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    speedforyou's Avatar
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    looking thru my comp

    well i was looking thru my comp and found this old aimbot source

    dllmain
    Code:
    // dllmain.cpp : Defines the entry point for the DLL application.
    #include "stdafx.h"
    #include "hacks.h"
    
    #pragma warning(disable: 4244)
    
    // Is this the VIP release?
    // #define VIP
    
    localPtr *player1;
    playerTable *players;
    guninfo oGuninfo;
    short keys[256];
    int lastTarget;
    bool aiming = false;
    
    DWORD oProtect, nProtect = PAGE_EXECUTE_READWRITE;
    
    // == Hack Settings ==
    int AimType = 1;
        // 0 - Off
        // 1 - Closest to Crosshair
        // 2 - Closest by Distance
        // 3 - No Preference
    float AimLockDist = 4.2f;
    	// Distance needed for aimbot to lock on.
    int AimSpeed = 3;
    	// 1-30: 30 instantly moves to target.
    	//       1 lurks towards the target VERY slowly.
    	// (C++ Default is reversed!)
    bool AimKeepTarget = 0;
    	// Won't switch targets if enabled.
    // ===================
    
    // == Necessary Functions ==
    bool (*addcommand)(const char*, void*, int);
    void (*conoutf)(const char*, ...);
    
    float absf(float a){
    	if(a<0){return -a;}else{return a;}
    }
    // =========================
    
    void UserHelp(){
    	printf("Made By speed\n");
    }
    
    void SpeedDetectionBypass(){
    	short* speedDetection;
    	speedDetection = (short*)spdPatch;
    	VirtualProtect((LPVOID)spdPatch,sizeof(short),nProtect,&oProtect);
    	*speedDetection = 0;
    	VirtualProtect((LPVOID)spdPatch,sizeof(short),oProtect,&nProtect);
    }
    
    void GetLocalPlayer(){
    	player1 = (localPtr*)pLocal;
    }
    
    void GetPlayerTable(){
    	players = (playerTable*)playerVecPtr;
    }
    
    void GetCommandPointer(){
    	addcommand = (bool (__cdecl*)(const char*, void*, int))addCmdPtr;
    }
    
    void GetConsolePointer(){
    	conoutf = (void (__cdecl*)(const char*, ...))conoutPtr;
    }
    
    void ReadGunInfo(){
    	int i;
    	guninfo *g;
    	for(i=0; i<NUMGUNS; i++){
    		g = (guninfo*)(gStructLocal+(gStructSize * i));
    		oGuninfo.spread    = g->spread;
    		oGuninfo.recoil    = g->recoil;
    		oGuninfo.maxrecoil = g->maxrecoil;
    	}
    }
    
    void RemoveSpread(int set){
    	int i;
    	guninfo *g;
    	if(set == 0){
    		printf("Spread Disabled.\n");
    		for(i=0; i<NUMGUNS; i++){
    			g = (guninfo*)(gStructLocal+(gStructSize * i));
    			g->spread = NoSpread;
    
    			g = (guninfo*)player1->obj->weapons[i]->infoA;
    			g->spread = NoSpread;
    		}
    	}else{
    		printf("Spread Enabled.\n");
    		for(i=0; i<NUMGUNS; i++){
    			g = (guninfo*)(gStructLocal+(gStructSize * i));
    			g->spread = oGuninfo.spread;
    
    			g = (guninfo*)player1->obj->weapons[i]->infoA;
    			g->spread = oGuninfo.spread;
    		}
    	}
    }
    
    void RemoveRecoil(int set){
    	int i;
    	guninfo *g;
    	if(set == 0){
    		printf("Recoil Disabled.\n");
    		for(i=0; i<NUMGUNS; i++){
    			g = (guninfo*)(gStructLocal+(gStructSize * i));
    			g->maxrecoil = NoRecoil;
    			g->recoil    = NoRecoil;
    
