My first hack for Warrock, i've only been playing this game for a few days.Code:/* * * * * * * * * * * * * * * * * * * * * * * */ /* * * * * * * * * * * * * * * * * * * * * * * */ /* ****** Source Code */ /* */ /* Author : OneWhoSighs */ /* Version : 1.0 */ /* * * * * * * * * * * * * * * * * * * * * * * */ /* www.b0ts.org */ /* * * * * * * * * * * * * * * * * * * * * * * */ /***********************************************/ /* * * * * * * * * * * * * * * * * * * * * * * */ #include <windows.h> #define GetTwoKeys(keyone,keytwo) if(GetAsyncKeyState(keyone) &0x8000 && GetAsyncKeyState(keytwo) &0x8000) DWORD* g_pJumpHeight = (DWORD*)0x01180400; float* JumpHeight() { if(!g_pJumpHeight) return NULL; if(!*g_pJumpHeight) return NULL; return(float*)(*g_pJumpHeight + 0x178); } DWORD* g_pNoFallDmg = (DWORD*)0x01180400; float* NoFallDamage() { if(!g_pNoFallDmg) return NULL; if(!*g_pNoFallDmg) return NULL; return(float*)(*g_pNoFallDmg + 0x26); } DWORD* g_pSwim = (DWORD*)0x01180400; float* Swim() { if(!g_pSwim) return NULL; if(!*g_pSwim) return NULL; return(float*)(*g_pNoFallDmg + 0x16); } float* UnderWaterWalk() { return(float*)(0x0081935C); } float* InstantSpawn1() { return(float*)(0x00C19098); } float* InstantSpawn2() { return(float*)(0x00F22F74); } short* Scope() { return(short*)(0x009F9E62); } float* Stamina() { return(float*)(0x00818904); } short* NoSpread() { return(short*)(0x009F9EA7); } short* NoRecoil() { return(short*)(0x009F9EA1); } bool bStamina = false; bool bScope = false; bool bSpawn = false; bool bRecoil = false; bool bSpread = false; bool bNoFallDmg = false; bool bFloat = false; bool bSwim = false; void MainLoop(){ while(true){ //Scope if(GetAsyncKeyState(0x31)) { if(bScope == true) bScope = false; else bScope = true; Sleep(1000); } //Insta-Respawn GetTwoKeys(0x12,'R') { if(bSpawn == true) bSpawn = false; else bSpawn = true; Sleep(1000); } //Stamina GetTwoKeys(0x12,'S') { if(bStamina == true) bStamina=false; else bStamina=true; Sleep(1000); } //Spread GetTwoKeys(0x12,'A') { if(bSpread == true) bSpread=false; else bSpread=true; Sleep(1000); } //Recoil GetTwoKeys(0x12,'F') { if(bRecoil == true) bRecoil=false; else bRecoil=true; Sleep(1000); } //No Fall Damage if(GetAsyncKeyState(0x60)) { if(bNoFallDmg == true) bNoFallDmg=false; else bNoFallDmg=true; Sleep(1000); } // FloatHack if(GetAsyncKeyState(0x61)) { if(bFloat == true) bFloat=false; else bFloat=true; Sleep(1000); } //Super jump 5000 if(GetAsyncKeyState(0x62)) { *JumpHeight() = 5000; } //Swim on air if(GetAsyncKeyState(0x63)) { if(bSwim == true) bSwim=false; else bSwim=true; Sleep(1000); } /* Bools */ float* dwMe = JumpHeight(); if(dwMe) // Make sure we are in game { //Swim if(bSwim == true) { *Swim() = 276; } else { *Swim() = 282; } //Float if(bFloat == true) { *JumpHeight() = 5000; } //NoFallDmg if(bNoFallDmg == true) { *NoFallDamage() = -999; } //Spread if(bSpread == true) { *NoSpread() = 0; } //Recoil if(bRecoil == true) { *NoRecoil() = 0; } //Insta-Respawn if(bSpawn == true) { *InstantSpawn1() = 0; *InstantSpawn2() = 0; } //Stamina if(bStamina == true) { *Stamina() = 5000; }else { *Stamina() = 20; } //Scope if(bScope == true) { *Scope() = 1; }else { *Scope() = 0; } } Sleep(10); // End of loop, without this = lag } } //DLL entry point bool APIENTRY DllMain(HMODULE hModule, DWORD dwReason, LPVOID lpvReserved){ if(dwReason == DLL_PROCESS_ATTACH){ DisableThreadLibraryCalls(hModule); //Create main thread CreateThread(NULL,0,(LPTHREAD_START_ROUTINE)MainLoop,NULL,0,NULL); return true; } return true; }