My Hotkey Source (server crasher and remote kill!)

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My Hotkey Source (server crasher and remote kill!)
this is Semi-Detected

i crash in about 10 minutes with this source (usually only if i use rapid fire though)

anyway, this base isn't home built or anything, its not custom, its just bits of bases i've collected over time from different releases of other bases and thrown into 1 base and it just so happened to work (hence the semi detected)

this is slightly noob proof since you have to make it undetected...

what hacks are already in the base
All updated Addies, it will run straght from compile (and crash in 10 minutes)
Semi Custom Server Crasher ( if u just want that, i'll pst it so u dont need to dig thruogh)
Rapid Fire (credits to @NOOB for both recoil and rapid)
No Recoil
Gamestatus is in here, but not acutally used, although an example is given

Main.cpp
Code:
#include <windows.h>
#include <stdio.h>
#include <d3dx9.h>
#pragma comment( lib, "d3dx9.lib" )
#define Rapid 0x37504115
#define LTBase 0x378F5D78
#define LTClient 0x378F5D90
#define UnwrappedConsole 0x485F60
#define DrawPrim 0x8024F8
#define GameStatus 0x37906D28
#define GameClientShell 0x3793B218
#define ClientInfo 0x378F4A8C
#define SBullets 0x374FE0B6
#define Range1 0x37503699
#define Range2 0x37503A19
#define NameTag1 0x372DB630
#define NameTag2 0x372DB6AD
#define PlayerByIndex 0x37151500
#define LocalPlayer 0x371520C0
#define Recoil1 0x37497B00
#define Recoil2 0x375AAA69
#define Recoil3 0x37497B14
#define Recoil4 0x37497B20
#define Beast 0x3790F0EC
#define Worldblock 0x07F19D8
#define ADDR_REMOTEKILL1    0x375037C1
#define ADDR_REMOTEKILL2    0x375037C2
#define ADDR_REMOTEKILL3    0x37503B41
#define ADDR_REMOTEKILL4    0x37503B42

typedef HRESULT ( WINAPI* oPresent ) ( LPDIRECT3DDEVICE9 pDevice, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion);
oPresent pPresent;

bool IsGameReadyForHook()
{
if( GetModuleHandleA( "d3d9.dll"     ) != NULL 
&& GetModuleHandleA( "ClientFX.fxd" ) != NULL 
&& GetModuleHandleA( "CShell.dll"   ) != NULL )
return true;
return false;
}
void Memoria( void* pvAddress, void* pvBuffer, size_t len )
{
if( *(BYTE*)pvAddress == *(BYTE*)pvBuffer )
return;

memcpy( ( void* )pvAddress, ( void* )pvBuffer, len );
}

bool bDataCompare(const BYTE* pData, const BYTE* bMask, const char* szMask) 
{ 
    for(;*szMask;++szMask,++pData,++bMask) 
        if(*szMask=='x' && *pData!=*bMask )  
            return false; 
    return (*szMask) == NULL; 
} 

DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask) 
{ 
    for(DWORD i=0; i < dwLen; i++) 
if(bDataCompare( (BYTE*)( dwAddress+i ),bMask,szMask) ) 
            return (DWORD)(dwAddress+i); 
     
    return 0; 
}


DWORD VTable(int index)
{
DWORD* devicePtr = 0;

DWORD hD3D9 = NULL;

while(hD3D9 == NULL){
Sleep(100);
try
{
hD3D9 = (DWORD)GetModuleHandleA("d3d9.dll");}
catch(...)
{
hD3D9 = NULL;
}}

DWORD addy = FindPattern(hD3D9, 0x1280000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
Memoria (&devicePtr, (void*)(addy+2), 4);

if(devicePtr == NULL){
return 0;}

return devicePtr[index];

}
void CPush(const char* cmd)
{
_asm
{
PUSH cmd
MOV EAX, 0x485F60
CALL EAX
ADD ESP, 0x4
}
}
void main() 
{
	//if((*(BYTE *)GameStatus =5) && GetAsyncKeyState(VK_DELETE) & 1){
	/*if(GetAsyncKeyState(VK_DELETE) & 1){
memcpy((VOID *)Beast, (VOID *)(PBYTE)"\x01", 1);
}else {
memcpy((VOID *)Beast, (VOID *)(PBYTE)"\x00", 1);
}*/
if(GetAsyncKeyState(VK_LBUTTON) & 1 )
{
	Memoria((LPVOID) (Rapid), "\x90\x90", 2);
	Memoria((LPVOID) (Recoil1), "\x90\x90\x90", 3);
	Memoria((LPVOID) (Recoil2), "\x90\x90\x90", 3);
	Memoria((LPVOID) (Recoil3), "\x90\x90\x90", 3);
	Memoria((LPVOID) (Recoil4), "\x90\x90\x90", 3);
	
