Code:
////////////////////////////////////////////////////////////////////////////////////
// ************************************************** *********** ||
// CREDITS:Ken5406 AKA Nu11V0id, And SimplyUnknown //
//
//
// Fucking leech this shit and i will find you! \\
//
// Give Credits When you know... There Needed!
//
// // CopyRight 2010-2011 i think? \\
//////////////////////////////////////////////////////////////////////////////////////////
\\DONT FUCKING LEECH FUCKNUTS GIVE CREDITS!!//
//antinoob thingys explained. just delete it and then fix the code so you can get all hacks to work,
//right now only OPK will work, you gotta fix the code in order to have all hacks to be workable
#include <windows.h>
//The Below defines are for no recoil and MUST USE REGULAR FUCKING LTC ADDY
#define LTCAddy 0x377ED910//LTClient Address (Not Alt one)
#define RECOIL1 0x3745FA90//All No recoil addies here All updated may i add
#define RECOIL2 0x37232A69
#define RECOIL3 0x3745FAA4
#define RECOIL4 0x3745FAA7
#define RECOIL5 0x3745FAB0
#define RELOAD 0x374AB714
#define charposoffset 0x66F34 //player pointer
#define otherplyrptr 0x3782E260 //enemy pointer
#define playerpoint 0x66F34 //player pointer
#define teleportaddy 0x3782E360
//////////////////////////
//Offsets//
#define Y_Offset 0xCC
#define X_Offset 0xC8
#define Z_Offset 0xD0
#define posyoffset 0xCC
#define yoffset 0xCC
////////////////////
//DWORD's//
DWORD posptr;
DWORD posy;
DWORD playertarget;
DWORD nom;
DWORD pos;
DWORD teleloc;
DWORD hD3D, adr, *vtbl;
bool IsGameReadyForHook()
{
if( GetModuleHandleA( "d3d9.dll" ) != NULL
&& GetModuleHandleA( "ClientFX.fxd" ) != NULL
&& GetModuleHandleA( "CShell.dll" ) != NULL )
return true;
return false;
}
//Old PTC Method!! SHIT BLOWS HUGE DICK DONT IT????!!?!
//void __cdecl PushToConsole(const char* szCommand )
//{
//DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
//if( dwCShell != NULL )
//{
//DWORD *LTClient = ( DWORD* )( 0x377ED910 );
//void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x208 );
//__asm
//{
//push szCommand;
//call CONoff;
//add esp, 4;
//}
//}
//}
//
//New PTC Method! use this shit its way better assbags
void __cdecl Push(char* szVal)
{
void* vSetVar = (void*)0x46F670;
_asm
{
push szVal
call vSetVar
add esp, 4
}
}
bool memoria( void * pDest, char * szPatch, size_t sSize ) //Nopping Method
{
DWORD dwOrgProtect = NULL;
if ( !VirtualProtect ( pDest, sSize, PAGE_EXECUTE_READWRITE, &dwOrgProtect ))
return FALSE;
memcpy( pDest, szPatch, sSize );
VirtualProtect( pDest, sSize, dwOrgProtect, NULL );
return TRUE;
}
void main()
{
while (!IsGameReadyForHook()){
Sleep(222);
}
bool NX = false; //These are what you use to pretty much "define" what hack your activating.
bool hidegun = false;
bool wee = false;
bool wframe = false;
bool pred = false;
bool woah = false;
bool trac = false;
bool vjump = false;
bool firespeed = false;
bool Recoil = false;
bool WALLS = false;
bool Reload = false;
bool telek = false;
while(true)
{
if(GetAsyncKeyState(VK_NUMPAD1)<0){//Xp only?
if(NX){// I used NX as Windowed mode name "kinda like Defining it but jnot really.
