Perfect aim

Posts 16–30 of 30 · Page 2 of 2
Quote Originally Posted by apezwijn View Post
Dude i hate everyother forum with warrock hacks (not my main one)
No one shares man, stop talking bullcrap.
Quote Originally Posted by apezwijn View Post
Ah, the Male Hormones strike again. ^^
zkrs ape ;33
Why did you post

"Hi, I make no spread, no recoil and shoot fast.."

Unless your going to share stuff like that (which i think you shouldn't actually)
Why post it?
Quote Originally Posted by 666lucky View Post
Unless your going to share stuff like that (which i think you shouldn't actually)
Why post it?
To show off.
There is no reason to share it :S




Quote Originally Posted by king.joker.9 View Post
He doesn't have too get over it, It isn't his hacks probally any ways.....
Yes it is, why would I show-off someone elses hack.. Not that I need to prove anything but here's a code-snippet..
Code:
BOOL WriteJump( DWORD From, DWORD To )
{
	if( To < From + 128 && To > From - 128 ) //Short jump
	{
		BYTE bpJump[2] = { 0xEB, ( To - From ) - 2 }; //Calculate opcode

		return WriteMemory( From, bpJump, 2 );
	}
	else //Far jump
	{
		BYTE bpJump[5] = { 0xE9, 0x00, 0x00, 0x00, 0x00 };
		*(DWORD*)&bpJump[1] = ( To - From ) - 5; //Calculate jump

		return WriteMemory( From, bpJump, 5 );
	}

	return false; //If we end up here, something went horribly wrong
}

BOOL WriteNop( DWORD dwAddress, DWORD dwAmount )
{
	BYTE bpNops[100]; //100 just incase I wanna do some gigantic NOPing :P
	memset( bpNops, 0x90, 100 ); //Fill byte-array with NOPs

	return WriteMemory( dwAddress, bpNops, dwAmount );
}

WriteJump( dwUnlimitedAmmo, dwUnlimitedAmmo + 6 );
WriteNop( dwUnlimitedSP, 3 );
WriteJump( dwNoSpread, dwNoSpread + 6 );
WriteJump( dwNoRecoil, dwNoRecoil + 6 );
Addresses are ofcourse not included.

Quote Originally Posted by king.joker.9 View Post
But yeah Nice releasezzzz and for future refrence most people who spend more then a month on a forum that only has 50- posts are most likely a leecher (a user :0) Im a user but bleh!!!
I've been registered 3 days..
He doesn't have too get over it, It isn't his hacks probally any ways..... But yeah Nice releasezzzz and for future refrence most people who spend more then a month on a forum that only has 50- posts are most likely a leecher (a user :0) Im a user but bleh!!!
I'm guessing you go by the name of novocain? I saw you in game the other day
Show off? Yeah, everyone's impressed, all the chicks are surrounding you waiting for some buttlove.
Quote Originally Posted by 666lucky View Post
Show off? Yeah, everyone's impressed, all the chicks are surrounding you waiting for some buttlove.
How pleasant. Stop being jealous kid, and start working on your own hack
It's easy to hack Operation7 now, especially since the exe is not protected/packed and there is currently no anti-hack..

Quote Originally Posted by davislaw View Post
I'm guessing you go by the name of novocain? I saw you in game the other day
Most likely, yes.

Quote Originally Posted by kevin66062 View Post
Future CS pls. And also should be in video sharing Also if its urs prove it :]



Here's small texture-log btw, since sharing is caring..
Code:
	if( D3D_Chams )
		if( NumVertices == 0x1E4 ||
			( NumVertices >= 0x160 && NumVertices <= 0x180 ) ||
			( NumVertices >= 0x1D0 && NumVertices <= 0x1E0 ) ||
			( NumVertices >= 0x290 && NumVertices <= 0x2D0 ) ||
			( NumVertices >= 0x4A0 && NumVertices <= 0x4B0 ) )
			return DoMyChams( psYellow, psRed, pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, StartIndex, PrimitiveCount, TRUE );
Quote Originally Posted by Novo View Post
How pleasant. Stop being jealous kid, and start working on your own hack
It's easy to hack Operation7 now, especially since the exe is not protected/packed and there is currently no anti-hack..

Most likely, yes.