    			g = (guninfo*)player1->obj->weapons[i]->infoA;
    			g->maxrecoil = NoRecoil;
    			g->recoil    = NoRecoil;
    		}
    	}else{
    		printf("Recoil Enabled.\n");
    		for(i=0; i<NUMGUNS; i++){
    			g = (guninfo*)(gStructLocal+(gStructSize * i));
    			g->maxrecoil = oGuninfo.maxrecoil;
    			g->recoil    = oGuninfo.recoil;
    
    			g = (guninfo*)player1->obj->weapons[i]->infoA;
    			g->maxrecoil = oGuninfo.maxrecoil;
    			g->recoil    = oGuninfo.recoil;
    		}
    	}
    }
    
    void SetSpeed(float spd){
    	if(spd > 0.0f && spd <= 255.0f){
    		player1->obj->maxspeed = spd;
    		printf("Speed set to: %f.\n",spd);
    	}else{
    		printf("[ERROR]: Speed set to an invalid value!\n");
    	}
    }
    
    void AimbotSet(int set){
    	if(set < 0 || set > 2){
    		AimType = 0;
    		return;
    	}
    	AimType = set;
    }
    
    void AimbotSpeed(int speed){
    	if(speed >= 1 && speed <= 31){
    		AimSpeed = 31 - speed;
    	}
    }
    
    void AimbotLock(float lock){
    	if(lock > 3){
    		AimLockDist = lock;
    	}
    }
    
    void AimbotKeepTarget(int keep){
    	AimKeepTarget = (keep == 1);
    }
    
    void SetESP(int nesp){
    	//esp = (nesp == 1);
    }
    
    void SetupCommands(){
    	addcommand("recoil",    &RemoveRecoil,		ARG_1INT);
    	addcommand("spread",    &RemoveSpread,		ARG_1INT);
    	addcommand("speed",     &SetSpeed,			ARG_1EXPF);
    	addcommand("aimbot",    &AimbotSet,			ARG_1INT);
    	addcommand("aimspeed",  &AimbotSpeed,		ARG_1INT);
    	addcommand("aimlock",   &AimbotLock,		ARG_1EXPF);
    	addcommand("aimkeep",   &AimbotKeepTarget,	ARG_1INT);
    	addcommand("esp",	    &SetESP,     		ARG_1INT);
    	addcommand("About",     &UserHelp,			ARG_NONE);
    }
    
    void SetupKeys(){
    	intloop(256){
    		keys[i] = 0;
    	}
    }
    
    void AimAt(vec &from, vec &to, float &yaw, float &pitch, bool ignoreLock = false){
    	float dist = from.dist(to);
    	float p = (float)asin((to.z-from.z)/dist)/RAD;
    	float y = -(float)atan2(to.x-from.x, to.y-from.y)/3.14159*180+180;
    
    	dist = (absf(player1->obj->pitch - p) + absf(player1->obj->yaw - y));
    
    	if(dist <= AimLockDist || ignoreLock){
    		yaw = y;
    		pitch = p;
    	}else{
    		float oy = yaw, op = pitch;
    		yaw   += (y-oy)/AimSpeed;
    		pitch += (p-op)/AimSpeed;
    	}
    }
    
    float GetDist(vec &from, vec &to, float yaw, float pitch){
    	float ret = 9999.0f;
    	switch(AimType){
    		case 1: // Crosshair
    			float ty,tp;
    			AimAt(from,to,ty,tp,true);
    			ret = (absf(player1->obj->pitch - tp) + absf(player1->obj->yaw - ty));
    			break;
    
    		case 2: // Distance
    			ret = from.distxy(to);
    			break;
    
    		case 3: // No Preference
    			ret = 0.0f;
    			break;
    	}
    	if(ret < 0){
    		ret = 9999.0f;
    	}
    	return ret;
    }
    
    void Aimbot(){
    	int tTarg = -1;
    	float np, ny;
    	float dist = 99999.0f;
    	aiming = true;
    	np = player1->obj->pitch;
    	ny = player1->obj->yaw;
    
