Code:
// Project : Topblast Menu Base v1.1
// Author : Topblast
// Date : 25 August 2010
//
// Credits :
// To : MPGH, Gellins, Han211, Void, mmbob, Microsoft
//
// Tools used:
// Microsoft Visual Studio 2010 ULTIMATE
// DirectX9 SDK Update (summer 2004)
// D3Dfont.cpp / D3dx9.h & d3dx9.lib
//
// This Base can now support 2 different fonts. switch between dont anytime.
#include "Main.h"
#include <stdio.h>
#ifdef D3DFont
#include "d3dfont9.cpp"
#endif
#pragma warning(disable:4305)
#define Gernades ((i==6)||(i==7)||(i==8)||(i==64)||(i==100)||(i==126)||(i==135)||(i==209)||(i==210)||(i==240)||(i==263)||(i==272)||(i==338)||(i==382)||(i==383)||(i==384))
#define Num_Max 100000
#define Value -1
int CH_back = 2;
int CH_wall = 1;
int CH_memory = 1;
int CH_about = 1;
////d3d
int bdz_Nofog = 1;
int bdz_SeeGhost = 1;
int bdz_Charms = 0;
int bdz_PlayerWall = 1;
int bdz_Glasswall = 0;
int bdz_GhostCharms = 0;
int bdz_Phantomcharms = 0;
int bdz_Wireframe = 0;
int bdz_Pointframe = 0;
int bdz_Wallframe = 0;
int bdz_Wallpoint = 0;
int bdz_Crosshair = 7;
////weapon
int bdz_AntiRemover = 0;
int bdz_speed = 0;
int bdz_NoReload = 0;
int bdz_NoRecoil = 0;
int bdz_Noshock = 0;
int bdz_Superfire = 0;
int bdz_Jump = 0;
int bdz_Spy = 0;
int bdz_Suicide = 0;
int bdz_Superzoom = 0;
int bdz_GM = 0;
int bdz_Fly = 0;
int bdz_WTW = 0;
int bdz_STW = 0;
int bdz_FixBug = 0;
int bdz_OneHit = 0;
int bdz_LongKnife = 0;
char sFPS[20] ="xxx FPS";
char coder[] ="BDZ";
char version[] ="1107";
char opt_Off[] ={ "Delete" };
char opt_Auto[] ={ "Auto" };
char *opt_Back[] ={ "Off","20%","40%","60%","80%","Solid" };
char *opt_Grp[] ={ "[ + ]","[ - ]" };
char *opt_OffOn[]={ "OFF","ON" };
char *opt_Xhair[]={ "OFF","Purple","Blue","Cyan","Green","Yellow","Orange","Red","Rainbow" };
char *opt_Jump[] ={ "OFF","Normal","Maximum" };
char *opt_Shock[]={ "OFF","90%","1 Shot" };
typedef HRESULT(WINAPI* DrawIndexedPrimitive_)(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount);
DrawIndexedPrimitive_ pDrawIndexedPrimitive;
LPDIRECT3DTEXTURE9 Red,Yellow,Green,Blue,Purple,Pink,Orange,Black,White;
void DrawCrosshair(IDirect3DDevice9* dev,int Length,int Width,D3DCOLOR dColor)
{
}
HRESULT WINAPI nDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinIndex,UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{
IDirect3DVertexBuffer9* pStreamData = NULL;
UINT iOffsetInBytes,iStride;
pDevice->GetStreamSource(0,&pStreamData,&iOffsetInBytes,&iStride);
//// see ghost
if ( iStride == 44 &&bdz_SeeGhost==1)
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255,255,255));
}
//// charms
if ( iStride == 44 &&bdz_Charms==1)
{
pDevice->SetRenderState(D3DRS_ZENABLE,false);
pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
pDevice->SetRenderState(D3DRS_AMBIENT,0xFFFCA8);
pDevice->SetTexture(0,NULL);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
pDevice->SetRenderState(D3DRS_AMBIENT, 0xFFFCA8);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
//// waller
