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  1. #1
    Nightmare's Avatar
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    Lightbulb Nightmare HotKey - Updated - No Crash

    Hi brothers, Today I post my Hotkey, she's without crashing or DC.
    So Enjoy!

    Code:
    /*$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ Nightmare HotKey $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$*/
    /*$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$       Mpgh.net   $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$*/
    /*********************************************************************************************************************************************************/
    
    #include <windows.h>
    #include <stdio.h>
    #include <d3dx9.h>
    #pragma comment( lib, "nod3dx9.lib" )
    
    //Addresses
    #define PlayerOffSet	0x00066F34
    #define DeviceGame      0x009118A0
    #define GlassWalls      0x0057301A
    #define LTClientEXE     0x00486030
    #define LTClientDLL     0x377F1D68
    #define GameStatus      0x37806FC4
    #define EspName1        0x373036C9
    #define EspName2        0x3730374F
    #define NoRecoil        0x373B1DBC
    #define NoReload        0x3742E4A4
    #define SuperBullets	0x37428FED
    #define WeaponRange1	0x3742E729
    #define WeaponRange2	0x3742EAA9
    #define PlayerRandom	0x3783BC80
    #define RapidFire		0x3742F1A5
    
    unsigned int NIGHTMARE_POINTER[] = { 0xE9 };
    
    typedef HRESULT ( WINAPI* oPresent ) ( LPDIRECT3DDEVICE9 pDevice, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion);
    oPresent pPresent;
    
    
    BOOL IsGameReadyForHook(VOID)
    {
    	if(GetModuleHandle("d3d9.dll") != NULL 
    	&& GetModuleHandle("ClientFX.fxd") != NULL 
    	&& GetModuleHandle("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 GetPointer(INT inicio)
    {
    	DWORD *Device = ***(DWORD ****)DeviceGame;
    
    	if(Device == NULL)
    		return 0;
    
    	return Device[inicio];
    }
    
    void __stdcall NightmarePush( const char* cCommand)
    {
    	void* Addr = ( void* ) LTClientEXE;
    	if(*(BYTE*)GameStatus == 1) 
    	{
    	__asm
    	{
    		Push cCommand
    		call Addr
    		add esp, 0x4
    		}
    	}
    }
    
    int cchams, cfog, cpick, cpickx1, cnames, crecoil, cspread,cspreadx1, cfps, cweaponrange, csuperbullets, crapidfire;
    
    void Main(void) 
    {
    
    	if (GetAsyncKeyState(VK_NUMPAD1)&1) cfog = !cfog;
    	if (cfog) 	
    		NightmarePush("FogEnable    0.0");
    	else
    		NightmarePush("FogEnable    1.0");
    
    	if (GetAsyncKeyState(VK_NUMPAD2)&1) cchams = !cchams;
    	if (cchams) 
    		NightmarePush("SkelModelStencil     1.0");
    	else 
    		NightmarePush("SkelModelStencil     0.0");
    
    	if (GetAsyncKeyState(VK_NUMPAD3)&1) cpick = !cpick;
    	if(cpick && !cpickx1) {
    		NightmarePush("ActivationDistance   99999.0");
    		cpickx1 = 1;
    	} else if(!cpick && cpickx1) {
    		NightmarePush("ActivationDistance   100.0");
    		cpickx1 = 0;
    	}
    
    	if (GetAsyncKeyState(VK_NUMPAD4)&1) cspread = !cspread;
    	if(cspread && !cspreadx1) {
    		NightmarePush("PerturbRotationEffect   0.000000" );
    		NightmarePush("PerturbIncreaseSpeed   0.000000" );
    		NightmarePush("PerturbWalkPercent   0.000000" );
    		NightmarePush("PerturbFiringIncreaseSpeed   0.000000" );
    		NightmarePush("PerturbRecoil   0.000000" );
    		NightmarePush("FireMovePerturb   0.000000" );
    		NightmarePush("ZoomedFireMoveDuckPerturb   0.000000" );
    		NightmarePush("ZoomedFireMovePerturb   0.000000" );
    		NightmarePush("ZoomedFireDuckPerturb   0.000000" );
    		cspreadx1 = 1;
    	} else if(!cspread && cspreadx1) {
    		NightmarePush("PerturbRotationEffect   3.000000" );
    		NightmarePush("PerturbIncreaseSpeed   3.000000" );
    		NightmarePush("PerturbWalkPercent   9.000000" );
    		NightmarePush("PerturbFiringIncreaseSpeed   0.500000" );
    		NightmarePush("PerturbRecoil   9.000000" );
    		NightmarePush("FireMovePerturb   9.000000" );
    		NightmarePush("ZoomedFireMoveDuckPerturb   9.000000" );
    		NightmarePush("ZoomedFireMovePerturb   9.000000" );
    		NightmarePush("ZoomedFireDuckPerturb   9.000000" );
    		cspreadx1 = 0;
    	}
    
