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  1. #1
    Sr_Especialista's Avatar
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    colocando bits corretamente [so novato '-']

    Bom Dia a todos

    galera vo posta o itens.h da base whitBase pra vcs verem se eu esto colocando os bits corretamente

    Code:
    //GHBR - Creditos : Xpeeh, Luccss, Victor_Silent
    //Whit(Base Original), Capevaldo, WE11ington
    
    #ifndef _ITENS_H_
    #define _ITENS_H_
    
    cBase Base;
    
    INT movemenu;
    INT colorborder;
    
    //Grupos do Menu
    INT visuals = 1;
    INT removers = 1;
    INT others = 1;
    INT vips = 1;
    INT menuoptions = 1;
    
    //Variaveis dos Hackers.
    INT fps;		INT fpsx1;
    INT chams;		INT chamsx1;
    INT names;		INT namesx1;
    INT beast;		INT beastx1;
    INT recoil;		INT recoilx1;
    INT reload;		INT reloadx1;
    INT fog;		INT fogx1;
    INT speed;		INT speedx1;
    INT jump;		INT jumpx1;
    INT fly;		INT flyx1;
    INT pick;		INT pickx1;
    INT cross;		INT crossx1;
    INT weapon;		INT weaponx1;
    INT bullets;	INT bulletsx1;
    INT rapidfire;	INT rapidfirex1;
    
    //Titutlo
    CHAR Titulo[50] = "MPGH.com";
    
    //Chaves do menu
    CHAR *Opt_Folder[] = { "+", "-" };	
    CHAR *Opt_on_off[] = { "[OFF]", "[ON]" };
    CHAR *Opt_rapidfire[] = { "[OFF]", "Mouse [L]", "Shooting" };
    CHAR *Opt_color[] = { "Red", "Green", "Blue", "Black" };
    
    VOID cMenu::RenderMenu(VOID)
    {
    	AdicionarItem("[Visuals]", Opt_Folder, &visuals, 2, MENUFOLDER);
    	if(visuals) {
    		AdicionarItem("Nx Chams", Opt_on_off, &chams, 2, MENUITEM);
    		AdicionarItem("Name Tag", Opt_on_off, &names, 2, MENUITEM);
    //		AdicionarItem("Beast Mode", Opt_on_off, &beast, 2, MENUITEM);
    	}  
    	
    	AdicionarItem("[Removers]", Opt_Folder, &removers, 2, MENUFOLDER);
    	if(removers) {
    		AdicionarItem("No Recoil", Opt_on_off, &recoil, 2, MENUITEM);
    		AdicionarItem("No Reload", Opt_on_off, &reload, 2, MENUITEM);
    		AdicionarItem("No Fog", Opt_on_off, &fog, 2, MENUITEM);
    	}
    	
    	AdicionarItem("[Others]", Opt_Folder, &others, 2, MENUFOLDER);
    	if(others) {
    		AdicionarItem("Show FPS", Opt_on_off, &fps, 2, MENUITEM);
    		AdicionarItem("Speed", Opt_on_off, &speed, 2, MENUITEM);
    		AdicionarItem("Super Jump", Opt_on_off, &jump, 2, MENUITEM);
    		AdicionarItem("Fly [Space]", Opt_on_off, &fly, 2, MENUITEM);
    		AdicionarItem("Pick Up", Opt_on_off, &pick, 2, MENUITEM);
    		AdicionarItem("Cross Hair", Opt_on_off, &cross, 2, MENUITEM);
    	}
    	
    	AdicionarItem("[Semi Vip's]", Opt_Folder, &vips, 2, MENUFOLDER);
    	if(vips) {
    		AdicionarItem("Weapon Range", Opt_on_off, &weapon, 2, MENUITEM);
    		AdicionarItem("Super Bullets", Opt_on_off, &bullets, 2, MENUITEM);
    		AdicionarItem("Rapid Fire", Opt_rapidfire, &rapidfire, 3, MENUITEM);
    	}
    	
