Hey, I found some addies in some other sites. Im not sure if it works. But do try it out. No Flaming Please.

Telekill
Code:
include 
#include 
/*Gordon*/

DWORD *PlayerIsInamge = (DWORD*)0xPLAYER_POINTER;

int ArrayX[100];
int ArrayY[100];
int ArrayZ[100];

int curx, cury, curz;
int ArraySwitch=0, ArraySwitch2=0;

DWORD X, Y, Z;

DWORD WINAPI SaveTeleportCoor(LPVOID);
DWORD WINAPI ArrayTeleport(LPVOID);

BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
   if(dwReason == DLL_PROCESS_ATTACH)
   {
      CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)SaveTeleportCoor, NULL, NULL, NULL);
      CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)SetTeleportCoor, NULL, NULL, NULL);
   }
   return TRUE;
}

DWORD WINAPI SetTeleportCoor(LPVOID)
{
   for(;;)
   {
      if(*PlayerIsIngame)
      {
         X = ( /*Player Pointer*/ );
     X = *(DWORD*)X;
     X += 0x18c; //Offset X
     curx = *(int*)X;

     Y = ( /*Player Pointer*/ );
     Y = *(DWORD*)ab;
     Y += 0x194; //Offset Y
     cury = *(int*)Y;

     Z = ( /*Player Pointer*/ );
         Z = *(DWORD*)Z;
     Z += 0x190; //Offset Z
         curz = *(int*)Z;

         if(GetAsyncKeyState(VK_NUMPAD8)&1) // Saving Current Possition
         {

        ArrayX[ArraySwitch] = curx;
        ArrayY[ArraySwitch] = cury;
        ArrayZ[ArraySwitch] = curz;
        ArraySwitch++;
        Sleep(2);

     }
      }
   }
   return 0;
}

DWORD WINAPI ArrayTeleport(LPVOID)
{
   for(;;)
   {
      if(GetAsyncKeyState(VK_NUMPAD1)&1) //Teleport Forward
      {
        
         DWORD *first = (DWORD*)X;
     *(int*)X = ArrayX[ArraySwitch2];
     DWORD *secound = (DWORD*)Y;
     *(int*)Y = ArrayY[ArraySwitch2];
     DWORD *third = (DWORD*)Z;
     *(int*)Z = ArrayZ[ArraySwitch2];
     Sleep(1);
     ArraySwitch2++;

      }
      if(GetAsyncKeyState(VK_NUMPAD2)&1) //Teleport Backward
      {
            
         ArraySwitch2--;
        
     DWORD *first 
     DWORD *third = (DWORD*)Z;
     *(int*)Z = ArrayZ[ArraySwitch2];
     Sleep(1);
      }
      Sleep(21);
   }
   return 0;
}
Instant Reload
Code:
0x3733E4DF - 6 byte nop

and for the paysites 

0F 84 A1 01 00 00 8B 96  E8 00 00 00 89 96 E4 00
D3D Boxes.
Code:
//declaration stuff
ID3DXLine  *pLine; //Liner


//here is the functions body
void Draw3DBox(float x_bottom_left, float y_bottom_left, float x_bottom_right, float y_bottom_right, float x_top_left, float y_top_left, float x_top_right, float y_top_right, float x_forward_bottom_left, float y_forward_bottom_left, float x_forward_bottom_right, float y_forward_bottom_right, float x_forward_top_left, float y_forward_top_left, float x_forward_top_right, float y_forward_top_right, int a, int r, int g, int b)
{
    if(!IsBadReadPtr(pLine, sizeof(ID3DXLine)))
    {
        D3DXVECTOR2 vLine1[2];
        D3DXVECTOR2 vLine2[2];
        D3DXVECTOR2 vLine3[2];
        D3DXVECTOR2 vLine4[2];
        D3DXVECTOR2 vLine5[2];
        D3DXVECTOR2 vLine6[2];
        D3DXVECTOR2 vLine7[2];
        D3DXVECTOR2 vLine8[2];
        D3DXVECTOR2 vLine9[2];
        D3DXVECTOR2 vLine10[2];
        D3DXVECTOR2 vLine11[2];
        D3DXVECTOR2 vLine12[2];

        float t=1;
        pLine->SetWidth( t );
        pLine->SetAntialias( false );  
        pLine->SetGLLines( false );

