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Home › Forum › MultiPlayer Game Hacks & Cheats › Combat Arms Hacks & Cheats › Combat Arms Brazil Hacks › Combat Arms BR Hack Coding/Source Code › Combat Arms BR Coding Help › MIRA FANTASMA

MIRA FANTASMA

Posts 1–15 of 29 · Page 1 of 2
MegaPixxx
MegaPixxx
MIRA FANTASMA
Pessoal

Alguém poderia ajudar a add aimbot na withbase ? Eu tenho aquela vrs com ESP e AIMBOT, mas não funfa mais.
#1 · 13y ago
Coder.Anonymous
Coder.Anonymous
Funciona sim ! basta saber atualizar ela. ..
#2 · 13y ago
MegaPixxx
MegaPixxx
Quote Originally Posted by Coder.Anonymous View Post
Funciona sim ! basta saber atualizar ela. ..
Mas precisa atualizar oque , seja um pouco mais especifico, porque todos os endereços eu atualizei.

Dentro do jogo quando ligo algum ESP, o jogo fecha, e quando ligo o AIMBOT não acontece nada, parace que nem tem a função.

obs: será que alguns endereços estão desatualizados ?
#3 · edited 13y ago · 13y ago
Coder.Anonymous
Coder.Anonymous
@MegaPixxx

Quote Originally Posted by MegaPixxx View Post
Eu tenho um hack vip de 30 funções e cobro 50 % do que te pedirem...com as funções que vc pediu e muito mais...
Rapaz então e tudo PTC, mesmo .. ja que n sabe att uma base
#4 · 13y ago
MegaPixxx
MegaPixxx
Quote Originally Posted by Coder.Anonymous View Post
Eu tenho um hack vip de 30 funções e cobro 50 % do que te pedirem...com as funções que vc pediu e muito mais...
Eu tenho a dll...seu expertinho...kkkkkkkkkkkkkkkkk...tem uma VIP completa que funfa de boua aqui.

Vai ajudar ? Atualizar os endereços eu sei...só não sei tirar DC e fazer códigos.
Meu tio diz que me ensina tudo, menos fazer hack pro CA...sniff !!!
#5 · edited 13y ago · 13y ago
saissem15
saissem15
Quote Originally Posted by MegaPixxx View Post
Eu tenho a dll...seu expertinho...kkkkkkkkkkkkkkkkk...tem uma VIP completa que funfa de boua aqui.

Vai ajudar ? Atualizar os endereços eu sei...só não sei tirar DC e fazer códigos.
Meu tio diz que me ensina tudo, menos fazer hack pro CA...sniff !!!
Não vai existir um curso para criar hacks pra game, ja que ele te ensina tudo nesse TUDO estára os hacks :P
#6 · 13y ago
MegaPixxx
MegaPixxx
Quote Originally Posted by saissem15 View Post
Não vai existir um curso para criar hacks pra game, ja que ele te ensina tudo nesse TUDO estára os hacks :P
Sim claro, mas eu quero ir direto ao erro ou solução do hack, e quando passo pra ele ele me diz até de que função veio o erro, e não me ajuda.

Mas já to aprendendo muita coisa já, to tirando erros que antes não conseguia. Quando acrescento uma função, aparece erro já sei oque é, e por aew vai.

Mas to querendo fazer funfar meu aimbot, não dá erro nenhum , mas tbem não funfa, é do whitbase. Está patched ?
#7 · 13y ago
EX
experthack
Quote Originally Posted by MegaPixxx View Post
Sim claro, mas eu quero ir direto ao erro ou solução do hack, e quando passo pra ele ele me diz até de que função veio o erro, e não me ajuda.

Mas já to aprendendo muita coisa já, to tirando erros que antes não conseguia. Quando acrescento uma função, aparece erro já sei oque é, e por aew vai.

