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'Own~*

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Posts postados por 'Own~*

  1. Ninja Injector

     

    img187imageshackusimg18.png

     

    Compatibilidade:

    Windows7 - OK!

    WindowsXP - OK!

    WindowsVISTA - OK!

     

     

    img187imageshackusimg18.png

    ScreenShoot:

     

    injectoro.png

     

    img187imageshackusimg18.png

     

    Tutorial :

     

     

    1 - Em "Target Dll" clique em "Add" e selecione a DLL do hack.

    2 - Marque a caixa "Close after injection".

    3 - Em "Process" digite "Crossfire.exe" (sem as aspas"") ou selecione o Cross Firelogo abaixo em "Game's".

     

    img187imageshackusimg18.png

     

    É necessário se cadastrar para acessar o conteúdo.

     

    É necessário se cadastrar para acessar o conteúdo.

     

    img187imageshackusimg18.png

     

    Créditos:

     

    LCSVSL

  2. 1 - Tiririca no conselho de Educação da câmara.

    2 - Um homem posará na capa da playboy.

    3 - Sarney e Collor na comissão de reforma política.

    4 - Silvio Santos com problema financeiro.

    5 - O Faustão ficou magro.

    6 - Sandy é garota-propaganda da Devassa.

    7 - Justin Bieber arrumou uma namorada.

    8 - Angela Bismarchi vai lançar um livro.

    9 - Preta Gil diz que veste manequim 42.

    10 - Lázaro Ramos Galã de novela.

     

    Se gostou Agradeçe ae .

    :D '

  3. Ola Galera , Nesse Topico Irei Ensinar Como Reportar 1 Bug NO CF PH .

    Vamos la .

     

    1 - Entre no site Do CF =

    É necessário se cadastrar para acessar o conteúdo.

     

    29gfwut.jpg

     

    2 - Logue-se no Site .

     

    2dshaur.jpg

     

    3 - Apos Logar-se Clique em CrossFire FAQ

     

    2modvko.jpg

    4 - Apos Clicar em CrossFire FAQ ,Clique em Bug Report .

     

    t98htf.jpg

     

    5 - Depois e So Preenche os Motivos provas e etc .

     

    2wm000y.jpg

     

    Creditos :

     

    Own

  4. Ola , sei que o Conteudo e Existente mais So Postei , pra Organizar mais o Topico .

     

    1. O código do One Hit Kill e No Fall Damage

     

    0x07F8 => "AmmoDamage"

     

    Shot Gun Spread

     

    0x0834 => "ShotsPerAmmo"

     

    No Weapon Weight

     

    0x20D0 => "MoveSpeedPenalty"

    0x20D4 => "ZoomInMoveSpeedPenalty"

    0x20D8 => "MovePenaltyForDelayFire"

    2. O código do aimbot D3D

     

    const BYTE bMaroon[60] =

    {

    0x42, 0x4D, 0x3C, 0x00,0x00, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x36, 0x00,

    0x00, 0x00, 0x28, 0x00, 0x00, 0x00,

    0x01, 0x00, 0x00, 0x00, 0x01,0x00,

    0x00, 0x00, 0x01, 0x00, 0x20, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00,

    0x12, 0x0B, 0x00, 0x00, 0x00, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

    0x15, 0x00, 0x88, 0x00, 0x00, 0x00

    };

     

    const BYTE bOrange[60] =

    {

    0x42, 0x4D, 0x3C, 0x00,0x00, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x36, 0x00,

    0x00, 0x00, 0x28, 0x00, 0x00, 0x00,

    0x01, 0x00, 0x00, 0x00, 0x01,0x00,

    0x00, 0x00, 0x01, 0x00, 0x20, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00,

    0x12, 0x0B, 0x00, 0x00, 0x00, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

    0x00, 0x71, 0xFF, 0x00, 0x00, 0x00

    };

     

    const BYTE bBlue[60] =

    {

    0x42, 0x4D, 0x3C, 0x00,0x00, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x36, 0x00,

    0x00, 0x00, 0x28, 0x00, 0x00, 0x00,

    0x01, 0x00, 0x00, 0x00, 0x01,0x00,

    0x00, 0x00, 0x01, 0x00, 0x20, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00,

