tell us what is the problem
cant compile, doesn't work in game or something like that
can u plz tell me what is wrong with this code ?
it is not mine in anyway so dont flame me plzCode:#include <process.h> #include "stdafx.h" #include <windows.h> #include <shellapi.h> #include <fstream> #pragma comment(lib,"shell32.lib") void __cdecl PushToConsole( const char* szCommand ) { DWORD *Ltcliient = ( DWORD* )( 0x3778BFB0 ); void* CONoff = ( void* )*( DWORD* )( *Ltcliient + 0x208 ); __asm { push szCommand; call CONoff; add esp, 4; } } bool IsGameReadyForHook() { if( GetModuleHandleA( "d3d9.dll" ) != NULL && GetModuleHandleA( "ClientFX.fxd" ) != NULL && GetModuleHandleA( "CShell.dll" ) != NULL ) return true; return false; } void MemCopy(void* Dest, const void* Src, int Len) { DWORD OldProtect; DWORD OldProtect2; VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect); memcpy(Dest, Src, Len); VirtualProtect(Dest, Len, OldProtect, &OldProtect2); FlushInstructionCache(GetCurrentProcess(), Dest, Len); } void main() { while (!IsGameReadyForHook()){ Sleep(20); } bool boxes = false;//nx chams with boxes bool fog = false;//no fog bool speed = false;//speed hack bool spread = false;// no spread bool tracers = false;// tracers useless but why not bool showfps = false;// also useless but why not bool drawgun = false;// takes away your gun bool sjump = false;// super jump ( i toned it down so it does not hurt you when you fall its just enough to jump onto higher ledges and stuff bool windows = false;//windowed kinda buggy on single core computers bool nosway = false;// no sway. Very usefull in my opinion helps with fireing bool wframe = false;// wire frame iritating .... bool fb = false;//full bright useful on some maps bool glow = false;// glow usefull on some maps bool ps = false;//useless just harder to aim bool removers = false;// helps speed up game bool vjump = false;//heard it can help //right here is stuff that will be on when it starts up PushToConsole("FallDamageMax 0.000001"); PushToConsole("ShowFps 1"); showfps = true; while(true){ if(GetAsyncKeyState(VK_HOME)<0){ if(boxes){ PushToConsole("ModelDebug_DrawBoxes 0"); PushToConsole("SkelModelStencil 0"); boxes = false; } else { PushToConsole("ModelDebug_DrawBoxes 1"); PushToConsole("SkelModelStencil 1"); boxes = true; } } if(GetAsyncKeyState(VK_F11)<0){ if(fog){ PushToConsole("FogEnable 1"); fog = false; } else { PushToConsole("FogEnable 0"); fog = true; } } if(GetAsyncKeyState(VK_F12)<0){ if(speed){ PushToConsole("BaseMoveAccel 3000.000000"); PushToConsole("StartAccel 500.000000"); PushToConsole("MaxAccel 3000.000000"); PushToConsole("AccelInc 6000.000000"); PushToConsole("WalkVel 70.000000"); PushToConsole("FRunVel 285.000000"); PushToConsole("BRunVel 285.000000"); PushToConsole("SRunVel 285.000000"); PushToConsole("DuckVel 50.000000"); speed = false; } else { PushToConsole("BaseMoveAccel 999.000000"); PushToConsole("StartAccel 999.000000"); PushToConsole("MaxAccel 999.000000"); PushToConsole("AccelInc 666.000000"); PushToConsole("WalkVel 500.000000"); PushToConsole("FRunVel 500.000000"); PushToConsole("BRunVel 500.000000"); PushToConsole("SRunVel 500.000000"); PushToConsole("DuckVel 300.000000"); speed = true; } } if(GetAsyncKeyState(VK_F6)<0){ if(spread){ PushToConsole("PerturbRotationEffect 