if ( iStride == 44 &&bdz_PlayerWall==1)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
//// Ghost Charms
if ( iStride == 44 &&bdz_GhostCharms==1)
{
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);////
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);////
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);////
pDevice->SetRenderState(D3DRS_ZENABLE,false);
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);////
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);////
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);////
pDevice->SetRenderState(D3DRS_ZENABLE,true);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
//// wire frame
if ( iStride == 40 &&bdz_Wireframe==1 )
{
pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
//// phantom charms
if ( iStride == 44 &&bdz_Phantomcharms==1)
{
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
pDevice->SetRenderState(D3DRS_ZENABLE,false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
//// nofog for wall
if ( iStride == 44 &&bdz_Nofog==1 )
{
pDevice->SetRenderState(D3DRS_FOGENABLE, false);
}
//// wall glass
if ( iStride == 24 &&bdz_Glasswall==1 )
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
//// point frame
if ( iStride == 44 &&bdz_Pointframe==1 )
{
pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_POINT);
}
//// wall frame
if ( iStride == 24 &&bdz_Wallframe==1 )
{
pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
//// wall point
if ( iStride == 24 &&bdz_Wallpoint==1 )
{
pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_POINT);
}
return pDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
FONT pFont=NULL;
pD3DdeviceX g_pDevice = 0;
oPresent pPresent;
oBeginScene pBeginScene;
oEndScene pEndScene;
oReset pReset;
void PreReset(pD3DdeviceX pDevice)
{
If pFont Then
pFont = NULL;
_End
If g_pDevice != pDevice Then
g_pDevice = pDevice;
#ifdef D3DFont
#else
Try
If pFont != 0 Then
pFont->Release();
_End
Catch(...) _End
#endif
pFont = NULL;
_End
}
void PostReset(pD3DdeviceX pDevice)
{
#ifdef D3DFont
pFont = new CD3DFont("Arial", 10);
If pFont Then
pFont->InitDeviceObjects(pDevice);
pFont->RestoreDeviceObjects();
_End
#else
D3DXCreateFontA(pDevice, 20, 10, FW_BOLD, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, FF_MODERN, "Comic Sans MS", &pFont);
#endif
}
HRESULT WINAPI myReset ( pD3DdeviceX pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters )
{
PreReset(pDevice);
return pReset(pDevice, pPresentationParameters);
}
HRESULT WINAPI myPresent (pD3DdeviceX pDevice,CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion)
{
If pFont==NULL Then
PostReset(pDevice); // Create font
Else
DoMenu(pDevice);
_End
return pPresent(pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
HRESULT WINAPI myEndScene ( pD3DdeviceX pDevice )
{
if (pFont==NULL)
PostReset(pDevice); // Create font
else
DoMenu(pDevice);
if (bdz_Crosshair ==1)
{
float cx = 0.0f;//Horizontal Position
float cy = 0.0f;//Vertical Position
D3DVIEWPORT9 pViewport;
pDevice->GetViewport(&pViewport);
