Red faceCustom Remote Kill with aimbone

Posts 1–6 of 6 · Page 1 of 1
Custom Remote Kill with aimbone
Main Code


Code:
bool IntersectAndPenetrateSegment_RemtoKill(IntersectQuery* iQuery, IntersectInfo* qInfo)
{
	Transform AimTransform;

	cSFXMgr* SFXMgr = pGameClientShell->GetSFXMgr();

 	if(g_LTClient->IsConnected() && GameTools->ValidPointer(SFXMgr))
	{
 		for( int i = 0; i <= 24; i++ )
 		{
			cCharacterFX* FXCharacter = (cCharacterFX*)SFXMgr->SFXList[SFX_CHARACTER].List[i];
			if(GameTools->ValidPointer(FXCharacter))
			{
				PlayerInfo* pPlayer = GetPlayerByIndex(ulThis, FXCharacter->Index, 0);
				PlayerInfo* pLocal = GetLocalPlayer(ulThis);

				if(GameTools->ValidPointer(pLocal) && GameTools->ValidPointer(pPlayer))
				{
					if(pPlayer->Index != pLocal->Index && pPlayer->Team != pLocal->Team /*&& FXCharacter->wHealth > 0*/ && pPlayer->IsDead == 0)
					{

						if(HakVars.RemtoeKillBone == 1)
						{
							g_ModelLT->GetNodeTransform(FXCharacter->Object, 8, &AimTransform, true );
							AimTransform.Pos.y += 4.0f; //6.0f
						}

						if(HakVars.RemtoeKillBone == 2)
						{
							g_ModelLT->GetNodeTransform(FXCharacter->Object, 7, &AimTransform, true );
							AimTransform.Pos.y += 2.0f;
						}

						if(Hack.RemtoeKillBone == 3)
							g_ModelLT->GetNodeTransform(FXCharacter->Object, 6, &AimTransform, true );
						
						if(HakVars.RemtoeKillBone == 4)
							g_ModelLT->GetNodeTransform(FXCharacter->Object, 4, &AimTransform, true );


						iQuery->Start    = AimTransform.Pos + D3DXVECTOR3( 0.0f, 50.0f, 0.0f );
						iQuery->End      = AimTransform.Pos - D3DXVECTOR3( 0.0f, 50.0f, 0.0f );
						iQuery->FilterFn = MyFilterObjects;
 
						bool Result = g_LTClient->IntersectSegment( *iQuery, qInfo );
 
						if( Result )
						{
							qInfo->hObjImpact = FXCharacter->pHitBox;
							qInfo->vImpactPos = AimTransform.Pos;
						}
						return Result;
					}
				}
			}
		}
	}
}



Fucntion Code
Code:
void Hacks::RemoteKiller()
{
		if(HakVars.activateRemote)
		{

			if(HakVars.RemtoeKillBone > 0)
			{
				DWORD dwOldVProtection;
				
				VirtualProtect( (void*) dwRemoteKill1, 5, PAGE_EXECUTE_READWRITE, &dwOldVProtection );
				*(BYTE *)dwRemoteKill1 = 0xE8;
				*(DWORD *)dwRemoteKill2 = ( (DWORD)IntersectAndPenetrateSegment_RemtoKill ) - ( (DWORD)dwRemoteKill2 + 0x4 );
				VirtualProtect( (void*) dwRemoteKill1, 5, dwOldVProtection, &dwOldVProtection);
			
				VirtualProtect( (void*) dwRemoteKill3, 5, PAGE_EXECUTE_READWRITE, &dwOldVProtection );
				*(BYTE*)dwRemoteKill3 = 0xE8;
				*(DWORD*)dwRemoteKill4 = ( (DWORD)IntersectAndPenetrateSegment_RemtoKill ) - ( (DWORD)dwRemoteKill4 + 0x4 );
				VirtualProtect( (void*) dwRemoteKill3, 5, dwOldVProtection, &dwOldVProtection);
				
			}
			HakVars.RemoteKill = 0;
		}

		else if(HakVars.activateRemote == 0 && HakVars.RemoteKill == 0)
		{
			MemoryEdit((void *)dwRemoteKill1, (void *)"\x8B\x51\x64\xFF\xD2", 5);
			MemoryEdit((void *)dwRemoteKill3, (void *)"\x8B\x51\x64\xFF\xD2", 5);
		}
}

Enjoy Guys


Credits

Donoob/DisaV0w
Ch4zz-Coder
Gellin
MattyPatty
And Whoever invinted Remotekill
Remote Kill = Telekill ???
Quote Originally Posted by B4NDiT26 View Post
Remote Kill = Telekill ???


remote kill is just shoot in the air and kills pepole
This code is nothing new.
modifications to the opcode in cshell or engine will crash your game as a detection, this code is useless unless you have a bypass for hackshield. just hook intersectsegment and check where its being called from with _ReturnAddress
Quote Originally Posted by Timboy67678 View Post
modifications to the opcode in cshell or engine will crash your game as a detection, this code is useless unless you have a bypass for hackshield. just hook intersectsegment and check where its being called from with _ReturnAddress
i have a fully working Hs bypass


i dont need to hook it
Posts 1–6 of 6 · Page 1 of 1
This thread is closed for replies.

Similar Threads

Tags for this Thread

None

Talk with us