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  1. #1
    EminemJr's Avatar
    Join Date
    Apr 2011
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    Hotkey Source code

    Code:
    #include <process.h>
    #include "stdafx.h"
    #include <windows.h>
    #include <shellapi.h>
    #include <fstream>
    
    #pragma comment(lib,"shell32.lib")
    
    void __cdecl PushToConsole( const char* szCommand )
    {
    DWORD *Ltcliient = ( DWORD* )( 0x378F4D90 );
    void* CONoff = ( void* )*( DWORD* )( *Ltcliient + 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()
    {
    
    
    
    
    while (!IsGameReadyForHook()){
    Sleep(20);
    }
    bool boxes = false;//nx chams with boxes
    bool fog = false;//no fog
    bool speed = false;//speed hack
    bool spread = false;// no spread
    bool tracers = false;// tracers useless but why not
    bool showfps = false;// also useless but why not
    bool drawgun = false;// takes away your gun
    bool sjump = false;// super jump ( i toned it down so it does not hurt you when you fall its just enough to jump onto higher ledges and stuff
    bool windows = false;//windowed kinda buggy on single core computers
    bool nosway = false;// no sway. Very usefull in my opinion helps with fireing
    bool wframe = false;// wire frame iritating ....
    bool fb = false;//full bright useful on some maps
    bool glow = false;// glow usefull on some maps
    bool ps = false;//useless just harder to aim
    bool removers = false;// helps speed up game
    bool vjump = false;//heard it can help
    bool Hover = false;//hover above position
    bool KillCamOn = false;//KillCam On
    bool FFon = false;//FriendlyFire on
    bool heal = false;//heal HP
    bool rcrosshair = false;
    bool spectator = false;
    bool firerate = false;
    
    //right here is stuff that will be on when it starts up
    PushToConsole("FireSpeed 999.999999" );
    firerate= false;
    
    PushToConsole("SpectatorMode 1" );
    spectator = false;
    
    PushToConsole("CrossHairR 255");
    rcrosshair = false;
    
    PushToConsole("Heal 0");
    heal = false;
    
    PushToConsole("KillCam_On 0");
    FFon = false;
    
    PushToConsole("KillCam_On 0");
    KillCamOn = false;
    
    PushToConsole("PlayerGravity 0");
    PushToConsole("PlayerVelocity 0");
    Hover = true;
    
    PushToConsole("FallDamageMax 0.000001");
    PushToConsole("ShowFps 1");
    showfps = true;
    
    while(true){
    if(GetAsyncKeyState(VK_HOME)<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_F11)<0){
    if(fog){
    PushToConsole("FogEnable 1");
    fog = false;
    } else {
    PushToConsole("FogEnable 0");
    fog = true;
    }
    }
    if(GetAsyncKeyState(VK_F12)<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 999.000000");
    PushToConsole("StartAccel 999.000000");
    PushToConsole("MaxAccel 999.000000");
    PushToConsole("AccelInc 666.000000");
    PushToConsole("WalkVel 500.000000");
    PushToConsole("FRunVel 500.000000");
    PushToConsole("BRunVel 500.000000");
    PushToConsole("SRunVel 500.000000");
    PushToConsole("DuckVel 300.000000");
    speed = true;
    }
    }
    if(GetAsyncKeyState(VK_F6)<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_F7)<0){
    if(tracers){
    PushToConsole("ShowFirePath 0");
    tracers = false;
    } else {
    PushToConsole("ShowFirePath 1");
    tracers = true;
    }
    }
    if(GetAsyncKeyState(VK_MENU)<0){
    if(sjump){
    PushToConsole("JumpVel 330.000000");
    sjump = false;
    } else {
    PushToConsole("JumpVel 660.000000");
    sjump = true;
    }
    }
    if(GetAsyncKeyState(VK_INSERT)<0){
    if(showfps){
    PushToConsole("ShowFps 0");
    showfps = false;
    } else {
    PushToConsole("ShowFps 1");
    showfps = true;
    }
    }
    
    
    if(GetAsyncKeyState(VK_F9)<0){
    if(nosway){
    PushToConsole("WeaponSway 1.000000");
    nosway = false;
    } else {
    PushToConsole("WeaponSway 0.000000");
    nosway = true;
    }
    }
    