cx = ( float )pViewport.Width / 2;
cy = ( float )pViewport.Height / 2;
D3DRECT rec4 = {cx-5 , cy , cx+ 5 , cy+1};
D3DRECT rec5 = {cx , cy-5 , cx+ 1 , cy+5};
pDevice->Clear( 1, &rec4, D3DCLEAR_TARGET, D3DXCOLOR(0.62745098, 0.125490, 0.959999, 1.0), 0, 0 );//purple
pDevice->Clear( 1, &rec5, D3DCLEAR_TARGET, D3DXCOLOR(0.62745098, 0.125490, 0.959999, 1.0), 0, 0 );
}
if (bdz_Crosshair ==2)
{
float cx = 0.0f;//Horizontal Position
float cy = 0.0f;//Vertical Position
D3DVIEWPORT9 pViewport;
pDevice->GetViewport(&pViewport);
cx = ( float )pViewport.Width / 2;
cy = ( float )pViewport.Height / 2;
D3DRECT rec6 = {cx-5 , cy , cx+ 5 , cy+1};
D3DRECT rec7 = {cx , cy-5 , cx+ 1 , cy+5};
pDevice->Clear( 1, &rec6, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 0.0, 1.0, 1.0), 0, 0 );//blue
pDevice->Clear( 1, &rec7, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 0.0, 1.0, 1.0), 0, 0 );
}
if (bdz_Crosshair ==3)
{
float cx = 0.0f;//Horizontal Position
float cy = 0.0f;//Vertical Position
D3DVIEWPORT9 pViewport;
pDevice->GetViewport(&pViewport);
cx = ( float )pViewport.Width / 2;
cy = ( float )pViewport.Height / 2;
D3DRECT rec8 = {cx-5 , cy , cx+ 5 , cy+1};
D3DRECT rec9 = {cx , cy-5 , cx+ 1 , cy+5};
pDevice->Clear( 1, &rec8, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 1.0, 1.0, 1.0), 0, 0 );//cyan
pDevice->Clear( 1, &rec9, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 1.0, 1.0, 1.0), 0, 0 );
}
if (bdz_Crosshair ==4)
{
float cx = 0.0f;//Horizontal Position
float cy = 0.0f;//Vertical Position
D3DVIEWPORT9 pViewport;
pDevice->GetViewport(&pViewport);
cx = ( float )pViewport.Width / 2;
cy = ( float )pViewport.Height / 2;
D3DRECT rec10 = {cx-5 , cy , cx+ 5 , cy+1};
D3DRECT rec11 = {cx , cy-5 , cx+ 1 , cy+5};
pDevice->Clear( 1, &rec10, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 1.0, 0.0, 1.0), 0, 0 );// green
pDevice->Clear( 1, &rec11, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 1.0, 0.0, 1.0), 0, 0 );
}
if (bdz_Crosshair ==5)
{
float cx = 0.0f;//Horizontal Position
float cy = 0.0f;//Vertical Position
D3DVIEWPORT9 pViewport;
pDevice->GetViewport(&pViewport);
cx = ( float )pViewport.Width / 2;
cy = ( float )pViewport.Height / 2;
D3DRECT rec12 = {cx-5 , cy , cx+ 5 , cy+1};
D3DRECT rec13 = {cx , cy-5 , cx+ 1 , cy+5};
pDevice->Clear( 1, &rec12, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 1.0, 0.0, 1.0), 0, 0 );// yellow
pDevice->Clear( 1, &rec13, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 1.0, 0.0, 1.0), 0, 0 );
}
if (bdz_Crosshair ==6)
{
float cx = 0.0f;//Horizontal Position
float cy = 0.0f;//Vertical Position
D3DVIEWPORT9 pViewport;
pDevice->GetViewport(&pViewport);
cx = ( float )pViewport.Width / 2;
cy = ( float )pViewport.Height / 2;
D3DRECT rec14 = {cx-5 , cy , cx+ 5 , cy+1};
D3DRECT rec15 = {cx , cy-5 , cx+ 1 , cy+5};
pDevice->Clear( 1, &rec14, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 0.549019608, 0.0, 1.0), 0, 0 );// orange
pDevice->Clear( 1, &rec15, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 0.549019608, 0.0, 1.0), 0, 0 );
