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  1. #1
    Gx4hxR's Avatar
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    NPC OPK | TeleKill | Weapon Teleport

    Aqui vai 1º Post de muitos outros na MPGH!
    Primeiro defina as int
    Code:
    INT OPK;
    INT NPCOPK;
    INT spick, Tele;
    Agora o GameStatus do OPK
    Code:
    if((*(BYTE *)GameStatus == 1) && (OPK)) {
           DWORD player, position, target;
       player = (DWORD)GetModuleHandle("ClientFX.fxd");
       player += PlayerOffSet;
       memcpy(&position, (VOID *)(player), 4);
       position += 0xCC;
       memcpy(&target, (VOID *)(PlayerRandom), 4);
       target += 0xCC;
    
       if((*(BYTE *)GameStatus == 1) && OPK) {
          if((target > 0xCC && position > 0xCC)
          && (target > 0xC8 && position > 0xC8)
          && (target > 0xD0 && position > 0xD0)) {
             *(FLOAT *)target = *(FLOAT *)position;
             *(FLOAT *)(target + 0x4) = *(FLOAT *)(position + 0x4)+ 50.0f;
             *(FLOAT *)(target - 0x4) = *(FLOAT *)(position - 0x4)+ 50.0f;
          }
       }
        }
    Mias um game status
    Code:
    if((*(BYTE *)GameStatus == 1) && (NPCOPK || Tele || spick ) )
        {
            cGameClientShell* pGameClientShell = (cGameClientShell*)GCS;
            cSFXMgr* SFXMgr = pGameClientShell->GetSFXMgr();
            unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
            GetLocalPlayer = (lpGetLocalPlayer)(LocalPlayer);
            cClientInfo *pLocal = GetLocalPlayer(ulThis);
    NPC OPK
    Code:
            if(ValidPointer(SFXMgr))
            {
                if(NPCOPK)  //NPC-OPK
                {
                    for ( int i = 0; i < SFXMgr->SFXList[0x18].Num ; i++ )
                    {
                        cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x18].List[i];
                        if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
                        {
                            if(!NPC->IsPlayer )
                            {
                                D3DXVECTOR3 Pos_1 =  *(D3DXVECTOR3*)(pLocal->Object +0x4);
                                Pos_1.y -= 50.0f;
                                Pos_1.x += 50.0f;
                                SetObject(NPC->Object ,Pos_1);
                            }
                        }
                    }
    
                }
            }
    Weapon Teleport
    Code:
    if(Tele) // Weapon Teleport
                {
                    for ( int i = 0; i < SFXMgr->SFXList[0x17].Num ; i++ )       
                    {
                        cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x17].List[i];
                        if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
                        {
                            if(!NPC->IsPlayer )
                            {
                                D3DXVECTOR3 Pos_1 =  *(D3DXVECTOR3*)(pLocal->Object +0x4);
                                Pos_1.y -= 10.0f*i; 
                                Pos_1.x += 50.0f;
                                SetObject(NPC->Object ,Pos_1);
                            } 
    
                             }
                        }
                    }
    Weapon Vacumm
    Code:
    if(spick)  //Weapon Vacumm
                {
                    for ( int i = 0; i < SFXMgr->SFXList[0x17].Num ; i++ )       
                    {
                        cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x17].List[i];
                        if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
                        {
                            if(!NPC->IsPlayer )
                            {
                                D3DXVECTOR3 Pos_1 =  *(D3DXVECTOR3*)(pLocal->Object +0x4);
                                Pos_1.y -= 10.0f*i; 
                                Pos_1.x += 50.0f;
                                SetObject(NPC->Object ,Pos_1);
                            } 
                            else if(spick == 1) {
                                Sleep(100);
                               spick = false;
                             }
                        }
                    }
    } else {
                  }
    Mias game status --'
    Code:
            } else {
           if((*(BYTE *)GameStatus == 5))
            spick = false;
            NPCOPK = false;
            Tele   = false;
           }
           
            
        return oPresent(pDevice, a, b, c, d);
    }
    Ficando assim o codigo final

    Code:
    INT OPK;
    INT NPCOPK;
    INT spick, Tele;
    if((*(BYTE *)GameStatus == 1) && (OPK)) {
           DWORD player, position, target;
       player = (DWORD)GetModuleHandle("ClientFX.fxd");
       player += PlayerOffSet;
       memcpy(&position, (VOID *)(player), 4);
       position += 0xCC;
       memcpy(&target, (VOID *)(PlayerRandom), 4);
       target += 0xCC;
    
