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Home › Forum › MultiPlayer Game Hacks & Cheats › Combat Arms Hacks & Cheats › Combat Arms Brazil Hacks › Combat Arms Brazil Discussions › Source Combat Arms com Bypass!

CoolSource Combat Arms com Bypass!

Posts 1–12 of 12 · Page 1 of 1
CO
CodingHack
Source Combat Arms com Bypass!
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;
    }
Bom a Source esta ai, usem o Visual Basic Ou o Dev-C++, para poder compilar e usar!! caso queiram trocar os Address, o Weligton postou codigos atualizados dos hacks da MPGH!!

BOA SORTE A TODOS!! E QUE OS HACKS SEJAM FREE ALL!!
#1 · 15y ago
ZI
ZiinThuG
oq eu faço com isso ? já ta pronto pra jogar no VIsual C++ salvar e usar a dll ?
#2 · 15y ago
CO
CodingHack
SIM, LARGA LA COMPILA E PRONTO, MAIS AI TROCA A LTCLIENT PQ AXO QUE ESSA JA TA PATECHEAD!!
#3 · 15y ago
KO
kokoro120
Kual é a LTClient mais atual
#4 · 15y ago
ZI
ZiinThuG
é aqii oh:


DWORD *Ltcliient = ( DWORD* )(" 0x3778BFB0 "); tira as aspas e poe a nova ltclient

1>------ Build started: Project: New, Configuration: Debug Win32 ------
1>Compiling...
1>New.cpp
1>c:\users\daniels\documents\visual studio 2008\projects\new\new\new.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\*****\Documents\Visual Studio 2008\Projects\New\New\Debug\BuildLog.htm"
1>New - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========



nem apareceu a dll na minha pasta :/
#5 · edited 15y ago · 15y ago
FD
fdswesley
ta faltando o stdafx.h
#6 · 15y ago
ET
etsvaldo
Cara, eu vi isso em um outro forum, mas isso não importa, Eu falo que vi em um gringo, SPH se não me engano, dai peguei o LTC client, coloquei lá, compilei pra DLL, dai quando injeto no jogo, nada acontece, nem os FRAMES nem o "dano ao cair de alturar" que pela lógica da programação já viriam automáticos, e quando aperto F12.. ou qualquer outro, nada acontece tambem!

Espero que consiga me ajudar, sou programador C/Java, mais com lógica de programação fica muito fácil mecher em C++ que tem os comandos muito parecidos com C, e a orientação a objeto de java.

Então gostaria que me ajudassem quanto a isso, vlw!
#7 · 15y ago
franpanpan
franpanpan
Crie um projeto> File > Project > win32 Project + nome do projeto > Next > DLL + Export symbols [pronto] cole o codigo no seu projeto [.cpp]
#8 · 15y ago
kleiton
kleiton
essa ltclient e atualizada ? fico muito boa essa source parabéns
#9 · edited 15y ago · 15y ago
Capevaldo
Capevaldo
Procurem a LTC Correta ao invés de perguntarem.
#10 · 15y ago
DE
Decoder back
Quote Originally Posted by CaPeVaLdO View Post
Procurem a LTC Correta ao invés de perguntarem.
1º Com java , da para se montar um projeto realmente que chamamos ''V.I.P''


SE O etsvaldo SOUBER LÓGICA DE PROGRAMAÇÃO E O QUE ESTA NA MESMA COMO :

- ALGORITMOS
-FUNÇÕES PRÉ-DEFINIDAS
-ENCADEAMENTOS DE ALGORITMOS
-DESENCADEAMENTO
-Variáveis


E ETC..

E PROGRAMAÇÃO OIRIENTADA A OBJETOS COMO HERANÇAS E ETC..




2º COM A LINGUAGEM C DA PARA CODIFICAR HACKS TAMBÉM ,POIS VC TERÁ MAIS FACILIDADE PARA APRENDER C++ , APRENDENDO C PRIMEIRO .. ( MAS VC PRECISARÁ DE UM PROCESSO CHAMADO ''API'' OU SEJA CRIE UMA FORM E FAÇA UM PROCESSO QUE INJETE-Á NO JOGO SEM DCS ..

COMO O CHAMADO : ''ENGINE.EXE''









3º LT CLIENT SÃO ENCONTRADOS SOMENTE EM CSHELL.DLL ( EXISTEM VÁRIOS TUTORIAIS SOBRE O MESMO NA NET ...) E O MEU PRÓPRIO AQUI MESMO .

http://www.mpgh.net/forum/263-combat...-br-dicas.html



NO MOMENTO NÃO ESTOU ENTRANDO MUITO NO PC ..

MAS SE VC QUIZER POSSO TE EXPLICAR COMO FUNCIONARIA O PROCESSO

É CLARO QUE NÃO ENTENDO TUDO DISSO ,
É MUITO DIFCIIL ...

ABRAÇOO ...
#11 · edited 15y ago · 15y ago
JH
jhony98
No Meu Tambem num aparece a DLL.

Explica processo aí decoder back
#12 · 15y ago
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