Thumbs upGhost Mode CABR

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Ghost Mode CABR
Salve Galera da MPGH. Acabei de criar uma conta Aqui. Bom vou direto ao assunto,Vim postar aqui o Soucer code do Ghost Mode.

//Ghost Mode
INT ghostmode; INT ghostmodex1;

float Posx, Posy, Posz =0;
void SetLocalPlayerPosition( D3DXVECTOR3 Pos )
{
DWORD dwAdress;
dwAdress = (DWORD)GetModuleHandleA("Clientfx.fxd" ); // ?wth?
DWORD dwMyLocal = *(DWORD*)( dwAdress + 0x66F34 );

if( dwMyLocal == NULL )
return;

*(float*)( dwMyLocal + 0xC8 ) = Pos.x;
*(float*)( dwMyLocal + 0xCC ) = Pos.y;
*(float*)( dwMyLocal + 0xD0 ) = Pos.z;
}

void Ghostmode1(LPDIRECT3DDEVICE9 pDevice) //x1
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 1)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 1.0f * sinf(PlayerYaw);
Posy += Sign * 1.0f * sinf(-PlayerPitch);
Posz += Sign * 1.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 1.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 1.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 1.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 1.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

/*void Ghostmode2(LPDIRECT3DDEVICE9 pDevice) //x2
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 2)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 2.0f * sinf(PlayerYaw);
Posy += Sign * 2.0f * sinf(-PlayerPitch);
Posz += Sign * 2.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 2.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 2.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 2.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 2.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode3(LPDIRECT3DDEVICE9 pDevice) //x3
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 3)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 3.0f * sinf(PlayerYaw);
Posy += Sign * 3.0f * sinf(-PlayerPitch);
Posz += Sign * 3.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 3.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 3.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 3.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 3.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode4(LPDIRECT3DDEVICE9 pDevice) //x4
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 4)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 4.0f * sinf(PlayerYaw);
Posy += Sign * 4.0f * sinf(-PlayerPitch);
Posz += Sign * 4.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 4.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 4.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 4.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 4.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode5(LPDIRECT3DDEVICE9 pDevice) //x5
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 5)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 5.0f * sinf(PlayerYaw);
Posy += Sign * 5.0f * sinf(-PlayerPitch);
Posz += Sign * 5.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 5.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 5.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 5.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 5.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode6(LPDIRECT3DDEVICE9 pDevice) //x6
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 6)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 6.0f * sinf(PlayerYaw);
Posy += Sign * 6.0f * sinf(-PlayerPitch);
Posz += Sign * 6.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 6.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 6.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 6.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 6.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode7(LPDIRECT3DDEVICE9 pDevice) //x7
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 7)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 7.0f * sinf(PlayerYaw);
Posy += Sign * 7.0f * sinf(-PlayerPitch);
Posz += Sign * 7.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 7.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 7.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 7.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 7.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode8(LPDIRECT3DDEVICE9 pDevice) //x8
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 8)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 8.0f * sinf(PlayerYaw);
Posy += Sign * 8.0f * sinf(-PlayerPitch);
Posz += Sign * 8.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 8.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 8.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 8.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 8.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode9(LPDIRECT3DDEVICE9 pDevice) //x9
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 9)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 9.0f * sinf(PlayerYaw);
Posy += Sign * 9.0f * sinf(-PlayerPitch);
Posz += Sign * 9.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 9.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 9.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 9.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 9.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode10(LPDIRECT3DDEVICE9 pDevice) //x10
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 10)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 10.0f * sinf(PlayerYaw);
Posy += Sign * 10.0f * sinf(-PlayerPitch);
Posz += Sign * 10.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 10.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 10.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 10.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 10.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode11(LPDIRECT3DDEVICE9 pDevice) //x11
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 11)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 11.0f * sinf(PlayerYaw);
Posy += Sign * 11.0f * sinf(-PlayerPitch);
Posz += Sign * 11.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 11.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 11.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 11.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 11.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode12(LPDIRECT3DDEVICE9 pDevice) //x12
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 12)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 12.0f * sinf(PlayerYaw);
Posy += Sign * 12.0f * sinf(-PlayerPitch);
Posz += Sign * 12.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 12.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 12.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 12.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 12.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode13(LPDIRECT3DDEVICE9 pDevice) //x13
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 13)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 13.0f * sinf(PlayerYaw);
Posy += Sign * 13.0f * sinf(-PlayerPitch);
Posz += Sign * 13.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 13.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 13.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 13.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 13.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode14(LPDIRECT3DDEVICE9 pDevice) //x14
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 14)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 14.0f * sinf(PlayerYaw);
Posy += Sign * 14.0f * sinf(-PlayerPitch);
Posz += Sign * 14.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 14.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 14.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 14.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 14.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode15(LPDIRECT3DDEVICE9 pDevice) //x15
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 15)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 15.0f * sinf(PlayerYaw);
Posy += Sign * 15.0f * sinf(-PlayerPitch);
Posz += Sign * 15.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 15.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 15.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 15.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 15.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode16(LPDIRECT3DDEVICE9 pDevice) //x16
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 16)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 16.0f * sinf(PlayerYaw);
Posy += Sign * 16.0f * sinf(-PlayerPitch);
Posz += Sign * 16.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 16.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 16.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 16.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 16.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode17(LPDIRECT3DDEVICE9 pDevice) //x17
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 17)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 17.0f * sinf(PlayerYaw);
Posy += Sign * 17.0f * sinf(-PlayerPitch);
Posz += Sign * 17.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 17.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 17.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 17.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 17.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode18(LPDIRECT3DDEVICE9 pDevice) //x18
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 18)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 18.0f * sinf(PlayerYaw);
Posy += Sign * 18.0f * sinf(-PlayerPitch);
Posz += Sign * 18.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 18.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 18.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 18.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 18.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode19(LPDIRECT3DDEVICE9 pDevice) //x19
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 19)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 19.0f * sinf(PlayerYaw);
Posy += Sign * 19.0f * sinf(-PlayerPitch);
Posz += Sign * 19.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 19.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 19.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 19.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 19.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode20(LPDIRECT3DDEVICE9 pDevice) //x20
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 20)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 20.0f * sinf(PlayerYaw);
Posy += Sign * 20.0f * sinf(-PlayerPitch);
Posz += Sign * 20.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 20.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 20.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 20.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 20.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}*/
Adicione a função -_-