    	bool doLast = ((lastTarget >= 0)&&AimKeepTarget);
    	if(doLast){
    		doLast = ((playerObj*)(*players)[lastTarget]->state == 0);
    	}
    
    	if(!doLast && (AimType > 0)){
    		vecloop(players){
    			playerObj *p = (*players)[i];
    			if(p != 0x00 && p->state == 0 && !isteam(player1->obj->team,p->team)){
    				float tDist = GetDist(player1->obj->o,p->o,ny,np);
    				if(tDist < dist){
    					dist = tDist;
    					tTarg = i;
    					lastTarget = i;
    				}
    			}
    		}
    	}else if(AimType > 0){
    		tTarg = lastTarget;
    	}
    
    	if(tTarg > -1){
    		playerObj *aimTarg = (*players)[tTarg];
    
    		AimAt(player1->obj->o,aimTarg->o,ny,np);
    
    		if((ny >= 0 && ny <= 360) && (np >= -90 && np <= 90)){
    			player1->obj->yaw   = ny;
    			player1->obj->pitch = np;
    		}
    	}
    }
    
    void ResetAimbot(){
    	lastTarget = -1;
    	aiming = false;
    }
    
    void HackLoop(){
    	while(1){
    		intloop(256){
    			keys[i] = GetAsyncKeyState(i);
    		}
    		if(keys[VK_LSHIFT]){
    			Aimbot();
    		}else if(aiming){
    			ResetAimbot();
    		}
    		Sleep(18);
    	}
    }
    
    void AC_Thread(){
    
    	GetLocalPlayer();
    	GetPlayerTable();
    	GetCommandPointer();
    	SpeedDetectionBypass();
    	ReadGunInfo();
    	SetupCommands();
    	SetupKeys();
    	ResetAimbot();
    	
    	HackLoop();
    }
    
    BOOL APIENTRY DllMain(HMODULE hModule, DWORD  ul_reason_for_call, LPVOID lpReserved)
    {
    	if(ul_reason_for_call == DLL_PROCESS_ATTACH)
    	{
    		CreateThread(0, 0, (LPTHREAD_START_ROUTINE)&AC_Thread, 0, 0, 0);
    	}
    	return TRUE;
    }
    hacks

    Code:
    #pragma once
    
    #include <math.h>
    #include <stdlib.h>
    #include <stdio.h>
    #include "tools.h"
    
    // ==   DEFINES   ==
    #define pLocal		 (0x000000)
    #define spdPatch	 (0x000000)
    #define gStructLocal (0x000000)
    #define addCmdPtr	 (0x000000)
    #define playerVecPtr (0x000000)
    #define conoutPtr	 (0x000000)
    
    #define gStructSize (0x128)
    #define wStructSize (0x70)
    
    #define NoSpread 1
    #define NoRecoil 0
    
    #define vecloop(v) for(int i=0;i<(v)->length();i++)
    #define intloop(s) for(int i=0;i<s;i++)
    
    #define playerTable vector<playerObj*>
    
    #define isteam(a,b)   (strcmp(a, b)==0)
    
    #define RAD ((3.1415927)/180)
    // == END DEFINES ==
    
    // ==   ENUMS   ==
    
    enum
    {
        ARG_1INT, ARG_2INT, ARG_3INT, ARG_4INT,
        ARG_NONE,
        ARG_1STR, ARG_2STR, ARG_3STR, ARG_4STR, ARG_5STR, ARG_6STR, ARG_7STR, ARG_8STR,
        ARG_DOWN,
        ARG_1EXP, ARG_2EXP,
        ARG_1EXPF, ARG_2EXPF,
        ARG_1EST, ARG_2EST,
        ARG_IVAL, ARG_FVAL, ARG_SVAL,
        ARG_CONC, ARG_CONCW,
        ARG_VARI
    };
    
    enum { GUN_KNIFE = 0, GUN_PISTOL, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER, GUN_ASSAULT, GUN_GRENADE, GUN_AKIMBO, NUMGUNS };
    
