#include <windows.h>
#define ADR_PlayerPointer 0x00ABF51C
#define ADR_ServerPointer 0x009B93C0
#define ADR_GlassWalls 0x00946C7C
#define ADR_SNS 0x007E75D0
#define OFS_NoRecoil1 0x00C444
#define OFS_NoRecoil2 0x00C448
#define OFS_NoRecoil3 0x00C44C
#define ADR_RapidFire 0x00817204
#define ADR_STW 0x007E4680
#define ADR_FastAmmo 0x009442F8
#define ADR_FastRepair 0x00944300
#define ADR_FastHealth 0x00944304
#define ADR_FastFlag 0x00944310
#define ADR_QuickPlantDefuse 0x00940E18
#define ADR_FullBright1 0x00946CE4
#define ADR_FullBright2 0x00946CE0
#define ADR_FullBright3 0x00946CDC
#define ADR_Headshot 0x007E9438
#define ADR_WTH 0x007E9324
#define ADR_ExtraClip1 0x00940E64
#define ADR_ExtraClip2 0x00940E65
#define ADR_SniperX2 0x00940E66
#define ADR_AssaultX2 0x00940E68
#define ADR_Bandage1 0x00940E6A
#define ADR_Bandage2 0x00940E6B
DWORD *ingame= (DWORD*)ADR_Playerpointer;
DWORD *outgame= (DWORD*)ADR_Serverpointer;
void glasswall()
{
if(GetKeyState(VK_MBUTTON))
*(int*)ADR_GlassWalls = 1;
else
{
*(int*)ADR_GlassWalls = 0;
}
void SuperNoSpread()
{
if(GetKeyState(VK_INSERT))
*(double*) ADR_SNS = 0;
else
{
*(double*) ADR_SNS = 5;
}
void Auto()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_Playerpointer;
if(dwPlayerPtr != 0)
*(float*)(dwPlayerPtr+OFS_NoRecoil1) = 0;
*(float*)(dwPlayerPtr+OFS_NoRecoil2) = 0;
*(float*)(dwPlayerPtr+OFS_NoRecoil3) = 0;
}
int RAPIDFIRE;
void rapidfire()
{
if (RAPIDFIRE==true)
{
*(float*)ADR_RapidFire = 0.3;
}
else if (RAPIDFIRE==false)
{
*(float*)ADR_RapidFire = 0;
}
if(GetAsyncKeyState(VK_CAPITAL) &1)
{
RAPIDFIRE = RAPIDFIRE==false;
}
void stw()
{
*(double*)ADR_STW = 0;
}
void fastharf()
{
*(float*)ADR_FastAmmo = 5000000;
*(float*)ADR_FastMedic = 5000000;
*(float*)ADR_FastFlag = 5000000;
*(float*)ADR_FastRepair = 5000000;
}
void quickplantdef()
{
*(float*)ADR_QuickPlantDefuse = 30;
}
void fullbright()
{
*(int*)ADR_FullBright1 = 1092779973;
*(int*)ADR_FullBright2 = 1092779973;
*(int*)ADR_FullBright3 = 1092779973;
}
void Boneshot()
{
if(GetAsyncKeyState(VK_INSERT) &1)
{
MessageBeep(MB_ICONINFORMATION);
*(float*)ADR_Boneshot = 1235;
}
}
void Boneshotoff()
{
if(GetAsyncKeyState(VK_HOME) &1)
{
void wth()
{
(float*)ADR_WTH = 10;
}
void px()
{
*(int*)ADR_ExtraClip1 = 1;
*(int*)ADR_ExtraClip2 = 1;
*(int*)ADR_SniperX2 = 1;
*(int*)ADR_AssaultX2 = 1;
*(int*)ADR_Bandage = 1;
*(int*)ADR_Bandage2 = 1;
}
}
void HackThread()
{
for(;; )
{
if(*ingame)
{
glasswalls();
SNS{};
Auto{};
RapidFire{};
STW{};
FastAmmo{};
FastRepair{};
FastHealth{};
FastFlag{};
QuickPlantDefuse{};
FullBright{};
WTH{};
}
//if(*outgame)
{
ExtraClip1{};
ExtraClip2{};
SniperX2{};
AssaultX2{};
Bandage{};
Bandage2{};
}
Sleep(200);
}
}
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
MessageBoxA(NULL,"Made by Gerald Elijino","******",MB_OK);
MessageBoxA(NULL,"1-17-13","Date Release",MB_OK);
MessageBoxA(NULL,"geraldzkie™","Credits to",MB_OK);
MessageBoxA(NULL,"BlackhatPH™","Credits to",MB_OK);
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)HackThread , 0, 0, 0);
}
return TRUE;
}
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1>------ Build started: Project: KenshinCoderAbusive.dll, Configuration: Release Win32 ------
1>Compiling...
1>main.cpp
1>.\main.cpp(30) : error C2065: 'ADR_Playerpointer' : undeclared identifier
1>.\main.cpp(31) : error C2065: 'ADR_Serverpointer' : undeclared identifier
1>.\main.cpp(43) : error C2601: 'SuperNoSpread' : local function definitions are illegal
1> .\main.cpp(34): this line contains a '{' which has not yet been matched
1>.\main.cpp(180) : fatal error C1075: end of file found before the left brace '{' at '.\main.cpp(112)' was matched
1>Build log was saved at "file://c:\Documents and Settings\Administrator\My Documents\Visual Studio 2008\Projects\KenshinCoderAbusive.dll\KenshinCoder Abusive.dll\Release\BuildLog.htm"
1>KenshinCoderAbusive.dll - 4 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
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