}
if (bdz_Crosshair ==7)
{
float cx = 0.0f;//Horizontal Position
float cy = 0.0f;//Vertical Position
D3DVIEWPORT9 pViewport;
pDevice->GetViewport(&pViewport);
cx = ( float )pViewport.Width / 2;
cy = ( float )pViewport.Height / 2;
D3DRECT rec16 = {cx-5 , cy , cx+ 5 , cy+1};
D3DRECT rec17 = {cx , cy-5 , cx+ 1 , cy+5};
pDevice->Clear( 1, &rec16, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 0.0, 0.0, 1.0), 0, 0 );//red
pDevice->Clear( 1, &rec17, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 0.0, 0.0, 1.0), 0, 0 );
}
if (bdz_Crosshair ==8)
{
float cx = 0.0f;//Horizontal Position
float cy = 0.0f;//Vertical Position
D3DVIEWPORT9 pViewport;
pDevice->GetViewport(&pViewport);
cx = ( float )pViewport.Width / 2;
cy = ( float )pViewport.Height / 2;
D3DRECT rec4 = {cx-30 , cy , cx+ 30 , cy+1};
D3DRECT rec5 = {cx , cy-30 , cx+ 1 , cy+30};
pDevice->Clear( 1, &rec4, D3DCLEAR_TARGET, D3DXCOLOR(0.62745098, 0.125490, 0.959999, 1.0), 0, 0 );//purple
pDevice->Clear( 1, &rec5, D3DCLEAR_TARGET, D3DXCOLOR(0.62745098, 0.125490, 0.959999, 1.0), 0, 0 );
D3DRECT rec6 = {cx-25 , cy , cx+ 25 , cy+1};
D3DRECT rec7 = {cx , cy-25 , cx+ 1 , cy+25};
pDevice->Clear( 1, &rec6, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 0.0, 1.0, 1.0), 0, 0 );//blue
pDevice->Clear( 1, &rec7, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 0.0, 1.0, 1.0), 0, 0 );
D3DRECT rec8 = {cx-20 , cy , cx+ 20 , cy+1};
D3DRECT rec9 = {cx , cy-20 , cx+ 1 , cy+20};
pDevice->Clear( 1, &rec8, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 1.0, 1.0, 1.0), 0, 0 );//cyan
pDevice->Clear( 1, &rec9, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 1.0, 1.0, 1.0), 0, 0 );
D3DRECT rec10 = {cx-15 , cy , cx+ 15 , cy+1};
D3DRECT rec11 = {cx , cy-15 , cx+ 1 , cy+15};
pDevice->Clear( 1, &rec10, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 1.0, 0.0, 1.0), 0, 0 );// green
pDevice->Clear( 1, &rec11, D3DCLEAR_TARGET, D3DXCOLOR(0.0, 1.0, 0.0, 1.0), 0, 0 );
D3DRECT rec12 = {cx-10 , cy , cx+ 10 , cy+1};
D3DRECT rec13 = {cx , cy-10 , cx+ 1 , cy+10};
pDevice->Clear( 1, &rec12, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 1.0, 0.0, 1.0), 0, 0 );// yellow
pDevice->Clear( 1, &rec13, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 1.0, 0.0, 1.0), 0, 0 );
D3DRECT rec14 = {cx-5 , cy , cx+ 5 , cy+1};
D3DRECT rec15 = {cx , cy-5 , cx+ 1 , cy+5};
pDevice->Clear( 1, &rec14, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 0.549019608, 0.0, 1.0), 0, 0 );// orange
pDevice->Clear( 1, &rec15, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 0.549019608, 0.0, 1.0), 0, 0 );
D3DRECT rec16 = {cx-2 , cy , cx+ 2 , cy+1};
D3DRECT rec17 = {cx , cy-2 , cx+ 1 , cy+2};
pDevice->Clear( 1, &rec16, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 0.0, 0.0, 1.0), 0, 0 );//red
pDevice->Clear( 1, &rec17, D3DCLEAR_TARGET, D3DXCOLOR(1.0, 0.0, 0.0, 1.0), 0, 0 );
}
return pEndScene(pDevice);
}
HRESULT WINAPI myBeginScene ( pD3DdeviceX pDevice ){
