PostWarRock Game structed source's

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WarRock Game structed source's
Part1
Code:
#include <d3d9.h> // We include our D3D9 Header
#include <d3dx9.h> // We include our D3DX9 Header 
#include "Adres.h"

struct Aeroman // We give our struct the name Aeroman
{
	void SuperCrosshair(IDirect3DDevice9 *pDevice,DWORD defenition,DWORD Collor,DWORD Size); // Our defenition of the Crosshair
	void Light(IDirect3DDevice9 *pDevice); // D3D Lightning
	void Message(char *txt); // A Private Message
	void URL(char *url);
	void Swim(char Height);
	void weapon(char index);
	void Superjump(DWORD Key,char Height);
	void Teleport(int Save,int Go);
	void Visualrain(char value);
	void Stamina(char index);
	void SPEED(char speedvalue);
	void CornerTeleport(int hotkey);
};

Aeroman * AeroMan; // Makes the use of the struct available

void Aeroman::SuperCrosshair(IDirect3DDevice9 *pDevice,DWORD defenition,DWORD Collor,DWORD Size) // Define our SuperCrosshair in the struct Aeroman
{
#define Rectcol D3DCOLOR_ARGB(100,125,0,255) // Define our 3D Collor

#define PlayerP     0xD4A730
#define NoRecoil1   0xC444
#define NoRecoil2   0xC43C
#define NoRecoil3	0xC440
#define Nospread    0xA59E10

int x   = ( GetSystemMetrics( 0 ) / 2); // Takes the full screen size / 2 - so it becomes the half 
int y   = ( GetSystemMetrics( 1 ) / 2); // Same happens here

D3DRECT rec1 = { x - Size, y, x + Size, y + 1    }; // We draw our first line
D3DRECT rec2 = { x, y - Size, x + 1 , y + Size-1 }; // Second line
D3DRECT rec3 = { x-1 - Size, y, x + Size, y - 1  }; // New crosshair line 1
D3DRECT rec4 = { x, y - Size, x - 1 , y + Size+1 }; // Second line of the second crosshair

if(defenition==1) // If our Function is enabled
{
	if(PlayerP != 0) // And our playerpointer is running A.K.A ingame then
	{
		pDevice->SetRenderState(D3DRS_FOGENABLE,false); // fog is disabled
		pDevice->SetRenderState(D3DRS_LIGHTING,true); // Lightning is enabled
		pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(10,0,10,10)); // Ambient collor is small glowing
		}else{ // if we are not ingame then
		pDevice->SetRenderState(D3DRS_FOGENABLE,true); // Fog will be enabled
		pDevice->SetRenderState(D3DRS_LIGHTING,false); // Lightning will be disabled
	}
} // End of the functions

*(float*)(PlayerP+NoRecoil1) = 0; //|
*(float*)(PlayerP+NoRecoil2) = 0; //|-Removes the recoil
*(float*)(PlayerP+NoRecoil3) = 0; //|
//*(float*)(Nospread)  = 0; //Removes the spread

pDevice->Clear(1, &rec1, D3DCLEAR_TARGET, Collor , 0, 0); // We draw the first line of crosshair one
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, Collor , 0, 0); // We draw the second line of crosshair one
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET, Rectcol, 0, 0); // We draw the first line of crosshair two
pDevice->Clear(1, &rec4, D3DCLEAR_TARGET, Rectcol, 0, 0); // We draw the second line of crosshair two
}


void Aeroman::Light(IDirect3DDevice9 *pDevice)
{
	pDevice->SetRenderState(D3DRS_LIGHTING,true);
}

void Aeroman::Message(char *txt)
{
	MessageBoxA(0,txt,"WarRock Public D3D",0);
}

void Aeroman::URL(char *url)
{
	ShellExecuteA(0,0,url,0,0,SW_SHOWNORMAL);
}

void Aeroman::Swim(char Height)
{
	*(float*)(WaterHeight) = Height;
}

void Aeroman::weapon(char index)
{
	if(PlayerPTR != 0)
	{
		AeroMan->Swim(120);
		*(long*)(PlayerPTR+Weapon1) = index;
		AeroMan->Swim(0);
	}
}

void Aeroman::Superjump(DWORD Key,char Height)
{
	if(PlayerPTR != 0)
	{
		if(GetAsyncKeyState(Key)&1){ *(float*)(PlayerPTR+OFS_Z) = Height; }
	}
}

void Aeroman::Teleport(int Save, int Go)
{
int x,y,z;
float _X = 0.0; float _Y = 0.0; float _Z = 0.0;
if(PlayerPTR!=0)
{
	_X = *(float*)(PlayerPTR+OFS_X);
	_Y = *(float*)(PlayerPTR+OFS_Y);
	_Z = *(float*)(PlayerPTR+OFS_Z);