if(ghostmode == 1) {
Ghostmode1(pDevice);
} else {
if((*(BYTE *)GameStatus == 5))
ghostmode = false;
}
/* else if(ghostmode == 2) {
Ghostmode2(pDevice);
}
else if(ghostmode == 3) {
Ghostmode3(pDevice);
}
else if(ghostmode == 4) {
Ghostmode4(pDevice);
}
else if(ghostmode == 5) {
Ghostmode5(pDevice);
}
else if(ghostmode == 6) {
Ghostmode6(pDevice);
}
else if(ghostmode == 7) {
Ghostmode7(pDevice);
}
else if(ghostmode == 8) {
Ghostmode8(pDevice);
}
else if(ghostmode == 9) {
Ghostmode9(pDevice);
}
else if(ghostmode == 10) {
Ghostmode10(pDevice);
}
else if(ghostmode == 11) {
Ghostmode11(pDevice);
}
else if(ghostmode == 12) {
Ghostmode12(pDevice);
}
else if(ghostmode == 13) {
Ghostmode13(pDevice);
}
else if(ghostmode == 14) {
Ghostmode14(pDevice);
}
else if(ghostmode == 15) {
Ghostmode15(pDevice);
}
else if(ghostmode == 16) {
Ghostmode16(pDevice);
}
else if(ghostmode == 17) {
Ghostmode17(pDevice);
}
else if(ghostmode == 18) {
Ghostmode18(pDevice);
}
else if(ghostmode == 19) {
Ghostmode19(pDevice);
}
else if(ghostmode == 20) {
Ghostmode20(pDevice);
}*/
Alguns endereços
#define GameStatus 0x377AF0D0
#define DeviceGame 0x00910368
#define LTClientEXE 0x00485FA0
#define LTClientDLL 0x3779E0B8
#define EspName1 0x372E390D
#define EspName2 0x372E388A
#define NoRecoil 0x3738B82C
#define NoReload 0x373FEF74
#define SuperBullets 0x373F9C16
#define WeaponRange1 0x373FF1F9
#define WeaponRange2 0x373FF579
#define RapidFire 0x373FFC75
#define PlayerByIndex 0x37151B40
#define ClientInfoMgr 0x3779CDAC
#define LocalPlayer 0x371529C0
#define DrawPrimitive 0x00804454
#define PlayerMgr 0x377DEA34
#define PlayerRandom 0x377E0EA8
#define RadarEMapa 0x377E29C8
#define GCS 0x3779E148

