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  1. #1
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    AimCorrection.h

    Code:
    /**************Credits**************/
    /*Black Diamond, luizimloko, mo3ad001, fatboy88, Azorbix, Gellin, Hans, ChaosMagican, Nightmare*/
    
    #ifndef __AIM__
    #define __AIM__
    
    #pragma once
    
    #include "Files.h"
    
    class cAim
    {
    	public:
    		cAim( void )
    		{
    			SetWepData = true;
    			StoreWepData = false;
    		}
    
    		bool SetWepData, StoreWepData;
    
    		void AimCorrection( bool Correct );
    
    	private:
    		float OgAwepData[20][500];
    };
    
    extern cAim aim;
    
    #endif
    Class.h

    Code:
    /**************Credits**************/
    /*Black Diamond, luizimloko, mo3ad001, fatboy88, Azorbix, Gellin, Hans, ChaosMagican, Nightmare*/
    
    #ifndef __CLASS__
    #define __CLASS__
    
    // Update by We11ington
    class cWeaponInfo
    {
    public:
        char unknown1[12]; //0x0000  
        DWORD dwClientWeaponType; //0x000C  
        char unknown2[16]; //0x0010  
        DWORD dwAlt_InstDamage; //0x0020  
        DWORD dwInstDamage; //0x0024  
        char unknown3[108]; //0x0028  
        DWORD dwFireSnd; //0x0094  
        char unknown4[108]; //0x0098  
        float fFireDelay1; //0x0104  
        float ffiredelay1; //0x0108  
        DWORD dwMaxAmmo3; //0x010C  
        DWORD dwMaxAmmo2; //0x0110  
        char unknown5[300]; //0x0114  
        BYTE bTripleShotMode;; //0x0240  
        char unknown6[3]; //0x0241  
        DWORD dwTripleShotRoundNum; //0x0244  
        float fDamageRFacter; //0x0248  
        char unknown7[28]; //0x024C  
        DWORD dwInfiAmmo2; //0x0268  
        DWORD dwInfiniteAmmo; //0x026C  
        DWORD dwHideWhenEmpty; //0x0270  
        DWORD dwIsAmmo; //0x0274  
        char unknown8[4]; //0x0278  
        DWORD dwShotsPerClip; //0x027C  
        char unknown9[52]; //0x0280  
        float fZoomTime; //0x02B4  
        DWORD dwMinPerturb; //0x02B8  
        DWORD dwMaxPerturb; //0x02BC  
        float fDuckPerturb; //0x02C0  
        float fMoveDuckPerturb; //0x02C4  
        DWORD dwZoomedMinPerturb; //0x02C8  
        DWORD dwZoomedMaxPerturb; //0x02CC  
        DWORD dwRange; //0x02D0  
        char unknown10[12]; //0x02D4  
        DWORD dwVectorsPerRound; //0x02E0  
        char unknown11[40]; //0x02E4  
        float fPerturbIncSpeed; //0x030C  
        float fPerturbDecSpeed; //0x0310  
        char unknown12[4]; //0x0314  
        float fZoomedPerturbIncSpeed; //0x0318  
        float fZoomedPerturbDecSpeed; //0x031C  
        char unknown13[4]; //0x0320  
        float fBaseCamRecoilPitch; //0x0324  
        float fBaseCamRecoilAccelPitch; //0x0328  
        char unknown14[36]; //0x032C  
        float fTripleShotMaxCamRecoilPitch; //0x0350  
        float fTripleShotBaseCamRecoilPitch; //0x0354  
        char unknown15[8]; //0x0358  
        DWORD dwTripleShotMinPerturb; //0x0360  
        DWORD dwTripleShotMaxPerturb; //0x0364  
        float fTripleShotPerturbIncSpeed; //0x0368  
        float fTripleShotPerturbDecSpeed; //0x036C  
        char unknown16[156]; //0x0370  
        BYTE bDisableCrosshair; //0x040C  
        char unknown17[27]; //0x040D  
        float fCameraSwayXFreq; //0x0428  
        float fCameraSwayYFreq; //0x042C  
        char unknown18[12]; //0x0430  
        DWORD dwTargetCrosshairFlag; //0x043C  
        DWORD dwEffectRange; //0x0440  
        char unknown19[188]; //0x0444  
    };//Size=0x0500(1280)
    
    class cWeaponMgr
    {
    public:
        char unknown1[5568]; //0x0000  
        cWeaponInfo** Weapons; //0x15C0  
        __int32 WeaponCount; //0x15C4  
    };//Size=0x15C8(5576)  
    