    0x12, 0x0B, 0x00, 0x00, 0x00, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

    0x80, 0x00, 0x00, 0x00, 0x00, 0x00

    };

     

    const BYTE bLBlue[60] =

    {

    0x42, 0x4D, 0x3C, 0x00,0x00, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x36, 0x00,

    0x00, 0x00, 0x28, 0x00, 0x00, 0x00,

    0x01, 0x00, 0x00, 0x00, 0x01,0x00,

    0x00, 0x00, 0x01, 0x00, 0x20, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00,

    0x12, 0x0B, 0x00, 0x00, 0x00, 0x00,

    0x00, 0x00, 0x00, 0x00, 0x00, 0x00,

    0xFF, 0x80, 0x00, 0x00, 0x00, 0x00

    };

     

    D3DCOLOR

     

    FontColor = D3DCOLOR_ARGB(150, 20, 20, 20),

    ESPColor = D3DCOLOR_ARGB(150, 20, 255, 20),

    XHairColor = D3DCOLOR_ARGB(150, 255, 255, 20),

    ConsoleColor = D3DCOLOR_ARGB(150, 255, 255, 255),

    ConsoleLineColor = D3DCOLOR_ARGB(150, 20, 20, 20),

    ConsoleTitleColor = D3DCOLOR_ARGB(150, 255, 255, 255),

    WhiteColor = D3DCOLOR_ARGB(255,255,255,255),

     

    *pColor;

     

    LPDIRECT3DSURFACE9

     

    originalSurface = NULL,

    originalDStencilSurface = NULL,

    NewLSurface = NULL,

    NewSurface = NULL;

     

    D3DSURFACE_DESC

     

    originalSurfaceDesc,

    originalDepthSurfaceDesc;

     

    LPDIRECT3DTEXTURE9

     

    texMaroon = NULL,

    texOrange = NULL,

    texBlue = NULL,

    texLBlue = NULL;

     

    DWORD

     

    TempX[220] = {NULL},

    TempY[220] = {NULL},

    color[220] = {NULL},

     

    ColorArray[400000] = {0};

     

    BOOL

     

    TeamUSA = FALSE,

    TeamMEC = FALSE,

    NotInc = FALSE,

    SRGBE = FALSE,

    FGE = FALSE,

     

    btKeyProc = FALSE;

     

    UINT

     

    Scale = 0,

    XStride = 0,

    Radius = 0;

     

    BYTE

     

    InitResources = 0x00,

    bIngameDetector = 0x00,

    btIngame = 0x00,

    Aim_US_MEC = 0x01,

     

    bKeyBstate[256] = {0x00},

     

    btConsole = 0x00,

    ConKey = 0x00,

    wall = 0x00,

    NoFog = 0x00,

    AimThru = 0x00,

    ColorDetector = 0x00,

    AIM = 0x00,

    XHair = 0x00,

    ESP = 0x00,

    bLoad = 0x00,

    bInitDX = 0x00;

     

    D3DRECT

     

    rConsole,

    rConsoleLine,

    rConsoleTitle;

     

    D3DVIEWPORT9

    Viewport;

     

    ID3DXBuffer

    *MyBuffer = NULL;

     

    ID3DXFont

    * pFont = NULL;

     

    ID3DXLine

    * pLine = NULL;

     

    HHOOK

    KeyHook;

     

    D3DXVECTOR2

     

    LineX[1024],

    Line[2],

    LineA[2],

    LineB[2];

     

    RECT

    rFont;

     

    HANDLE

    hProc;

     

    D3DLOCKED_RECT

    LOCKEDRECT;

     

    LPBYTE

    pBits = NULL;

     

    POINT

    AimAt[400000] = {-1};

     

    LPDIRECT3DPIXELSHADER9

     

    shadecolor[220] = {NULL},

    OriginalShaders = NULL;

     

    char

     

    MyShader [MAX_PATH],

    ConBuffer [MAX_PATH],

    DLL_PATH [MAX_PATH],

    chConsole [MAX_PATH],

    chCvars [512];

     

    float

     