Créditos
Pelos Ghost Mode:WE11ington,Pasha.
Eu e Hacker striker por atualiza Alguns Endereços.
Cara da para simplificar muito isso,menas linhas de codigo mais leve a dll e menos lag ...
Quote Originally Posted by TokolocoSK View Post
Cara da para simplificar muito isso,menas linhas de codigo mais leve a dll e menos lag ...
Esse código quase inteiro ta anulado por /* e */ é só apagar¬¬

Olha só ve se não da tbm:

Code:
float Posx, Posy, Posz =0;
void SetLocalPlayerPosition( D3DXVECTOR3 Pos )
{
DWORD dwAdress;
dwAdress	 = (DWORD)GetModuleHandleA("Clientfx.fxd" ); // ?wth?
DWORD dwMyLocal = *(DWORD*)( dwAdress + 0x66F34 );

if( dwMyLocal == NULL )
return;

*(float*)( dwMyLocal + 0xC8 ) = Pos.x;
*(float*)( dwMyLocal + 0xCC ) = Pos.y;
*(float*)( dwMyLocal + 0xD0 ) = Pos.z;
}

void Ghostmode1(LPDIRECT3DDEVICE9 pDevice) //x1
{

if((*(BYTE *)GameStatus == 1) && (gostmode == 1)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 1.0f * sinf(PlayerYaw);
Posy += Sign * 1.0f * sinf(-PlayerPitch);
Posz += Sign * 1.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 1.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 1.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 1.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 1.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}
usava as tags do code que ficava melhor mas muito legal o post
Caramba isso ta maior que a lista de espera do SUS,~Esse código pode ser simplificado!
Quote Originally Posted by BACKD00R View Post
Caramba isso ta maior que a lista de espera do SUS,~Esse código pode ser simplificado!
kkkkkkkkkkkkkk Foi mal sou novato aqui na MPGH '-'
Quote Originally Posted by BACKD00R View Post
Caramba isso ta maior que a lista de espera do SUS,~Esse código pode ser simplificado!
SE QUE PENSA,TEM MAIORES
tire os créditos do G4XH4x3r e ponha os do Pasha '-'
Cara essa é logica mais estranha que ja vi kkkkkkkkkkkkkkkkkkkkkkkkkk.
500 linhas sendo que da pra fazer um 50....

Faiz uma variavel reseber os valores que estão sendo mudados...
Quote Originally Posted by TokolocoSK View Post
Cara essa é logica mais estranha que ja vi kkkkkkkkkkkkkkkkkkkkkkkkkk.
500 linhas sendo que da pra fazer um 50....

Faiz uma variavel reseber os valores que estão sendo mudados...
Da uma olhada nakele código original e ve se n é igual¬¬ eu só mudei uma variável pq tava igual a variável nas funções!
Esse é o Ghost Mode que o G4XH4x3r postou .
Ele só deu Control C Control V.
Quote Originally Posted by Hacker Fail View Post
Esse é o Ghost Mode que o G4XH4x3r postou .
Ele só deu Control C Control V.
É sim mas retirei o desnecessário!
Quote Originally Posted by FR1GHT View Post
É sim mas retirei o desnecessário!
Não to falando de você .
To falando do dono do tópico, ele copiou tudo da base que o cara postou.
Não havia necessidade disso.
Quote Originally Posted by Hacker Fail View Post


Não to falando de você .
To falando do dono do tópico, ele copiou tudo da base que o cara postou.
Não havia necessidade disso.
Ah bom a unica função q eu n consegui add dakela base na whit foi a weapon vacuum!
Quote Originally Posted by FR1GHT View Post
Ah bom a unica função q eu n consegui add dakela base na whit foi a weapon vacuum!
Como que você não conseguiu add?
Eu consegui add tudo, mas o aimbot está dando DC.
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