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  1. #1
    ovenran's Avatar
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    Question [Question] Is this a correct code for CFPH?

    sir lauwy can you check?? because i have edit your source codes and make like this
    Code:
    // OvHacks**** - CrossFire PH Rev2.cpp : Defines the exported functions for the DLL application.
    //
    
    #include "stdafx.h"
    #include <windows.h>
    #include <iostream>
    
    using namespace std;
    
    bool IsGameReadyForHook()
    {
    	if(GetModuleHandleA("CShell.dll") != NULL)
    	{
    		return true;
    	 else {
    		return false;
    	 }
    	}
    }
    int __cdecl PushToConsole( const char* szCommand ) {
    	DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
    	if( dwCShell != NULL ) 	{
    		DWORD *LTClient = ( DWORD* )( (dwCShell + 0xE8) );
    		void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x1F7 );
    		__asm
    		{
    			push szCommand;
    			call CONoff;
    			add esp, 4;
    		}
    	}
    }
    
    void main ()
    {
    	bool boxes = true;
    	bool worldframe = false;
    	bool playerframe = false;
    	bool nogun = false;
    	bool nosmoke = false;
        bool WhitePlayers = false;
    	while(1)
    	{
    		if(GetAsyncKeyState(VK_F7)&1){
    			WhitePlayers = !WhitePlayers;
    		}
    		if(GetAsyncKeyState(VK_F6)&1){
    			nosmoke = !nosmoke;
    		}
    		if(GetAsyncKeyState(VK_F2)<0){
    			boxes = !boxes;
    		}
    		if(GetAsyncKeyState(VK_F3)<0){
    			worldframe = !worldframe;
    		}
    		if(GetAsyncKeyState(VK_F4)<0){
    			playerframe = !playerframe;
    		}
    		if(GetAsyncKeyState(VK_F5)<0){
    			nogun = !nogun;
    		}
    
    		if  (nogun){
    			PushToConsole ("DrawGuns 0");
    		else{
    		    PushToConsole ("DrawGuns 1");
    		}}
    		if  (boxes){
    			PushToConsole("ModelDebug_DrawBoxes 1");
    		else{
    			PushToConsole("ModelDebug_DrawBoxes 0");
    		}}
    		if  (worldframe){
    			PushToConsole("WireFrame 1");
    		else{
    			PushToConsole("WireFrame 0");
    		}}
    		if  (playerframe){
    			PushToConsole("WireFrameModels 1");
    		else{
    			PushToConsole("WireFrameModels 0");
    		}}
    		if (nosmoke){
    			PushToConsole("DrawParticles 0");
    		else{
    		    PushToConsole("DrawParticles 1");
    		}}
    		if (WhitePlayers){
    			PushToConsole("TextureModels 0");
    		else{
    		    PushToConsole("TextureModels 1");
    		}}
    
    		Sleep(100);
    	}
    }
    
    DWORD WINAPI yhd(LPVOID) {
    	while(IsGameReadyForHook() )
    	Sleep(25);
    	main ();
    	return 0;
    }
    
    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    	DisableThreadLibraryCalls(hDll);
    	if ( dwReason == DLL_PROCESS_ATTACH )
    	{
    		MessageBoxA(0, "Credits : Sir Lauwy and Ovenran", "Injection Success", 0);
    		CreateThread(NULL, NULL, yhd, NULL, NULL, NULL);
    		Sleep(100);
    	}
    	return TRUE;
    }
    or this one?
    Code:
    #include "stdafx.h"
    #include <windows.h>
    #include <iostream>
    
    using namespace std;
    
    bool IsGameReadyForHook()
    {
    	if(GetModuleHandleA("CShell.dll") != NULL)
    	{
    		return true;
    	 else
    		return false;
    	}
    }
    int __cdecl PushToConsole( const char* szCommand ) {
    	DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
    	if( dwCShell != NULL ) 	{
    		DWORD *LTClient = ( DWORD* )( (dwCShell + 0xE8) );
    		void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x1F7 );
    		__asm
    		{
    			push szCommand;
    			call CONoff;
    			add esp, 4;
    		}
    	}
    }
    
    void main ()
    {
    	bool boxes = true;
    	bool worldframe = false;
    	bool playerframe = false;
    	bool nogun = false;
    	bool nosmoke = false;
        bool WhitePlayers = false;
    	while(1)
    	{
    		if(GetAsyncKeyState(VK_F7)&1){
    			WhitePlayers = !WhitePlayers;
    		}
    		if(GetAsyncKeyState(VK_F6)&1){
    			nosmoke = !nosmoke;
    		}
    		if(GetAsyncKeyState(VK_F2)<0){
    			boxes = !boxes;
    		}
    		if(GetAsyncKeyState(VK_F3)<0){
    			worldframe = !worldframe;
    		}
    		if(GetAsyncKeyState(VK_F4)<0){
    			playerframe = !playerframe;
    		}
    		if(GetAsyncKeyState(VK_F5)<0){
    			nogun = !nogun;
    		}
    