    #endif
    Detours.h

    Code:
    /**************Credits**************/
    /*Black Diamond, luizimloko, mo3ad001, fatboy88, Azorbix, Gellin, Hans, ChaosMagican, Nightmare*/
    
    #ifndef __DETOURS__
    #define __DETOURS__
    
    #pragma once
    
    #include "Files.h"
    
    class cDetours
    {
    	public:
    		static void *DetourCreate( BYTE *src, const BYTE *dst );
    };
    
    extern class cDetours detours;
    
    #endif
    Files.h

    Code:
    /**************Credits**************/
    /*Black Diamond, luizimloko, mo3ad001, fatboy88, Azorbix, Gellin, Hans, ChaosMagican, Nightmare*/
    
    #ifndef __FILES__
    #define __FILES__
    
    #define VC_EXTRALEAN
    #define WIN32_LEAN_AND_MEAN
    
    #include <windows.h>
    #include <stdio.h>
    #include <stdlib.h>
    #include <fstream>
    #include <stdio.h>
    #include <iostream>
    
    #pragma comment( lib, "d3dx9.lib" )
    #pragma comment( lib, "d3d9.lib" )
    #pragma warning (disable: 4244)
    
    #include <d3d9.h>
    #include <d3dx9.h>
    
    #include "Detours.h"
    #include "AimCorrection.h"
    #include "Class.h"
    
    #define ADDR_GAMESTATUS			0x37835E14
    #define ADDR_WEAPONMGR			0x3786B0EC
    #define ADDR_S_BULLETS			0x375106D6
    #define ADDR_WEAPON_RANGE1		0x37516049
    #define ADDR_WEAPON_RANGE2		0x375163C9
    #define ADDR_RAPIDFIRE			0x37516B45
    #define ADDR_NAMETAGS1			0x3725C839
    #define ADDR_NAMETAGS2			0x3725C8BF
    #define ADDR_CONSOLEUNWRAPPED	0x48B650 
    #define ADDR_RESPAWNCHECK		0x379CEB5F
    
    #endif
    Main.h

    Code:
    /**************Credits**************/
    /*Black Diamond, luizimloko, mo3ad001, fatboy88, Azorbix, Gellin, Hans, ChaosMagican, Nightmare*/
    
    #ifndef __MAIN__
    #define __MAIN__
    
    #pragma once
    
    #include "Files.h"
    
    class cMain
    {
    	public:
    		static bool IsGameReady2Hook( void );
    		bool InGame(int variable);
    		DWORD *FindDevice( void );
    		void Hook( void );
    };
    
    extern cMain main;
    
    #endif
    Xor.h

    Code:
    /**************Credits**************/
    /*Black Diamond, luizimloko, mo3ad001, fatboy88, Azorbix, Gellin, Hans, ChaosMagican, Nightmare*/
    
    #pragma once
    
    template <int XORSTART, int BUFLEN, int XREFKILLER>
    
    class XorStr
    {
    private: 
    	XorStr();
    public: 
    	char s[ BUFLEN ];
    
    	XorStr( const char * xs );
    