3.000000"); PushToConsole("PerturbIncreaseSpeed 3.000000"); PushToConsole("PerturbDecreaseSpeed 9.000000"); PushToConsole("PerturbWalkPercent 0.500000"); PushToConsole("PerturbRecoil 9.000000"); PushToConsole("FireMovePerturb 9.000000"); PushToConsole("ZoomedFireMoveDuckPerturb 9.000000"); PushToConsole("ZoomedFireMovePerturb 9.000000"); PushToConsole("ZoomedFireDuckPerturb 9.000000"); spread = false; } else { PushToConsole("PerturbRotationEffect 0.000000"); PushToConsole("PerturbIncreaseSpeed 0.000000"); PushToConsole("PerturbWalkPercent 0.000000"); PushToConsole("PerturbFiringIncreaseSpeed 0.000000"); PushToConsole("PerturbRecoil 0.000000"); PushToConsole("FireMovePerturb 0.000000"); PushToConsole("ZoomedFireMoveDuckPerturb 0.000000"); PushToConsole("ZoomedFireMovePerturb 0.000000"); PushToConsole("ZoomedFireDuckPerturb 0.000000"); spread = true; } } if(GetAsyncKeyState(VK_F7)<0){ if(tracers){ PushToConsole("ShowFirePath 0"); tracers = false; } else { PushToConsole("ShowFirePath 1"); tracers = true; } } if(GetAsyncKeyState(VK_MENU)<0){ if(sjump){ PushToConsole("JumpVel 330.000000"); sjump = false; } else { PushToConsole("JumpVel 660.000000"); sjump = true; } } if(GetAsyncKeyState(VK_INSERT)<0){ if(showfps){ PushToConsole("ShowFps 0"); showfps = false; } else { PushToConsole("ShowFps 1"); showfps = true; } } if(GetAsyncKeyState(VK_F9)<0){ if(nosway){ PushToConsole("WeaponSway 1.000000"); nosway = false; } else { PushToConsole("WeaponSway 0.000000"); nosway = true; } } if(GetAsyncKeyState(VK_UP)<0){ PushToConsole("PlayerGravity +200"); } if(GetAsyncKeyState(VK_DOWN)<0){ PushToConsole("PlayerGravity -200"); } // if(GetAsyncKeyState(VK_RIGHT)<0){ PushToConsole("PlayerGravity +800"); } if(GetAsyncKeyState(VK_LEFT)<0){ PushToConsole("PlayerGravity -800"); } if(GetAsyncKeyState(VK_PAUSE)<0){ PushToConsole("FragSelf 1"); } if(GetAsyncKeyState(VK_F10)<0){ PushToConsole("CrossHair_DefaultLength 50"); PushToConsole("CrossHair_DefaultGapLength 1"); PushToConsole("CrosshairGapMin 0"); PushToConsole("CrosshairGapMax 2"); PushToConsole("CrosshairBarMin 100"); PushToConsole("CrosshairBarMax 100"); PushToConsole("HitCrossHairMAXPerturb 0"); PushToConsole("HitCrossHairMINPerturb 0"); PushToConsole("HitCrossHairSize 0"); PushToConsole("CrossHair_FiringDuration 0"); PushToConsole("ScopeUDRadius 0"); PushToConsole("ScopeLRRadius 0"); PushToConsole("ScopeUPGap 0"); PushToConsole("ScopeLRGap 0"); PushToConsole("ShowBreath 0"); } if(GetAsyncKeyState(VK_END)<0){ if(windows){ PushToConsole("Windowed 0"); windows = false; } else { PushToConsole("Windowed 1"); windows = true; } } if(GetAsyncKeyState(VK_PRIOR)<0){ if(fb){ PushToConsole("FullBright 1"); fb = false; } else { PushToConsole("FullBright 0"); fb = true; } } if(GetAsyncKeyState(VK_NEXT)<0){ if(wframe){ PushToConsole("WireFrame 1"); wframe = false; } else { PushToConsole("WireFrame 0"); wframe = true; } } if(GetAsyncKeyState(VK_RSHIFT)<0){ if(glow){ PushToConsole("ScreenGlowEnable 1"); glow = false; } else { PushToConsole("ScreenGlowEnable 0"); glow = true; } } if(GetAsyncKeyState(VK_DELETE)<0){ if(ps){ PushToConsole("ModelDebug_DrawSkeleton 1"); ps = false; } else { PushToConsole("ModelDebug_DrawSkeleton 0"); ps = true; } } if(GetAsyncKeyState(VK_F5)<0){ if(removers){ PushToConsole("ShowPerformanceStatistics 1"); removers = false; } else { PushToConsole("ShowPerformanceStatistics 0"); removers = true; } } if(GetAsyncKeyState(VK_CAPITAL)<0){ if(vjump){ PushToConsole("CamMaxPosYOffset 200.000000"); PushToConsole("DuckDownCamOffSet 1000.000000"); vjump = false; } else { PushToConsole("CamMaxPosYOffset -200.000000"); PushToConsole("DuckDownCamOffSet -1000.000000"); vjump = true; } } Sleep(160); } } BOOL APIENTRY DllMain( HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: ShellExecute; CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL); break; case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; }
PlayStation ID:Boxing509
Originally Posted by pushdis15
1>------ Build started: Project: s, Configuration: Release Win32 ------
1>Compiling...
1>base.cpp
1>.\base.cpp(2) : fatal error C1083: Cannot open include file: 'stdafx.h': No such file or directory
1>Build log was saved at "file://c:\Users\OWNER\Documents\Visual Studio 2008\Projects\s\s\Release\BuildLog.htm"
1>s - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
PlayStation ID:Boxing509
Originally Posted by pushdis15
i get this erorr still
Code:1>c:\users\jamal\documents\visual studio 2010\projects\jamal\jamal\hack.cpp(2): fatal error C1083: Cannot open include file: 'stdafx.h': No such file or directory ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
PlayStation ID:Boxing509
Originally Posted by pushdis15
stdafx.h
stdafx.cppCode:// stdafx.h : include file for standard system include files, // or project specific include files that are used frequently, but // are changed infrequently // #pragma once #include "targetver.h" #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers // Windows Header Files: #include <windows.h> // TODO: reference additional headers your program requires here
targetver.hCode:// stdafx.cpp : Defines the exported functions for the DLL application. // #include "stdafx.h"
Code:#pragma once // Including SDKDDKVer.h defines the highest available Windows platform. // If you wish to build your application for a previous Windows platform, include WinSDKVer.h and // set the _WIN32_WINNT macro to the platform you wish to support before including SDKDDKVer.h. #include <SDKDDKVer.h>
add the source GodHack posted as header files.
but even that won't help you because your method of using the Console is outdated and your not hooking Present or Endscene so you can't use the current version of accessing the console
Dont Create Empyt Project ...
Delete Dllmain..
Input this Code:
Code:#include <process.h> #include "stdafx.h" #include <windows.h> #include <shellapi.h> #include <fstream> #pragma comment(lib,"shell32.lib") void __cdecl PushToConsole( const char* szCommand ) { DWORD *Ltcliient = ( DWORD* )( 0x3778BFB0 ); void* CONoff = ( void* )*( DWORD* )( *Ltcliient + 0x208 ); __asm { push szCommand; call CONoff; add esp, 4; } } bool IsGameReadyForHook() { if( GetModuleHandleA( "d3d9.dll" ) != NULL && GetModuleHandleA( "ClientFX.fxd" ) != NULL && GetModuleHandleA( "CShell.dll" ) != NULL ) return true; return false; } void MemCopy(void* Dest, const void* Src, int Len) { DWORD OldProtect; DWORD OldProtect2; VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect); memcpy(Dest, Src, Len); VirtualProtect(Dest, Len, OldProtect, &OldProtect2); FlushInstructionCache(GetCurrentProcess(), Dest, Len); } void