    	AdicionarItem("[Menu Options]", Opt_Folder, &menuoptions, 2, MENUFOLDER);
    	if(menuoptions) {
    		AdicionarItem("Move Menu", Opt_on_off, &movemenu, 2, MENUITEM);
    		AdicionarItem("Color Border", Opt_color, &colorborder, 4, MENUITEM);
    	}
    }
    
    HRESULT WINAPI Comando(CONST CHAR *cmd)
    {
    	_asm {
    		PUSHAD;
    		MOV EAX, LTClientEXE;
    		NOP;
    		MOV EBX, LTClientEXE;
    		NOP;
    		CMP EAX, EBX;
    		NOP;
    		JZ _MPGH;
    		NOP;
    _MPGH:
    		NOP;
    		PUSH cmd;
    		NOP;
    		MOV EAX, LTClientEXE;
    		NOP;
    		CALL EAX;
    		NOP;
    		ADD ESP, 0x4;
    		POPAD;
    	}
    
    	return D3D_OK;
    }
    VOID cBase::Funcoes(LPDIRECT3DDEVICE9 pDevice)
    {
    	if(chams) {
    		Comando("SkelModelStencil 1");
    	} else {
    		Comando("SkelModelStencil 0");
    	}
    
    	if((*(BYTE *)GameStatus == 1) && names) {
    		memcpy((VOID *)EspName1, (VOID *)(PBYTE)"\x90\x90", 2);
    		memcpy((VOID *)EspName2, (VOID *)(PBYTE)"\x90\x90", 2);
    	} else {
    		memcpy((VOID *)EspName1, (VOID *)(PBYTE)"\x75\x05", 2);
    		memcpy((VOID *)EspName2, (VOID *)(PBYTE)"\x75\x05", 2);
    	}
    
    //		if((*(BYTE *)GameStatus == 1) && beast)
    //		memcpy((VOID *)Invisible, (VOID *)(PBYTE)"\x01", 1);
    //	else
    //		memcpy((VOID *)Invisible, (VOID *)(PBYTE)"\x00", 1);	
    
    		if((*(BYTE *)GameStatus == 1) && recoil)
    		memcpy((VOID *)NoRecoil, (VOID *)(PBYTE)"\x90\x90\x90\x90", 4);
    	else
    		memcpy((VOID *)NoRecoil, (VOID *)(PBYTE)"\xD9\x44\x24\x14", 4);
    
    	if((*(BYTE *)GameStatus == 1) && reload)
    		memcpy((VOID *)NoReload, (VOID *)(PBYTE)"\x90\x90\x90\x90\x90\x90", 6);
    	else
    		memcpy((VOID *)NoReload, (VOID *)(PBYTE)"\x0F\x84\xB1\x01\x00\x00", 6);
    
    	if(fog) {
    		Comando("FogEnable 0");
    	} else {
    		Comando("FogEnable 1");
    	}
    
    	if(fps && !fpsx1) {
    		Comando("ShowFps 1");
    		fpsx1 = 1;
    	} else if(!fps && fpsx1) {
    		Comando("ShowFps 0");
    		fpsx1 = 0;
    	}
    
    	if(speed && !speedx1) {
    		Comando("WalkVel 1000.000000");
    		Comando("FRunVel 1000.000000");
    		Comando("BRunVel 1000.000000");
    		Comando("SRunVel 1000.000000");
    		Comando("DuckVel 1000.000000");
    		speedx1 = 1;
    	} else if(!speed && speedx1) {
    		Comando("WalkVel 70.000000");
    		Comando("FRunVel 285.000000");
    		Comando("BRunVel 285.000000");
    		Comando("SRunVel 285.000000");
    		Comando("DuckVel 50.000000");
    		speedx1 = 0;
    	}
    
    	if(jump && (GetAsyncKeyState(VK_SPACE) < 0)) {
    		Comando("JumpVel 660.000000");
    		jumpx1 = 1;
    	} else if(jumpx1) {
    		Comando("JumpVel 330.000000");
    		jumpx1 = 0;
    	}
    
    	if(fly && (GetAsyncKeyState(VK_SPACE) < 0)) {
    		Comando("PlayerGravity 800");
    		flyx1 = 1;
    	} else if(flyx1) {
    		Comando("PlayerGravity -800");
    		flyx1 = 0;
    	}
    