Push("Windowed 1");
NX = false;
}else{
Push("Windowed 0");
NX = true;
}
}
if(GetAsyncKeyState(VK_NUMPAD2)<0){ // Hide Gun
if(hidegun){
Push("drawguns 0");
hidegun = false;
} else {
Push("drawguns 1");
hidegun = true;
Sleep(222);
}
}
if(GetAsyncKeyState(VK_NUMPAD3)<0){ // Fly
if(wee){
Push("PlayerGravity 800" );
wee = false;
} else {
Push("PlayerGravity -800" );
wee = true;
Sleep(222);
}
}
if(GetAsyncKeyState(VK_NUMPAD4)<0){ // Wireframe
if(wframe){
Push("WireframeModels 1" );
wframe = false;
} else {
Push("WireframeModels 0" );
wframe = true;
Sleep(222);
}
}
// if you havent guessed by now, (VK_NUMPAD5) and so forth are the number pad buttons, these are your hot keys
if(GetAsyncKeyState(VK_NUMPAD5)<0){ // Speed hack
if(woah){
Push("BaseMoveAccel 3000.000000");
Push("StartAccel 3000.000000");
Push("MaxAccel 3000.000000");
Push("AccelInc 3000.000000");
Push("WalkVel 3000.000000");
Push("FRunVel 3000.000000");
Push("BRunVel 3000.000000");
Push("SRunVel 3000.000000");
Push("JumpVel 3000.000000");
Push("DuckVel 3000.000000");
woah = false;
Sleep(222);
} else {
Push("BaseMoveAccel 3000.000000");//SpeedHack Off
Push("StartAccel 500.000000");
Push("MaxAccel 2000.000000");
Push("AccelInc 5000.000000");
Push("WalkVel 70.000000");
Push("FRunVel 285.000000");
Push("BRunVel 285.000000");
Push("SRunVel 285.000000");
Push("DuckVel 50.000000");
woah = true;
}
}
if(GetAsyncKeyState(VK_NUMPAD6)<0){ // Prediction
if(pred){
Push("Prediction 1" );
pred = false;
Sleep(222);
} else {
Push("Prediction 0" );
pred = true;
}
}
if(GetAsyncKeyState(VK_NUMPAD7)<0){ // Tracers
if(trac){
Push("ShowFirePath 1" );
trac = false;
} else {
Push("ShowFirePath 0" );
trac = true;
Sleep(222);
}
}
if(GetAsyncKeyState(VK_NUMPAD8)<0){ // Virtual jump (UP or down?)
if(vjump){
Push("CamMaxPosYOffset 200.000000" );
vjump = false;
} else {
Push("CamMaxPosYOffset -200.000000" );
vjump = true;
Sleep(222);
}
}
if(GetAsyncKeyState(VK_F1)<0){ // Firespeed?
if(firespeed){
Push("FireSpeed 999.999999" );
firespeed = false;
} else {
Push("FireSpeed 300.000000" );
firespeed = true;
Sleep(222);
}
}
if(GetAsyncKeyState(VK_F2)<0){ // No Recoil, On Off
if(Recoil){
memoria((LPVOID)(RECOIL1), "\x90\x90\x90", 3);
memoria((LPVOID)(RECOIL2), "\x90\x90\x90", 3);
memoria((LPVOID)(RECOIL3), "\x90\x90\x90", 3);
memoria((LPVOID)(RECOIL4), "\x90\x90\x90", 3);
memoria((LPVOID)(RECOIL5), "\x90\x90\x90", 3);
Recoil = false;
} else {
memoria((LPVOID)(RECOIL1), "\xD8\x66\x54", 3);
memoria((LPVOID)(RECOIL2), "\xD9\x46\x54", 3);
memoria((LPVOID)(RECOIL3), "\xD9\x5E\x54", 3);
memoria((LPVOID)(RECOIL4), "\xD9\x46\x48", 3);
memoria((LPVOID)(RECOIL5), "\xD9\x5E\x48", 3);
Recoil = true;
}
}
if(GetAsyncKeyState(VK_F3)<0){ // Glass walls
if(WALLS){
memoria((void*)(WALLS), "\x6A\x00", 2);
WALLS = false;
} else {
memoria((void*)(WALLS), "\x6A\x01", 2); //there u go
WALLS = true;
}
}
if (GetAsyncKeyState(VK_F4)<0){ //NO RELOAD
if(RELOAD){
memoria(( void* )(RELOAD), "\x90\x90\x90\x90\x90\x90", 6);
}else{
memoria(( void* )(RELOAD), "\x0F\x84\xB1\x01\x00\x00", 6);
}
// You Can Add Whatever PTC Command Or Addies You Want Below For Auto On DO NOT FORGET TO PUT A SLEEP OF AT LEAST 222 To reduce the lag the hacks cause on activation!!! Just add a ptc command below with a value to activate or deactivate or set value.