	if(GetAsyncKeyState(Save)&1)
	{
		x = _X;
		y = _Y;
		z = _Z;
	}

	if(GetAsyncKeyState(Go)&1)
	{
		*(float*)(PlayerPTR+OFS_X) = x;
		*(float*)(PlayerPTR+OFS_Y) = y;
		*(float*)(PlayerPTR+OFS_Z) = z;
	}
}
}

void Aeroman::Visualrain(char value)
{
	if(PlayerPTR != 0)
	{
		*(int*)(VisualRain) = value;
	}
	else
	{
		AeroMan->Message("Please enter a game before you put this hack on!");
	}
}

void Aeroman::Stamina(char index)
{
	if(index==1)
	{
		*(float*)(Stamina1) = 0;
		*(float*)(Stamina2) = 0;
		*(float*)(Stamina3) = 0;
		*(float*)(Stamina4) = 0;
		*(float*)(Stamina5) = 0;
	}
	else
	{
		*(float*)(Stamina1) = 50;
		*(float*)(Stamina2) = 50;
		*(float*)(Stamina3) = 50;
		*(float*)(Stamina4) = 50;
		*(float*)(Stamina5) = 50;
	}
}

void Aeroman::SPEED(char speed)
{
	*(float*)(Speed) = speed;
}




//---[Corner Teleport]---//

struct corner
{
	DWORD Pointer;  //0xD4A730
	float offset_x; //0x102E0
	float offset_y; //0x102F0
	float offset_z; //0x102E8
}; corner *pCorner;


void Aeroman::CornerTeleport(int hotkey)
{
	if(hotkey)
	{
	    /*pCorner->Pointer+pCorner->offset_x = 0;
		pCorner->Pointer+pCorner->offset_y = 0;
		pCorner->Pointer+pCorner->offset_z = 0;*/
	    pCorner->offset_x = 0.0;
		pCorner->offset_z = 0.0;
		pCorner->offset_y = 0.0;
	}
}
Part2
Code:
#include <d3d9.h>
#include <d3dx9.h>
#include <stdio.h>
#pragma warning(disable:4244)

/*
 * Software development kit coded by Aeroman.
 * Licensed to Microsoft©
 * Coded on 12th of june 2011
 * SuperDevelopMent Kit v3.19
 */

typedef unsigned int        interger_func;

struct SDK
{
	DWORD QuickStart(void *Function);
	DWORD Func1(DWORD adress,int state);
	DWORD Func2(DWORD adress,int state);
	DWORD Func3(DWORD adress,int state);
	DWORD Func4(DWORD adress,int state);
	DWORD Memcpy(DWORD adress,PBYTE *bytes,int max_bytes);
	void Crosshairs(IDirect3DDevice9 *pDevice,DWORD Collor,DWORD Size);
	void URL(char *url);
	void Messagebox(char *title,char *body);
	void URL_Messagebox(char *title,char *body,char *url);
	void Exit(int after_seconds);
	void sleep(int seconds);
	void OpenSlot(DWORD PlayerPtr,DWORD Slot);
	void StartSDK(void *thread,int after_seconds);
	void Game_Teleport(DWORD GamePointer,DWORD adress_x,DWORD adress_y,DWORD adress_z,int hotkey_save,int hotkey_go);
	void Game_Speed(DWORD speed_adress,int speed);
	void Game_Weapon(DWORD GamePointer,DWORD Weapons,int index);
	void Game_Esp(char Teamname,DWORD adress);
	void Game_Rain(DWORD adress,int index);
	void SDK_Credits();
}; SDK *Aero;


DWORD SDK::QuickStart(void *Function)
{
	CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)Function, NULL, NULL, NULL);
	return TRUE;
}

DWORD SDK::Func1(DWORD adress,int state)
{
	*(float*)(adress) = state;
	return 1;
}

DWORD SDK::Func2(DWORD adress,int state)
{
	*(int*)(adress) = state;
	return 1;
}

DWORD SDK::Func3(DWORD adress,int state)
{
	*(long*)(adress) = state;
	return 1;
}

DWORD SDK::Func4(DWORD adress,int state)
{
	*(double*)(adress) = state;
	return 1;
}

DWORD SDK::Memcpy(DWORD adress,PBYTE *bytes,int max_bytes)
{
	#define MemCommit memcpy
	MemCommit((void *)(adress),(bytes),max_bytes);
	return 1;
}

void SDK::Crosshairs(IDirect3DDevice9 *pDevice,DWORD Collor,DWORD Size)
{
#define Rectcol D3DCOLOR_ARGB(100,125,0,255)

int x   = ( GetSystemMetrics( 0 ) / 2);
int y   = ( GetSystemMetrics( 1 ) / 2);

