Code:
/* * * * * * * * * * * * * * * * * * * * * * * */
/* * * * * * * * * * * * * * * * * * * * * * * */
/* ****** Source Code */
/* */
/* Author : OneWhoSighs */
/* Version : 1.0 */
/* * * * * * * * * * * * * * * * * * * * * * * */
/* www.b0ts.org */
/* * * * * * * * * * * * * * * * * * * * * * * */
/***********************************************/
/* * * * * * * * * * * * * * * * * * * * * * * */
#include <windows.h>
#define GetTwoKeys(keyone,keytwo) if(GetAsyncKeyState(keyone) &0x8000 && GetAsyncKeyState(keytwo) &0x8000)
DWORD* g_pJumpHeight = (DWORD*)0x01180400;
float* JumpHeight()
{
if(!g_pJumpHeight)
return NULL;
if(!*g_pJumpHeight)
return NULL;
return(float*)(*g_pJumpHeight + 0x178);
}
DWORD* g_pNoFallDmg = (DWORD*)0x01180400;
float* NoFallDamage()
{
if(!g_pNoFallDmg)
return NULL;
if(!*g_pNoFallDmg)
return NULL;
return(float*)(*g_pNoFallDmg + 0x26);
}
DWORD* g_pSwim = (DWORD*)0x01180400;
float* Swim()
{
if(!g_pSwim)
return NULL;
if(!*g_pSwim)
return NULL;
return(float*)(*g_pNoFallDmg + 0x16);
}
float* UnderWaterWalk()
{
return(float*)(0x0081935C);
}
float* InstantSpawn1()
{
return(float*)(0x00C19098);
}
float* InstantSpawn2()
{
return(float*)(0x00F22F74);
}
short* Scope()
{
return(short*)(0x009F9E62);
}
float* Stamina()
{
return(float*)(0x00818904);
}
short* NoSpread()
{
return(short*)(0x009F9EA7);
}
short* NoRecoil()
{
return(short*)(0x009F9EA1);
}
bool bStamina = false;
bool bScope = false;
bool bSpawn = false;
bool bRecoil = false;
bool bSpread = false;
bool bNoFallDmg = false;
bool bFloat = false;
bool bSwim = false;
void MainLoop(){
while(true){
//Scope
if(GetAsyncKeyState(0x31))
{
if(bScope == true)
bScope = false;
else
bScope = true;
Sleep(1000);
}
//Insta-Respawn
GetTwoKeys(0x12,'R')
{
if(bSpawn == true)
bSpawn = false;
else
bSpawn = true;
Sleep(1000);
}
//Stamina
GetTwoKeys(0x12,'S')
{
if(bStamina == true)
bStamina=false;
else
bStamina=true;
Sleep(1000);
}
//Spread
GetTwoKeys(0x12,'A')
{
if(bSpread == true)
bSpread=false;
else
bSpread=true;
Sleep(1000);
}
//Recoil
GetTwoKeys(0x12,'F')
{
if(bRecoil == true)
bRecoil=false;
else
bRecoil=true;
Sleep(1000);
}
//No Fall Damage
if(GetAsyncKeyState(0x60))
{
if(bNoFallDmg == true)
bNoFallDmg=false;
else
bNoFallDmg=true;
Sleep(1000);
}
// FloatHack
if(GetAsyncKeyState(0x61))
{
if(bFloat == true)
bFloat=false;
else
bFloat=true;
Sleep(1000);
}
//Super jump 5000
if(GetAsyncKeyState(0x62))
{
*JumpHeight() = 5000;
}
//Swim on air
if(GetAsyncKeyState(0x63))
{
if(bSwim == true)
bSwim=false;
else
bSwim=true;
Sleep(1000);
}
/* Bools */
float* dwMe = JumpHeight();
if(dwMe) // Make sure we are in game
{
//Swim
if(bSwim == true)
{
*Swim() = 276;
}
else
{
*Swim() = 282;
}
//Float
if(bFloat == true)
{
*JumpHeight() = 5000;
}
//NoFallDmg
if(bNoFallDmg == true)
{
*NoFallDamage() = -999;
}
//Spread
if(bSpread == true)
{
*NoSpread() = 0;
}
//Recoil
if(bRecoil == true)
{
*NoRecoil() = 0;
}
//Insta-Respawn
if(bSpawn == true)
{
*InstantSpawn1() = 0;
*InstantSpawn2() = 0;
}
//Stamina
if(bStamina == true)
{
*Stamina() = 5000;
}else
{
*Stamina() = 20;
}
//Scope
if(bScope == true)
{
*Scope() = 1;
}else
{
*Scope() = 0;
}
}
Sleep(10); // End of loop, without this = lag
}
}
//DLL entry point
bool APIENTRY DllMain(HMODULE hModule, DWORD dwReason, LPVOID lpvReserved){
if(dwReason == DLL_PROCESS_ATTACH){
DisableThreadLibraryCalls(hModule);
//Create main thread
CreateThread(NULL,0,(LPTHREAD_START_ROUTINE)MainLoop,NULL,0,NULL);
return true;
}
return true;
}
My first hack for Warrock, i've only been playing this game for a few days.