Funções [07/12/2011]

Posts 1–3 of 3 · Page 1 of 1
Funções [07/12/2011]
Algumas Funções para seu Hack:


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;
Sobre o uso dessas Funções:

As variáveis você se vira!
KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK

Congratulations!
Good Functions...
AUHEAUHEAUAHEUAHUEAHAEUHAE;
Posts 1–3 of 3 · Page 1 of 1
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