Here's small texture-log btw, since sharing is caring..
Code:
	if( D3D_Chams )
		if( NumVertices == 0x1E4 ||
			( NumVertices >= 0x160 && NumVertices <= 0x180 ) ||
			( NumVertices >= 0x1D0 && NumVertices <= 0x1E0 ) ||
			( NumVertices >= 0x290 && NumVertices <= 0x2D0 ) ||
			( NumVertices >= 0x4A0 && NumVertices <= 0x4B0 ) )
			return DoMyChams( psYellow, psRed, pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, StartIndex, PrimitiveCount, TRUE );
The Range of your numvertices are a bit fucked up I would say.
Anyway, how about the Shader, can you please post the code for it?
Looks nice and I'd like to see how it's made.
Quote Originally Posted by ounnapusten View Post
The Range of your numvertices are a bit fucked up I would say.
Anyway, how about the Shader, can you please post the code for it?
Looks nice and I'd like to see how it's made.
I suggest you check out a snippet written by WHERE over at *************, search the forum for GenerateShader and you should find it. (Because I'm unsure wheter linking is allowed here)

And yeah, I know my model-rec was fucked up.. I redid it today, it's still not perfect but better..
Code:
	if( D3D_Chams )
		if( ( NumVertices == 0x72 && PrimitiveCount == 0x72 ) ||
			( NumVertices == 0x81 && PrimitiveCount == 0x86 ) ||
			( NumVertices == 0x9c && PrimitiveCount == 0x64 ) ||
			( NumVertices == 0xb0 && PrimitiveCount == 0x10c ) ||
			( NumVertices == 0xbb && PrimitiveCount == 0xd1 ) ||
			( NumVertices == 0xd6 && PrimitiveCount == 0x94 ) ||
			( NumVertices == 0x16f && PrimitiveCount == 0x22e ) ||
			( NumVertices == 0x2ae && PrimitiveCount == 0x359 ) ||
			( NumVertices == 0x183 && PrimitiveCount == 0x212 ) ||
			( NumVertices == 0x2ae && PrimitiveCount == 0x359 ) ||
			( NumVertices == 0x2af && PrimitiveCount == 0x361 ) ||
			( NumVertices == 0x2b1 && PrimitiveCount == 0x377 ) ||
			( NumVertices == 0x2b4 && PrimitiveCount == 0x332 ) ||
			( NumVertices == 0x49e && PrimitiveCount == 0x649 ) ||
			( NumVertices == 0x4a6 && PrimitiveCount == 0x606 ) ||
			( NumVertices == 0x4a7 && PrimitiveCount == 0x62a ) ||
			//
			( NumVertices == 0x1e4 && PrimitiveCount == 0x2ea ) ||
			( NumVertices == 0x445 && PrimitiveCount == 0x5a4 ) ||
			( NumVertices == 0x1d8 && PrimitiveCount == 0x2b0 ) ||
			( NumVertices == 0xdf && PrimitiveCount == 0x13c ) ||
			( NumVertices == 0x11a && PrimitiveCount == 0x19c ) ||
			( NumVertices == 0x16e && PrimitiveCount == 0x210 ) ||
			( NumVertices == 0x137 && PrimitiveCount == 0x110 ) ||
			( NumVertices == 0x219 && PrimitiveCount == 0x2b2 ) ||
			( NumVertices == 0x18b && PrimitiveCount == 0x1ba ) ||
			( NumVertices == 0x163 && PrimitiveCount == 0x1bc ) ||
			( NumVertices == 0x241 && PrimitiveCount == 0x2b8 ) ||
			( NumVertices == 0x23b && PrimitiveCount == 0x27d ) ||
			( NumVertices == 0x249 && PrimitiveCount == 0x2a4 ) ||
			( NumVertices == 0x257 && PrimitiveCount == 0x29e ) ||
			( NumVertices == 0x13f && PrimitiveCount == 0x170 ) ||
			( NumVertices == 0xe9 && PrimitiveCount == 0x122 ) ||
			( NumVertices == 0x208 && PrimitiveCount == 0x2bb ) ||
			( NumVertices == 0x244 && PrimitiveCount == 0x263 ) ||
			( NumVertices == 0x208 && PrimitiveCount == 0x23e ) ||
			( NumVertices == 0x252 && PrimitiveCount == 0x1e0 ) ||
