Funções [07/12/2011]
Algumas Funções para seu Hack:
Requisitos:
Conhecimento Básico de C++
Hacks Básicos:
Sobre o uso dessas Funções:
Requisitos:
Conhecimento Básico de C++
Hacks Básicos:
Code:
}
if(f2) CrossHair(pDevice, Red);
if(f1 && !bFPS) {
ComandoPush("ShowFPS 1");
bFPS = 1;
} else if(!f1 && bFPS) {
ComandoPush("ShowFPS 0");
bFPS = 0;
}
if(f11 && !bPickUP) {
ComandoPush("ActivationDistance 99999");
bPickUP = 1;
} else if(!f11 && bPickUP) {
ComandoPush("ActivationDistance 100");
bPickUP = 0;
}
if(f3)
ComandoPush("SkelModelStencil 1");
else
ComandoPush("SkelModelStencil 0");
if(f4) {
ComandoPush("FogEnable 0");
} else {
ComandoPush("FogEnable 1");
}
if(f10 && !bfNoefects) {
ComandoPush("DrawVolumeEffects 0");
bfNoefects = 1;
} else if(!f10 && bfNoefects) {
ComandoPush("DrawVolumeEffects 1");
bfNoefects = 0;
}
if(f9 && !bfWitheWalls) {
ComandoPush("DrawFlat 1");
bfWitheWalls = 1;
} else if(!f9 && bfWitheWalls) {
ComandoPush("DrawFlat 0");
bfWitheWalls = 0;
}
if(f7 && !bfNoespread) {
ComandoPush("PerturbRotationEffect 0.000000");
ComandoPush("PerturbIncreaseSpeed 0.000000");
ComandoPush("PerturbWalkPercent 0.000000");
ComandoPush("PerturbFiringIncreaseSpeed 0.000000");
ComandoPush("PerturbRecoil 0.000000");
ComandoPush("FireMovePerturb 0.000000");
ComandoPush("ZoomedFireMoveDuckPerturb 0.000000");
ComandoPush("ZoomedFireMovePerturb 0.000000");
ComandoPush("ZoomedFireDuckPerturb 0.000000");
bfNoespread = 1;
} else if(!f7 && bfNoespread) {
ComandoPush("PerturbRotationEffect 3.000000");
ComandoPush("PerturbIncreaseSpeed 3.000000");
ComandoPush("PerturbDecreaseSpeed 9.000000");
ComandoPush("PerturbWalkPercent 0.500000");
ComandoPush("PerturbRecoil 9.000000");
ComandoPush("FireMovePerturb 9.000000");
ComandoPush("ZoomedFireMoveDuckPerturb 9.000000");
ComandoPush("ZoomedFireMovePerturb 9.000000");
ComandoPush("ZoomedFireDuckPerturb 9.000000");
bfNoespread = 0;
}
if(f16 && !bfEsconderArma) {
ComandoPush("drawguns 0");
bfEsconderArma = 1;
} else if(!f16 && bfEsconderArma) {
ComandoPush("drawguns 1");
bfEsconderArma = 0;
}
if(f17 && !bfWireframemodels) {
ComandoPush("WireframeModels 1");
bfWireframemodels = 1;
} else if(!f17 && bfEsconderArma) {
ComandoPush("WireframeModels 0");
bfWireframemodels = 0;
}
if(f18 && !bfWireFrame) {
ComandoPush("Wireframe 1");
bfWireFrame = 1;
} else if(!f18 && bfWireFrame) {
ComandoPush("Wireframe 0");
bfWireFrame = 0;
}
if(f19 && !bfFullBrigth) {
ComandoPush("FullBright 1");
bfFullBrigth = 1;
} else if(!f19 && bfFullBrigth) {
ComandoPush("FullBright 0");
bfFullBrigth = 0;
}
if(f20 && !bfEstatisticas) {
ComandoPush("ShowPerformanceStatistics 1");
bfEstatisticas = 1;
} else if(!f20 && bfEstatisticas) {
ComandoPush("ShowPerformanceStatistics 0");
bfEstatisticas = 0;
}
if((*(BYTE *)GameStatus == 1) && f8)
memcpy((VOID *)NoRecoil, (VOID *)(PBYTE)"\x90\x90\x90\x90", 4);
else
memcpy((VOID *)NoRecoil, (VOID *)(PBYTE)"\xD9\x44\x24\x14", 4);
if((*(BYTE *)GameStatus == 1) && f5)
memcpy((VOID *)NoReload, (VOID *)(PBYTE)"\x90\x90\x90\x90\x90\x90", 6);
else
memcpy((VOID *)NoReload, (VOID *)(PBYTE)"\x0F\x84\xB1\x01\x00\x00", 6);
if((*(BYTE *)GameStatus == 1) && f6) {
memcpy((VOID *)EspName1, (VOID *)(PBYTE)"\x90\x90", 2);
memcpy((VOID *)EspName2, (VOID *)(PBYTE)"\x90\x90", 2);
} else {
memcpy((VOID *)EspName1, (VOID *)(PBYTE)"\x75\x05", 2);
memcpy((VOID *)EspName2, (VOID *)(PBYTE)"\x75\x05", 2);
}
if((*(BYTE *)GameStatus == 1) && f15) {
memcpy((VOID *)WeaponRange1, (VOID *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
memcpy((VOID *)WeaponRange2, (VOID *)(PBYTE *)"\xB8\x00\x00\x00\x10\x90", 6);
} else {
memcpy((VOID *)WeaponRange1, (VOID *)(PBYTE *)"\x8B\x80\xC8\x02\x00\x00", 6);
memcpy((VOID *)WeaponRange2, (VOID *)(PBYTE *)"\x8B\x80\xC8\x02\x00\x00", 6);
}
if((*(BYTE *)GameStatus == 1) && f12)
memcpy((VOID *)SuperBullets, (VOID *)(PBYTE)"\x90\x90\x90", 3);
else
memcpy((VOID *)SuperBullets, (VOID *)(PBYTE)"\x0F\x94\xC0", 3);
if((*(BYTE *)GameStatus == 1) && f13 == 1 && GetAsyncKeyState(VK_LBUTTON)<0) {
memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x90\x90", 2);
} else if((*(BYTE *)GameStatus == 1) && f13 == 2) {
memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x90\x90", 2);
} else {
memcpy((VOID *)RapidFire, (VOID *)(PBYTE)"\x74\x3E", 2);
}
if((*(BYTE *)GameStatus == 1) && f14)
memcpy((VOID *)GlassWalls, (VOID *)(PBYTE *)"\x6A\x00", 2);
else
memcpy((VOID *)GlassWalls, (VOID *)(PBYTE *)"\x6A\x01", 2);
if(f22) {
POINT myCursor;
GetCursorPos(&myCursor);
PosX = myCursor.x;
PosY = myCursor.y;
}
if (f21) {
ComandoPush ("JumpVel 660.000000");
bJumpVel = 1;
} else {
ComandoPush ("JumpVel 330.000000");
bJumpVel = 0;
As variáveis você se vira!