Primeiro defina as int
Code:
INT OPK;
INT NPCOPK;
INT spick, Tele;
Agora o GameStatus do OPK
Code:
if((*(BYTE *)GameStatus == 1) && (OPK)) {
DWORD player, position, target;
player = (DWORD)GetModuleHandle("ClientFX.fxd");
player += PlayerOffSet;
memcpy(&position, (VOID *)(player), 4);
position += 0xCC;
memcpy(&target, (VOID *)(PlayerRandom), 4);
target += 0xCC;
if((*(BYTE *)GameStatus == 1) && OPK) {
if((target > 0xCC && position > 0xCC)
&& (target > 0xC8 && position > 0xC8)
&& (target > 0xD0 && position > 0xD0)) {
*(FLOAT *)target = *(FLOAT *)position;
*(FLOAT *)(target + 0x4) = *(FLOAT *)(position + 0x4)+ 50.0f;
*(FLOAT *)(target - 0x4) = *(FLOAT *)(position - 0x4)+ 50.0f;
}
}
}
Mias um game status
Code:
if((*(BYTE *)GameStatus == 1) && (NPCOPK || Tele || spick ) )
{
cGameClientShell* pGameClientShell = (cGameClientShell*)GCS;
cSFXMgr* SFXMgr = pGameClientShell->GetSFXMgr();
unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
GetLocalPlayer = (lpGetLocalPlayer)(LocalPlayer);
cClientInfo *pLocal = GetLocalPlayer(ulThis);
NPC OPK
Code:
if(ValidPointer(SFXMgr))
{
if(NPCOPK) //NPC-OPK
{
for ( int i = 0; i < SFXMgr->SFXList[0x18].Num ; i++ )
{
cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x18].List[i];
if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
{
if(!NPC->IsPlayer )
{
D3DXVECTOR3 Pos_1 = *(D3DXVECTOR3*)(pLocal->Object +0x4);
Pos_1.y -= 50.0f;
Pos_1.x += 50.0f;
SetObject(NPC->Object ,Pos_1);
}
}
}
}
}
Weapon Teleport
Code:
if(Tele) // Weapon Teleport
{
for ( int i = 0; i < SFXMgr->SFXList[0x17].Num ; i++ )
{
cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x17].List[i];
if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
{
if(!NPC->IsPlayer )
{
D3DXVECTOR3 Pos_1 = *(D3DXVECTOR3*)(pLocal->Object +0x4);
Pos_1.y -= 10.0f*i;
Pos_1.x += 50.0f;
SetObject(NPC->Object ,Pos_1);
}
}
}
}
Weapon Vacumm
Code:
if(spick) //Weapon Vacumm
{
for ( int i = 0; i < SFXMgr->SFXList[0x17].Num ; i++ )
{
cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x17].List[i];
if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
{
if(!NPC->IsPlayer )
{
D3DXVECTOR3 Pos_1 = *(D3DXVECTOR3*)(pLocal->Object +0x4);
Pos_1.y -= 10.0f*i;
Pos_1.x += 50.0f;
SetObject(NPC->Object ,Pos_1);
}
else if(spick == 1) {
Sleep(100);
spick = false;
}
}
}
} else {
}
Mias game status --'
Code:
} else {
if((*(BYTE *)GameStatus == 5))
spick = false;
NPCOPK = false;
Tele = false;
}
return oPresent(pDevice, a, b, c, d);
}
Ficando assim o codigo final
Code:
INT OPK;
INT NPCOPK;
INT spick, Tele;
if((*(BYTE *)GameStatus == 1) && (OPK)) {
DWORD player, position, target;
player = (DWORD)GetModuleHandle("ClientFX.fxd");
player += PlayerOffSet;
memcpy(&position, (VOID *)(player), 4);
position += 0xCC;
memcpy(&target, (VOID *)(PlayerRandom), 4);
target += 0xCC;
if((*(BYTE *)GameStatus == 1) && OPK) {
if((target > 0xCC && position > 0xCC)
&& (target > 0xC8 && position > 0xC8)
&& (target > 0xD0 && position > 0xD0)) {
*(FLOAT *)target = *(FLOAT *)position;
*(FLOAT *)(target + 0x4) = *(FLOAT *)(position + 0x4)+ 50.0f;
*(FLOAT *)(target - 0x4) = *(FLOAT *)(position - 0x4)+ 50.0f;
}
}
}
if((*(BYTE *)GameStatus == 1) && (NPCOPK || Tele || spick ) )
{
cGameClientShell* pGameClientShell = (cGameClientShell*)GCS;
cSFXMgr* SFXMgr = pGameClientShell->GetSFXMgr();
unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
GetLocalPlayer = (lpGetLocalPlayer)(LocalPlayer);
cClientInfo *pLocal = GetLocalPlayer(ulThis);
if(ValidPointer(SFXMgr))
{
if(NPCOPK) //NPC-OPK
{
for ( int i = 0; i < SFXMgr->SFXList[0x18].Num ; i++ )
{
cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x18].List[i];
if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
{
if(!NPC->IsPlayer )
{
D3DXVECTOR3 Pos_1 = *(D3DXVECTOR3*)(pLocal->Object +0x4);
Pos_1.y -= 50.0f;
Pos_1.x += 50.0f;
SetObject(NPC->Object ,Pos_1);
}
}
}
}
}
if(Tele) // Weapon Teleport
{
for ( int i = 0; i < SFXMgr->SFXList[0x17].Num ; i++ )
{
cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x17].List[i];
if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
{
if(!NPC->IsPlayer )
{
D3DXVECTOR3 Pos_1 = *(D3DXVECTOR3*)(pLocal->Object +0x4);
Pos_1.y -= 10.0f*i;
Pos_1.x += 50.0f;
SetObject(NPC->Object ,Pos_1);
}
}
}
}
if(spick) //Weapon Vacumm
{
for ( int i = 0; i < SFXMgr->SFXList[0x17].Num ; i++ )
{
cCharacterFX* NPC = (cCharacterFX*)SFXMgr->SFXList[0x17].List[i];
if(ValidPointer(NPC) && ValidPointer(NPC->Object ))
{
if(!NPC->IsPlayer )
{
D3DXVECTOR3 Pos_1 = *(D3DXVECTOR3*)(pLocal->Object +0x4);
Pos_1.y -= 10.0f*i;
Pos_1.x += 50.0f;
SetObject(NPC->Object ,Pos_1);
}
else if(spick == 1) {
Sleep(100);
spick = false;
}
}
}
}
} else {
if((*(BYTE *)GameStatus == 5))
spick = false;
NPCOPK = false;
Tele = false;
}
return oPresent(pDevice, a, b, c, d);
}
Ja que é para ferrar tudo, então gogogo!
Classes adicionadas, tanto para essas funções como para aimbot!
Virus Scan:
Classes.rar - Verificador de malware do Jotti
https://www.virustotal.com/file/83bf...is/1326500130/
Se tiver faltando alguma coisa me avisa
Creditos:
mmbob
steven1578
Gx4hxR
BaTaTa
Toko
Gellin
WE11