    		if  (nogun){
    			PushToConsole ("DrawGuns 0");
    		else
    		    PushToConsole ("DrawGuns 1");
    		}
    		if  (boxes){
    			PushToConsole("ModelDebug_DrawBoxes 1");
    		else
    			PushToConsole("ModelDebug_DrawBoxes 0");
    		}
    		if  (worldframe){
    			PushToConsole("WireFrame 1");
    		else
    			PushToConsole("WireFrame 0");
    		}
    		if  (playerframe){
    			PushToConsole("WireFrameModels 1");
    		else
    			PushToConsole("WireFrameModels 0");
    		}
    		if (nosmoke){
    			PushToConsole("DrawParticles 0");
    		else
    		    PushToConsole("DrawParticles 1");
    		}
    		if (WhitePlayers){
    			PushToConsole("TextureModels 0");
    		else
    		    PushToConsole("TextureModels 1");
    		}
    
    		Sleep(100);
    	}
    }
    
    DWORD WINAPI yhd(LPVOID) {
    	while(IsGameReadyForHook() )
    	Sleep(25);
    	main ();
    	return 0;
    }
    
    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    	DisableThreadLibraryCalls(hDll);
    	if ( dwReason == DLL_PROCESS_ATTACH )
    	{
    		MessageBoxA(0, "Credits : Sir Lauwy and Ovenran", "Injection Success", 0);
    		CreateThread(NULL, NULL, yhd, NULL, NULL, NULL);
    		Sleep(100);
    	}
    	return TRUE;
    }
    or this one?
    Code:
    // OvHacks**** - CrossFire PH Rev2.cpp : Defines the exported functions for the DLL application.
    //
    
    #include "stdafx.h"
    #include <windows.h>
    #include <iostream>
    
    using namespace std;
    
    bool IsGameReadyForHook()
    {
    	if(GetModuleHandleA("CShell.dll") != NULL)
    	{
    		return true;
    	 else
    		return false;
    	}
    }
    int __cdecl PushToConsole( const char* szCommand ) {
    	DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
    	if( dwCShell != NULL ) 	{
    		DWORD *LTClient = ( DWORD* )( (dwCShell + 0x1F8) );
    		void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x1F7 );
    		__asm
    		{
    			push szCommand;
    			call CONoff;
    			add esp, 4;
    		}
    	}
    }
    
    void main ()
    {
    	bool boxes = true;
    	bool worldframe = false;
    	bool playerframe = false;
    	bool nogun = false;
    	bool nosmoke = false;
        bool WhitePlayers = false;
    	while(1)
    	{
    		if(GetAsyncKeyState(VK_F7)&1){
    			WhitePlayers = !WhitePlayers;
    		}
    		if(GetAsyncKeyState(VK_F6)&1){
    			nosmoke = !nosmoke;
    		}
    		if(GetAsyncKeyState(VK_F2)<0){
    			boxes = !boxes;
    		}
    		if(GetAsyncKeyState(VK_F3)<0){
    			worldframe = !worldframe;
    		}
    		if(GetAsyncKeyState(VK_F4)<0){
    			playerframe = !playerframe;
    		}
    		if(GetAsyncKeyState(VK_F5)<0){
    			nogun = !nogun;
    		}
    
    		if  (nogun){
    			PushToConsole ("DrawGuns 0");
    		else
    		    PushToConsole ("DrawGuns 1");
    		}
    
    		if  (boxes){
    			PushToConsole("ModelDebug_DrawBoxes 1");
    		else
    			PushToConsole("ModelDebug_DrawBoxes 0");
    		}
    
    		if  (worldframe){
    			PushToConsole("WireFrame 1");
    		else
    			PushToConsole("WireFrame 0");
    		}
    
    		if  (playerframe){
    			PushToConsole("WireFrameModels 1");
    		else
    			PushToConsole("WireFrameModels 0");
    		}
    
    		if (nosmoke){
    			PushToConsole("DrawParticles 0");
    		else
    		    PushToConsole("DrawParticles 1");
    		}
    
    		if (WhitePlayers){
    			PushToConsole("TextureModels 0");
    		else
    		    PushToConsole("TextureModels 1");
    		}
    
    		Sleep(100);
    	}
    }
    
    DWORD WINAPI yhd(LPVOID) {
    	while(IsGameReadyForHook() )
    	Sleep(25);
    	main ();
    	return 0;
    }
    
    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    	DisableThreadLibraryCalls(hDll);
    	if ( dwReason == DLL_PROCESS_ATTACH )
    	{
    		MessageBoxA(0, "Credits : Sir Lauwy and Ovenran", "Injection Success", 0);
    		CreateThread(NULL, NULL, yhd, NULL, NULL, NULL);
    		Sleep(100);
    	}
    	return TRUE;
    }
    Last edited by ovenran; 09-04-2010 at 03:46 PM.

