Credits to nightmare . Try encrypting those strings and turning off all the hacks before you enter new game room
PLEASE HELP ME
#include <windows.h>
#include <stdio.h>
#include <C:\Program Files\Microsoft DirectX SDK (June 2010)\Include\d3dx9.h>
#pragma comment( lib, "nod3dx9.lib" )
//AddY CAEU
#define DeviceGame 0x009289D0
#define GlassWalls 0x0057D51A
#define DIPEngine 0x006B7DDA
#define DrawPrimitive 0x81CA34
#define LTClientEXE 0x0048B730
#define LTClientDLL 0x377E6A60
#define GameStatus 0x377FD2A0
///////////////
#define EspName1 0x37302199
#define EspName2 0x3730221F
#define NoRecoil 0x373B24EC
#define NoReload 0x37432C91
///////////
#define SuperBullets 0x3742D626
#define WeaponRange1 0x37432F19
#define WeaponRange2 0x37433299
#define RapidFire 0x37433A15
#define WeaponManager 0x3782E2F4
#define PlayerByIndex 0x37158F60
#define PlayerRandom 0x37832070
typedef HRESULT ( __stdcall* oPresent ) ( LPDIRECT3DDEVICE9 pDevice, const RECT *pSourceRect, const RECT *pDestRect, HWND hDestWindowOverride, const RGNDATA *pDirtyRegion);
oPresent pPresent;
BOOL IsGameReadyForHook(void)
{
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 Ngm_GetPointer(int Begin)
{
DWORD *Device = ***(DWORD ****)DeviceGame;
if(Device == NULL)
return 0;
return Device[Begin];
}
void __stdcall Ngm_ConsolePush( const char* Ngm_Command)
{
DWORD* Ngm_Addr = ( DWORD* ) LTClientEXE;
if(*(BYTE*)GameStatus == 1)
{
__asm
{
Pushad;
Push Ngm_Command
call Ngm_Addr
add esp, 0x4
Popad;
}
}
}
//Variables
int cchams, cfog, cpick, cpickx1, cnames, crecoil, cspread,cspreadx1, cfps, cweaponrange, csuperbullets, crapidfire;
bool bfog, bchams, bpick, bspread, bfps, bnames, brecoil, bweaponrange, bsuperbullets, brapidfire;
void Ngm_Main(void)
{
if (GetAsyncKeyState(VK_NUMPAD1)&1) cfog = !cfog;
if(cfog)
{
if(!bfog)
{
Ngm_ConsolePush("FogEnable 0.0");
bfog = true;
}
}
else
{
if(bfog)
{
Ngm_ConsolePush("FogEnable 1.0");
bfog = false;
}
}
if (GetAsyncKeyState(VK_INSERT)&1) cchams = !cchams;
if(cchams)
{
if(!bchams)
{
Ngm_ConsolePush("SkelModelStencil 1.0");
bchams = true;
}
}
else
{
if(bchams)
{
Ngm_ConsolePush("SkelModelStencil 0.0");
bchams = false;
}
}
if (GetAsyncKeyState(VK_NUMPAD3)&1) cpick = !cpick;
if(cpick)
{
if(!bpick)
{
Ngm_ConsolePush("ActivationDistance 99999.0");
bpick = true;
}
}
else
{
if(bpick)
{
Ngm_ConsolePush("ActivationDistance 100.0");
bpick = false;
}
}
if (GetAsyncKeyState(VK_NUMPAD4)&1) cspread = !cspread;
if(cspread)
{
if(!bspread)
{
Ngm_ConsolePush("PerturbRotationEffect 0.000000" );
Ngm_ConsolePush("PerturbIncreaseSpeed 0.000000" );
Ngm_ConsolePush("PerturbWalkPercent 0.000000" );
Ngm_ConsolePush("PerturbFiringIncreaseSpeed 0.000000" );
Ngm_ConsolePush("PerturbRecoil 0.000000" );
Ngm_ConsolePush("FireMovePerturb 0.000000" );
Ngm_ConsolePush("ZoomedFireMoveDuckPerturb 0.000000" );