    	if(pick && !pickx1) {
    		Comando("ActivationDistance 99999");
    		pickx1 = 1;
    	} else if(!pick && pickx1) {
    		Comando("ActivationDistance 100");
    		pickx1 = 0;
    	}
    
    	if(cross) Base.CrossHair(pDevice, Red);
    
    	if((*(BYTE *)GameStatus == 1) && weapon) {
    		memcpy((VOID *)WeaponRange1, (VOID *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
    		memcpy((VOID *)WeaponRange2, (VOID *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
    	} else {
    		memcpy((VOID *)WeaponRange1, (VOID *)(PBYTE *)"\x8B\x80\xC8\x02\x00\x00", 6);
    		memcpy((VOID *)WeaponRange2, (VOID *)(PBYTE *)"\x8B\x80\xC8\x02\x00\x00", 6);
    	}
    
    	if((*(BYTE *)GameStatus == 1) && bullets)
    		memcpy((VOID *)SuperBullets, (VOID *)(PBYTE)"\x90\x90\x90", 3);
    	else
    		memcpy((VOID *)SuperBullets, (VOID *)(PBYTE)"\x0F\x94\xC0", 3);
    
    	if((*(BYTE *)GameStatus == 1) && rapidfire == 1 && GetAsyncKeyState(VK_LBUTTON)<0) {
    		memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x90\x90", 2);
    	} else if((*(BYTE *)GameStatus == 1) && rapidfire == 2) {
    		memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x90\x90", 2);
    	} else {
    		memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x74\x3E", 2);
    	}
    }
    
    #endif
    
    OBS:tive q fazer outro post pq nao tinha como eu coloca o codigo no antigo q fiz espero q me ajudem '-'
    Last edited by Alessandro10; 01-04-2012 at 07:40 PM.

  2. #2
    darkloquis's Avatar
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    Modo invisivel até onde eu sei naum ta funfando '-'

  3. #3
    willcpc2's Avatar
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    cara para que vc esta postando isso aqui ??

    pros leecher ver e fazer C+P & C+V ??
    Last edited by willcpc2; 12-20-2011 at 07:22 AM.

  4. #4
    ChaosMagician's Avatar
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    Porque o rapidfire está com os BYTES do super bullets?

  5. The Following User Says Thank You to ChaosMagician For This Useful Post:

    'Batata! (12-20-2011)

  6. #5
    Sr_Especialista's Avatar
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    Quote Originally Posted by darkloquis View Post
    Modo invisivel até onde eu sei naum ta funfando '-'
    sim eu seu essas duas // desativa a linha '-' ai nao precisa apaga

  7. #6
    ChaosMagician's Avatar
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    Nao desativa, poe em comentário.

  8. #7
    Sr_Especialista's Avatar
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    Quote Originally Posted by ChaosMagician View Post
    Porque o rapidfire está com os BYTES do super bullets?
    vlw pelo aviso mano ja arrumei

    ---------- Post added at 09:44 AM ---------- Previous post was at 09:42 AM ----------

    Quote Originally Posted by ChaosMagician View Post
    Nao desativa, poe em comentário.
    desativa sim se eu tira essas duas // vai da erro pq eu tirei o #define invisible do files.h

  9. #8
    ChaosMagician's Avatar
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    Não desativa

    Desativar = Retornar algo ao estado original/ não funcionar

    Funcionar funciona só não está sendo compilado, Escolha melhor suas palavras;

  10. #9
    FR1GHT's Avatar
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    Quote Originally Posted by darkloquis View Post
    Modo invisivel até onde eu sei naum ta funfando '-'
    Tá sim agora só funciona como desliga o CA

    cara para que vc esta postando isso aqui ??

    pros leecher ver e fazer C+P & C+V
    Já tem essa base pronta tem a Menu selection do WE11 não é por causa de uma parte q vão saber fazer!

  11. #10
    BACKD00R's Avatar
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    Use // para comentar uma linha, e /* */ para comentar funções, partes extensas, a duvidaja foi solucionada, então

    /fechado

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