// RenderFrame();
return pBeginScene(pDevice);
}
Integer D3D_Hook(void)
{
char s[1000];
DWORD offsetBase=0x4FE571A0;
for(;; Sleep(500))
{
offsetBase=(DWORD)GetModuleHandle ("d3d9.dll");
if (offsetBase)
break;
}
DWORD a[2];
a[0]=offsetBase+0x88840; //88830 cho sp2,88840 cho sp3
OutputDebugString (s);
pDrawIndexedPrimitive = (DrawIndexedPrimitive_)DetourFunction((PBYTE)a[0],(PBYTE)nDrawIndexedPrimitive);
DWORD *vtbl;
// wait for the d3dx dll
DWORD hD3D=0;
do {
hD3D = (DWORD)GetModuleHandleA("d3d9.dll");
Sleep(10);
} while(!hD3D);
DWORD adr = FindPattern(hD3D, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
If adr Then
memcpy(&vtbl,(void *)(adr+2),4);
pReset = (oReset) DetourFunction((PBYTE)vtbl[RESET] , (PBYTE)myReset );
pPresent = (oPresent) DetourFunction((PBYTE)vtbl[PRESENT] , (PBYTE)myPresent );
pBeginScene = (oBeginScene) DetourFunction((PBYTE)vtbl[BEGINSCENE] , (PBYTE)myBeginScene );
pEndScene = (oEndScene) DetourFunction((PBYTE)vtbl[ENDSCENE] , (PBYTE)myEndScene );
_End
CreateThread(NULL, NULL, HACKthread, NULL, NULL, NULL);
return 0;
}
//// inject thread to process
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if (dwReason == DLL_PROCESS_ATTACH)
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)D3D_Hook, NULL, NULL, NULL);
return TRUE;
}
//// end of inject
D3DMenu *pMenu=NULL;
D3DMenu *text=NULL;
//// design + make menu
void MakeMenu(void)
{
pMenu->AddItem("BackGround" ,&CH_back ,opt_Back, 6);
pMenu->AddGroup("[Player - Wall Function]" ,&CH_wall , opt_Grp);
if (CH_wall)
{
pMenu->AddItem(("- No Fog For Wall Mode") ,&bdz_Nofog , opt_OffOn);
pMenu->AddItem(("- Wall Normal Hack") ,&bdz_PlayerWall , opt_OffOn);
pMenu->AddItem(("- Wall Wire Frame Hack") ,&bdz_Wallframe , opt_OffOn);
pMenu->AddItem(("- Wall Point Frame Hack") ,&bdz_Wallpoint , opt_OffOn);
pMenu->AddItem(("- Wall Glass Mode Hack") ,&bdz_Glasswall , opt_OffOn);
pMenu->AddItem(("- Players Full Bright") ,&bdz_SeeGhost , opt_OffOn);
pMenu->AddItem(("- Players All Charms") ,&bdz_Charms , opt_OffOn);
pMenu->AddItem(("- Players Ghost Charms") ,&bdz_GhostCharms , opt_OffOn);
pMenu->AddItem(("- Players Phantom Charms") ,&bdz_Phantomcharms, opt_OffOn);
pMenu->AddItem(("- Players Wire Frame") ,&bdz_Wireframe , opt_OffOn);
pMenu->AddItem(("- Players Point Frame") ,&bdz_Pointframe , opt_OffOn);
pMenu->AddItem(("- CrossHair Point") ,&bdz_Crosshair , opt_Xhair, 9);
}
pMenu->AddGroup(("[Weapon - Memory Function]") ,&CH_memory , opt_Grp);
if (CH_memory)
{
pMenu->AddItem(("- Hack Tool Remover") ,&bdz_AntiRemover , opt_OffOn);
pMenu->AddItem(("- No Reload Ammo") ,&bdz_NoReload , opt_OffOn);
pMenu->AddItem(("- No Recoil Sniper") ,&bdz_NoRecoil , opt_OffOn);
pMenu->AddItem(("- No Shock Mode") ,&bdz_Noshock , opt_Shock, 3);
pMenu->AddItem(("- Super Fire Mode") ,&bdz_Superfire , opt_OffOn);
pMenu->AddItem(("- High Jump Mode") ,&bdz_Jump , opt_Jump, 3);
pMenu->AddItem(("- Spy Mode [ F - V ]") ,&bdz_Spy , opt_OffOn);
pMenu->AddItem(("- Suicide Mode") ,&bdz_Suicide , opt_OffOn);