Push("SkelModelStencil -1" );//nx chams
Sleep(222);
Push("ShowFps 1");// show frames per second
Sleep(222);
Push("KnockBack 0" );//no knock back
Sleep(222);
Push("FogEnable 1" );// no fog
Sleep(222);
Push("WeaponSway 0.000000" );
Push("ActivationDistance 999999" );
Sleep(222);
Push("MuzzleLight 0" );// Eliminates The "fire" effect comin out of guns
Push("PerturbRotationEffect 0.000000" );//no spread code
Push("PerturbIncreaseSpeed 0.000000" );//no spread code
Push("PerturbWalkPercent 0.000000" );//no spread code
Push("PerturbFiringIncreaseSpeed 0.000000" );//no spread code
Push("PerturbRecoil 0.000000" );//no spread code
Push("FireMovePerturb 0.000000" );//no spread code
Sleep(222);
Push("ZoomedFireMoveDuckPerturb 0.000000" );//no spread code
Push("ZoomedFireMovePerturb 0.000000" );//no spread code
Push("ZoomedFireDuckPerturb 0.000000" );//no spread code
Sleep(222);
Push("WeaponSway 0.000000" );//Weapon Sway
Sleep(222);
Push("CamDamage 0" );//No Cam Damage
Push("FullBright 1" );//fullbright SON!
Sleep(222);
Push("JumpVel 600.000000" );//Super Jump
Sleep(222);
Push("DisableCrosshair 0" );//enable teh crossharz XD
Push("CrossHairR 255");//Red Crosshair to lazy to add more crosshairs... Im sure you can guess what to do with em and how to change the colors if not gtfo
}
}
}
void OPK(void)
{
while(1){
//Got Addies//
posptr=NULL;
posptr = (DWORD)GetModuleHandleA("ClientFX.fxd");
posptr += charposoffset;
//Find Player Pointer//
memcpy(&posy,(void *)(posptr),4);
posy += posyoffset;
//Find Enemy Pointer//
memcpy(&playertarget,(void *)(otherplyrptr),4);
playertarget += yoffset;
//Telekill//
if(GetAsyncKeyState(VK_CONTROL)<0)// put whatever u want in there
{
if(posy > posyoffset && playertarget > yoffset)
{
*(float*)posy = *(float*)playertarget;
*(float*)(posy+0x4) = *(float*)(playertarget+0x4);
*(float*)(posy-0x4) = *(float*)(playertarget-0x4);
Sleep(10);
}
}
}
}
DWORD WINAPI OPKSTARTUP(LPVOID)
{
while( !IsGameReadyForHook() )
Sleep(800);
OPK();
return 0;
}
DWORD WINAPI dwHackThread(LPVOID) {
while( !IsGameReadyForHook() )
Sleep(200);
main();
return 0;
}
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if ( dwReason == DLL_PROCESS_ATTACH )
CreateThread(NULL,NULL,dwHackThread,NULL,NULL,NULL );
CreateThread(NULL, NULL, OPKSTARTUP, NULL, NULL, NULL);