SmileFull CA Source Code...

Posts 115 of 66 · Page 1 of 5
Full CA Source Code...
All you got to do is copy paste that shit but to not make it to easy you gotta update the LT Client by yourself :P


Code:
//
// By Bravia
// Don't Leech and don;t forget to credit me
// you gotta update the lt client..

#include "stdafx.h"
#include <windows.h>
#include <shellapi.h>
#pragma comment(lib,"shell32.lib")
void __cdecl PushToConsole( const char* szCommand )
{
	DWORD *L***ient = ( DWORD* )( 0x3776FCC8 );
	void* CONoff = ( void* )*( DWORD* )( *L***ient + 0x208 );
 
	__asm
	{
		push szCommand;
		call CONoff;
		add esp, 4;
	}
}
bool IsGameReadyForHook()
{
    if( GetModuleHandleA( "d3d9.dll"     ) != NULL 
     && GetModuleHandleA( "ClientFX.fxd" ) != NULL 
     && GetModuleHandleA( "CShell.dll"   ) != NULL )
        return true;

    return false;
}
		void MemCopy(void* Dest, const void* Src, int Len)
{
    DWORD OldProtect;
    DWORD OldProtect2;
    VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect);
    memcpy(Dest, Src, Len);
    VirtualProtect(Dest, Len, OldProtect, &OldProtect2);
    FlushInstructionCache(GetCurrentProcess(), Dest, Len);
}
void main()
{
MessageBoxA(NULL," Enter You Text Here ","Bravia's  Source",MB_OK); 
	while (!IsGameReadyForHook()){
		Sleep(20);
	}
	bool boxes = false;
	bool fog = false;
	bool ammo = false;
	bool speed = false;
	bool spread = false;
	bool tracers = false;
	bool showfps = false;
	bool unlockcursor = false;
	bool drawgun = false;
	bool sjump = false;
	bool recoil = false;
	bool wireframe = false;
	bool windows = false;
	bool respawn = false;
	bool act = false;
	bool glitcher = false;
	bool skeleton = false;
	bool breath = false;
	bool name = false;
	bool nosway = false;
	PushToConsole("FallDamageMinHeight 0.000000");
	PushToConsole("FallDamageMaxHeight 0.000000");
	PushToConsole("FallDamageMax 0.000000");
	while(true){
		if(GetAsyncKeyState(VK_NUMPAD1)<0){
			if(boxes){
				PushToConsole("ModelDebug_DrawBoxes 0");
				PushToConsole("SkelModelStencil 0");
				boxes = false;
			} else {
				PushToConsole("ModelDebug_DrawBoxes 1");
				PushToConsole("SkelModelStencil 1");
				boxes = true;
			}
		}
		if(GetAsyncKeyState(VK_NUMPAD2)<0){
			if(fog){
				PushToConsole("FogEnable 1");
				fog = false;
			} else {
				PushToConsole("FogEnable 0");
				fog = true;
			}
		}
		if(GetAsyncKeyState(VK_NUMPAD3)<0){
			if(speed){
				PushToConsole("BaseMoveAccel 3000.000000");
				PushToConsole("StartAccel 500.000000");
				PushToConsole("MaxAccel 3000.000000");
				PushToConsole("AccelInc 6000.000000");
				PushToConsole("WalkVel 70.000000");
				PushToConsole("FRunVel 285.000000");
				PushToConsole("BRunVel 285.000000");
				PushToConsole("SRunVel 285.000000");
				PushToConsole("DuckVel 50.000000");
				speed = false;
			} else {
				PushToConsole("BaseMoveAccel 3000.000000");
				PushToConsole("StartAccel 3000.000000");
				PushToConsole("MaxAccel 3000.000000");
				PushToConsole("AccelInc 3000.000000");
				PushToConsole("WalkVel 3000.000000");
				PushToConsole("FRunVel 3000.000000");
		    	PushToConsole("BRunVel 3000.000000");
				PushToConsole("SRunVel 3000.000000");
				PushToConsole("DuckVel 3000.000000");
				speed = true;
			}
		}
		if(GetAsyncKeyState(VK_NUMPAD4)<0){
			if(spread){
				PushToConsole("PerturbRotationEffect 3.000000");
				PushToConsole("PerturbIncreaseSpeed 3.000000");
				PushToConsole("PerturbDecreaseSpeed 9.000000");
				PushToConsole("PerturbWalkPercent 0.500000");
				PushToConsole("PerturbRecoil 9.000000");
				PushToConsole("FireMovePerturb 9.000000");
				PushToConsole("ZoomedFireMoveDuckPerturb 9.000000");
				PushToConsole("ZoomedFireMovePerturb 9.000000");
				PushToConsole("ZoomedFireDuckPerturb 9.000000");
				spread = false;
			} else {
				PushToConsole("PerturbRotationEffect  0.000000"); 
				PushToConsole("PerturbIncreaseSpeed 0.000000"); 
				PushToConsole("PerturbWalkPercent 0.000000"); 
				PushToConsole("PerturbFiringIncreaseSpeed 0.000000");
				PushToConsole("PerturbRecoil 0.000000");
				PushToConsole("FireMovePerturb 0.000000");
				PushToConsole("ZoomedFireMoveDuckPerturb 0.000000");
				PushToConsole("ZoomedFireMovePerturb 0.000000");
				PushToConsole("ZoomedFireDuckPerturb 0.000000");
				spread = true;
			}
		}
		if(GetAsyncKeyState(VK_NUMPAD5)<0){
			if(tracers){
				PushToConsole("ShowFirePath 0");
				tracers = false;
			} else {
				PushToConsole("ShowFirePath 1");
				tracers = true;
			}
		}
		if(GetAsyncKeyState(VK_NUMPAD6)<0){
			if(sjump){
				PushToConsole("JumpVel 330.000000");
				sjump = false;
			} else {
				PushToConsole("JumpVel 660.000000");
				sjump = true;
			}
		}
		if(GetAsyncKeyState(VK_NUMPAD7)<0){
			if(showfps){
				PushToConsole("ShowFps 0");
				showfps = false;
			} else {
				PushToConsole("ShowFps 1");