pMenu->AddItem(("- Super Zoombie Mode") ,&bdz_Superzoom , opt_OffOn);
pMenu->AddItem(("- Ghost Master Mode") ,&bdz_GM , opt_OffOn);
pMenu->AddItem(("- Fly Mode") ,&bdz_Fly , opt_OffOn);
pMenu->AddItem(("- Walk Through Wall Mode") ,&bdz_WTW , opt_OffOn);
pMenu->AddItem(("- Sit Through Wall Mode") ,&bdz_STW , opt_OffOn);
pMenu->AddItem(("- One Hit Mode") ,&bdz_OneHit , opt_OffOn);
pMenu->AddItem(("- Long Knife Mode") ,&bdz_LongKnife , opt_OffOn);
pMenu->AddText(("- Fix Bug Lost Blood Mode") ,opt_Auto);
pMenu->AddText(("- Disable All Function") ,opt_Off);
}
pMenu->AddGroup(("[Information]") ,&CH_about , opt_Grp);
if (CH_about)
{
pMenu->AddText(("Framerate") ,sFPS);
pMenu->AddText(("Coder") ,coder);
pMenu->AddText(("Version") ,version);
}
}
// --- simple FPS vars and function
int FPScounter = 0;
float FPSfLastTickCount = 0.0f;
float FPSfCurrentTickCount;
void FPScheck(char *str, char *format)
{
FPSfCurrentTickCount = clock() * 0.001f;
FPScounter++;
if((FPSfCurrentTickCount - FPSfLastTickCount) > 1.0f) {
FPSfLastTickCount = FPSfCurrentTickCount;
sprintf(str,format,FPScounter);
FPScounter = 0;
}
}
// Draw a background
void DrawGui(pD3DdeviceX pDevice, DWORD col)
{
if (CH_back==5) // solid
col|=0xff000000;
else
col|=CH_back*0x30000000; // transparency
DrawBox(pDevice,pMenu->x-3,pMenu->y-2,pMenu->totwidth+6,pMenu->totheight+4 ,col);
DrawBox(pDevice,pMenu->x-3,pMenu->y-2,pMenu->totwidth+6,pMenu->titleheight+1,col|0xFFFFFF00);
}
// called with every EndScene
void DoMenu(pD3DdeviceX pDevice)
{
if (pMenu==0) { // first time , create the menu
pMenu = new D3DMenu(".::[-:- CFVNMODZ Ver 1.0 -:-]::.",100,200);// title, maxitems,width
pMenu->visible=1; // make it visible
pMenu->col_title=0xffff00b3; // change title color to white
} else {
FPScheck(sFPS,"%d FPS");
If pMenu->noitems==0 Then
MakeMenu();
_End
if (pMenu->visible && CH_back) DrawGui(pDevice,0x000000);
pMenu->Show(pFont, pDevice);
pMenu->Nav();
}
}
//// memory hack
DWORD WINAPI HACKthread( LPVOID param )
{
while(1)
{
DWORD CShellBase = (DWORD)GetModuleHandleA( "CShell.dll" ); //Process day hehe
DWORD dwPlayerPointer = *(DWORD*)( CShellBase + 0x305BC8 );//base scan
PDWORD p1 = (PDWORD)(CShellBase + 0x305BC8);//base 0x3049E8
DWORD dwWeapon = *(DWORD*)( CShellBase + 0xA3D800 );
PDWORD p = (PDWORD)(CShellBase+0xA3D800);//base Cshell
////longknife
if (bdz_LongKnife == 1)
{
{
while (!(*p)) Sleep(10);
}
for (int i=0;i<440;i++)
{
PDWORD pp = (PDWORD)(*p+0x4*i);
if (*pp)
{
PFLOAT pf = (PFLOAT)(*pp+0x7EC);//pointer Of base address
if (*pf) *pf = Num_Max;// Search Numax #Define
PFLOAT pf1 = (PFLOAT)(*pp+0xA15);//pointer Of base address
if (*pf1) *pf1 = Num_Max;// Search Numax #Define
}
}
}
////onehit
if (bdz_OneHit == 1) //1hit x0
{
{
while (!(*p)) Sleep(100);
}
for (int i=0 ; i<440 ; i++)
{
PWORD pp = *(PWORD*)(*p+0x4*i);
if(*pp)
{
PFLOAT pf = (PFLOAT)(*pp+0x7FB);//pointer Of base address
if (*pf) *pf = Num_Max;// Search Numax #Define
}
}
}
////speed
if (bdz_speed == 1 )
{
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer+ 0x48C) = 0;