    	~XorStr()
    	{
    		for ( int i = 0; i < BUFLEN; i++ ) s[ i ]=0; 
    	}
    };
    
    template <int XORSTART, int BUFLEN, int XREFKILLER>
    XorStr<XORSTART,BUFLEN,XREFKILLER>::XorStr( const char *xs )
    {
    	int xvalue = XORSTART;
    	int i = 0;
    
    	for ( ; i < ( BUFLEN - 1 ); i++ ) 
    	{
    		s[ i ] = xs[ i - XREFKILLER ] ^ xvalue;
    		xvalue += 1;
    		xvalue %= 256;
    	}
    
    	s[ BUFLEN - 1 ] = 0;
    }
    
    /*Modules*/
    #define STRING_MODULE_D3D9		/*d3d9.dll*/XorStr<0xB3,9,0xBFF3D6AA>("\xD7\x87\xD1\x8F\x99\xDC\xD5\xD6"+0xBFF3D6AA).s
    #define STRING_MODULE_EHSVC		/*EhSvc.dll*/XorStr<0x90,10,0x6BE3B411>("\xD5\xF9\xC1\xE5\xF7\xBB\xF2\xFB\xF4"+0x6BE3B411).s
    #define STRING_MODULE_CSHELL	/*CShell.dll*/XorStr<0xB3,11,0xFAC438C9>("\xF0\xE7\xDD\xD3\xDB\xD4\x97\xDE\xD7\xD0"+0xFAC438C9).s
    #define STRING_MODULE_CLIENTFX	/*ClientFX.fxd*/XorStr<0x7A,13,0x9265FFF2>("\x39\x17\x15\x18\x10\x0B\xC6\xD9\xAC\xE5\xFC\xE1"+0x9265FFF2).s
    /*Modules*/
    
    /*Console Commands*/
    #define STRING_CONSOLE_CHAMS	/*SkelModelStencil 1*/XorStr<0x3B,19,0x91CC3190>("\x68\x57\x58\x52\x72\x2F\x25\x27\x2F\x17\x31\x23\x29\x2B\x20\x26\x6B\x7D"+0x91CC3190).s
    #define STRING_CONSOLE_NOFOG	/*FogEnable 0*/XorStr<0x25,12,0xC7F25807>("\x63\x49\x40\x6D\x47\x4B\x49\x40\x48\x0E\x1F"+0xC7F25807).s
    #define STRING_CONSOLE_PICKUP	/*ActivationDistance 99999*/XorStr<0x53,25,0xC13A91AF>("\x12\x37\x21\x3F\x21\x39\x2D\x33\x34\x32\x19\x37\x2C\x14\x00\x0C\x00\x01\x45\x5F\x5E\x51\x50\x53"+0xC13A91AF).s
    /*Console Commands*/
    AimCorrection.cpp

    Code:
    /**************Credits**************/
    /*Black Diamond, luizimloko, mo3ad001, fatboy88, Azorbix, Gellin, Hans, ChaosMagican, Nightmare*/
    
    #include "AimCorrection.h"
    
    cAim aim;
    
    void cAim::AimCorrection( bool Correct )
    {
    	if( !StoreWepData )
    	{	
    		cWeaponMgr* WepMgr = *(cWeaponMgr**)ADDR_WEAPONMGR;
    			
    		if( WepMgr )
    		{
    			for( int i = 0; i < WepMgr->WeaponCount; i++ )
    			{ 
    				cWeaponInfo* Wep = WepMgr->Weapons[i];
    
    				if( Wep ) 
    				{	
    					OgAwepData[0][i] = Wep->fDuckPerturb;
    					OgAwepData[1][i] = Wep->fMoveDuckPerturb;
    					OgAwepData[2][i] = Wep->fPerturbIncSpeed;
    					OgAwepData[3][i] = Wep->fPerturbDecSpeed;
    					OgAwepData[4][i] = Wep->fCameraSwayXFreq;
    					OgAwepData[5][i] = Wep->fCameraSwayYFreq;
    					OgAwepData[6][i] = Wep->fZoomedPerturbIncSpeed;
    					OgAwepData[7][i] = Wep->fZoomedPerturbDecSpeed; 
    					OgAwepData[8][i] = Wep->fTripleShotMaxCamRecoilPitch;
    					OgAwepData[9][i] = Wep->fTripleShotBaseCamRecoilPitch;
    					OgAwepData[10][i] = Wep->fTripleShotPerturbIncSpeed;
    					OgAwepData[11][i] = Wep->fTripleShotPerturbDecSpeed;
    					OgAwepData[12][i] = Wep->fBaseCamRecoilPitch;
    					OgAwepData[13][i] = Wep->fBaseCamRecoilAccelPitch;
    					OgAwepData[14][i] = Wep->dwTripleShotMinPerturb;
    					OgAwepData[15][i] = Wep->dwTripleShotMaxPerturb;
    					OgAwepData[16][i] = Wep->dwMaxPerturb;
    					OgAwepData[17][i] = Wep->dwMinPerturb;
    					OgAwepData[18][i] = Wep->dwZoomedMaxPerturb;
    					OgAwepData[19][i] = Wep->dwZoomedMinPerturb;
    				} 
    			}
    		}
    		StoreWepData = true;
    	}
    