			( NumVertices == 0x13c && PrimitiveCount == 0x224 ) ||
			( NumVertices == 0x24f && PrimitiveCount == 0x236 ) ||
			( NumVertices == 0x229 && PrimitiveCount == 0x26a ) ||
			( NumVertices == 0x1d8 && PrimitiveCount == 0x203 ) ||
			( NumVertices == 0x182 && PrimitiveCount == 0x262 ) ||
			( NumVertices == 0x1c9 && PrimitiveCount == 0x2b8 ) ||
			( NumVertices == 0x228 && PrimitiveCount == 0x220 ) ||
			( NumVertices == 0xdb && PrimitiveCount == 0xfa ) ||
			( NumVertices == 0x143 && PrimitiveCount == 0x130 ) ||
			( NumVertices == 0x1d4 && PrimitiveCount == 0x178 ) ||
			( NumVertices == 0xe1 && PrimitiveCount == 0x104 ) ||
			( NumVertices == 0x200 && PrimitiveCount == 0x300 ) ||
			( NumVertices == 0x2f9 && PrimitiveCount == 0x287 ) ||
			( NumVertices == 0x2a9 && PrimitiveCount == 0x31c ) ||
			( NumVertices == 0x454 && PrimitiveCount == 0x56b ) ||
			( NumVertices == 0x3e2 && PrimitiveCount == 0x55c ) ||
			( NumVertices == 0x430 && PrimitiveCount == 0x580 ) ||
			( NumVertices == 0x418 && PrimitiveCount == 0x58a ) ||
			( NumVertices == 0x389 && PrimitiveCount == 0x4c2 ) ||
			( NumVertices == 0x419 && PrimitiveCount == 0x5b3 ) ||
			( NumVertices == 0x41d && PrimitiveCount == 0x541 ) ||
			( NumVertices == 0x43e && PrimitiveCount == 0x57c ) ||
			( NumVertices == 0x442 && PrimitiveCount == 0x574 ) ||
			( NumVertices == 0x423 && PrimitiveCount == 0x5a9 ) ||
			( NumVertices == 0x384 && PrimitiveCount == 0x516 ) ||
			( NumVertices == 0x453 && PrimitiveCount == 0x59a ) ||
			( NumVertices == 0x408 && PrimitiveCount == 0x564 ) ||
			( NumVertices == 0x3af && PrimitiveCount == 0x4d8 ) ||
			( NumVertices == 0x42c && PrimitiveCount == 0x5c0 ) ||
			( NumVertices == 0x412 && PrimitiveCount == 0x55c ) ||
			( NumVertices == 0x3ab && PrimitiveCount == 0x50e ) ||
			( NumVertices == 0x447 && PrimitiveCount == 0x58e ) ||
			( NumVertices == 0x452 && PrimitiveCount == 0x5c6 ) ||
			( NumVertices == 0x1da && PrimitiveCount == 0x2b0 ) ||
			( NumVertices == 0x1d5 && PrimitiveCount == 0x2a4 ) ||
			( NumVertices == 0x1d4 && PrimitiveCount == 0x2a4 ) ||
			( NumVertices == 0x1c0 && PrimitiveCount == 0x2a0 ) ||
			( NumVertices == 0x1e9 && PrimitiveCount == 0x2aa ) ||
			( NumVertices == 0x452 && PrimitiveCount == 0x5c6 ) ||
			( NumVertices == 0x1c8 && PrimitiveCount == 0x2b0 ) ||
			( NumVertices == 0x1e6 && PrimitiveCount == 0x2b0 ) ||
			( NumVertices == 0x1f2 && PrimitiveCount == 0x2ac ) ||
			( NumVertices == 0x1f2 && PrimitiveCount == 0x27a ) ||
			( NumVertices == 0x1d6 && PrimitiveCount == 0x2ae ) ||
			( NumVertices == 0x1d5 && PrimitiveCount == 0x29a ) ||
			( NumVertices == 0x1ef && PrimitiveCount == 0x2ac ) ||
			( NumVertices == 0x1e4 && PrimitiveCount == 0x2ac ) ||
			( NumVertices == 0x1dd && PrimitiveCount == 0x2ae ) ||
			( NumVertices == 0x1f2 && PrimitiveCount == 0x2a3 ) ||
			( NumVertices == 0x1dd && PrimitiveCount == 0x2b0 ) ||
			( NumVertices == 0x2b2 && PrimitiveCount == 0x35d ) ||
			( NumVertices == 0xb0 && PrimitiveCount == 0x10c ) ||
			( NumVertices == 0xad && PrimitiveCount == 0x108 ) ||
			( NumVertices == 0x298 && PrimitiveCount == 0x370 ) ||
			( NumVertices == 0x1df && PrimitiveCount == 0x24e ) ||
			( NumVertices == 0x49e && PrimitiveCount == 0x649 ) ||