       if((*(BYTE *)GameStatus == 1) && OPK) {
          if((target > 0xCC && position > 0xCC)
          && (target > 0xC8 && position > 0xC8)
          && (target > 0xD0 && position > 0xD0)) {
             *(FLOAT *)target = *(FLOAT *)position;
             *(FLOAT *)(target + 0x4) = *(FLOAT *)(position + 0x4)+ 50.0f;
             *(FLOAT *)(target - 0x4) = *(FLOAT *)(position - 0x4)+ 50.0f;
          }
       }
        }
        
        
        
        if((*(BYTE *)GameStatus == 1) && (NPCOPK || Tele || spick ) )
        {
            cGameClientShell* pGameClientShell = (cGameClientShell*)GCS;
            cSFXMgr* SFXMgr = pGameClientShell->GetSFXMgr();
            unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
            GetLocalPlayer = (lpGetLocalPlayer)(LocalPlayer);
            cClientInfo *pLocal = GetLocalPlayer(ulThis);
    
            if(ValidPointer(SFXMgr))
            {
                if(NPCOPK)  //NPC-OPK
                {
                    for ( int i = 0; i < SFXMgr->SFXList[0x18].Num ; i++ )
                    {
                        cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x18].List[i];
                        if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
                        {
                            if(!NPC->IsPlayer )
                            {
                                D3DXVECTOR3 Pos_1 =  *(D3DXVECTOR3*)(pLocal->Object +0x4);
                                Pos_1.y -= 50.0f;
                                Pos_1.x += 50.0f;
                                SetObject(NPC->Object ,Pos_1);
                            }
                        }
                    }
    
                }
            }
    
    
            if(Tele) // Weapon Teleport
                {
                    for ( int i = 0; i < SFXMgr->SFXList[0x17].Num ; i++ )       
                    {
                        cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x17].List[i];
                        if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
                        {
                            if(!NPC->IsPlayer )
                            {
                                D3DXVECTOR3 Pos_1 =  *(D3DXVECTOR3*)(pLocal->Object +0x4);
                                Pos_1.y -= 10.0f*i; 
                                Pos_1.x += 50.0f;
                                SetObject(NPC->Object ,Pos_1);
                            } 
    
                             }
                        }
                    }
                
        
            
                if(spick)  //Weapon Vacumm
                {
                    for ( int i = 0; i < SFXMgr->SFXList[0x17].Num ; i++ )       
                    {
                        cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x17].List[i];
                        if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
                        {
                            if(!NPC->IsPlayer )
                            {
                                D3DXVECTOR3 Pos_1 =  *(D3DXVECTOR3*)(pLocal->Object +0x4);
                                Pos_1.y -= 10.0f*i; 
                                Pos_1.x += 50.0f;
                                SetObject(NPC->Object ,Pos_1);
                            } 
                            else if(spick == 1) {
                                Sleep(100);
                               spick = false;
                             }
                        }
                    }
                  }
                } else {
           if((*(BYTE *)GameStatus == 5))
            spick = false;
            NPCOPK = false;
            Tele   = false;
           }
           
            
        return oPresent(pDevice, a, b, c, d);
    }

    Ja que é para ferrar tudo, então gogogo!

    Classes adicionadas, tanto para essas funções como para aimbot!

    Virus Scan:

    Classes.rar - Verificador de malware do Jotti
    https://www.virustotal.com/file/83bf...is/1326500130/


    Se tiver faltando alguma coisa me avisa

    Creditos:
    mmbob
    steven1578
    Gx4hxR
    BaTaTa
    Toko
    Gellin
    WE11
    ---------- Post added at 02:21 PM ---------- Previous post was at 02:18 PM ----------

    Pra quem n tem o endereço
    Code:
    #define GameStatus      0x377AF0D0
    <b>Downloadable Files</b> Downloadable Files
    Last edited by BACKD00R; 01-13-2012 at 05:16 PM.

  2. The Following 8 Users Say Thank You to Gx4hxR For This Useful Post:

    [MPGH]Dave84311 (01-13-2012),Deic70 (01-13-2012),Otaviomorais (10-21-2012),pDevice (09-24-2012),SNIPdetta (01-13-2012),Tiago2394 (09-25-2016),venenako (05-28-2015),woot10987 (01-05-2013)

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