        //bottom left to bottom right
        vLine1[0].x = x_bottom_left; 
        vLine1[0].y = y_bottom_left; 
        vLine1[1].x = x_bottom_left+(x_bottom_right-x_bottom_left); 
        vLine1[1].y = y_bottom_left;

        //bottom left to top left
        vLine2[0].x = x_top_left; 
        vLine2[0].y = y_top_left;
        vLine2[1].x = x_top_left; 
        vLine2[1].y = y_top_left+(y_bottom_left-y_top_left);

        //bottom right to top right
        vLine3[0].x = x_top_right; 
        vLine3[0].y = y_top_right; 
        vLine3[1].x = x_top_right; 
        vLine3[1].y = y_top_right+(y_bottom_right-y_top_right);

        //top left to top right
        vLine4[0].x = x_top_left; 
        vLine4[0].y = y_top_left;
        vLine4[1].x = x_top_left+(x_top_right-x_top_left); 
        vLine4[1].y = y_top_left;

        //from top left to top left forward
        vLine5[0].x = x_top_left; 
        vLine5[0].y = y_top_left;
        vLine5[1].x = x_top_left+(x_forward_top_left-x_top_left);
        vLine5[1].y = y_top_left+(y_forward_top_left-y_top_left);

        //from bottom left to bottom left forward
        vLine6[0].x = x_bottom_left; 
        vLine6[0].y = y_bottom_left;
        vLine6[1].x = x_bottom_left+(x_forward_bottom_left-x_bottom_left);//
        vLine6[1].y = y_bottom_left+(y_forward_bottom_left-y_bottom_left);//

        //from bottom right to bottom right forward
        vLine7[0].x = x_bottom_right; 
        vLine7[0].y = y_bottom_right;
        vLine7[1].x = x_bottom_right+(x_forward_bottom_right-x_bottom_right);//
        vLine7[1].y = y_bottom_right+(y_forward_bottom_right-y_bottom_right);//

        //from top right to top right forward
        vLine8[0].x = x_top_right; 
        vLine8[0].y = y_top_right;
        vLine8[1].x = x_top_right+(x_forward_top_right-x_top_right);//
        vLine8[1].y = y_top_right+(y_forward_top_right-y_top_right);//

        //bottom left forward to bottom right forward
        vLine9[0].x = x_forward_bottom_left; 
        vLine9[0].y = y_forward_bottom_left; 
        vLine9[1].x = x_forward_bottom_left+(x_forward_bottom_right-x_forward_bottom_left); 
        vLine9[1].y = y_forward_bottom_left;

        //bottom left forward to top left forward
        vLine10[0].x = x_forward_top_left; 
        vLine10[0].y = y_forward_top_left;
        vLine10[1].x = x_forward_top_left; 
        vLine10[1].y = y_forward_top_left+(y_forward_bottom_left-y_forward_top_left);

        //bottom right forward to top right forward
        vLine11[0].x = x_forward_top_right; 
        vLine11[0].y = y_forward_top_right; 
        vLine11[1].x = x_forward_top_right; 
        vLine11[1].y = y_forward_top_right+(y_forward_bottom_right-y_forward_top_right);

        //top left forward to top right forward
        vLine12[0].x = x_forward_top_left; 
        vLine12[0].y = y_forward_top_left;
        vLine12[1].x = x_forward_top_left+(x_forward_top_right-x_forward_top_left); 
        vLine12[1].y = y_forward_top_left;

        pLine->Begin( );
        pLine->Draw( vLine1, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine2, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine3, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine4, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine5, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine6, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine7, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine8, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine9, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine10, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine11, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->Draw( vLine12, 2, D3DCOLOR_ARGB(a, r, g, b ) );
        pLine->End( );
    }
}

//following you put in endscene for example:
D3DXCreateLine(d3dDevice, &pLine ); //Create line (put that for example in endscene or whatever you hooked

//and last but not least lets call our function:
Draw3DBox( /*all parameters for example bones*/ );
IDK if it works. And i LEECHED this. So dont flame.