    Step = 0.0f,

    circ1 = 0.0f,

    circ2 = 0.0f,

    circ3 = 0.0f,

    circ4 = 0.0f,

     

    View = 1.0f;

     

    int

     

    FOV = 0,

    Count = 0,

    FirstPos = 0,

    LastPos = 0,

    NumberOfObjects = 0,

    NumberOfShaders = 0,

    BITSPERPIXEL = 32;

     

    BOOL __stdcall Save( );

    BOOL __stdcall Load( );

     

    LRESULT CALLBACK KeyProc

    (int code,WPARAM wParam,LPARAM lParam);

     

    int __stdcall GetDistance

    ( long x1, long x2, long y1, long y2 );

     

    //================================================== ===================================

     

    BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved)

    {

    if(dwReason == DLL_PROCESS_ATTACH)

    {

    DisableThreadLibraryCalls(hinstModule);

     

    GetModuleFileNameA(hinstModule, DLL_PATH, MAX_PATH);

    DLL_PATH[strlen(DLL_PATH)-3] = 0;

    strcat(DLL_PATH, "ini");

     

    ConKey = (BYTE)VkKeyScan('`');

     

    if(Direct3DCreate9_VMTable() == D3D_OK){

    return TRUE;

    }

    }

     

    return FALSE;

    }

     

    //================================================== ===================================

     

    HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE9 Device_Interface,

    D3DPRESENT_PARAMETERS* PresentationParameters)

    {

     

    if( texOrange )

    if(texOrange->Release() == S_OK)

    texOrange = NULL;

     

    if( texMaroon )

    if(texMaroon->Release() == S_OK)

    texMaroon = NULL;

     

    if( texBlue )

    if(texBlue->Release() == S_OK)

    texBlue = NULL;

     

    if( texLBlue )

    if(texLBlue->Release() == S_OK)

    texLBlue = NULL;

     

    if( pFont )

    if(pFont->Release() == S_OK)

    pFont = NULL;

     

    if( pLine )

    if(pLine->Release() == S_OK)

    pLine = NULL;

     

    if( NewSurface )

    if(NewSurface->Release() == S_OK)

    NewSurface = NULL;

     

    if( NewLSurface )

    if(NewLSurface->Release() == S_OK)

    NewLSurface = NULL;

     

    if( originalSurface )

    if(originalSurface->Release() == S_OK)

    originalSurface = NULL;

     

    if( originalDStencilSurface )

    if(originalDStencilSurface->Release() == S_OK)

    originalDStencilSurface = NULL;

     

    if( OriginalShaders )

    if(OriginalShaders->Release() == S_OK)

    OriginalShaders = NULL;

     

    for( int x = 0;x < NumberOfObjects;x++ )

    if( shadecolor[x] )

    if(shadecolor[x]->Release() == S_OK)

    shadecolor[x] = NULL;

     

    InitResources = 0x00;

     

    return Reset_Pointer(Device_Interface, PresentationParameters);

    }

     

    //================================================== ===================================

     

    HRESULT WINAPI BeginScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)

    {

    Device_Interface->GetViewport( &Viewport );

     

    if( !bLoad && btIngame ){

    Load();

    bLoad = 0x01;

    }

     

    if( bIngameDetector )

    btIngame = 0x01;

    else

    btIngame = 0x00;

     

    if( !InitResources ){

     

    /* Create Textures */

    D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bOrange, 60, &texOrange);

    D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bMaroon, 60, &texMaroon);

    D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bBlue, 60, &texBlue);

    D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bLBlue, 60, &texLBlue);

     

    /* Create font */

    D3DXCreateFont(Device_Interface, 14,0, FW_BOLD, 0, FALSE,DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,

    DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,TEXT("Cambria"), &pFont );

     

    /* Create a line */

    D3DXCreateLine( Device_Interface, &pLine );

    pLine->SetAntialias( TRUE );

    pLine->SetWidth( 2.0f );

     

    /* Get Original Rendertarget Data */

    Device_Interface->GetRenderTarget( 0,&originalSurface );

    originalSurface->GetDesc( &originalSurfaceDesc );

     

    if( originalSurface )

    if(originalSurface->Release() == S_OK)

    originalSurface = NULL;