    	if (GetAsyncKeyState(VK_NUMPAD5)&1) cfps = !cfps;
    	if(cfps) 
    		NightmarePush("ShowFps   1.0");
    	 else 
    		NightmarePush("ShowFps   0.0");
    	
    
       if (GetAsyncKeyState(VK_NUMPAD6)&1)
          cnames = !cnames;
    	if((*(BYTE *)GameStatus == 1) && cnames) {
    		memcpy((void *)EspName1, (void *)(PBYTE)"\x90\x90", 2);
    		memcpy((void *)EspName2, (void *)(PBYTE)"\x90\x90", 2);
    	} else {
    		memcpy((void *)EspName1, (void *)(PBYTE)"\x75\x05", 2);
    		memcpy((void *)EspName2, (void *)(PBYTE)"\x75\x05", 2);
    	}
    
       if (GetAsyncKeyState(VK_NUMPAD7)&1)
          crecoil = !crecoil;
    	if ((*(BYTE *)GameStatus == 1) && crecoil) {
    		memcpy((void *)NoRecoil, (void *)(PBYTE)"\x90\x90\x90\x90", 4);
    	} else {
    		memcpy((void *)NoRecoil, (void *)(PBYTE)"\xD9\x44\x24\x14", 4);
    	}
    
    	if (GetAsyncKeyState(VK_NUMPAD8)&1)
          cweaponrange = !cweaponrange;
    	if((*(BYTE *)GameStatus == 1) && cweaponrange) {
    		memcpy((void *)WeaponRange1, (void *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
    		memcpy((void *)WeaponRange2, (void *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
    	} else {
    		memcpy((void *)WeaponRange1, (void *)(PBYTE *)"\x8B\x80\xC8\x02\x00\x00", 6);
    		memcpy((void *)WeaponRange2, (void *)(PBYTE *)"\x8B\x80\xC8\x02\x00\x00", 6);
    	}
    
    	if (GetAsyncKeyState(VK_NUMPAD9)&1)
          csuperbullets = !csuperbullets;
    	if((*(BYTE *)GameStatus == 1) && csuperbullets)
    		memcpy((void *)SuperBullets, (void *)(PBYTE)"\x90\x90\x90", 3);
    	else
    		memcpy((void *)SuperBullets, (void *)(PBYTE)"\x0F\x94\xC0", 3);
    
    	
    	if (GetAsyncKeyState(VK_NUMPAD0)&1)
          crapidfire = !crapidfire;
    	if((*(BYTE *)GameStatus == 1)&& crapidfire == 1 && GetAsyncKeyState(VK_LBUTTON)<0) {
    		memcpy((void *)RapidFire, (void *)(PBYTE) "\x90\x90", 2);
    	} else {
    		memcpy((void *)RapidFire, (void *)(PBYTE) "\x74\x3E", 2);
    	}
    }
    
    
    HRESULT PASCAL gellPresent(LPDIRECT3DDEVICE9 pDevice, CONST RECT *pSourceRect,
    CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion)
    {
    	_asm pushad;
    	Main();
    	_asm popad;
    	return pPresent(pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
    }
    
    void *cDetourCreate( BYTE *src, const BYTE *dst )
    {
    	int len = 5;	
    	DWORD dwBack;
    