Mas to querendo fazer funfar meu aimbot, não dá erro nenhum , mas tbem não funfa, é do whitbase. Está patched ?
Não existe função patched cara ...
#8 · 13y ago
MegaPixxx
MegaPixxx
Quote Originally Posted by experthack View Post
Não existe função patched cara ...
Então porque não funciona mais...os endereços estão atualizados...oque falta atualizar ?
#9 · 13y ago
EX
experthack
Quote Originally Posted by MegaPixxx View Post
Então porque não funciona mais...os endereços estão atualizados...oque falta atualizar ?
Classes...
#10 · 13y ago
MegaPixxx
MegaPixxx
Quote Originally Posted by experthack View Post


Classes...

Como eu atualizo as classes ?
#11 · 13y ago
EX
experthack
Quote Originally Posted by MegaPixxx View Post
Como eu atualizo as classes ?
Estudando

Tem elas postadas aqui na mpgh basta procura-las e para atualizar elas você precisa do Reclass e do endereço da classe + os offsets
#12 · 13y ago
MegaPixxx
MegaPixxx
Quote Originally Posted by experthack View Post
Tem elas postadas aqui na mpgh basta procura-las e para atualizar elas você precisa do Reclass e do endereço da classe + os offsets
Me diz onde estão postadas, que vou estudar o oque preciso fazer.
#13 · 13y ago
EX
experthack
Quote Originally Posted by MegaPixxx View Post
Me diz onde estão postadas, que vou estudar o oque preciso fazer.
a cara ja falei demais se vira agora :P
#14 · 13y ago
Define.Void
Define.Void
Ta mano cria um item chamado de Esp.h dae coloca esse codigo aqui!

Code:
#include "Classes.h"
#include "Files.h"

INT ESPNames, ESPDistances, ESPLines, ESPBoxes, HealthBars, TeleKill;

LPD3DXFONT WarningFont;
LPD3DXLINE pLine;
BOOL bFont;

class PointerTo;
class _Object;
class PlayerInfo;
class cCharacterFX;
class cGameClientShell;
class CILTDrawPrim;

typedef PlayerInfo *(__thiscall *lpGetPlayerByIndex)(unsigned long ulThis, INT Index, INT unk);
lpGetPlayerByIndex GetPlayerByIndex;

typedef PlayerInfo *(__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
lpGetLocalPlayer GetLocalPlayer;


class PointerTo 
{
public:
	CHAR pad[4];
	PlayerInfo *first;
	__int32 Index;
};

class _Object
{
public:
	CHAR Pad[4];
	D3DXVECTOR3 origin;
};

class PlayerInfo
{
public :
	char unknown0[4]; //0x0000 
	DWORD Index; //0x0004 
	char unknown1[12]; //0x0008 
	char pName[20]; //0x0014 
	char unknown2[4]; //0x0028 
	_Object* Object; //0x0028 
	__int32 pKills; //0x0030 
	__int32 pDeaths; //0x0034 
	char unknown3[44]; //0x0038 
	__int32 pHeadShots; //0x0064 
	char unknown4[12]; //0x0068 
	__int32 pTeam; //0x0074 
	char unknown5[4]; //0x0078 
	BYTE pIsDead; //0x007C 
	char unknown6[579]; //0x007D 
	PlayerInfo *pNext; //0x02C0 
};//Size=0x02C4

class cCharacterFX       
{
public :
	char unknown0[16]; //0x0000 
	__int32 *Object; //0x0010 
	char unknown1[44]; //0x0014 
	__int32 IsPlayer; //0x0040 
	char unknown2[44]; //0x0044 
	BYTE Index; //0x0070 
	char unknown3[15]; //0x0071 
	float fPitch; //0x0080 
	float fYaw; //0x0084 
	char unknown4[1224]; //0x0088 
	BYTE unknown5; //0x0550 
	bool bIsDead; //0x0551 
	bool bSpawnSheild; //0x0552 
	BYTE unknown6; //0x0553 
	char unknown7[12]; //0x0554 
	__int32 *hHitbox; //0x0560 
	char unknown8[96]; //0x0564 
	WORD unknown9; //0x05C4 
	WORD wHealth; //0x05C6 
	WORD wArmor; //0x05C8