D3DRECT rec1 = { x - Size, y, x + Size, y + 1    };
D3DRECT rec2 = { x, y - Size, x + 1 , y + Size-1 };
D3DRECT rec3 = { x-1 - Size, y, x + Size, y - 1  };
D3DRECT rec4 = { x, y - Size, x - 1 , y + Size+1 };

pDevice->Clear(1, &rec1, D3DCLEAR_TARGET, Collor , 0, 0);
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, Collor , 0, 0);
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET, Rectcol, 0, 0);
pDevice->Clear(1, &rec4, D3DCLEAR_TARGET, Rectcol, 0, 0);
}

void SDK::URL(char *url)
{
	ShellExecuteA(0,0,url,0,0,SW_SHOWNORMAL);
}

void SDK::Messagebox(char *title,char *body)
{
	MessageBoxA(0,body,title,0);
}

void SDK::URL_Messagebox(char *title,char *body,char *url)
{
	SDK::Messagebox(title,body);
	SDK::URL(url);
}

void SDK::Exit(int after_seconds)
{
	INT inSec;
	inSec = after_seconds * 1000;
	ExitProcess(inSec);
}

void SDK::sleep(int seconds)
{
	INT inSec;
	inSec = seconds * 1000;
	Sleep(inSec);
}

void SDK::OpenSlot(DWORD PlayerPtr, DWORD Slot)
{
	*(long*)(PlayerPtr+Slot) = 1;
}

void SDK::StartSDK(void *thread,int after_seconds)
{
	INT inSec;
	inSec = after_seconds * 1000;
	SDK::Messagebox("Sdk","Succesfully started the function!");
	SDK::QuickStart(thread);
	SDK::sleep(inSec);
}

void SDK::Game_Teleport(DWORD GamePointer,DWORD adress_x, DWORD adress_y, DWORD adress_z, int hotkey_save, int hotkey_go)
{
	DWORD p = *(DWORD*)(GamePointer);
	DWORD x = *(DWORD*)(adress_x);
	DWORD z = *(DWORD*)(adress_y);
	DWORD y = *(DWORD*)(adress_z);

	INT X;
	INT Y;
	INT Z;
	INT cur_z;
	INT cur_y;
	INT cur_x;

	X = *(float*)((p)+(x));
	Y = *(float*)((p)+(y));
	Z = *(float*)((p)+(z));

	if(hotkey_save)
	{
		cur_z = Z;
		cur_y = Y;
		cur_x = X;
	}

	if(hotkey_go)
	{
		*(float*)((p)+(x)) = (cur_x);
		*(float*)((p)+(z)) = (cur_z);
		*(float*)((p)+(y)) = (cur_y);
	}
}

void SDK::Game_Speed(DWORD speed_adress, int speed)
{
	DWORD s = *(DWORD*)(speed_adress);
	INT original_value = 98.94f;
	INT on = 0;	

	if(GetAsyncKeyState(VK_DELETE)&1)
	{
		*(float*)(speed_adress) = (original_value);
	}
	else
	{
		*(float*)(speed_adress) = (speed);
	}
}

void SDK::Game_Weapon(DWORD GamePointer,DWORD Weapons,int index)
{
	#define GetWeapon long
	DWORD p = *(DWORD*)(GamePointer);
	DWORD w = *(DWORD*)(Weapons);
	DWORD i = *(DWORD*)(index);

	*(GetWeapon*)((p)+(w)) = (i);
}

void SDK::Game_Esp(char Teamname, DWORD adress)
{
	DWORD t = *(DWORD*)(Teamname);
	DWORD a = *(DWORD*)(adress);

	char info[28] = { "No info registered." };

	if(!t)
	{
		sprintf_s(info,"Team information: %s",a);
	}
}

void SDK::Game_Rain(DWORD adress,int index)
{
	DWORD a = *(DWORD*)(adress);
	DWORD i = *(DWORD*)(index);

	*(interger_func*)(a) = (i);
}

void SDK::SDK_Credits()
{
	SDK::Messagebox("Credits","Aeroman && Microsoft development networks.");
}

Protected ASM function
Code:
void Aeroman::Asm(void *adress,void *bytes,int size)
{
	DWORD HideASM;
	VirtualProtect(adress,size,PAGE_EXECUTE_READWRITE,&HideASM);
	memcpy(adress,bytes,size);
	VirtualProtect(adress,size,HideASM,&HideASM);
}

Credits
Code:
~MSDN
~AeroMan
Lol and is that helpfull ?
Quote Originally Posted by avi3kel View Post
Lol and is that helpfull ?
What do you think?
Quote Originally Posted by avi3kel View Post
Lol and is that helpfull ?
Quote Originally Posted by CheatCreatorzz View Post
lol epic why you post this?
Stupid questions guys...
what even is that ???
Quote Originally Posted by avi3kel View Post
what even is that ???
it's a source code?
DUUH?--> [Source Code] WarRock Game structed source's
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