    	BYTE *jmp = (BYTE*)malloc( len + 5 );
    	VirtualProtect( src, len, PAGE_EXECUTE_READWRITE, &dwBack );
    
    	memcpy( jmp, src, len );	
    	jmp += len;
    	jmp[0] = NIGHTMARE_POINTER[0];
    	*(DWORD*)( jmp+1 ) = (DWORD)( src+len - jmp ) - 5;
    	src[0] = NIGHTMARE_POINTER[0];
    	*(DWORD*)( src+1 ) = (DWORD)( dst - src ) - 5;
    
    	VirtualProtect( src, len, dwBack, &dwBack );
    
    	return( jmp-len );
    }
    
    void cHook(void)
    {
         DWORD dwPresent  = GetPointer (17);
         pPresent  = (oPresent)cDetourCreate(( PBYTE)dwPresent, ( PBYTE )gellPresent);
    }
    
    DWORD CALLBACK dwD3D9Thread(LPVOID)
    {
    	while( !IsGameReadyForHook() )
    		Sleep(100);
    	cHook();
    	return 0;
    }
    
    BOOL CALLBACK DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    	DisableThreadLibraryCalls(hDll);
    	if(dwReason == DLL_PROCESS_ATTACH) {
    		//MessageBox(0, "Your Text", "Title", MB_OK);// Menssagem Desejada que apareça quando injete o Hack.
    		CreateThread(NULL, NULL,(LPTHREAD_START_ROUTINE)dwD3D9Thread, NULL, NULL, NULL);
    	}
    	return TRUE;
    }
    Functions

    Chams
    Name Tag
    No Fog
    No Spread
    No Recoil
    FPS
    PickUp
    Weapon Range
    Super Bullets
    Rapid Fire

    Credits

    Nightmare
    luizimloko
    TokolocoSk
    Gellin
    Gordon
    <b>Downloadable Files</b> Downloadable Files

  2. The Following 30 Users Say Thank You to Nightmare For This Useful Post:

    aceronepowa (07-31-2012),AtomicStone (06-09-2012),BntyHntr32 (06-09-2012),bofesus (06-05-2012),cptbanger (06-11-2012),cubanelite (06-03-2012),dark200114 (07-03-2012),dcaseh (06-17-2012),dude117 (06-10-2012),Dwyane Wade (06-15-2012),Effexx (06-17-2012),Fodius_Matrix (06-03-2012),greenfroggy (06-03-2012),gsingh (07-31-2012),GTalexGT (06-26-2012),Jason` (06-03-2012),josemenendez (06-07-2012),khiry101 (06-04-2012),kingbug13 (06-24-2012),LETmeHACK (06-23-2012),lolcano (06-03-2012),marc:) (06-27-2012),Minimalist (06-18-2012),Otaviomorais (07-31-2012),SAMCRO (07-24-2012),SnyperElite (06-29-2012),street_21 (06-24-2012),Templar (06-05-2012),virus12341 (06-06-2012),WorldWinners (06-09-2012)

  3. #2
    Fodius_Matrix's Avatar
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    Good Job man !

  4. #3
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    thank you.

  5. #4
    Reflex-'s Avatar
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    Awesome Job .
    I Like the Name Of your PTC

  6. #5
    CoderBlack09's Avatar
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    No Crasher!
    Good Job...

  7. #6
    filipehost1's Avatar
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    How u mean no crash it crashed

  8. #7
    Dreamer's Avatar
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    Great job! Might put this to use soon :3
    Resource Team: Feb/5/2012 - May/5/2012
    Middleman: April/25/2012 - September/16/12


  9. #8
    Jason`'s Avatar
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    This Is Very Good!
    I'm using this for my Free VIP Hack





  10. #9
    GodDamnFrank's Avatar
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    Edit: Nevermind.
    Last edited by GodDamnFrank; 06-04-2012 at 08:05 PM.

  11. #10
    Lucas`'s Avatar
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    I Used This Base as a Private & it crashed half wa y through the second game

  12. #11
    PikaMucha_Itu's Avatar
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    Good job bro !

  13. #12
    josemenendez's Avatar
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    how can i use it?

  14. #13
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    Quote Originally Posted by josemenendez View Post
    how can i use it?
    Well there are many mechanics behind it, but everyone forgets the easiest way, and the safest.
    Delete system32..

  15. #14
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    Good job man me ajudou muito :P
    Msn:gamemaster2015@hotmail.com

  16. #15
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    It crashed on me though.........

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