[INFO]Addies.
Hey, I found some addies in some other sites. Im not sure if it works. But do try it out.
No Flaming Please.
Telekill
Instant Reload
D3D Boxes.
IDK if it works. And i LEECHED this. So dont flame.
No Flaming Please.
Telekill
Code:
include
#include
/*Gordon*/
DWORD *PlayerIsInamge = (DWORD*)0xPLAYER_POINTER;
int ArrayX[100];
int ArrayY[100];
int ArrayZ[100];
int curx, cury, curz;
int ArraySwitch=0, ArraySwitch2=0;
DWORD X, Y, Z;
DWORD WINAPI SaveTeleportCoor(LPVOID);
DWORD WINAPI ArrayTeleport(LPVOID);
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)SaveTeleportCoor, NULL, NULL, NULL);
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)SetTeleportCoor, NULL, NULL, NULL);
}
return TRUE;
}
DWORD WINAPI SetTeleportCoor(LPVOID)
{
for(;;)
{
if(*PlayerIsIngame)
{
X = ( /*Player Pointer*/ );
X = *(DWORD*)X;
X += 0x18c; //Offset X
curx = *(int*)X;
Y = ( /*Player Pointer*/ );
Y = *(DWORD*)ab;
Y += 0x194; //Offset Y
cury = *(int*)Y;
Z = ( /*Player Pointer*/ );
Z = *(DWORD*)Z;
Z += 0x190; //Offset Z
curz = *(int*)Z;
if(GetAsyncKeyState(VK_NUMPAD8)&1) // Saving Current Possition
{
ArrayX[ArraySwitch] = curx;
ArrayY[ArraySwitch] = cury;
ArrayZ[ArraySwitch] = curz;
ArraySwitch++;
Sleep(2);
}
}
}
return 0;
}
DWORD WINAPI ArrayTeleport(LPVOID)
{
for(;;)
{
if(GetAsyncKeyState(VK_NUMPAD1)&1) //Teleport Forward
{
DWORD *first = (DWORD*)X;
*(int*)X = ArrayX[ArraySwitch2];
DWORD *secound = (DWORD*)Y;
*(int*)Y = ArrayY[ArraySwitch2];
DWORD *third = (DWORD*)Z;
*(int*)Z = ArrayZ[ArraySwitch2];
Sleep(1);
ArraySwitch2++;
}
if(GetAsyncKeyState(VK_NUMPAD2)&1) //Teleport Backward
{
ArraySwitch2--;
DWORD *first
DWORD *third = (DWORD*)Z;
*(int*)Z = ArrayZ[ArraySwitch2];
Sleep(1);
}
Sleep(21);
}
return 0;
}
Code:
0x3733E4DF - 6 byte nop and for the paysites 0F 84 A1 01 00 00 8B 96 E8 00 00 00 89 96 E4 00
Code:
//declaration stuff
ID3DXLine *pLine; //Liner
//here is the functions body
void Draw3DBox(float x_bottom_left, float y_bottom_left, float x_bottom_right, float y_bottom_right, float x_top_left, float y_top_left, float x_top_right, float y_top_right, float x_forward_bottom_left, float y_forward_bottom_left, float x_forward_bottom_right, float y_forward_bottom_right, float x_forward_top_left, float y_forward_top_left, float x_forward_top_right, float y_forward_top_right, int a, int r, int g, int b)
{
if(!IsBadReadPtr(pLine, sizeof(ID3DXLine)))
{
D3DXVECTOR2 vLine1[2];
D3DXVECTOR2 vLine2[2];
D3DXVECTOR2 vLine3[2];
D3DXVECTOR2 vLine4[2];
D3DXVECTOR2 vLine5[2];
D3DXVECTOR2 vLine6[2];
D3DXVECTOR2 vLine7[2];
D3DXVECTOR2 vLine8[2];
D3DXVECTOR2 vLine9[2];
D3DXVECTOR2 vLine10[2];
D3DXVECTOR2 vLine11[2];
D3DXVECTOR2 vLine12[2];
float t=1;
pLine->SetWidth( t );
pLine->SetAntialias( false );
pLine->SetGLLines( false );
//bottom left to bottom right
vLine1[0].x = x_bottom_left;
vLine1[0].y = y_bottom_left;
vLine1[1].x = x_bottom_left+(x_bottom_right-x_bottom_left);
vLine1[1].y = y_bottom_left;
//bottom left to top left
vLine2[0].x = x_top_left;
vLine2[0].y = y_top_left;
vLine2[1].x = x_top_left;
vLine2[1].y = y_top_left+(y_bottom_left-y_top_left);
//bottom right to top right