}
for (int i=0 ; i<440 ; i++)
{
PDWORD pp = (PDWORD)(*p+0x4*i);
if (*pp)
{
PFLOAT pf = (PFLOAT)(*pp+0x21D8);//pointer
if (*pf) *pf = Value;
}
}
}
////anti hack tool
if (bdz_AntiRemover == 1)
{
PFLOAT pp1 = (PFLOAT)(CShellBase + 0x31D1EC);
if (*pp1) *pp1 = (float)(3.0828566215146E-44);
PFLOAT ppa = (PFLOAT)(CShellBase+ 0x31D1EC);
if (*ppa) *ppa = (float)(3.0828566215146E-44);
}
////noreload
if (bdz_NoReload == 1 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x2F0) = 12;
}
////norecoil sniper
if (bdz_NoRecoil == 1 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x304) = 1;
}
////no shock 90%
if (bdz_Noshock == 1 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x22B) = 1;
}
////no shock 1 shot
if (bdz_Noshock == 2 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x4F4) = 1;
}
////super fire
if (bdz_Superfire == 1 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x220) = 0;
}
////jump normal
if (bdz_Jump == 1 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x249) = 0;
}
////jump max
if (bdz_Jump == 2 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x278) = 0;
}
////on spy
if (GetAsyncKeyState('F'))
bdz_Spy = 1;
{
if (bdz_Spy == 1 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x48C) = 0;
}
}
////off spy
if (GetAsyncKeyState('V'))
{
bdz_Spy = 0;
}
////suicide
if (bdz_Suicide == 1 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x25E) = 70000;
}
////super zoombie
if (bdz_Superzoom == 1 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x1F0) = 1;
}
////ghost master
if (bdz_GM == 1 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x1B0) = 0;
}
////fly
if (bdz_Fly == 1 )
{
if(dwPlayerPointer != 0)
*(DWORD*)(dwPlayerPointer + 0x38C) = 1;
}
////walk through wall
if (bdz_WTW == 1 )
{
PFLOAT wtw1 = (PFLOAT)( *p1 + 0x1BC );
PFLOAT wtw2 = (PFLOAT)( *p1 + 0x1C0 );
PFLOAT wtw3 = (PFLOAT)( *p1 + 0x1C4 );
if (*wtw1) *wtw1 = -5;
if (*wtw2) *wtw2 = 140;
if (*wtw3) *wtw3 = -5;
}
////sit through wall
if (bdz_STW == 1 )
{
PFLOAT stw1 = (PFLOAT)( *p1 + 0x1C0 );
if (*stw1) *stw1 = -1;
Sleep(500);
PFLOAT stw2 = (PFLOAT)( *p1 + 0x1C0 );
if (*stw2) *stw2 = 140;
Sleep(500);
bdz_STW = 0;
}
////fix bug blood
if (bdz_FixBug == 0 )
{
PFLOAT fixbug1 = (PFLOAT)( CShellBase + 0x2B32B0 );
PFLOAT fixbug2 = (PFLOAT)( CShellBase + 0x2AE60C );
if (*fixbug1) *fixbug1 = -5;
if (*fixbug2) *fixbug2 = 0;
}
////off function to fix diss
if (GetAsyncKeyState(VK_DELETE))
{
////d3d
bdz_Nofog = 0;
bdz_SeeGhost = 0;
bdz_Charms = 0;
bdz_PlayerWall = 0;
bdz_Glasswall = 0;
bdz_GhostCharms = 0;
bdz_Phantomcharms = 0;
bdz_Wireframe = 0;
bdz_Pointframe = 0;
bdz_Wallframe = 0;
bdz_Wallpoint = 0;
bdz_Crosshair = 0;
////weapon
bdz_AntiRemover = 0;
bdz_NoReload = 0;
bdz_NoRecoil = 0;
bdz_Noshock = 0;
bdz_Superfire = 0;
bdz_Jump = 0;
bdz_Spy = 0;
bdz_Suicide = 0;
bdz_Superzoom = 0;
bdz_GM = 0;
bdz_Fly = 0;
bdz_WTW = 0;
bdz_STW = 0;
}
Sleep(10);
}
}
[IMG]http://i1127.photobucke*****m/albums/l629/badboy2481995/untitled-9.jpg[/IMG]