Code:
playerpointer 0x66F34
#define yoffset 0xCC
DWORD player, position;
player=NULL;
player= (DWORD)GetModuleHandleA("ClientFX.fxd");
player+= playerpointer;
memcpy(&position,(void *)(player),4);
position+= yoffset;
if(GetAsyncKeyState(VK_F12)<0){ //Saves current xyz
y = *(float*)position;
x = *(float*)(position+0x4);
z = *(float*)(position-0x4);
}
}
if(teleport == 2){ //Teleports to saved xyz
*(float*)position= y;
*(float*)(position+0x4)= x;
*(float*)(position-0x4)= z;
}
GLICHER
#define playerpointer 0x66F34
#define yoffset 0xCC
DWORD player, position;
player=NULL;
player = (DWORD)GetModuleHandleA("ClientFX.fxd");
player += playerpointer;
memcpy(&position,(void *)(player),4);
position += yoffset;
f( glitcher == 1){
if(GetAsyncKeyState(VK_NUMPAD6)<0){
Sleep(20);
*(float*) (position-0x4) += 5;
}
if(GetAsyncKeyState(VK_NUMPAD4)<0){
Sleep(20);
*(float*) (position-0x4)-= 5;
}
if(GetAsyncKeyState(VK_NUMPAD8)<0){
Sleep(20);
*(float*) (position+0x4) -= 5;
}
if(GetAsyncKeyState(VK_NUMPAD2)<0){
Sleep(20);
*(float*) (position+0x4) += 5;
}
if(GetAsyncKeyState(VK_SUBTRACT)<0){
Sleep(20);
*(float*) (position) -= 5;
}
if(GetAsyncKeyState(VK_ADD)<0){
Sleep(20);
*(float*) (position) += 5;
}
}
SEMI OPK
DWORD randomAdr, myAdr, randomPos, myPos;
float X, Y, Z;
bool isOPK = false;
void OPK(void)
{
while(1){
if(GetModuleHandle("ClientFX.fxd") != NULL){
myAdr = (DWORD)GetModuleHandleA("ClientFX.fxd") + 0x66F34;
randomAdr = 0x377CD640;
memcpy(&myPos,(void *)(myAdr),4);
memcpy(&randomPos,(void *)(randomAdr),4);
if(GetAsyncKeyState(VK_NUMPAD0)&1){
isOPK = !isOPK;
X = *(float*)(myPos + 0xC8);
Y = *(float*)(myPos + 0xCC);
Z = *(float*)(myPos + 0xD0);
}
if( isOPK )
{
*(float*)(randomPos + 0xC8) = X;
*(float*)(randomPos + 0xCC) = Y;
*(float*)(randomPos + 0xD0) = Z;
}
}
}
}