vLine3[0].x = x_top_right;
vLine3[0].y = y_top_right;
vLine3[1].x = x_top_right;
vLine3[1].y = y_top_right+(y_bottom_right-y_top_right);
//top left to top right
vLine4[0].x = x_top_left;
vLine4[0].y = y_top_left;
vLine4[1].x = x_top_left+(x_top_right-x_top_left);
vLine4[1].y = y_top_left;
//from top left to top left forward
vLine5[0].x = x_top_left;
vLine5[0].y = y_top_left;
vLine5[1].x = x_top_left+(x_forward_top_left-x_top_left);
vLine5[1].y = y_top_left+(y_forward_top_left-y_top_left);
//from bottom left to bottom left forward
vLine6[0].x = x_bottom_left;
vLine6[0].y = y_bottom_left;
vLine6[1].x = x_bottom_left+(x_forward_bottom_left-x_bottom_left);//
vLine6[1].y = y_bottom_left+(y_forward_bottom_left-y_bottom_left);//
//from bottom right to bottom right forward
vLine7[0].x = x_bottom_right;
vLine7[0].y = y_bottom_right;
vLine7[1].x = x_bottom_right+(x_forward_bottom_right-x_bottom_right);//
vLine7[1].y = y_bottom_right+(y_forward_bottom_right-y_bottom_right);//
//from top right to top right forward
vLine8[0].x = x_top_right;
vLine8[0].y = y_top_right;
vLine8[1].x = x_top_right+(x_forward_top_right-x_top_right);//
vLine8[1].y = y_top_right+(y_forward_top_right-y_top_right);//
//bottom left forward to bottom right forward
vLine9[0].x = x_forward_bottom_left;
vLine9[0].y = y_forward_bottom_left;
vLine9[1].x = x_forward_bottom_left+(x_forward_bottom_right-x_forward_bottom_left);
vLine9[1].y = y_forward_bottom_left;
//bottom left forward to top left forward
vLine10[0].x = x_forward_top_left;
vLine10[0].y = y_forward_top_left;
vLine10[1].x = x_forward_top_left;
vLine10[1].y = y_forward_top_left+(y_forward_bottom_left-y_forward_top_left);
//bottom right forward to top right forward
vLine11[0].x = x_forward_top_right;
vLine11[0].y = y_forward_top_right;
vLine11[1].x = x_forward_top_right;
vLine11[1].y = y_forward_top_right+(y_forward_bottom_right-y_forward_top_right);
//top left forward to top right forward
vLine12[0].x = x_forward_top_left;
vLine12[0].y = y_forward_top_left;
vLine12[1].x = x_forward_top_left+(x_forward_top_right-x_forward_top_left);
vLine12[1].y = y_forward_top_left;
pLine->Begin( );
pLine->Draw( vLine1, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine2, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine3, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine4, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine5, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine6, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine7, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine8, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine9, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine10, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine11, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->Draw( vLine12, 2, D3DCOLOR_ARGB(a, r, g, b ) );
pLine->End( );
}
}
//following you put in endscene for example:
D3DXCreateLine(d3dDevice, &pLine ); //Create line (put that for example in endscene or whatever you hooked
//and last but not least lets call our function:
Draw3DBox( /*all parameters for example bones*/ );