			( NumVertices == 0x2b2 && PrimitiveCount == 0x35d ) ||
			( NumVertices == 0x2b3 && PrimitiveCount == 0x326 ) ||
			( NumVertices == 0x9e && PrimitiveCount == 0x10a ) ||
			( NumVertices == 0x2b2 && PrimitiveCount == 0x35d ) ||
			( NumVertices == 0xad && PrimitiveCount == 0x108 ) ||
			( NumVertices == 0x298 && PrimitiveCount == 0x370 ) ||
			( NumVertices == 0x2ba && PrimitiveCount == 0x378 ) ||
			( NumVertices == 0x2b2 && PrimitiveCount == 0x362 ) ||
			( NumVertices == 0x2b2 && PrimitiveCount == 0x35b ) ||
			( NumVertices == 0x1db && PrimitiveCount == 0x2e2 ) ||
			( NumVertices == 0x176 && PrimitiveCount == 0x24a ) ||
			( NumVertices == 0x176 && PrimitiveCount == 0x24a ) ||
			( NumVertices == 0x2b3 && PrimitiveCount == 0x326 ) ||
			( NumVertices == 0x9e && PrimitiveCount == 0x10a ) ||
			( NumVertices == 0x1db && PrimitiveCount == 0x2e0 ) ||
			( NumVertices == 0x61a && PrimitiveCount == 0x848 ) ||
			( NumVertices == 0x2a1 && PrimitiveCount == 0x366 ) ||
			( NumVertices == 0x2a7 && PrimitiveCount == 0x35b ) ||
			( NumVertices == 0x2a3 && PrimitiveCount == 0x339 ) ||
			( NumVertices == 0x2b2 && PrimitiveCount == 0x35b ) ||
			( NumVertices == 0x2b6 && PrimitiveCount == 0x364 ) ||
			( NumVertices == 0x2ac && PrimitiveCount == 0x38e ) ||
			( NumVertices == 0x2a6 && PrimitiveCount == 0x334 ) ||
			( NumVertices == 0x2b4 && PrimitiveCount == 0x352 ) ||
			//
			( NumVertices == 0x5f6 && PrimitiveCount == 0x808 ) )
			return DoMyChams( psRed, psGreen, pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, StartIndex, PrimitiveCount );
The ones between the // and // I'm really not sure about.. should probably not use those






This I'm thinking could be public release.
As you can see I will not include HP-hack, teleport and some other things i have brewing because it would really ruin the game.

The public has easy to detect hook-methods, so as soon as Netgame feel like implenting an anti-cheat this will be detected.

Chams are green when visible, red when hidden.
Azorbix and WHERE only have posted the Shadercode for solid & flat models, but I'd like to know how the outterline is done on the model edges. It looks very nifty.
Quote Originally Posted by ounnapusten View Post
Azorbix and WHERE only have posted the Shadercode for solid & flat models, but I'd like to know how the outterline is done on the model edges. It looks very nifty.
The trick is to use wireframe..

I figured this out myself;
Code:
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );

do all your wallhack & coloring here

pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
Quote Originally Posted by Novo View Post
The trick is to use wireframe..

I figured this out myself;
Code:
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );

do all your wallhack & coloring here

pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
Thanks, I was expecting a toon shader though.
Still, i dun care nice release i already said you dont have too
Quote Originally Posted by 666lucky View Post
If you release that, ill give you head.
Future CS pls. And also should be in video sharing Also if its urs prove it :]
Im a jealous little child..

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