    	if( Correct )
    	{
    		if( SetWepData )
    		{
    			cWeaponMgr* WepMgr = *(cWeaponMgr**)ADDR_WEAPONMGR;
    
    			if( WepMgr )
    			{
    				for( int i = 0; i < WepMgr->WeaponCount; i++ )
    				{ 
    					cWeaponInfo* Wep = WepMgr->Weapons[i];
    
    					if( Wep ) 
    					{	
    						Wep->fDuckPerturb = 0.0f;
    						Wep->fMoveDuckPerturb = 0.0f;
    						Wep->fPerturbIncSpeed = 0.0f;
    						Wep->fPerturbDecSpeed = 0.0f;
    						Wep->fCameraSwayXFreq = 0.0f;
    						Wep->fCameraSwayYFreq = 0.0f;
    						Wep->fZoomedPerturbIncSpeed = 0.0f;
    						Wep->fZoomedPerturbDecSpeed = 0.0f; 
    						Wep->fTripleShotMaxCamRecoilPitch = 0.0f;
    						Wep->fTripleShotBaseCamRecoilPitch = 0.0f;
    						Wep->fTripleShotPerturbIncSpeed = 0.0f;
    						Wep->fTripleShotPerturbDecSpeed = 0.0f;
    						Wep->fBaseCamRecoilPitch = 0.0f;
    						Wep->fBaseCamRecoilAccelPitch = 0.0f;
    						Wep->dwTripleShotMinPerturb = 0.0f;
    						Wep->dwTripleShotMaxPerturb = 0.0f;
    						Wep->dwMaxPerturb = 0.0f;
    						Wep->dwMinPerturb = 0.0f;
    						Wep->dwZoomedMaxPerturb = 0.0f;
    						Wep->dwZoomedMinPerturb = 0.0f;
    					} 
    				}
    			}
    			SetWepData = false;
    		}
    	}
    	else
    	{	
    		if( !SetWepData )
    		{
    			cWeaponMgr* WepMgr = *(cWeaponMgr**)ADDR_WEAPONMGR;
    
    			if( WepMgr )
    			{
    				for( int i = 0; i < WepMgr->WeaponCount; i++ )
    				{ 
    					cWeaponInfo* Wep = WepMgr->Weapons[i];
    
    					if( Wep ) 
    					{	
    						Wep->fDuckPerturb = OgAwepData[0][i];
    						Wep->fMoveDuckPerturb = OgAwepData[1][i];
    						Wep->fPerturbIncSpeed = OgAwepData[2][i];
    						Wep->fPerturbDecSpeed = OgAwepData[3][i];
    						Wep->fCameraSwayXFreq = OgAwepData[4][i];
    						Wep->fCameraSwayYFreq = OgAwepData[5][i];
    						Wep->fZoomedPerturbIncSpeed = OgAwepData[6][i];
    						Wep->fZoomedPerturbDecSpeed = OgAwepData[7][i]; 
    						Wep->fTripleShotMaxCamRecoilPitch = OgAwepData[8][i];
    						Wep->fTripleShotBaseCamRecoilPitch = OgAwepData[9][i];
    						Wep->fTripleShotPerturbIncSpeed = OgAwepData[10][i];
    						Wep->fTripleShotPerturbDecSpeed = OgAwepData[11][i];
    						Wep->fBaseCamRecoilPitch = OgAwepData[12][i];
    						Wep->fBaseCamRecoilAccelPitch = OgAwepData[13][i];
    						Wep->dwTripleShotMinPerturb = OgAwepData[14][i];
    						Wep->dwTripleShotMaxPerturb = OgAwepData[15][i];
    						Wep->dwMaxPerturb = OgAwepData[16][i];
    						Wep->dwMinPerturb = OgAwepData[17][i];
    						Wep->dwZoomedMaxPerturb = OgAwepData[18][i];
    						Wep->dwZoomedMinPerturb = OgAwepData[19][i];
    					} 
    				}
    			}
    			SetWepData = true;
    		}
    	}
    }
    Detours.cpp