				showfps = true;
			}
		}
		if(GetAsyncKeyState(VK_NUMPAD8)<0){
			if(unlockcursor){
				PushToConsole("CursorCenter 1");
				unlockcursor = false;
			} else {
				PushToConsole("CursorCenter 0");
				unlockcursor = true;
			}
		}
		if(GetAsyncKeyState(VK_NUMPAD9)<0){
			if(drawgun){
				PushToConsole("drawguns 1");
				drawgun = false;
			} else {
				PushToConsole("drawguns 0");
				drawgun = true;
			}
		}
		if(GetAsyncKeyState(VK_PRIOR)<0){
			if(respawn){
				PushToConsole("DyingTime 3500.000000");
				respawn = false;
			} else {
				PushToConsole("DyingTime 0");
				PushToConsole("DeadCameraTime 0");
				respawn = true;
			}
		}
		if(GetAsyncKeyState(VK_NEXT)<0){
			if(act){
				PushToConsole("ActivationDistance 10");
				act = false;
			} else {
				PushToConsole("ActivationDistance 100000");
				act = true;
			}
		}
		if(GetAsyncKeyState(VK_F11)<0){
			if(nosway){
				PushToConsole("WeaponSway 1.000000");
				nosway = false;
			} else {
				PushToConsole("WeaponSway 0.000000");
				nosway = true;
			}
		}
		if(GetAsyncKeyState(VK_F10)<0){
			if(recoil){
				PushToConsole("DuckDownCamOffSet -13.000000");
				recoil = false;
			} else {
				PushToConsole("CamMaxPosYOffset 200.000000");
				PushToConsole("DuckDownCamOffSet 1000.000000");
				recoil = true;
			}
		}
		if(GetAsyncKeyState(VK_F12)<0){
			if(glitcher){
				PushToConsole("BaseMoveAccel 3000.000000");
				PushToConsole("StartAccel 500.000000");
				PushToConsole("MaxAccel 3000.000000");
				PushToConsole("AccelInc 6000.000000");
				PushToConsole("WalkVel 70.000000");
				PushToConsole("FRunVel 285.000000");
				PushToConsole("BRunVel 285.000000");
				PushToConsole("SRunVel 285.000000");
				PushToConsole("DuckVel 50.000000");
				glitcher = false;
			} else {
				PushToConsole("BaseMoveAccel 90000.000000");
				PushToConsole("StartAccel 90000.000000");
				PushToConsole("MaxAccel 90000.000000");
				PushToConsole("AccelInc 90000.000000");
				PushToConsole("WalkVel 90000.000000");    
				PushToConsole("FRunVel 90000.000000");    
				PushToConsole("BRunVel 90000.000000");   
				PushToConsole("SRunVel 90000.000000");  
				glitcher = true;
			}
		}
		if(GetAsyncKeyState(VK_UP)<0){
			PushToConsole("PlayerGravity +800");
		}
		if(GetAsyncKeyState(VK_DOWN)<0){
			PushToConsole("PlayerGravity -800");
		}
		if(GetAsyncKeyState(VK_MULTIPLY)<0){
			PushToConsole("PlayerGravity 0");
		}
		if(GetAsyncKeyState(VK_INSERT)<0){
			PushToConsole("ActivationDistance 1000");
		}
		if(GetAsyncKeyState(VK_F7)<0){
			PushToConsole("FragSelf 1");
		}
		if(GetAsyncKeyState(VK_F6)<0){
			if(ammo){
				PushToConsole("IsAmmo 0");
				PushToConsole("ShotsPerClip 0");
				ammo = false;
			} else {
				PushToConsole("IsAmmo 1");
				PushToConsole("ShotsPerClip 1");
				ammo = true;
			}
		}
		if(GetAsyncKeyState(VK_DELETE)<0){
			PushToConsole("CrossHair_DefaultLength 50");
			PushToConsole("CrossHair_DefaultGapLength 1");
			PushToConsole("CrosshairGapMin 0");
			PushToConsole("CrosshairGapMax 2");
			PushToConsole("CrosshairBarMin 100");
			PushToConsole("CrosshairBarMax 100");
			PushToConsole("HitCrossHairMAXPerturb 0");
			PushToConsole("HitCrossHairMINPerturb 0");
			PushToConsole("HitCrossHairSize 0");
			PushToConsole("CrossHair_FiringDuration 0");
			PushToConsole("ScopeUDRadius 0");
			PushToConsole("ScopeLRRadius 0");
			PushToConsole("ScopeUPGap 0");
			PushToConsole("ScopeLRGap 0");
			PushToConsole("ShowBreath 0");
		}
		if(GetAsyncKeyState(VK_HOME)<0){
			if(wireframe){
				PushToConsole("WireFrame 0");
				wireframe = false;
			} else {
				PushToConsole("WireFrame 1");
				wireframe = true;
			}
		}
		if(GetAsyncKeyState(VK_NUMPAD0)<0){
			if(breath){
				PushToConsole("ShowBreath 0");
				breath = false;
			} else {
				PushToConsole("ShowBreath 1");
				breath = true;
			}
		}
		if(GetAsyncKeyState(VK_F9)<0){
			if(skeleton){
				PushToConsole("ModelDebug_DrawSkeleton 0");
				skeleton = false;
			} else {
				PushToConsole("ModelDebug_DrawSkeleton 1");
				skeleton = true;
			}
		}
		if(GetAsyncKeyState(VK_END)<0){
			if(windows){
				PushToConsole("Windowed 0");
				windows = false;
			} else {
				PushToConsole("Windowed 1");
				windows = true;
			}
		}
		if(GetAsyncKeyState(VK_MENU)<0){
			if(name){
				PushToConsole("ModeFullName 0");
				name = false;
			} else {
				PushToConsole("ModeFullName 1");
				name = true;
			}
		}
		Sleep(20);
	}
}
BOOL APIENTRY DllMain( HMODULE hModule,
                       DWORD  ul_reason_for_call,
                       LPVOID lpReserved
					 )
{
	switch (ul_reason_for_call)
	{
	case DLL_PROCESS_ATTACH:
		ShellExecute;
		CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL);
		break;
	case DLL_THREAD_ATTACH:
	case DLL_THREAD_DETACH:
	case DLL_PROCESS_DETACH:
		break;
	}
	return TRUE;
}