  2. #2
    TheGamer321's Avatar
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    ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

  3. #3
    ovenran's Avatar
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    this one ?
    Code:
    #include "stdafx.h"
    #include <windows.h>
    #include <iostream>
    
    using namespace std;
    
    bool IsGameReadyForHook()
    {
    	if(GetModuleHandleA("CShell.dll") != NULL)
    	{
    		return true;
    	 else
    		return false;
    	}
    }
    int __cdecl PushToConsole( const char* szCommand ) {
    	DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
    	if( dwCShell != NULL ) 	{
    		DWORD *LTClient = ( DWORD* )( (dwCShell + 0xE8) );
    		void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x1F7 );
    		__asm
    		{
    			push szCommand;
    			call CONoff;
    			add esp, 4;
    		}
    	}
    }
    
    void main ()
    {
    	bool boxes = true;
    	bool worldframe = false;
    	bool playerframe = false;
    	bool nogun = false;
    	bool nosmoke = false;
        bool WhitePlayers = false;
    	while(1)
    	{
    		if(GetAsyncKeyState(VK_F7)&1){
    			WhitePlayers = !WhitePlayers;
    		}
    		if(GetAsyncKeyState(VK_F6)&1){
    			nosmoke = !nosmoke;
    		}
    		if(GetAsyncKeyState(VK_F2)<0){
    			boxes = !boxes;
    		}
    		if(GetAsyncKeyState(VK_F3)<0){
    			worldframe = !worldframe;
    		}
    		if(GetAsyncKeyState(VK_F4)<0){
    			playerframe = !playerframe;
    		}
    		if(GetAsyncKeyState(VK_F5)<0){
    			nogun = !nogun;
    		}
    
    		if  (nogun){
    			PushToConsole ("DrawGuns 0");
    		else
    		    PushToConsole ("DrawGuns 1");
    		}
    		if  (boxes){
    			PushToConsole("ModelDebug_DrawBoxes 1");
    		else
    			PushToConsole("ModelDebug_DrawBoxes 0");
    		}
    		if  (worldframe){
    			PushToConsole("WireFrame 1");
    		else
    			PushToConsole("WireFrame 0");
    		}
    		if  (playerframe){
    			PushToConsole("WireFrameModels 1");
    		else
    			PushToConsole("WireFrameModels 0");
    		}
    		if (nosmoke){
    			PushToConsole("DrawParticles 0");
    		else
    		    PushToConsole("DrawParticles 1");
    		}
    		if (WhitePlayers){
    			PushToConsole("TextureModels 0");
    		else
    		    PushToConsole("TextureModels 1");
    		}
    
    		Sleep(100);
    	}
    }
    
    DWORD WINAPI yhd(LPVOID) {
    	while(IsGameReadyForHook() )
    	Sleep(25);
    	main ();
    	return 0;
    }
    
    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    	DisableThreadLibraryCalls(hDll);
    	if ( dwReason == DLL_PROCESS_ATTACH )
    	{
    		MessageBoxA(0, "Credits : Sir Lauwy and Ovenran", "Injection Success", 0);
    		CreateThread(NULL, NULL, yhd, NULL, NULL, NULL);
    		Sleep(100);
    	}
    	return TRUE;
    }
    sorry im middle coding in CF PH

  4. #4
    TheGamer321's Avatar
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    error always

  5. #5
    ovenran's Avatar
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    what should i do in "else" things

  6. #6
    TheGamer321's Avatar
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    we need lauwy to find out wat is missing...

  7. #7
    MiNT's Avatar
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    Cool

    1- its missing the LT client
    2- your if-else statements are completely wrong,for the purpose ur trying to use them
    *whats wrong* having the else inside the { } when its supposed to be out

    *suggestion* make it clearer for the reader of the code (YOU) and for the computer by maybe doing this

    like:

    if (boxes) PushToConsole("ModelDebug_DrawBoxes 1");
    else if (!boxes) PushToConsole("ModelDebug_DrawBoxes 0");


    press thanks and give credits, cuz i kno this helped u ":P

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

    daisuke1113 (09-06-2010),ovenran (09-04-2010)

  9. #8
    ovenran's Avatar
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    thanks! i will just put only if thanks

  10. #9
    MiNT's Avatar
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    ummm... ok but the else is needed if u want to have the option of turning it on and off

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