    Code:
    /**************Credits**************/
    /*Black Diamond, luizimloko, mo3ad001, fatboy88, Azorbix, Gellin, Hans, ChaosMagican, Nightmare*/
    
    #include "Detours.h"
    
    cDetours detours;
    
    unsigned int Pointer[] = {0xE9};
    
    void *cDetours::DetourCreate( BYTE *src, const BYTE *dst )
    {
    	int len = 5;
    
    	BYTE *jmp = (BYTE*)malloc( len+5 );
    	DWORD dwBack;
    	VirtualProtect( src, len, PAGE_EXECUTE_READWRITE, &dwBack );
    	memcpy( jmp, src, len );	
    	jmp += len;
    	jmp[0] = Pointer[0];
    	*(DWORD*)( jmp+1 ) = (DWORD)( src+len - jmp ) - 5;
    	src[0] = Pointer[0];
    	*(DWORD*)( src+1 ) = (DWORD)( dst - src ) - 5;
    	VirtualProtect( src, len, dwBack, &dwBack );
    
    	return( jmp-len );
    }
    Main.cpp

    Code:
    /**************Credits**************/
    /*Black Diamond, luizimloko, mo3ad001, fatboy88, Azorbix, Gellin, Hans, ChaosMagican, Nightmare*/
    
    #include "Main.h"
    #include "Xor.h"
    
    cMain main;
    
    bool OnHack = true;
    int Weapon, Bullets, Rapid;
    
    DWORD dwCShellEntry;
    
    typedef int( WINAPI *oPresent )( LPDIRECT3DDEVICE9 pDevice, const RECT *a, const RECT *b, HWND c, const RGNDATA *d );
    oPresent pPresent;
    
    bool bDataCompare(const BYTE* pData, const BYTE* bMask, const char* szMask) 
    { 
        for(;*szMask;++szMask,++pData,++bMask) 
        if(*szMask=='x' && *pData!=*bMask )  
        return false; 
        return (*szMask) == NULL; 
    } 
    
    DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask) 
    { 
        for(DWORD i=0; i < dwLen; i++) 
    		if(bDataCompare( (BYTE*)( dwAddress+i ),bMask,szMask) ) 
                return (DWORD)(dwAddress+i); 
         
        return 0; 
    }
    
    bool cMain::InGame(int variable)
    {
    	return((*( PBYTE )ADDR_GAMESTATUS == 1 ) && variable );
    }
    
    void __cdecl PushToConsole( const char* command )
    {
    	_asm
    	{
    		PUSH command
    		MOV EAX, ADDR_CONSOLEUNWRAPPED
    		CALL EAX
    		ADD ESP, 0x4
    	}
    }
    
    void WriteMemory(void *Adresses, void *ByteOnOff, int QuantOfBytes)
    {
        DWORD AdressesValue, OtherValue;
        VirtualProtect(Adresses, QuantOfBytes, PAGE_EXECUTE_READWRITE, &AdressesValue);
        memcpy(Adresses, ByteOnOff, QuantOfBytes);
        VirtualProtect(Adresses, QuantOfBytes, AdressesValue, &OtherValue);
    }
    
    void VerifyClick(int &val, int vkKey)
    {
    	if(GetAsyncKeyState(vkKey)&1)
    		val = !val;
    }
    