     

    /* Set The Default Radius */

    Radius = Viewport.Width/8;

     

    /* Screen size difference */

    Scale = (UINT)(Viewport.Width/400);

     

    /* Create Small RenderTarget */

    Device_Interface->CreateRenderTarget( (UINT)(Viewport.Width/Scale),

    (UINT)(Viewport.Height/Scale), D3DFMT_A8R8G8B8,

    D3DMULTISAMPLE_NONE, 0,TRUE, &NewSurface, NULL);

     

    /* Create Large RenderTarget */

    Device_Interface->CreateRenderTarget((UINT)Viewport.Width,

    (UINT)Viewport.Height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE,

    0, TRUE, &NewLSurface, NULL);

     

    /* Create Shaders */

    NumberOfShaders = 0;

    for(int x = 1;x < 7;x++)

    {

    for(int y = 1;y < 7;y++)

    {

    for(int z = 1;z < 7;z++)

    {

    MyBuffer = NULL;

     

    sprintf( MyShader, "ps.1.1\ndef c0, %f, %f, %f, %f\nmov r0,c0",

    (float)((float)x*(float)40)/(float)255, (float)((float)y*(float)40)/(float)255,

    (float)((float)z*(float)40)/(float)255,(float) (float)255/(float)255 );

     

    D3DXAssembleShader( MyShader, sizeof( MyShader ), NULL, NULL, 0, &MyBuffer , NULL );

     

    Device_Interface->CreatePixelShader((const DWORD*)MyBuffer ->GetBufferPointer(), &shadecolor[NumberOfShaders]);

     

    color[NumberOfShaders] = (DWORD)D3DXCOLOR((float)((float)x*(float)40)/(float)255,

    (float)((float)y*(float)40)/(float)255, (float)((float)z*(float)40)/(float)255,

    (float) ((float)255/(float)255));

     

    NumberOfShaders++;

    }

    }

    }

     

    /* Initialize StretchRect */

    Device_Interface->StretchRect( NewLSurface, NULL,

    NewSurface, NULL, D3DTEXF_NONE );

     

    InitResources = 0x01;

    }

     

    /* Set The FOV */

    FOV = GetDistance( Radius + Viewport.Width/2, Viewport.Width/2, 0, 0 );

     

    /* Circle drawing */

    Step = 3.14159265f * 2.0f / (float)(Radius/2);

     

    Count = 0;

     

    for (float index=0; index < 3.14159265 *2.0; index += Step)

    {

    circ1 = (float)Radius * cos(index) + (float)(Viewport.Width/2);

    circ2 = (float)Radius * sin(index) + (float)(Viewport.Height/2);

    circ3 = (float)Radius * cos(index+Step) + (float)(Viewport.Width/2);

    circ4 = (float)Radius * sin(index+Step) + (float)(Viewport.Height/2);

    LineX[Count].x = circ1;

    LineX[Count].y = circ2;

    LineX[Count+1].x = circ3;

    LineX[Count+1].y = circ4;

    Count += 2;

    }

     

    /* SetWindowHookEx */

    if( !btKeyProc ){

    DWORD ThdID = GetCurrentThreadId();

    KeyHook = SetWindowsHookExA(WH_KEYBOARD,&KeyProc,0,ThdID);

    btKeyProc = 0x01;

    }

     

    bIngameDetector = 0x00;

    NumberOfObjects = 0;

     

    return BeginScene_Pointer(Device_Interface);

    }

     

    //================================================== ===================================

     

    BOOL __stdcall DrawConsole( LPDIRECT3DDEVICE9 Device_Interface )

    {

    if( btConsole && btIngame )

    {

    rConsole.x1 = (Viewport.Width/2) - (Viewport.Width/4);

    rConsole.y1 = (Viewport.Height/2) - (Viewport.Height/8);

    rConsole.x2 = (Viewport.Width/2) + (Viewport.Width/4);

    rConsole.y2 = (Viewport.Height/2) + (Viewport.Height/4);

     

    rFont.left = rConsole.x1 + 10;

    rFont.top = rConsole.y2 - 18;

    rFont.right = rConsole.x2;

    rFont.bottom = rConsole.y2;

