|Zeus| Simple auto-on base (Decryption,IsGameReady,...)

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|Zeus| Simple auto-on base (Decryption,IsGameReady,...)

Here is my simple auto-on base for CrossFire.

Decryption of everything is auto-enabled,See ghost hack is included.

Main.CPP
Code:
#include <windows.h>
#include <process.h>
#include <fstream> 
#include "addy.h"
#include "safe.h"
using namespace std;


bool bseeghost;//,///sss///,///sss/// 
    


UINT WINAPI DEeZEUS( LPVOID )
{
while(GetModuleHandleA("CShell.dll"));
{
for(int i=0; i<677; i++)
 {
                    if (GetAsyncKeyState(VK_F12)&1) {//If the DLL is succesfully hooked, you should heare a BEEP when you press F12
                    MessageBeep(MB_ICONINFORMATION);
                    
                }
DWORD cshell = (DWORD)GetModuleHandleA("CShell.dll"); 
DWORD pWeaponMgr =*(DWORD*)(WeaponMgr + cshell);
DWORD pBasicPlayer =*(DWORD*)(BasicPlayer + cshell);



if (bseeghost)
 {
 if(pBasicPlayer!=0)//If there are characters in the room that are ghosts
 {
 *(float*)(pBasicPlayer + CharacterHiddenWalkAlpha  ) = 300.000000;//See ghost code
 *(float*)(pBasicPlayer + CharacterHiddenRunAlpha  ) = 300.000000;//See ghost code
 }
 }
}
} 
return(0);
}


    



BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
if (fdwReason == 1)
{
system("start http://www.mpgh.net/forum/members/1728709--zeus-.html");
DisableThreadLibraryCalls(hinstDLL);
_beginthreadex(0, 0, DEeZEUS, 0, 0, 0);//Start DEeZEUS hacks and DEeZEUS decryption.
}
return 1;
}


safe.h
Code:
char *DEeZEUS(const char *plaintext)
{
    int len = strlen(plaintext);
    char *cyphertext = new char[len + 1];
    for(int i = 0; i < len; ++i) {
        cyphertext[i] = plaintext[i] - 45;
    }
    cyphertext[len] = 0; 
    return cyphertext;
}


addy.h
Code:
#define DIPEngine1             0x004B76C2
#define DIPEngine2             0x004B5EBD
#define EndSceneEngine             0x004562AF
#define PresentEngine             0x004C797F

#define WallHack             0x6DDD94
#define WeaponMgr             0xD48844
#define BasicPlayer 0xCE1710
#define FallDamagePtr             0xD48824
#define DamageZonePtr             0x3F9264
#define WallPtr             0xD4882C
#define PtcPtr                 0x45F4CC
#define ClientShell             0x46D2A0

#define PtcOffset             0x200
#define DamagePerMeter             0x4
#define MovementDuckWalkRate         0xC
#define C4DefuseTime             0x80
#define MaxCanDefuseDistance         0x84
#define CharacterHiddenAlpha         0x88
#define CharacterHiddenWalkAlpha     0x8C
#define CharacterHiddenRunAlpha     0x90
#define BulletPosOffset         0x3528
#define ShotReactYaw             0x3538
#define ShotReactPitch             0x3708
#define DetailReactPitchShot         0x1060
#define DetailReactYawShot         0x11C8
#define DetailPerturbShot         0xEF8
#define PerturbMin             0x53C
#define PerturbMax             0x6A4
#define KnifeNormalRange         0xA58
#define KnifeBigshotRange         0xA7C
#define KnifeNormalRange2         0xA98
#define KnifeBigshotRange2         0xABC
#define KnifeNormalAniRate         0xA6C
#define KnifeBigshotAniRate         0xA94
#define KnifeNormalAniRate2         0xAB4
#define KnifeBigshotAniRate2         0xAD8
#define KnifeNormalAngle         0xA64
#define KnifeBigshotAngle         0xA88
#define KnifeNormalAngle2         0xAA4
#define KnifeBigshotAngle2         0xAC8
#define KnifeNormalAmmoDamage         0xC00
#define KnifeBigshotAmmoDamage         0xC0C
#define KnifeNormalAmmoDamage2         0xC18
#define KnifeBigshotAmmoDamage2     0xC24
#define Range                 0x80C
#define AmmoDamage             0x81C
#define Knockback             0x3CCC
#define ReloadAnimRatio         0xC38
#define MoveSpeedPenalty         0xB10
#define ZoomInMoveSpeedPenalty         0x3948
#define MovePenaltyForDelayFire     0x394C
#define DamageCameraPenalty         0x3910
#define TextureType             0x574
#define EdgeShotEnabled         0x568
#define WallShotEnabled         0x56C
#define PerfectWallShotEnabled         0x570
#define AttackMoveTypeRunningLSidePercentage         0x1BC
#define AttackMoveTypeRunningRSidePercentage         0x1C0
#define AttackMoveTypeWalkingLSidePercentage         0x1C4





//DEeZEUS

#define STRING_seeghost DEeZEUS("*’’”•œ*¡")



Credits:
- @|Zeus|
- @DOOP
- @TrolledGuy


Give credits when you use.

You don't like it?? Then don't comment.
@|Zeus| and ? more code too leech and more code to patch ......
Quote Originally Posted by bandi12 View Post
@|Zeus| and ? more code too leech and more code to patch ......
Just to help people. Hope some guys will learn something.
Patched ?
Old.. /facefloor anyways nice one /gewd
Quote Originally Posted by Dead(H)ell View Post
Old.. /facefloor anyways nice one /gewd
It makes it harder to get detected because of the decription .
And I am pretty sure some people will learn from this.
Quote Originally Posted by Problem ? View Post
Working ?
a
Yes its working
Do you know what would be great?
A tutorial explaining how to do your own hacks, with a little of C++ knowledge of course.
I was looking for something like this to start on making hacks
Using Code tags would be a great suggestion , because no offence but your post sucks.
And tell me how it would be hard to detect when you are giving out the method you are using and.. you are crypting to plain text.
Also CapsLocked Letters wont really help @ the detection part.
Another thing. I think its against the rules using code that starts IE or G.Chrome leading to somewhere e.t.c
Code tags help a ton to make it look better.
Quote Originally Posted by Dave84311 View Post
Code tags help a ton to make it look better.
Thanks .


---------- Post added at 08:47 PM ---------- Previous post was at 08:45 PM ----------

Quote Originally Posted by Scynix View Post
why so much 0?
*(float*)(pBasicPlayer + CharacterHiddenWalkAlpha ) = 300.000000;//See ghost code

300 is good too lol
And the weapon loop is outdated
-> there are alot of things that you even dont need
I know,but the base works.
If you have basic c++ knowledge you could make it better.
why so much 0?
*(float*)(pBasicPlayer + CharacterHiddenWalkAlpha ) = 300.000000;//See ghost code

300 is good too lol
And the weapon loop is outdated
-> there are alot of things that you even dont need
leeeeeeeeeeching starts !
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