main() { while (!IsGameReadyForHook()){ Sleep(20); } bool boxes = false;//nx chams with boxes bool fog = false;//no fog bool speed = false;//speed hack bool spread = false;// no spread bool tracers = false;// tracers useless but why not bool showfps = false;// also useless but why not bool drawgun = false;// takes away your gun bool sjump = false;// super jump ( i toned it down so it does not hurt you when you fall its just enough to jump onto higher ledges and stuff bool windows = false;//windowed kinda buggy on single core computers bool nosway = false;// no sway. Very usefull in my opinion helps with fireing bool wframe = false;// wire frame iritating .... bool fb = false;//full bright useful on some maps bool glow = false;// glow usefull on some maps bool ps = false;//useless just harder to aim bool removers = false;// helps speed up game bool vjump = false;//heard it can help //right here is stuff that will be on when it starts up PushToConsole("FallDamageMax 0.000001"); PushToConsole("ShowFps 1"); showfps = true; while(true){ if(GetAsyncKeyState(VK_HOME)<0){ if(boxes){ PushToConsole("ModelDebug_DrawBoxes 0"); PushToConsole("SkelModelStencil 0"); boxes = false; } else { PushToConsole("ModelDebug_DrawBoxes 1"); PushToConsole("SkelModelStencil 1"); boxes = true; } } if(GetAsyncKeyState(VK_F11)<0){ if(fog){ PushToConsole("FogEnable 1"); fog = false; } else { PushToConsole("FogEnable 0"); fog = true; } } if(GetAsyncKeyState(VK_F12)<0){ if(speed){ PushToConsole("BaseMoveAccel 3000.000000"); PushToConsole("StartAccel 500.000000"); PushToConsole("MaxAccel 3000.000000"); PushToConsole("AccelInc 6000.000000"); PushToConsole("WalkVel 70.000000"); PushToConsole("FRunVel 285.000000"); PushToConsole("BRunVel 285.000000"); PushToConsole("SRunVel 285.000000"); PushToConsole("DuckVel 50.000000"); speed = false; } else { PushToConsole("BaseMoveAccel 999.000000"); PushToConsole("StartAccel 999.000000"); PushToConsole("MaxAccel 999.000000"); PushToConsole("AccelInc 666.000000"); PushToConsole("WalkVel 500.000000"); PushToConsole("FRunVel 500.000000"); PushToConsole("BRunVel 500.000000"); PushToConsole("SRunVel 500.000000"); PushToConsole("DuckVel 300.000000"); speed = true; } } if(GetAsyncKeyState(VK_F6)<0){ if(spread){ PushToConsole("PerturbRotationEffect 3.000000"); PushToConsole("PerturbIncreaseSpeed 3.000000"); PushToConsole("PerturbDecreaseSpeed 9.000000"); PushToConsole("PerturbWalkPercent 0.500000"); PushToConsole("PerturbRecoil 9.000000"); PushToConsole("FireMovePerturb 9.000000"); PushToConsole("ZoomedFireMoveDuckPerturb 9.000000"); PushToConsole("ZoomedFireMovePerturb 9.000000"); PushToConsole("ZoomedFireDuckPerturb 9.000000"); spread = false; } else { PushToConsole("PerturbRotationEffect 0.000000"); PushToConsole("PerturbIncreaseSpeed 0.000000"); PushToConsole("PerturbWalkPercent 0.000000"); PushToConsole("PerturbFiringIncreaseSpeed 0.000000"); PushToConsole("PerturbRecoil 0.000000"); PushToConsole("FireMovePerturb 0.000000"); PushToConsole("ZoomedFireMoveDuckPerturb 0.000000"); PushToConsole("ZoomedFireMovePerturb 0.000000"); PushToConsole("ZoomedFireDuckPerturb 0.000000"); spread = true; } } if(GetAsyncKeyState(VK_F7)<0){ if(tracers){ PushToConsole("ShowFirePath 0"); tracers = false; } else { PushToConsole("ShowFirePath 1"); tracers = true; } } if(GetAsyncKeyState(VK_MENU)<0){ if(sjump){ PushToConsole("JumpVel 330.000000"); sjump = false; } else { PushToConsole("JumpVel 660.000000"); sjump = true; } } if(GetAsyncKeyState(VK_INSERT)<0){ if(showfps){ PushToConsole("ShowFps 0"); showfps = false; } else { PushToConsole("ShowFps 1"); showfps = true; } } if(GetAsyncKeyState(VK_F9)<0){ if(nosway){ PushToConsole("WeaponSway 1.000000"); nosway = false; } else { PushToConsole("WeaponSway 0.000000"); nosway = true; } } if(GetAsyncKeyState(VK_UP)<0){ PushToConsole("PlayerGravity +200"); } if(GetAsyncKeyState(VK_DOWN)<0){ PushToConsole("PlayerGravity -200"); } // if(GetAsyncKeyState(VK_RIGHT)<0){ PushToConsole("PlayerGravity +800"); } if(GetAsyncKeyState(VK_LEFT)<0){ PushToConsole("PlayerGravity -800"); } if(GetAsyncKeyState(VK_PAUSE)<0){ PushToConsole("FragSelf 1"); } if(GetAsyncKeyState(VK_F10)<0){ PushToConsole("CrossHair_DefaultLength 50"); PushToConsole("CrossHair_DefaultGapLength 1"); PushToConsole("CrosshairGapMin 0"); PushToConsole("CrosshairGapMax 2"); PushToConsole("CrosshairBarMin 100"); PushToConsole("CrosshairBarMax 100"); PushToConsole("HitCrossHairMAXPerturb 0"); PushToConsole("HitCrossHairMINPerturb 0"); PushToConsole("HitCrossHairSize 0"); PushToConsole("CrossHair_FiringDuration 0"); PushToConsole("ScopeUDRadius 0"); PushToConsole("ScopeLRRadius 0"); PushToConsole("ScopeUPGap 0"); PushToConsole("ScopeLRGap 0"); PushToConsole("ShowBreath 0"); } if(GetAsyncKeyState(VK_END)<0){ if(windows){ PushToConsole("Windowed 0"); windows = false; } else { PushToConsole("Windowed 1"); windows = true; } } if(GetAsyncKeyState(VK_PRIOR)<0){ if(fb){ PushToConsole("FullBright 1"); fb = false; } else { PushToConsole("FullBright 0"); fb = true; } } if(GetAsyncKeyState(VK_NEXT)<0){ if(wframe){ PushToConsole("WireFrame 1"); wframe = false; } else { PushToConsole("WireFrame 0"); wframe = true; } } if(GetAsyncKeyState(VK_RSHIFT)<0){ if(glow){ PushToConsole("ScreenGlowEnable 1"); glow = false; } else { PushToConsole("ScreenGlowEnable 0"); glow = true; } } if(GetAsyncKeyState(VK_DELETE)<0){ if(ps){ PushToConsole("ModelDebug_DrawSkeleton 1"); ps = false; } else { PushToConsole("ModelDebug_DrawSkeleton 0"); ps = true; } } if(GetAsyncKeyState(VK_F5)<0){ if(removers){ PushToConsole("ShowPerformanceStatistics 1"); removers = false; } else { PushToConsole("ShowPerformanceStatistics 0"); removers = true; } } if(GetAsyncKeyState(VK_CAPITAL)<0){ if(vjump){ PushToConsole("CamMaxPosYOffset 200.000000"); PushToConsole("DuckDownCamOffSet 1000.000000"); vjump = false; } else { PushToConsole("CamMaxPosYOffset -200.000000"); PushToConsole("DuckDownCamOffSet -1000.000000"); vjump = true; } } Sleep(160); } } BOOL APIENTRY DllMain( HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: ShellExecute; CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL); break; case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } return TRUE; }
I Compile this Code
Last edited by Alessandro10; 01-03-2011 at 06:56 AM.
i believe you Ptc method is patched. Try using this forum to find a new one, or simply create one yourself. Or if you fail to do all of thy above you could pm some of the coders here.