Crossfire VTC Noreload, nochange delay, range hack, amodamage hack,Knife hack.
header
CPP
Code:
#include <Windows.h> #include "xor.h" #define ReloadAnimRatio 0x1058 #define ChangeWeaponAnimRatio 0x105C #define Range 0xb5c #define AmmoDamage 0xb6c #define KnifeNormalRange 0xDA8//Chém xa (Trái) #define KnifeBigshotRange 0xDCC//Chém xa or KnifeBigshotRange 0x4297 #define KnifeNormalRange2 0xDEC//Chém xa (Trái) #define KnifeBigshotRange2 0xE10//Chém xa ( #define KnifeNormalAniRate 0xDC0//Chém nhanh (Trái) #define KnifeBigshotAniRate 0xDE4//Chém nhanh #define KnifeNormalAniRate2 0xE08//Chém nhanh (Trái) #define KnifeBigshotAniRate2 0xE2C//Chém nhanh #define KnifeNormalAngle 0xDD8//Chém 360 độ (Trái) #define KnifeBigshotAngle 0xDDC//Chém 360 độ #define KnifeNormalAngle2 0xDFC//Chém 360 độ (Trái) #define KnifeBigshotAngle2 0xE20//Chém 360 độ
Code:
#include "OffsetHack.h"
void cHack()
{
HWND ClientGame = FindWindow("CrossFire", 0);
SetWindowText (ClientGame, THOIGIAN());
//MessageBox(0, "255 Injected Sucefull", "By MPGH Yulu", MB_OK);
DWORD Getcshell = (DWORD)GetModuleHandleA(cshell);
if (Getcshell)
{/////////////////////////////
for (int i = 0; i <= 2000; i++)
{
DWORD pWeaponPointer = (DWORD)GetModuleHandleA(cshell) + 0x19B0D94;;
DWORD WeaponIndex = *(DWORD*) (pWeaponPointer + (4 * i));
if(khong_giat)
{
}
else
{
}
if(thay_dan_nhanh)
{
*(float*) (WeaponIndex + ReloadAnimRatio) = 15;
}
else
{
*(float*) (WeaponIndex + ReloadAnimRatio) = aReloadAnimRatio[i];;
}
if(thay_doi_vu_khi_nhanh)
{
*(float*) (WeaponIndex + ChangeWeaponAnimRatio) = 15;
}
else
{
*(float*) (WeaponIndex + ChangeWeaponAnimRatio) = aChangeWeaponAnimRatio[i];;
}
if(pham_vi)
{
*(float*) (WeaponIndex + Range) = 99999;
}
else
{
*(float*) (WeaponIndex + Range) = aRange[i];;
}
if(uy_luc)
{
*(float*) (WeaponIndex + AmmoDamage) = 99999;
}
else
{
*(float*) (WeaponIndex + AmmoDamage) = aAmmoDamage[i];;
}
if(chem_nhanh)
{
*(float*) (WeaponIndex + KnifeNormalAniRate) = 1;
*(float*) (WeaponIndex + KnifeBigshotAniRate) = 1;
*(float*) (WeaponIndex + KnifeNormalAniRate2) = 1;
*(float*) (WeaponIndex + KnifeBigshotAniRate2) = 1;
}
else
{
*(float*) (WeaponIndex + KnifeNormalAniRate) = aKnifeNormalAniRate[i];;
*(float*) (WeaponIndex + KnifeBigshotAniRate) = aKnifeBigshotAniRate[i];;
*(float*) (WeaponIndex + KnifeNormalAniRate2) = aKnifeNormalAniRate2[i];;
*(float*) (WeaponIndex + KnifeBigshotAniRate2) = aKnifeBigshotAniRate2[i];;
}
if(chem_xa)
{
*(float*) (WeaponIndex + KnifeNormalRange) = 500;
*(float*) (WeaponIndex + KnifeBigshotRange) = 500;
*(float*) (WeaponIndex + KnifeNormalRange2) = 500;
*(float*) (WeaponIndex + KnifeBigshotRange2) = 500;
}
else
{
*(float*) (WeaponIndex + KnifeNormalRange) = aKnifeNormalRange[i];;
*(float*) (WeaponIndex + KnifeBigshotRange) = aKnifeBigshotRange[i];;
*(float*) (WeaponIndex + KnifeNormalRange2) = aKnifeNormalRange2[i];;
*(float*) (WeaponIndex + KnifeBigshotRange2) = aKnifeBigshotRange2[i];;
}
if(chem_360)
{
*(float*) (WeaponIndex + KnifeNormalAngle) = 999;
*(float*) (WeaponIndex + KnifeBigshotAngle) = 999;
*(float*) (WeaponIndex + KnifeNormalAngle2) = 999;
*(float*) (WeaponIndex + KnifeBigshotAngle2) = 999;
}
else
{
*(float*) (WeaponIndex + KnifeNormalAngle) = aKnifeNormalAngle[i];;
*(float*) (WeaponIndex + KnifeBigshotAngle) = aKnifeBigshotAngle[i];;
*(float*) (WeaponIndex + KnifeNormalAngle2) = aKnifeNormalAngle2[i];;
*(float*) (WeaponIndex + KnifeBigshotAngle2) = aKnifeBigshotAngle2[i];;
}
}
}/////////////////////////////
}

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