};//Size=0x05CA

class cClientInfo
{
public:
	__int32 ControlePing; //0x0000
	__int32 Indice; //0x0004
	char indefinido001[8]; //0x0008
    char Nomes[12]; //0x0010
    char indefinido002[12]; //0x001C
	__int32 Objetos; //0x0028
	__int32 Matou; //0x002C
	__int32 Morreu; //0x0030
	char indefinido003[52]; //0x0034
	__int32 AlgumaMissao; //0x0068
	char indefinido004[4]; //0x006C
	__int32 ID_Time; //0x0070
	char indefinido005[4]; //0x0074
	BYTE EstaMorto ; //0x0078
	char indefinido006[319]; //0x0079
	__int32 Pontuacao; //0x01B8
	char indefinido007[80]; //0x01BC
	__int32 PlacarMissao; //0x020C
	BYTE MatouMissaoSera; //0x0210
	char indefinido008[3]; //0x0211
	__int32 HP_Extendida; //0x0214
	__int32 MatouNPC; //0x0218
	char indefinido009[148]; //0x021C
};//Size=0x02B0(688) 

class cGameClientShell
{
public:
	virtual void Function0();
	virtual void Function1();
	virtual void Function2();
	virtual void Function3();
	virtual void Function4();
	virtual void Function5();
	virtual void Function6();
	virtual void Function7();
	virtual void Function8();
	virtual void Function9();
	virtual void Function10();
	virtual void Function11();
	virtual void Function12();
	virtual void Function13();
	virtual void Function14();
	virtual void Function15();
	virtual void Function16();
	virtual void Function17();
	virtual void Function18();
	virtual void Function19();
	virtual void Function20();
	virtual void Function21();
	virtual void Function22();
	virtual void Function23();
	virtual void Function24();
	virtual void Function25();
	virtual void Function26();
	virtual void Function27();
	virtual void Function28();
	virtual void Function29();
	virtual void Function30();
	virtual void Function31();
	virtual void Function32();
	virtual void Function33();
	virtual void Function34();
	virtual void Function35();
	virtual void Function36();
	virtual void Function37();
	virtual void Function38();
	virtual void Function39();
	virtual void Function40();
	virtual void Function41();
	virtual void Function42();
	virtual void Function43();
	virtual void Function44();
	virtual void Function45();
	virtual void Function46();
	virtual DWORD GetClientInfoMgr();
	virtual DWORD GetInterfaceManager();
	virtual DWORD GetPlayerManager();
	virtual void Function50();
	virtual void Function51();
	virtual void Function52();
	virtual void Function53();
	virtual void Function54();
	virtual void Function55();
	virtual void Function56();
	virtual void Function57();
	virtual cSFXMgr* GetSFXMgr();
};

class CILTDrawPrim
{ 
public:
	virtual VOID function0();
	virtual VOID function1();
	virtual VOID function2();
	virtual VOID function3();
	virtual VOID function4();
	virtual VOID function5();
	virtual VOID function6();
	virtual VOID function7();
	virtual VOID function8();
	virtual VOID function9();
	virtual VOID function10();
	virtual VOID function11();
	virtual VOID function12();
	virtual VOID function13();
	virtual VOID function14();
	virtual VOID function15();
	virtual VOID function16();
	virtual VOID function17();
	virtual VOID function18();
	virtual VOID function19();
	virtual VOID function20();
	virtual VOID function21();
	virtual VOID function22();
	virtual VOID function23();
	virtual VOID function24();
	virtual VOID function25();
	virtual VOID function26();
	virtual VOID function27();
	virtual VOID function28();
	virtual VOID function29();
	virtual VOID function30();
	virtual VOID function31();
	virtual VOID function32();
	virtual VOID function33();
	virtual VOID function34();
	virtual VOID function35();
	virtual VOID function36();
	virtual VOID function37();
	virtual VOID function38();
	virtual VOID function39();
	virtual VOID function40();
	virtual VOID function41();
	virtual VOID function42();
	virtual VOID function43();
	virtual VOID function44();
	virtual VOID function45();
	virtual VOID function46();
	virtual VOID function47();
	virtual VOID function48();
	virtual VOID function49();
	virtual HRESULT Project(FLOAT x, FLOAT y, FLOAT z, D3DXVECTOR3 *pProjectOut, D3DXVECTOR3 *pTransformOut);
	CHAR unknown[17232];
	D3DXMATRIX World; 
	D3DXMATRIX View;
	D3DXMATRIX Projection;
};

