Hacks [Memória & Console]
Hacks Em Cosole De Comando:
2D Boxes:
Chams:
Weapon Sway:
Show FPS:
Sem Respiração:
Ativar Em Distância:
Sem Propagação:
Removedores:
Sem Nevoeiro:
Brilho De Calor:
Jogador De Arame:
Mundo De Arame:
Jogador Esqueleto:
Esconder Arma:
Traçar Balas:
Prediction:
Windowed:
Bilho Total:
Super Pulo:
Super Velocidade:
Glitcher (Super Velocidade):
Voar:
Suicidio:
Paredes Brancas:
Sem Audio:
Pulo Virtual:
Pulo Virtual (Para Baixo):
Cores De Nevoeiro:
Sangue Branco:
Desativar CrossHair:
Sem Knock Back:
Mostrar Estatisticas:
Hacks Em Memória:
Nomes Inimigos (ESP Nomes):
Paredes De Vidro (Glas Walls):
Sem Recarregar (No Reload):
Sem Recolher (No Recoil):
Tiro Longo (Weapon Range):
Super Munição(Super Bullet):
Invisivel(Invisible):
Créditos:
Solify
DeadLinez
WE11ington
2D Boxes:
Code:
ModelDebug_DrawBoxes 1 [0]
Code:
SkelModelStencil 1 [0]
Code:
WeaponSway 0.000000 [1.000000]
Code:
ShowFps 1 [0]
Code:
ShowBreath 0 [1]
Code:
ActivationDistance 100000 [100]
Code:
PerturbRotationEffect 0.000000 [3.000000] PerturbIncreaseSpeed 0.000000 [3.000000] PerturbWalkPercent 0.000000 [9.000000] PerturbFiringIncreaseSpeed 0.000000 [0.500000] PerturbRecoil 0.000000 [9.000000] FireMovePerturb 0.000000 [9.000000] ZoomedFireMoveDuckPerturb 0.000000 [9.000000] ZoomedFireMovePerturb 0.000000 [9.000000] ZoomedFireDuckPerturb 0.000000 [9.000000]
Code:
DynamicLight 0 [1] EnableWeatherFX 0 [1] MuzzleLight 0 [1] SnowEnable 0 [1] CamDamage 0 [1] ModelApplySun 0 [1] ClientFXDetailLevel 0 [1] ModelShadow_Proj_Enable 0 [1] DebrisFXLevel 0 [1] ScatterEnable 0 [1] modelshadow_proj_blurenable 0 [1] DrawAllModelShadows 0 [1] ModelShadow_Proj_MinColorComponent 0 [1] ModelShadow_Proj_MaxProjDist 0 [1]
Code:
FogEnable 0 [1]
Code:
ScreenGlowEnable 1 [0]
Code:
WireframeModels 1 [0]
Code:
WireFrame 1 [0]
Code:
ModelDebug_DrawSkeleton 1 [0]
Code:
Drawguns 0 [1]
Code:
ShowFirePath 1 [0]
Code:
Prediction 0 [1]
Code:
Windowed 1 [0]
Code:
FullBright 1 [0]
Code:
JumpVel 660.000000 [330.000000]
Code:
BaseMoveAccel 3000.000000 [3000.000000] StartAccel 3000.000000 [500.000000] MaxAccel 3000.000000 [3000.000000] AccelInc 3000.000000 [6000.000000] WalkVel 3000.000000 [70.000000] FRunVel 3000.000000 [285.000000] BRunVel 3000.000000 [285.000000] SRunVel 3000.000000 [285.000000]
Code:
BaseMoveAccel 9000.000000 [3000.000000] StartAccel 9000.000000 [500.000000] MaxAccel 9000.000000 [3000.000000] AccelInc 9000.000000 [6000.000000] WalkVel 9000.000000 [70.000000] FRunVel 9000.000000 [285.000000] BRunVel 9000.000000 [285.000000] SRunVel 9000.000000 [285.000000]
Code:
PlayerGravity 800 [-800]
Code:
FragSelf 1 [0]
Code:
DrawFlat 0 [1]
Code:
SoundEnable 0 [1] MusicEnable 0 [1]
Code:
CamMaxPosYOffset 200.000000 [0.000000]
Code:
CamMaxPosYOffset -1000.000000 [0.000000]
Code:
FogB x [255] FogG x [255] FogR x [255]
Code:
WhiteBlood 1 [0]
Code:
DisableCrosshair 0 [1]
Code:
KnockBack 0 [1]
Code:
ShowPerformanceStatistics 1 [0]
Nomes Inimigos (ESP Nomes):
Code:
memcpy((VOID *)ESPNomes1, (VOID *)(PBYTE)"\x90\x90", 2);
memcpy((VOID *)ESPNomes2, (VOID *)(PBYTE)"\x90\x90", 2);
} else {
memcpy((VOID *)ESPNomes1, (VOID *)(PBYTE)"\x75\x05", 2);
memcpy((VOID *)ESPNomes2, (VOID *)(PBYTE)"\x75\x05", 2);
}
Code:
memcpy((LPVOID)Glas Walls, "\x6A\x00", 2); else memcpy((LPVOID)Glas Walls, "\x6A\x01", 2);
Code:
memcpy((VOID *)NoReload, (VOID *)(PBYTE)"\x90\x90\x90\x90\x90\x90", 6); else memcpy((VOID *)NoReload, (VOID *)(PBYTE)"\x0F\x84\xB1\x01\x00\x00", 6);
Code:
memcpy((VOID *)NoRecoil, (VOID *)(PBYTE)"\x90\x90\x90\x90", 4); else memcpy((VOID *)NoRecoil, (VOID *)(PBYTE)"\xD9\x44\x24\x10", 4);
Code:
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);
Code:
memcpy((VOID *)SuperBullet, (VOID *)(PBYTE)"\x90\x90\x90", 3); else memcpy((VOID *)SuperBullet, (VOID *)(PBYTE)"\x0F\x94\xC0", 3);
Code:
memcpy((VOID *)Invisivel, (VOID *)(PBYTE)"\x01", 1); else memcpy((VOID *)Invisivel, (VOID *)(PBYTE)"\x00", 1);
Solify
DeadLinez
WE11ington


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