    // == END ENUMS ==
    
    // ==   FORWARD DEFINITIONS   ==
    class localPtr;
    class playerObj;
    struct guninfo;
    class weapon;
    // == END FORWARD DEFINITIONS ==
    
    class localPtr
    {
    public:
    	playerObj* obj; //0000
    };
    
    class playerObj
    {
    public:
    	__int32 Unknown0; //0000
    	vec o; //0004
    	vec vel; //0010
    	vec delta; //001C
    	vec newPos; //0028
    	float yaw; //0034
    	float pitch; //0038
    	float roll; //003C
    	float pitchvel; //0040
    	float maxspeed; //0044
    	__int32 timeinair; //0048
    	float radius; //004C
    	float eyeheight; //0050
    	float maxeyeheight; //0054
    	float aboveeye; //0058
    	__int8 inwater; //005C
    	__int8 onfloor; //005D
    	__int8 onladder; //005E
    	__int8 jumpnext; //005F
    	__int8 crouching; //0060
    	__int8 trycrouch; //0061
    	__int8 cancollide; //0062
    	__int8 stuck; //0063
    	__int32 lastsplash; //0064
    	__int8 move; //0068
    	__int8 strafe; //0069
    	__int8 state; //006A
    	__int8 type; //006B
    	float eyeheightvel; //006C
    	char unknown1[108];
    	__int32 health; //00DC
    	__int32 armor; //00E0
    	char unknown2[112];
    	__int32 clientnum; //0154
    	__int32 lastupdate; //0158
    	__int32 plag; //015C
    	__int32 ping; //0160
    	__int32 lifesequence; //0164
    	__int32 frags; //0168
    	__int32 flagscore; //016C
    	__int32 deaths; //0170
    	char unknown3[20];
    	__int8 Unknown4; //0188
    	char name[16]; //0189
    	char unknown5[244];
    	char team[16]; //028D
    	char unknown6[272];
    	__int16 Unknown7; //03AD
    	__int8 Unknown8; //03AF
    	weapon *weapons[NUMGUNS]; //03B0
    	weapon *prevweaponsel; //03D4
    	weapon *weaponsel; //03D8
    	weapon *nextweaponsel; //03DC
    	weapon *primweap; //03E0
    	weapon *nextprimweap; //03E4
    	char unknown10[132];
    	vec head; //046C
    };
    
    
    struct guninfo
    {
    	char modelname[16]; //0000
    	char unknown1[244];
    	__int16 sound; //0104
    	__int16 reload; //0106
    	__int16 reloadtime; //0108
    	__int16 attackdelay; //010A
    	__int16 damage; //010C
    	__int16 projspeed; //010E
    	__int16 part; //0110
    	__int16 spread; //0112
    	__int16 recoil; //0114
    	__int16 magsize; //0116
    	__int16 mdl_kick_rot; //0118
    	__int16 mdl_kick_back; //011A
    	__int16 recoilincrease; //011C
    	__int16 recoilbase; //011E
    	__int16 maxrecoil; //0120
    	__int16 recoilbackfade; //0122
    	__int16 pushfactor; //0124
    	__int16 isauto; //0126
    };
    
    class weapon
    {
    public:
    	__int32 type; //0000
    	__int32 unknown0; // 0004
    	playerObj *owner; //0008
    	__int32 infoA; //000C
    	__int32 ammoA; //0010
    	__int32 magA; //0014
    	__int32 gunwaitA; //0018
    	char unknown1[88]; // 002C
    };
    tools

    Code:
    #include <iostream>
    
    typedef unsigned char uchar;
    typedef unsigned short ushort;
    typedef unsigned int uint;
    