VOID FillRGB(LPDIRECT3DDEVICE9 pDevice, INT x, INT y, INT w, INT h, D3DCOLOR color)
{
	D3DRECT rec = { x, y, x + w, y + h };
	pDevice->Clear(1, &rec, D3DCLEAR_TARGET, color, 0, 0);
}

VOID DrawBorder(LPDIRECT3DDEVICE9 pDevice, INT x, INT y, INT w, INT h, INT px, D3DCOLOR BorderColor)
{
	FillRGB(pDevice, x, (y + h - px), w, px, BorderColor);
	FillRGB(pDevice, x, y, px, h, BorderColor);
	FillRGB(pDevice, x, y, w, px, BorderColor);
	FillRGB(pDevice, x + w - px, y, px, h, BorderColor);
}

VOID DrawHealthBars(INT x, INT y, WORD health, LPDIRECT3DDEVICE9 pDevice)
{
	DWORD dwColor;

	if(health > 100) 
		health = 100; 

	if(health > 75) 
		dwColor = 0xFF00FF00; 
	else if(health > 40) 
		dwColor = 0xFFFF9B00;
	else 
		dwColor = 0xFFFF0000; 

	DWORD dwDrawWidth = health / 4;

	if(dwDrawWidth <= 2)
		dwDrawWidth = 4;

	Base.FillRGB(x - 1, y - 1, 27, 5, 0xFF000000, pDevice);
	Base.FillRGB(x, y, dwDrawWidth, 3, dwColor, pDevice);
}

VOID DrawLine(LONG Xa, LONG Ya, LONG Xb, LONG Yb, DWORD dwWidth, D3DCOLOR Color)
{   
	D3DXVECTOR2 vLine[2];
	pLine->SetAntialias(0);

	pLine->SetWidth(dwWidth);
	pLine->Begin();

	vLine[0][0] = Xa;
	vLine[0][1] = Ya;
	vLine[1][0] = Xb;
	vLine[1][1] = Yb;

	pLine->Draw(vLine, 2, Color);
	pLine->End();
}

VOID StartFont_Line(LPDIRECT3DDEVICE9 pDevice)
{
	if(WarningFont) {
		WarningFont->Release();
		WarningFont = NULL;
		pLine->Release();
		pLine = NULL;
		bFont = FALSE;
	}

	if(!bFont) {
		D3DXCreateFont(pDevice, 14, 6, FW_BOLD, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", &WarningFont);
		D3DXCreateLine(pDevice, &pLine);
		bFont = TRUE;
	}
}

FLOAT FindDistance(D3DXVECTOR3 my, D3DXVECTOR3 other, PlayerInfo *pPlayer, PlayerInfo *pLocal)
{
	return sqrt((pLocal->Object->origin.x-pPlayer->Object->origin.x) * (pLocal->Object->origin.x-pPlayer->Object->origin.x) +
				(pLocal->Object->origin.y-pPlayer->Object->origin.y) * (pLocal->Object->origin.y-pPlayer->Object->origin.y) +
				(pLocal->Object->origin.z-pPlayer->Object->origin.z) * (pLocal->Object->origin.z-pPlayer->Object->origin.z));
}

BOOL WorldToScreen(LPDIRECT3DDEVICE9 pDevice, PlayerInfo *pPlayer, D3DXVECTOR3 *pScreen)
{
	D3DVIEWPORT9 oViewport;
	D3DXVECTOR3 dvWorld(pPlayer->Object->origin.x, pPlayer->Object->origin.y, pPlayer->Object->origin.z);
	pDevice->GetViewport(&oViewport);
	CILTDrawPrim *pDrawPrim = *(CILTDrawPrim **)DrawPrimitive;
	D3DXVec3Project(pScreen, &dvWorld, &oViewport, &pDrawPrim->Projection, &pDrawPrim->View, &pDrawPrim->World);

	if(pScreen->z < 1) {
		return TRUE;
	}
	return FALSE;	
}

VOID WriteTextCenter(LPDIRECT3DDEVICE9 pDevice, INT x, INT y, DWORD color, CHAR *text)
{	
	RECT rect;
	SetRect(&rect, x - 5, y, x - 5, y);
	WarningFont->DrawText(NULL, text, -1, &rect, DT_NOCLIP | DT_CENTER, color);
}

