Theres A Lot More What I Found Ill Try And Add More
PushToConsole("ModelDebug_DrawVertexNormals 1");
PushToConsole("ModelDebug_DrawTouchingLights 1");
PushToConsole("ModelDebug_DrawSkeleton 1");
PushToConsole("ModelDebug_DrawOBBS 1");
PushToConsole("ScreenGlowEnable 0");
PushToConsole("ScreenGlowShowTexture 0");
PushToConsole("ScreenGlowShowTextureScale 0.5");
PushToConsole("ScreenGlowTextureSize 256");
PushToConsole("ScreenGlowUVScale 0.75");
PushToConsole("ScreenGlowFilterSize 28");
PushToConsole("ScreenGlowGaussAmp0 0.06");
PushToConsole("ScreenGlowEnablePS 1");
PushToConsole("ScreenGlowFogEnable 0");
PushToConsole("ScreenGlowShowFilter 1");
PushToConsole("DrawSky 1");
PushToConsole("SkyScale 1.0");
PushToConsole("SkyFarZ 10000.0");
PushToConsole("AllSkyPortals 0");
PushToConsole("ModelSunVariance 0.05");
PushToConsole("ModelApplySun 1");
PushToConsole("ModelSaturation 1");
PushToConsole("MaxModelLights 4");
PushToConsole("ModelLightingSkipRootNode 0");
PushToConsole("LightModels 1");
PushToConsole("ModelApplyAmbient 1");
PushToConsole("GammaG 1.0");
PushToConsole("GammaR 1.0");
PushToConsole("GammaB 1.0");
PushToConsole("FullBright 1");
PushToConsole("WireframeModels 1");
PushToConsole("WireFrame 1");
PushToConsole("ModelDebug_DrawSkeleton 1");
PushToConsole("FogEnable 1");
PushToConsole("drawguns 1");
PushToConsole("CursorCenter 1");
PushToConsole("DrawFlat 0");
PushToConsole("WhiteBlood 1");
PushToConsole("DisableRenderObjectGroups 0");





#include <windows.h>
#include <iostream>
using namespace std;
void __cdecl PushToConsole(char* szVal ) {
DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
if( dwCShell != NULL )
{
DWORD *LTClient = ( DWORD* )( (dwCShell + 0x299D40) );
void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x1F8 );
_asm
{
push szVal;
call CONoff;
add esp, 4;
}
}
}
DWORD WINAPI hello(LPVOID) {
while(GetModuleHandleA("CShell.dll") == NULL ) {
Sleep(100); //100ms
}
bool boxes = true; //enable becouse in xp the hotkey's don't work
bool nosky = false;
bool worldframe = false;
bool playerframe = false;
bool nogun = false;
bool Skeleton = false;
bool FogEnable = false;
bool CursorCenter = false;
for(;;) {
__asm pushad;
if(GetAsyncKeyState(VK_NUMPAD1)&1) {
boxes = !boxes;
}
if(GetAsyncKeyState(VK_NUMPAD2)&1) {
nosky = !nosky;
}
if(GetAsyncKeyState(VK_NUMPAD3)&1) {
worldframe = !worldframe;
}
if(GetAsyncKeyState(VK_NUMPAD4)&1) {
playerframe = !playerframe;
}
if(GetAsyncKeyState(VK_NUMPAD5)&1) {
nogun = !nogun;
}
if(GetAsyncKeyState(VK_NUMPAD6)&1) {
Skeleton = !Skeleton;
}
if(GetAsyncKeyState(VK_NUMPAD7)&1) {
FogEnable = !FogEnable;
}
if(GetAsyncKeyState(VK_NUMPAD8)&1) {
CursorCenter = !CursorCenter;
}
if (CursorCenter) {
PushToConsole("CursorCenter 1");
}
else {
PushToConsole("CursorCenter 0");
}
if (FogEnable) {
PushToConsole("FogEnable 1");
}
else {
PushToConsole("FogEnable 0");
}
if (Skeleton) {
PushToConsole("ModelDebug_DrawSkeleton 1");
}
else {
PushToConsole("ModelDebug_DrawSkeleton 0");
}
if (boxes) {
PushToConsole("ModelDebug_DrawBoxes 1");
}
else {
PushToConsole("ModelDebug_DrawBoxes 0");
}
if (nosky) {
PushToConsole("DrawSky 0");
}
else {
PushToConsole("DrawSky 1");
}
if (worldframe) {
PushToConsole("WireFrame 1");
}
else {
PushToConsole("WireFrame 0");
}
if (playerframe) {
PushToConsole("WireFrameModels 1");
}
else {
PushToConsole("WireFrameModels 0");
}
if (nogun) {
PushToConsole("DrawGuns 0");
}
else {
PushToConsole("DrawGuns 1");
}
Sleep(100);
__asm popad;
}
}
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if ( dwReason == DLL_PROCESS_ATTACH )
{
MessageBoxA(0, "Coded By youname", "Injected", 0);
CreateThread(NULL, NULL,hello, NULL, NULL, NULL);
}
return TRUE;
}