    #define ASSERT(c) if(!(c)) { __asm int 3 }
    
    template <class T>
    struct databuf
    {
        enum
        {
            OVERREAD  = 1<<0,
            OVERWROTE = 1<<1
        };
    
        T *buf;
        int len, maxlen;
        uchar flags;
    
        template <class U>
        databuf(T *buf, U maxlen) : buf(buf), len(0), maxlen((int)maxlen), flags(0) {}
    
        const T &get()
        {
            static T overreadval;
            if(len<maxlen) return buf[len++];
            flags |= OVERREAD;
            return overreadval;
        }
    
        databuf subbuf(int sz)
        {
            sz = min(sz, maxlen-len);
            len += sz;
            return databuf(&buf[len-sz], sz);
        }
    
        void put(const T &val)
        {
            if(len<maxlen) buf[len++] = val;
            else flags |= OVERWROTE;
        }
    
        void put(const T *vals, int numvals)
        {
            if(maxlen-len<numvals) flags |= OVERWROTE;
            memcpy(&buf[len], vals, min(maxlen-len, numvals)*sizeof(T));
            len += min(maxlen-len, numvals);
        }
    
        int length() const { return len; }
        int remaining() const { return maxlen-len; }
        bool overread() const { return flags&OVERREAD; }
        bool overwrote() const { return flags&OVERWROTE; }
    
        void forceoverread()
        {
            len = maxlen;
            flags |= OVERREAD;
        }
    };
    
    typedef databuf<char> charbuf;
    typedef databuf<uchar> ucharbuf;
    
    template <class T> struct vector
    {
       static const int MINSIZE = 8;
    
        T *buf;
        int alen, ulen;
    
        vector() : buf(NULL), alen(0), ulen(0)
        {
        }
    
        vector(const vector &v) : buf(NULL), alen(0), ulen(0)
        {
            *this = v;
        }
    
        ~vector() { setsize(0); if(buf) delete[] (uchar *)buf; }
    
        vector<T> &operator=(const vector<T> &v)
        {
            setsize(0);
            if(v.length() > alen) vrealloc(v.length());
            loopv(v) add(v[i]);
            return *this;
        }
    
        T &add(const T &x)
        {
            if(ulen==alen) vrealloc(ulen+1);
            new (&buf[ulen]) T(x);
            return buf[ulen++];
        }
    
        T &add()
        {
            if(ulen==alen) vrealloc(ulen+1);
            new (&buf[ulen]) T;
            return buf[ulen++];
        }
    
        T &dup()
        {
            if(ulen==alen) vrealloc(ulen+1);
            new (&buf[ulen]) T(buf[ulen-1]);
            return buf[ulen++];
        }
    
        bool inrange(size_t i) const { return i<size_t(ulen); }
        bool inrange(int i) const { return i>=0 && i<ulen; }
    
        T &pop() { return buf[--ulen]; }
        T &last() { return buf[ulen-1]; }
        void drop() { buf[--ulen].~T(); }
        bool empty() const { return ulen==0; }
    
        int length() const { return ulen; }
        T &operator[](int i) { ASSERT(i>=0 && i<ulen); return buf[i]; }
        const T &operator[](int i) const { ASSERT(i >= 0 && i<ulen); return buf[i]; }
    
        void setsize(int i)         { ASSERT(i<=ulen); while(ulen>i) drop(); }
        void setsizenodelete(int i) { ASSERT(i<=ulen); ulen = i; }
    
        void deletecontentsp() { while(!empty()) delete   pop(); }
        void deletecontentsa() { while(!empty()) delete[] pop(); }
    