    
    if(GetAsyncKeyState(VK_UP)<0){
    PushToConsole("PlayerGravity +200");
    }
    if(GetAsyncKeyState(VK_DOWN)<0){
    PushToConsole("PlayerGravity -200");
    }
    //
    if(GetAsyncKeyState(VK_RIGHT)<0){
    PushToConsole("PlayerGravity +800");
    }
    if(GetAsyncKeyState(VK_LEFT)<0){
    PushToConsole("PlayerGravity -800");
    }
    if(GetAsyncKeyState(VK_PAUSE)<0){
    PushToConsole("FragSelf 1");
    }
    if(GetAsyncKeyState(VK_F10)<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_END)<0){
    if(windows){
    PushToConsole("Windowed 0");
    windows = false;
    } else {
    PushToConsole("Windowed 1");
    windows = true;
    }
    }
    if(GetAsyncKeyState(VK_PRIOR)<0){
    if(fb){
    PushToConsole("FullBright 1");
    fb = false;
    } else {
    PushToConsole("FullBright 0");
    fb = true;
    }
    }
    if(GetAsyncKeyState(VK_NEXT)<0){
    if(wframe){
    PushToConsole("WireFrame 1");
    wframe = false;
    } else {
    PushToConsole("WireFrame 0");
    wframe = true;
    }
    }
    if(GetAsyncKeyState(VK_RSHIFT)<0){
    if(glow){
    PushToConsole("ScreenGlowEnable 1");
    glow = false;
    } else {
    PushToConsole("ScreenGlowEnable 0");
    glow = true;
    }
    }
    if(GetAsyncKeyState(VK_DELETE)<0){
    if(ps){
    PushToConsole("ModelDebug_DrawSkeleton 1");
    ps = false;
    } else {
    PushToConsole("ModelDebug_DrawSkeleton 0");
    ps = true;
    }
    }
    
    if(GetAsyncKeyState(VK_F5)<0){
    if(removers){
    PushToConsole("ShowPerformanceStatistics 1");
    removers = false;
    } else {
    PushToConsole("ShowPerformanceStatistics 0");
    removers = true;
    }
    }
    if(GetAsyncKeyState(VK_CAPITAL)<0){
    if(vjump){
    PushToConsole("CamMaxPosYOffset 200.000000");
    PushToConsole("DuckDownCamOffSet 1000.000000");
    vjump = false;
    } else {
    PushToConsole("CamMaxPosYOffset -200.000000");
    PushToConsole("DuckDownCamOffSet -1000.000000");
    vjump = true;
    }
    }
    
    if(GetAsyncKeyState(VK_F5)<0){
    if(Hover){
    PushToConsole("PlayerGravity 0");
    PushToConsole("PlayerVelocity 0");
    Hover = false;
    	}else{
    PushToConsole("PlayerGravity 0");
    PushToConsole("PlayerVelocity 0");
    Hover = true;
    }
    }
    
    if(GetAsyncKeyState(VK_F9)<0){
    if(KillCamOn){
    		PushToConsole("KillCam_On 0");
    		KillCamOn = false;
    }else{
    	PushToConsole("KillCam_On 0");
    	KillCamOn = true;
    }
    }
    
    if(GetAsyncKeyState(VK_F5)<0){
    	if(FFon){
    		PushToConsole("KillCam_On 0");
    		FFon = false;
    	}else{
    		PushToConsole("KillCam_On 0");
    		FFon = true;
    	}
    }
    if(GetAsyncKeyState(VK_F9)<0){
    	if(heal){
    		PushToConsole("Heal 0");
    		heal = false;
    	}else{
    		PushToConsole("Heal 0");
    		heal = true;
    	}
    }
    
    if(GetAsyncKeyState(VK_HOME)<0){
    	if(rcrosshair){
    	PushToConsole("CrossHairR 255");
    	rcrosshair = false;
    	}else{
    		PushToConsole("CrossHairR 255");
    		rcrosshair = true;
    	}
    }
    
    if(GetAsyncKeyState(VK_RSHIFT)<0){
    	if(spectator){
    		PushToConsole("SpectatorMode 1" );
    		spectator = false;
    	}else{
    		PushToConsole("SpectatorMode 1" );
    		spectator = true;
    	}
    }
    
    if(GetAsyncKeyState(VK_F9)<0){
    	if(firerate){
    		PushToConsole("FireSpeed 999.999999" );
    		firerate = false;
    	}else{
    			PushToConsole("FireSpeed 999.999999" );
    			firerate = true;
    	}
    }
    
    Sleep(160);
    }
    }
    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;
    }
    Thank + Rep for base and alot more

  2. The Following 5 Users Say Thank You to EminemJr For This Useful Post:

    alphab0y (05-22-2011),heya:D (05-22-2011),killbunny51 (05-22-2011),nub4life (05-22-2011),SMILLY (07-06-2011)