Ngm_ConsolePush("ZoomedFireMovePerturb 0.000000" );
Ngm_ConsolePush("ZoomedFireDuckPerturb 0.000000" );
bspread = true;
}
}
else
{
if(bspread)
{
Ngm_ConsolePush("PerturbRotationEffect 3.000000" );
Ngm_ConsolePush("PerturbIncreaseSpeed 3.000000" );
Ngm_ConsolePush("PerturbWalkPercent 9.000000" );
Ngm_ConsolePush("PerturbFiringIncreaseSpeed 0.500000" );
Ngm_ConsolePush("PerturbRecoil 9.000000" );
Ngm_ConsolePush("FireMovePerturb 9.000000" );
Ngm_ConsolePush("ZoomedFireMoveDuckPerturb 9.000000" );
Ngm_ConsolePush("ZoomedFireMovePerturb 9.000000" );
Ngm_ConsolePush("ZoomedFireDuckPerturb 9.000000" );
bspread = false;
}
}
if (GetAsyncKeyState(VK_NUMPAD5)&1) cfps = !cfps;
if(cfps)
{
if(!bfps)
{
Ngm_ConsolePush("ShowFps 1.0");
bfps = true;
}
}
else
{
if(bfps)
{
Ngm_ConsolePush("ShowFps 0.0");
bfps = false;
}
}
if (GetAsyncKeyState(VK_HOME)&1) cnames = !cnames;
if ((*(BYTE *)GameStatus == 1) && cnames) {
if(!bnames)
{
memcpy((void *)EspName1, (void *)(PBYTE)"\x90\x90", 2);
memcpy((void *)EspName2, (void *)(PBYTE)"\x90\x90", 2);
bnames = true;
}
}
else
{
if(bnames)
{
memcpy((void *)EspName1, (void *)(PBYTE)"\x75\x05", 2);
memcpy((void *)EspName2, (void *)(PBYTE)"\x75\x05", 2);
bnames = false;
}
}
if (GetAsyncKeyState(VK_NUMPAD7)&1) crecoil = !crecoil;
if ((*(BYTE *)GameStatus == 1) && crecoil) {
if(!brecoil)
{
memcpy((void *)NoRecoil, (void *)(PBYTE)"\x90\x90\x90\x90", 4);
brecoil = true;
}
}
else
{
if(brecoil)
{
memcpy((void *)NoRecoil, (void *)(PBYTE)"\xD9\x44\x24\x14", 4);
brecoil = false;
}
}
if (GetAsyncKeyState(VK_NUMPAD8)&1) cweaponrange = !cweaponrange;
if ((*(BYTE *)GameStatus == 1) && cweaponrange) {
if(!bweaponrange)
{
memcpy((void *)WeaponRange1, (void *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
memcpy((void *)WeaponRange2, (void *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
bweaponrange = true;
}
}
else
{
if(bweaponrange)
{
memcpy((void *)WeaponRange1, (void *)(PBYTE *)"\x8B\x80\xD4\x02\x00\x00", 6);
memcpy((void *)WeaponRange2, (void *)(PBYTE *)"\x8B\x80\xD4\x02\x00\x00", 6);
bweaponrange = false;
}
}
if (GetAsyncKeyState(VK_NUMPAD9)&1) csuperbullets = !csuperbullets;
if ((*(BYTE *)GameStatus == 1) && csuperbullets) {
if(!bsuperbullets)
{
memcpy((void *)SuperBullets, (void *)(PBYTE)"\x90\x90\x90", 3);
bsuperbullets = true;
}
}
else
{
if(bsuperbullets)
{
memcpy((void *)SuperBullets, (void *)(PBYTE)"\x0F\x94\xC0", 3);
bsuperbullets = false;
}
}
if (GetAsyncKeyState(VK_NUMPAD0)&1) crapidfire = !crapidfire;
if ((*(BYTE *)GameStatus == 1) && crapidfire) {
if(!brapidfire)
{
memcpy((void *)RapidFire, (void *)(PBYTE) "\x90\x90", 2);
brapidfire = true;
}
}
else
{
if(brapidfire)
{
memcpy((void *)RapidFire, (void *)(PBYTE) "\x74\x3E", 2);
brapidfire = false;
}
}
}
HRESULT __stdcall gellPresent(LPDIRECT3DDEVICE9 pDevice, const RECT *pSourceRect,