VOID ESP(LPDIRECT3DDEVICE9 pDevice)
{
	pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);

	INT ScreenCenterX = GetSystemMetrics( 0 ) / 2-1;
	INT ScreenCenterY = GetSystemMetrics( 1 ) / 2-1;

	CHAR CName[50];
	CHAR CDistance[50];

	if((*(BYTE *)GameStatus == 1) && (ESPNames || ESPDistances || ESPLines || ESPBoxes)) {
		GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
		unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
		GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
		cGameClientShell *pGameClientShell = *(cGameClientShell **)GCS;
		for(INT i = 0; i < 16; i++) {
			PlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
			PlayerInfo *pLocal = GetLocalPlayer(ulThis);
			cCharacterFX *PlayerFX = (cCharacterFX *)pGameClientShell->GetSFXMgr()->SFXList[0x18].List[i];
			if(pPlayer != 0 && pPlayer->Object != 0 && pPlayer->pIsDead == 0) {
				D3DXVECTOR3 xDistance = pPlayer->Object->origin - pLocal->Object->origin;
				D3DXVECTOR3 MyDistance = pLocal->Object->origin - pPlayer->Object->origin;
				FLOAT xaDistance = D3DXVec3Length(&xDistance);
				FLOAT MyaDistance = D3DXVec3Length(&MyDistance);
				D3DXVECTOR3 Position;
				if(WorldToScreen(pDevice, pPlayer, &Position)) {
					if(pPlayer->pTeam != pLocal->pTeam) {
						if(ESPNames) {
							sprintf(CName, "%s", pPlayer->pName);
							WriteTextCenter(pDevice, Position.x, Position.y, Red, CName);
						}
						if(ESPDistances) {
							sprintf(CDistance, "%0.0f metros", ((FindDistance(pLocal->Object->origin, pPlayer->Object->origin, pPlayer, pLocal))/100));
							WriteTextCenter(pDevice, Position.x, Position.y + 12, Red, CDistance);
						}
						if(ESPLines) {
							DrawLine(ScreenCenterX, ScreenCenterY, Position.x, Position.y, 1, Red);
						}
						if(HealthBars){
							DrawHealthBars(Position.x - 7, Position.y - 5, (int)PlayerFX->wHealth, pDevice);
						}
						if(ESPBoxes){
							DrawBorder(pDevice, Position.x - (15000 / MyaDistance), // 
								Position.y - (35000 / MyaDistance), 
								50000 / MyaDistance / 6 * 2, // 50000 = tamanho da Borda
								50000 / MyaDistance / 3 * 2, 
								2, Red);
						}
					}
					
					if(pPlayer->pTeam == pLocal->pTeam) {
						if(ESPNames) {
							sprintf(CName, "%s", pPlayer->pName);
							WriteTextCenter(pDevice, Position.x, Position.y, Blue, CName);
						}
						if(ESPDistances) {
							sprintf(CDistance, "%0.0f metros", ((FindDistance(pLocal->Object->origin,pPlayer->Object->origin, pPlayer, pLocal))/100));
							WriteTextCenter(pDevice, Position.x, Position.y + 12, Blue, CDistance);
						}
						if(ESPLines) {
							DrawLine(ScreenCenterX, ScreenCenterY, Position.x, Position.y, 1, Blue);
						}
						if(HealthBars){
							DrawHealthBars(Position.x - 7, Position.y - 5, (int)PlayerFX->wHealth, pDevice);
						}
						if(ESPBoxes){
							DrawBorder(pDevice, Position.x - (15000 / MyaDistance), // 
								Position.y - (35000 / MyaDistance), 
								50000 / MyaDistance / 6 * 2, // 50000 = tamanho da Borda
								50000 / MyaDistance / 3 * 2, 
								1, Red);
						}
					}
				}
			}
		}
	}
}
Ta atualizado o resto você se vira!
#15 · 13y ago
Posts 1–15 of 29 · Page 1 of 2

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