        T *getbuf() { return buf; }
        const T *getbuf() const { return buf; }
        bool inbuf(const T *e) const { return e >= buf && e < &buf[ulen]; }
    
        template<class ST>
        void sort(int (__cdecl *cf)(ST *, ST *), int i = 0, int n = -1)
        {
            qsort(&buf[i], n<0 ? ulen : n, sizeof(T), (int (__cdecl *)(const void *,const void *))cf);
        }
    
        template<class ST>
        T *search(T *key, int (__cdecl *cf)(ST *, ST *), int i = 0, int n = -1)
        {
            return (T *) bsearch(key, &buf[i], n<0 ? ulen : n, sizeof(T), (int (__cdecl *)(const void *,const void *))cf);
        }
    
        void vrealloc(int sz)
        {
            int olen = alen;
            if(!alen) alen = max(MINSIZE, sz);
            else while(alen < sz) alen *= 2;
            if(alen <= olen) return;
            uchar *newbuf = new uchar[alen*sizeof(T)];
            if(olen > 0)
            {
                memcpy(newbuf, buf, olen*sizeof(T));
                delete[] (uchar *)buf;
            }
            buf = (T *)newbuf;
        }
    
        databuf<T> reserve(int sz)
        {
            if(ulen+sz > alen) vrealloc(ulen+sz);
            return databuf<T>(&buf[ulen], sz);
        }
    
        void addbuf(const databuf<T> &p)
        {
            ulen += p.length();
        }
    
        void remove(int i, int n)
        {
            for(int p = i+n; p<ulen; p++) buf[p-n] = buf[p];
            ulen -= n;
        }
    
        T remove(int i)
        {
            T e = buf[i];
            for(int p = i+1; p<ulen; p++) buf[p-1] = buf[p];
            ulen--;
            return e;
        }
    
        int find(const T &o)
        {
            loopi(ulen) if(buf[i]==o) return i;
            return -1;
        }
    
        void removeobj(const T &o)
        {
            loopi(ulen) if(buf[i]==o) remove(i--);
        }
    
        void replacewithlast(const T &o)
        {
            if(!ulen) return;
            loopi(ulen-1) if(buf[i]==o)
            {
                buf[i] = buf[ulen-1];
            }
            ulen--;
        }
    
        T &insert(int i, const T &e)
        {
            add(T());
            for(int p = ulen-1; p>i; p--) buf[p] = buf[p-1];
            buf[i] = e;
            return buf[i];
        }
    };
    
    struct vec
    {
        union
        {
            struct { float x, y, z; };
            float v[3];
            int i[3];
        };
    
        vec() {}
        vec(float a, float b, float c) : x(a), y(b), z(c) {}
        vec(float *v) : x(v[0]), y(v[1]), z(v[2]) {}
    
        float &operator[](int i)       { return v[i]; }
        float  operator[](int i) const { return v[i]; }
    
        bool iszero() const { return x==0 && y==0 && z==0; }
    
        bool operator==(const vec &o) const { return x == o.x && y == o.y && z == o.z; }
        bool operator!=(const vec &o) const { return x != o.x || y != o.y || z != o.z; }
        vec operator-() const { return vec(-x, -y, -z); }
    
        vec &mul(float f) { x *= f; y *= f; z *= f; return *this; }
        vec &div(float f) { x /= f; y /= f; z /= f; return *this; }
        vec &add(float f) { x += f; y += f; z += f; return *this; }
        vec &sub(float f) { x -= f; y -= f; z -= f; return *this; }
    
        vec &add(const vec &o) { x += o.x; y += o.y; z += o.z; return *this; }
        vec &sub(const vec &o) { x -= o.x; y -= o.y; z -= o.z; return *this; }
    
        float squaredlen() const { return x*x + y*y + z*z; }
        float dot(const vec &o) const { return x*o.x + y*o.y + z*o.z; }
    
        float magnitude() const { return sqrtf(squaredlen()); }
        vec &normalize() { div(magnitude()); return *this; }
    
        float dist(const vec &e) const { vec t; return dist(e, t); }
        float dist(const vec &e, vec &t) const { t = *this; t.sub(e); return t.magnitude(); }
    
        float distxy(const vec &e) const { float dx = e.x - x, dy = e.y - y; return sqrtf(dx*dx + dy*dy); }
        float magnitudexy() const { return sqrtf(x*x + y*y); }
    