    void NamesTag (bool Names)
    {
    	if( Names ) {
    		WriteMemory((PVOID)ADDR_NAMETAGS1, "\x90\x90", 2);
    		WriteMemory((PVOID)ADDR_NAMETAGS2, "\x90\x90", 2);
    	} else {
    		WriteMemory((PVOID)ADDR_NAMETAGS1, "\x75\x05", 2);
    		WriteMemory((PVOID)ADDR_NAMETAGS2, "\x75\x05", 2); 
    	}
    }
    
    void WeaponRange()
    {
    	if( Weapon ) {
    		WriteMemory((PVOID)ADDR_WEAPON_RANGE1, "\xB8\x00\x00\x00\x10\x90", 6);
    		WriteMemory((PVOID)ADDR_WEAPON_RANGE2, "\xB8\x00\x00\x00\x10\x90", 6);
    	} else {
    		WriteMemory((PVOID)ADDR_WEAPON_RANGE1, "\x8B\x80\xD0\x02\x00\x00", 6);
    		WriteMemory((PVOID)ADDR_WEAPON_RANGE2, "\x8B\x80\xD0\x02\x00\x00", 6); 
    	}
    }
    void SuperBullets()
    {
    	if( Bullets ) {
    		WriteMemory((PVOID)ADDR_S_BULLETS, "\x90\x90\x90", 3);
    	} else {
    		WriteMemory((PVOID)ADDR_S_BULLETS, "\x0F\x94\xC0", 3);
    	}
    }
    
    void RapidFire()
    {
    	if(GetAsyncKeyState(VK_LBUTTON) < 0 && Rapid == 1) {
    		WriteMemory((PVOID)ADDR_RAPIDFIRE, "\x90\x90", 2);
    	} else {
    		WriteMemory((PVOID)ADDR_RAPIDFIRE, "\x74\x3E", 2);
    	}
    }
    
    int WINAPI gellPresent( LPDIRECT3DDEVICE9 pDevice, const RECT *a, const RECT *b, HWND c, const RGNDATA *d )
    {
    	_asm pushad;
    
    	/*AimCorrection*/
    	if( main.InGame( OnHack ))
    	{
    		aim.AimCorrection( OnHack );
    	/*AimCorrection*/
    
    	/*Memory Hacks*/
    	NamesTag( OnHack );
    	WeaponRange();
    	SuperBullets();
    	RapidFire();
    	VerifyClick(Weapon,		VK_INSERT);
    	VerifyClick(Bullets,		VK_END);
    	VerifyClick(Rapid,		VK_DELETE);
    	/*Memory Hacks*/
    
    	/*Console Hacks*/
    	PushToConsole( STRING_CONSOLE_CHAMS );
    	PushToConsole( STRING_CONSOLE_NOFOG );
    	PushToConsole( STRING_CONSOLE_PICKUP );
    	/*Console Hacks*/		
    	}
    
    	_asm popad;
    	return pPresent( pDevice, a, b, c, d );
    	_asm jmp [gellPresent];
    }
    
    void RespawnCheck()
    {
    	DWORD MemoryCheck = FindPattern((DWORD)dwCShellEntry, 0x900000, (PBYTE)"\xFF\x34\x24\x5B\x81\xC4\x04\x00\x00\x00\xC3", "xxxxxxxxxxx") + 0x04;
    	memcpy((void *)ADDR_RESPAWNCHECK, (void *)"\x58\xB8\x01\x00\x00\x00",6);
    }
    
    DWORD *cMain::FindDevice( void )
    {
    	DWORD hD3D9 = ( DWORD )LoadLibraryA( STRING_MODULE_D3D9 );
    
    	for( DWORD i = 0, n = 0; i < 0x128000; i++ )
    	{
    		if( *( BYTE*)( hD3D9 + i + 0x00 ) == 0xC7 ) n++;
    		if( *( BYTE*)( hD3D9 + i + 0x01 ) == 0x06 ) n++;
    		if( *( BYTE*)( hD3D9 + i + 0x06 ) == 0x89 ) n++;
    		if( *( BYTE*)( hD3D9 + i + 0x07 ) == 0x86 ) n++;
    		if( *( BYTE*)( hD3D9 + i + 0x0C ) == 0x89 ) n++;
    		if( *( BYTE*)( hD3D9 + i + 0x0D ) == 0x86 ) n++;
    		