const RECT *pDestRect, HWND hDestWindowOverride, const RGNDATA *pDirtyRegion)
{
_asm pushad;
Ngm_Main();
_asm popad;
return pPresent(pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
bool bfog = false;
bool bchams = false;
bool bpick = false;
bool bspread = false;
bool bfps = false;
bool bnames = false;
bool brecoil = false;
bool bweaponrange = false;
bool bsuperbullets = false;
bool brapidfire = false;
}
void *Ngm_DetourCreate( BYTE *src, const BYTE *dst, const int len )
{
unsigned int Ngm_Pointers[] = { 0xE9 };
DWORD dwBack;
BYTE *jmp = (BYTE*)malloc( len + 5 );
VirtualProtect( src, len, PAGE_EXECUTE_READWRITE, &dwBack );
memcpy( jmp, src, len );
jmp += len;
jmp[0] = Ngm_Pointers[0];
*(DWORD*)( jmp+1 ) = (DWORD)( src+len - jmp ) - 5;
src[0] = Ngm_Pointers[0];
*(DWORD*)( src+1 ) = (DWORD)( dst - src ) - 5;
VirtualProtect( src, len, dwBack, &dwBack );
return( jmp-len );
bool bfog = false;
bool bchams = false;
bool bpick = false;
bool bspread = false;
bool bfps = false;
bool bnames = false;
bool brecoil = false;
bool bweaponrange = false;
bool bsuperbullets = false;
bool brapidfire = false;
}
void Ngm_Hook(void)
{
DWORD dwPresent = Ngm_GetPointer (17);
pPresent = (oPresent)Ngm_DetourCreate(( PBYTE)dwPresent, ( PBYTE )gellPresent, 5);
}
DWORD __stdcall dwD3D9Thread(LPVOID)
{
while( !IsGameReadyForHook() )
Sleep(100);
Ngm_Hook();
return 0;
}
bool __stdcall DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if(dwReason == DLL_PROCESS_ATTACH) {
MessageBox(0, "buro17100 - mpgh.net", "CA EU ", MB_OK);
CreateThread(NULL, NULL,(LPTHREAD_START_ROUTINE)dwD3D9Thread, NULL, NULL, NULL);
}
return true;
}
Credits to nightmare . Try encrypting those strings and turning off all the hacks before you enter new game room
Doing more Java and Python
Need help with your hack? Ask me, I will try to help you with all my might .
Press agian a hotkey when u leave a game
Be sure to check add Ingame check.
you can see how this base was written by a noob or leecher C&Ping just watching how the integer variables are used.. lol
List Of My Public Releases
Wallhack and NoFog - Detected (https://www.mpgh.net/forum/164-combat...ml#post1391299)
BOSCHACK CA EU v1.0 - Detected (https://www.mpgh.net/forum/172-combat...eu-v1-0-a.html)
BOSCHACK CA EU v1.1 - Detected (https://www.mpgh.net/forum/172-combat...ml#post2371767)
BOSCHACK Returned - Detected (https://www.mpgh.net/forum/172-combat...eturn-pub.html)
Make Hacks In 5min in 3 Steps
List Of My Public Releases
Wallhack and NoFog - Detected (https://www.mpgh.net/forum/164-combat...ml#post1391299)
BOSCHACK CA EU v1.0 - Detected (https://www.mpgh.net/forum/172-combat...eu-v1-0-a.html)
BOSCHACK CA EU v1.1 - Detected (https://www.mpgh.net/forum/172-combat...ml#post2371767)
BOSCHACK Returned - Detected (https://www.mpgh.net/forum/172-combat...eturn-pub.html)
Make Hacks In 5min in 3 Steps