}else{
	Memoria((LPVOID) (Rapid), "\x74\x3E", 2);
	Memoria((LPVOID) (Recoil1), "\xD8\x66\x58", 3);
	Memoria((LPVOID) (Recoil2), "\xD9\x46\x54", 3);
	Memoria((LPVOID) (Recoil3), "\xD9\x5E\x58", 3);
	Memoria((LPVOID) (Recoil4), "\xD9\x5E\x4C", 3);
}
if(GetAsyncKeyState(VK_NUMPAD1) & 1 ){
*(long*)Beast = (((0xFF-0x80)+(0x20+0xFF))-(0xFF+0x90)); // Beast mode on
} else {
*(long*)Beast = 1;
}/*
if(GetAsyncKeyState(VK_END) & 1){
/*void DoServerCrash(int Value)
{
	if (Value == 0)
		return;

	CAutoMessage Msg;
	Msg.Writeuint8(104);
	Msg.WriteWString((wchar_t*) L"Hey Nexon, how's it goin? I hope you don't mind me crashing your game server like this, i just get annoyed at how you run this game. you will read this a lot, bye! :)");
	g_LTClient->SendToServer(Msg.Read(), MESSAGE_GUARANTEED);
}
}*/}

/*void RemoteKill( bool Kill )
{
	if( GetAsyncKeyState(VK_NUMPAD2) &1 )
 	{
 		DWORD dwOldVProtection;
 		VirtualProtect( (void*) ADDR_REMOTEKILL1, 5, PAGE_EXECUTE_READWRITE, &dwOldVProtection );
 		*(BYTE*)ADDR_REMOTEKILL1 = 0xE8;
 		*(DWORD*)ADDR_REMOTEKILL2 = ( (DWORD)IntersectAndPenetrateSegment ) - ( (DWORD)ADDR_REMOTEKILL2 + 0x4 );
 		VirtualProtect( (void*) ADDR_REMOTEKILL1, 5, dwOldVProtection, &dwOldVProtection);

		VirtualProtect( (void*) ADDR_REMOTEKILL3, 5, PAGE_EXECUTE_READWRITE, &dwOldVProtection );
		*(BYTE*)ADDR_REMOTEKILL3 = 0xE8;
		*(DWORD*)ADDR_REMOTEKILL4 = ( (DWORD)IntersectAndPenetrateSegment ) - ( (DWORD)ADDR_REMOTEKILL4 + 0x4 );
		VirtualProtect( (void*) ADDR_REMOTEKILL3, 5, dwOldVProtection, &dwOldVProtection);
 	}
 	else
	{
 		Memoria( (PBYTE)ADDR_REMOTEKILL1, (PBYTE)"\x8B\x51\x64\xFF\xD2", 5 );
		Memoria( (PBYTE)ADDR_REMOTEKILL3, (PBYTE)"\x8B\x51\x64\xFF\xD2", 5 );
	}
 }*/


HRESULT WINAPI gellPresent(LPDIRECT3DDEVICE9 pDevice, CONST RECT *pSourceRect, 
   CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion)
{
_asm pushad;
main();
_asm popad;
return pPresent(pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}

void *DetourCreate( BYTE *src, const BYTE *dst )
{
int len = 5;

BYTE *jmp = (BYTE*)malloc( len+5 );
DWORD dwBack;
VirtualProtect( src, len, PAGE_EXECUTE_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 );
}

void Hook(void)
{
DWORD dwPresent  = VTable(17);
pPresent    = (oPresent)DetourCreate(( PBYTE)dwPresent, ( PBYTE )gellPresent);
}

DWORD WINAPI dwD3D9Thread(LPVOID)
{
while( !IsGameReadyForHook() )
Sleep(100);
Hook();
return 0;
}
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if ( dwReason == DLL_PROCESS_ATTACH )
{
CreateThread(NULL, NULL, dwD3D9Thread, NULL, NULL, NULL);
}
return TRUE;
}


