireFrame 0");
    				wireframe = false;
    			} else {
    				PushToConsole("WireFrame 1");
    				wireframe = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_NUMPAD0)<0){
    			if(breath){
    				PushToConsole("ShowBreath 0");
    				breath = false;
    			} else {
    				PushToConsole("ShowBreath 1");
    				breath = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_F9)<0){
    			if(skeleton){
    				PushToConsole("ModelDebug_DrawSkeleton 0");
    				skeleton = false;
    			} else {
    				PushToConsole("ModelDebug_DrawSkeleton 1");
    				skeleton = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_END)<0){
    			if(windows){
    				PushToConsole("Windowed 0");
    				windows = false;
    			} else {
    				PushToConsole("Windowed 1");
    				windows = true;
    			}
    		}
    		if(GetAsyncKeyState(VK_MENU)<0){
    			if(name){
    				PushToConsole("ModeFullName 0");
    				name = false;
    			} else {
    				PushToConsole("ModeFullName 1");
    				name = true;
    			}
    		}
    		Sleep(20);
    	}
    }
    BOOL APIENTRY DllMain( HMODULE hModule,
                           DWORD  ul_reason_for_call,
                           LPVOID lpReserved
    					 )
    {
    	switch (ul_reason_for_call)
    	{
    	case DLL_PROCESS_ATTACH:
    		ShellExecute;
    		CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL);
    		break;
    	case DLL_THREAD_ATTACH:
    	case DLL_THREAD_DETACH:
    	case DLL_PROCESS_DETACH:
    		break;
    	}
    	return TRUE;
    }

  2. The Following 12 Users Say Thank You to R45H1D For This Useful Post:

    /b/oss (05-30-2010),aladin96 (06-13-2010),aleyro (06-04-2010),[MPGH]AVGN (05-18-2010),carlosles (05-30-2010),[MPGH]Disturbed (06-20-2010),Drake (06-02-2010),dude117 (05-27-2010),hhhjr1 (06-20-2010),llsynnll (05-26-2010),skulibon367 (05-29-2010),^...,^ (05-28-2010)

  3. #2
    AVGN's Avatar
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    TY vBMasta

    * waits for 50 new hack releases..




    ^Thanks to RJ^




  4. The Following 2 Users Say Thank You to AVGN For This Useful Post:

    CRUSTY (09-22-2010),king4940 (06-08-2010)

  5. #3
    R45H1D's Avatar
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    Quote Originally Posted by AVGN View Post

    TY vBMasta

    * waits for 50 new hack releases..

    LOL how the heck u know im vBMasta :P

  6. #4
    AVGN's Avatar
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    i know all see all hear all..

    CA section is mah section



    ^Thanks to RJ^




  7. #5
    Obama's Avatar
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    Good job Bravia.

  8. #6
    AVGN's Avatar
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    you forgot
    Code:
    system("start http://www.mpgh.net/")



    ^Thanks to RJ^




  9. #7
    Obama's Avatar
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    Lol, true .

  10. #8
    !SpiderMan!'s Avatar
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    Good. lol

  11. #9
    R45H1D's Avatar
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    Quote Originally Posted by AVGN View Post
    you forgot
    Code:
    system("start http://www.mpgh.net/")
    Quote Originally Posted by Obama View Post
    Lol, true .
    Did not have time nikka lol I will try to add it when I get back from the party

  12. #10
    !SpiderMan!'s Avatar
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    ohh, Your At A Party? 0:

  13. #11
    ac1d_buRn's Avatar
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    Does that no recoil actually work O.o
    Also whats ammo?

  14. #12
    SPittn_Blood's Avatar
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    You make it look like combat arms hacking is easy..lol
    Good job on all this, now we need to find some bypasses

    Pixie force!

    -Current Projects-
    _______________________
    \//Stuff.. :P//\
    Current Code: C#

  15. #13
    scimmyboy's Avatar
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    i dont think no recoil works

  16. #14
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    OH!!! And guys, he left out something!!!!!

    He didn't make this!!!! My friend did, and i changed it a bit, and gave this to bravia, don't believe him, hes a noob, he didn't code this at all, i gave this to him!!!

    And no that no recoil doesnt work, he didnt even NOP any address. No address, and no 0x90's, all he did was declare what memcpy is.

    And this wouldnt work, you need 2 header files, "Files.h" and "Base.h".

    Don't let a noob tell you wrong

  17. The Following User Says Thank You to Ragehax For This Useful Post:

    matypatty (05-24-2010)

  18. #15
    neononxxx's Avatar
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    Lol, i knew this was missing a few headers.

    If you can code, you can fix it up to work tho. simple.......for some.

    Hell, I wouldn't use this at all.
    I just study it. See how things fit.
    So I can make one from scratch one day.
    Loading content... Please wait while the rest of this post loads.

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