        bool reject(const vec &o, float max) const { return x>o.x+max || x<o.x-max || y>o.y+max || y<o.y-max; }
    
        vec &cross(const vec &a, const vec &b) { x = a.y*b.z-a.z*b.y; y = a.z*b.x-a.x*b.z; z = a.x*b.y-a.y*b.x; return *this; }
    
        void rotate_around_z(float angle) { *this = vec(cosf(angle)*x-sinf(angle)*y, cosf(angle)*y+sinf(angle)*x, z); }
        void rotate_around_x(float angle) { *this = vec(x, cosf(angle)*y-sinf(angle)*z, cosf(angle)*z+sinf(angle)*y); }
        void rotate_around_y(float angle) { *this = vec(cosf(angle)*x-sinf(angle)*z, y, cosf(angle)*z+sinf(angle)*x); }
    
        vec &rotate(float angle, const vec &d)
        {
            float c = cosf(angle), s = sinf(angle);
            return rotate(c, s, d);
        }
    
        vec &rotate(float c, float s, const vec &d)
        {
            *this = vec(x*(d.x*d.x*(1-c)+c) + y*(d.x*d.y*(1-c)-d.z*s) + z*(d.x*d.z*(1-c)+d.y*s),
                        x*(d.y*d.x*(1-c)+d.z*s) + y*(d.y*d.y*(1-c)+c) + z*(d.y*d.z*(1-c)-d.x*s),
                        x*(d.x*d.z*(1-c)-d.y*s) + y*(d.y*d.z*(1-c)+d.x*s) + z*(d.z*d.z*(1-c)+c));
            return *this;
        }
    
        void orthogonal(const vec &d)
        {
            int i = fabs(d.x) > fabs(d.y) ? (fabs(d.x) > fabs(d.z) ? 0 : 2) : (fabs(d.y) > fabs(d.z) ? 1 : 2);
            v[i] = d[(i+1)%3];
            v[(i+1)%3] = -d[i];
            v[(i+2)%3] = 0;
        }
    };
    (also have the stdafx.h/.cpp,targetver)



    its detected and outa date noobs cn DL and study it if they want i have better way of doing now i like myn not better than this one so well thank me

    or rage me

    virscan.org
    virustotal.com
    Last edited by Jabuuty671; 06-08-2011 at 02:30 AM.

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    yea LOL XD
    wait first what?

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    He ment first post buddy.

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    ohh lol thats what i thought XD

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    why don't u just post the code on here?

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    ok
    ill do that


    DER it is
    Last edited by speedforyou; 06-07-2011 at 10:31 PM.

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    Lol thank you

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    Gross this aimbot looks like shit

  10. The Following User Says Thank You to whit For This Useful Post:

    ++PashaAmd++ (06-17-2011)

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    Quote Originally Posted by whit View Post
    Gross this aimbot looks like shit
    me & this aimbot vs you
    Dont ban me

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    Quote Originally Posted by markoj View Post
    me & this aimbot vs you
    *Shrugs* can i be naked

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    Quote Originally Posted by markoj View Post
    me & this aimbot vs you
    Almost 1k post wtf. Spamzor noob.

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    Quote Originally Posted by whit View Post
    *Shrugs* can i be naked
    I'd rather you didnt, nakededness in war is a distraction
    Quote Originally Posted by Fabolous View Post


    Almost 1k post wtf. Spamzor noob.
    Dam bro 50 away isn't close bro dam
    Dont ban me

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    Quote Originally Posted by markoj View Post
    I'd rather you didnt, nakededness in war is a distraction

    Dam bro 50 away isn't close bro dam
    41 posts /confused ::

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    Quote Originally Posted by Fabolous View Post


    41 posts /confused ::
    Fabolous is a trusted seller and i had no doubt on him scamming. Deal went fair , i vouch for him.
    Dont ban me

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