Sever crasher and remote kill (credits to gellin on RK)
Code:
if(GetAsyncKeyState(VK_END) & 1){
/*void DoServerCrash(int Value)
{
	if (Value == 0)
		return;

	CAutoMessage Msg;
	Msg.Writeuint8(104);
	Msg.WriteWString((wchar_t*) L"Hey Nexon, how's it goin? I hope you don't mind me crashing your game server like this, i just get annoyed at how you run this game. you will read this a lot, bye! :)");
	g_LTClient->SendToServer(Msg.Read(), MESSAGE_GUARANTEED);
}
}*/}

/*void RemoteKill( bool Kill )
{
	if( GetAsyncKeyState(VK_NUMPAD2) &1 )
 	{
 		DWORD dwOldVProtection;
 		VirtualProtect( (void*) ADDR_REMOTEKILL1, 5, PAGE_EXECUTE_READWRITE, &dwOldVProtection );
 		*(BYTE*)ADDR_REMOTEKILL1 = 0xE8;
 		*(DWORD*)ADDR_REMOTEKILL2 = ( (DWORD)IntersectAndPenetrateSegment ) - ( (DWORD)ADDR_REMOTEKILL2 + 0x4 );
 		VirtualProtect( (void*) ADDR_REMOTEKILL1, 5, dwOldVProtection, &dwOldVProtection);

		VirtualProtect( (void*) ADDR_REMOTEKILL3, 5, PAGE_EXECUTE_READWRITE, &dwOldVProtection );
		*(BYTE*)ADDR_REMOTEKILL3 = 0xE8;
		*(DWORD*)ADDR_REMOTEKILL4 = ( (DWORD)IntersectAndPenetrateSegment ) - ( (DWORD)ADDR_REMOTEKILL4 + 0x4 );
		VirtualProtect( (void*) ADDR_REMOTEKILL3, 5, dwOldVProtection, &dwOldVProtection);
 	}
 	else
	{
 		Memoria( (PBYTE)ADDR_REMOTEKILL1, (PBYTE)"\x8B\x51\x64\xFF\xD2", 5 );
		Memoria( (PBYTE)ADDR_REMOTEKILL3, (PBYTE)"\x8B\x51\x64\xFF\xD2", 5 );
	}
 }*/
enjoy fixing this shit XD i also dont know if thats a good crasher...i nevr got it to work without the code giving me an error
/fp
This source is useless.
Too many bugs, you can't even do Server Crasher cause it's patched i think.
Quote Originally Posted by flameswor10 View Post
/fp
This source is useless.
Too many bugs, you can't even do Server Crasher cause it's patched i think.
It isn't patched i know of a VIP that has it.
no its not, i was in a game 15 minutes ago that got crashed :/ it sucked, i was doing well

and the bugs are my bad lol
Quote Originally Posted by supercarz1991 View Post
no its not, i was in a game 15 minutes ago that got crashed :/ it sucked, i was doing well

and the bugs are my bad lol
IVE MADE ALL THE VIP SOURCE AND NOW ALL RELEASE IT

AND PS: ITS REALLY BUGGY U NEED TO WRITE UR OWN FUNCION FOR REMOTEKILL =)
idc enough for RK, i dont even hack or play CA anymore, its also buggy cuz i'm still new to coding (but good enough i can do something useful)

i like noping random things
Remote Kill = C+P Gellin's Base
Crash Server = FAIL!
Quote Originally Posted by S0aD View Post
Remote Kill = C+P Gellin's Base
Crash Server = FAIL!
i agree

but with server crasher u only have to know how to use it.
Quote Originally Posted by S0aD View Post
Remote Kill = C+P Gellin's Base
Crash Server = FAIL!
Server Crasher is good.

@supercarz1991 CREDITS FOR ServerCrasher to @mmbob

But you need classes for each /
Quote Originally Posted by CAFlames View Post


Server Crasher is good.

@supercarz1991 CREDITS FOR ServerCrasher to @mmbob

But you need classes for each /
Is true...
But this "Crash Server" Is a Bug of Game
i will add some dotours and some addresses
Server crasher can be done via a command in the cshell.
Quote Originally Posted by Fabolous View Post
Server crasher can be done via a command in the cshell.
Code:
PushToConsole("DebugGame 1");
It crashes the room as the game sends a "Error" to the server.
Quote Originally Posted by flameswor10 View Post
Code:
PushToConsole("DebugGame 1");
It crashes the room as the game sends a "Error" to the server.
Dam, you sound srs.

troll?
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