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;
}