#include <windows.h>
#include "stdafx.h"
#define WeaponMgr 0xA97CC8 // 3 Step Up From ReloadAnimRatio
#define NoReload 0x2F740C // ReloadAnimRatio
#define OneHit 0x2F7C44 // AmmoDamage
#define NoWeight 0x2F7790 // MoveSpeedPenalty
#define NoDelay 0x2F741C // ChangeWeaponAnimRatio
#define Wallshot1 0x2F6F7C // EdgeShotEnabled
#define Wallshot2 0x2F6F6C // WallShotEnabled
#define Wallshot3 0x2F6F54 // PerfectWallShotEnabled
#define Wallshot4 0x2F7434 // WallShotDamageRatio
DWORD WINAPI Hacks(LPVOID)
{
bool hak = true;
bool recoil = true;
while(1)
{
DWORD CShell = (DWORD)GetModuleHandleA("CShell.dll");
DWORD pWeaponMgr = *(DWORD*)(CShell+WeaponMgr);
if(GetAsyncKeyState(VK_F5)&1){
if (pWeaponMgr){
for(int i=0; i<560; i++){
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL)
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + NoReload ) = 150;}
Beep(300,300); } }
Sleep(100); }
if(GetAsyncKeyState(VK_F6)&1)
if (pWeaponMgr){
for(int i=0; i<560; i++){
{
if (*(DWORD*)((CShell)+WeaponMgr) != NULL){
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(0x474*i))) + Wallshot1 ) = true;
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(0x474*i))) + Wallshot2 ) = true;
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(0x474*i))) + Wallshot3 ) = true;
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + Wallshot4 ) = 150;}
Beep(300,300);}
Sleep(100);
}}
}
bool Ready2Hook()
{
if(GetModuleHandleA("CShell.dll") != NULL
&& GetModuleHandleA("ClientFx.fxd") != NULL)
return 1;
return 0;
}
DWORD WINAPI Wait(LPVOID)
{
while(!Ready2Hook()) Sleep(200);
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)Hacks, NULL, NULL, NULL);
return 0;
}
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if ( dwReason == DLL_PROCESS_ATTACH )
{
MessageBoxA(0, "your test Here for the message","your title message", 0);
CreateThread(0,0,(LPTHREAD_START_ROUTINE)Wait,0,0, 0);
}
return 1;
}