    		if( n == 6 )
    			return ( DWORD*)( hD3D9 + i + 2 );
    
    		n = 0;
    	}
    	return NULL;
    }
    
    bool cMain::IsGameReady2Hook(void)
    {
    	if(GetModuleHandleA(STRING_MODULE_D3D9) != NULL 	
    		&& GetModuleHandleA(STRING_MODULE_CLIENTFX) != NULL 	
    		&& GetModuleHandleA(STRING_MODULE_CSHELL) != NULL)
    	return true;
    	return false;
    }
    
    void cMain::Hook( void ) 
    {
    	DWORD * VtablePtr = main.FindDevice();
    	DWORD * devicePtr = ***( DWORD****)VtablePtr;
    	DWORD * VTable;
    	*( DWORD*)&VTable = *( DWORD*)VtablePtr;
    
    	pPresent = ( oPresent )detours.DetourCreate(( PBYTE)VTable[17], ( PBYTE) &gellPresent );
    }
    
    DWORD WINAPI dwMain( LPVOID lpArg )
    {
    	while( !cMain::IsGameReady2Hook() )
    		Sleep( 25 );
    
    	main.Hook();
    	RespawnCheck();
    
    	return EXIT_SUCCESS;
    }
    
    BOOL APIENTRY DllMain( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    	if( dwReason == DLL_PROCESS_ATTACH )
    	{
    		CreateThread( NULL, NULL, dwMain, NULL, NULL, NULL );
    	}
    
    	return TRUE;
    }
    Virus scan 1
    Virus Scan 2

    Credits:

    Nightmare
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    Approve?
    <b>Downloadable Files</b> Downloadable Files

  2. The Following 9 Users Say Thank You to Nightmare For This Useful Post:

    FinalHazard_ (12-28-2012),G1veItAll (12-29-2012),GoldWhite (12-30-2012),kidfrankie (12-30-2012),Otaviomorais (12-29-2012),pDevice (12-28-2012),Skaterforeva1 (12-29-2012),V I (12-30-2012),WORD777 (12-29-2012)

  3. #2
    [SMA] Paradise`'s Avatar
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    Thank Yous.
    /Approved!

  4. #3
    WORD777's Avatar
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    why Russia can not download your file?

  5. #4
    Skaterforeva1's Avatar
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    yeah something is messed up with the download i click on it and it takes me to a blank page, then nothing happens




    ^Suck it!

  6. #5
    Nightmare's Avatar
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    Quote Originally Posted by Skaterforeva1 View Post
    yeah something is messed up with the download i click on it and it takes me to a blank page, then nothing happens
    The problem is with the site.

  7. #6
    FinalHazard_'s Avatar
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    and here we go with noobs copying and pasting .
    why release if this doesn't help anyone but them leechers

  8. #7
    Flengo's Avatar
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    Quote Originally Posted by FinalHazard_ View Post
    and here we go with noobs copying and pasting .
    why release if this doesn't help anyone but them leechers
    It helps new people that are trying to learn.

    Things like this helped us before.
    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.

     


     
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  9. #8
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    Why do you have an in game check when Nexon no longer checks weather or not your actually in game? Seems like a lot more work for nothing.




    ^Suck it!

  10. #9
    Flengo's Avatar
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    Quote Originally Posted by Skaterforeva1 View Post
    Why do you have an in game check when Nexon no longer checks weather or not your actually in game? Seems like a lot more work for nothing.
    Initializing and modifying values stored in classes.

    They are only valid in game.
    I Read All Of My PM's & VM's
    If you need help with anything, just let me know.

     


     
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  11. The Following User Says Thank You to Flengo For This Useful Post:

    Skaterforeva1 (12-30-2012)

  12. #10
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    Thanks for sharing

  13. #11
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    Thanks @Nightmare. Can we talk on Msn I got a problem.

  14. #12
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    1>LINK : fatal error LNK1123: сбой при преобразовании в COFF: файл недопустим или поврежден

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