TY vBMasta

* waits for 50 new hack releases..

Quote Originally Posted by AVGN View Post

TY vBMasta

* waits for 50 new hack releases..

LOL how the heck u know im vBMasta :P
i know all see all hear all..

CA section is mah section
Good job Bravia.
you forgot
Code:
system("start http://www.mpgh.net/")
Lol, true .
Quote Originally Posted by AVGN View Post
you forgot
Code:
system("start http://www.mpgh.net/")
Quote Originally Posted by Obama View Post
Lol, true .
Did not have time nikka lol I will try to add it when I get back from the party
Does that no recoil actually work O.o
Also whats ammo?
You make it look like combat arms hacking is easy..lol
Good job on all this, now we need to find some bypasses
i dont think no recoil works
OH!!! And guys, he left out something!!!!!

He didn't make this!!!! My friend did, and i changed it a bit, and gave this to bravia, don't believe him, hes a noob, he didn't code this at all, i gave this to him!!!

And no that no recoil doesnt work, he didnt even NOP any address. No address, and no 0x90's, all he did was declare what memcpy is.

And this wouldnt work, you need 2 header files, "Files.h" and "Base.h".

Don't let a noob tell you wrong
Lol, i knew this was missing a few headers.

If you can code, you can fix it up to work tho. simple.......for some.

Hell, I wouldn't use this at all.
I just study it. See how things fit.
So I can make one from scratch one day.
Posts 115 of 66 · Page 1 of 5
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