     

    rConsoleLine.x1 = rConsole.x1;

    rConsoleLine.y1 = rFont.top - 6;

    rConsoleLine.x2 = rConsole.x2;

    rConsoleLine.y2 = rFont.top - 5;

     

    rConsoleTitle.x1 = rConsole.x1;

    rConsoleTitle.y1 = rConsole.y1 - 18;

    rConsoleTitle.x2 = rConsole.x2;

    rConsoleTitle.y2 = rConsole.y1;

     

    Device_Interface->Clear( 1, &rConsole, D3DCLEAR_TARGET,

    ConsoleColor, 0, 0 );

     

    Device_Interface->Clear( 1, &rConsoleLine, D3DCLEAR_TARGET,

    ConsoleLineColor, 0, 0 );

     

    Device_Interface->Clear( 1, &rConsoleTitle, D3DCLEAR_TARGET,

    ConsoleTitleColor, 0, 0 );

     

    rConsoleLine.x1 = rConsole.x1;

    rConsoleLine.y1 = rConsole.y1;

    rConsoleLine.x2 = rConsole.x2;

    rConsoleLine.y2 = rConsole.y1 + 1;

     

    Device_Interface->Clear( 1, &rConsoleLine, D3DCLEAR_TARGET,

    ConsoleLineColor, 0, 0 );

     

    pFont->DrawTextA(NULL, (LPCSTR)chConsole, -1, &rFont, DT_LEFT, FontColor);

     

    rFont.top = rConsoleTitle.y1 + 2;

    rFont.bottom = rConsoleTitle.y2;

     

    char chTitle[] = "CONSOLE";

     

    pFont->DrawTextA(NULL, (LPCSTR)chTitle, -1, &rFont, DT_LEFT, FontColor);

     

    char chUCFORUM[] = "UCFORUM D3D PROGRAMMING";

     

    rFont.top = rConsole.y2 - 38;

    rFont.bottom = rConsole.y2 - 24;

     

    pFont->DrawTextA(NULL, (LPCSTR)chUCFORUM, -1, &rFont, DT_LEFT, FontColor);

     

    char chAim_US_MEC[4];

     

    if( Aim_US_MEC )

    sprintf( chAim_US_MEC, "US" );

    else

    sprintf( chAim_US_MEC, "MEC" );

     

    sprintf( chCvars, \

    "CVARS 0/1\n\n" \

    "WALL %i\n" \

    "NOFOG %i\n" \

    "FOV %i\n" \

    "AIM %i\n" \

    "AIMTHRU %i\n" \

    "ESP %i\n" \

    "AIM @ %s\n" \

    "SAVE\n" \

    "LOAD\n" \

    ,wall,NoFog,FOV,AIM,AimThru,ESP,chAim_US_MEC );

     

    rFont.top = rConsole.y1 + 14;

    rFont.bottom = rConsole.y2;

     

    pFont->DrawTextA(NULL, (LPCSTR)chCvars, -1, &rFont, DT_LEFT, FontColor);

     

    }

     

    return TRUE;

     

    }

    //================================================== ===================================

     

    int __stdcall GetDistance( long x1, long x2, long y1, long y2 )

    {

    long ResA = (x1 - x2) * (x1 - x2);

     

    long ResB = (y1 - y2) * (y1 - y2);

     

    double ResC = (double)(ResA + ResB);

     

    return (int)sqrt( ResC );

    }

     

    //================================================== ===================================

     

    HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)

    {

    DrawConsole( Device_Interface );

     

    /* // View NewLSuface

    RECT rectx;

    rectx.left = Viewport.Width - (Viewport.Width/4);

    rectx.top = 0;

    rectx.right = Viewport.Width;

    rectx.bottom = (Viewport.Height/4);

     

    Device_Interface->GetRenderTarget( 0,&originalSurface );

     

    Device_Interface->StretchRect( NewLSurface, NULL,

    originalSurface, &rectx, D3DTEXF_NONE );

     

    if( originalSurface ){

    originalSurface->Release();

    originalSurface = NULL;

    }*/

     

    int PixelCtr = 0;

    POINT ClosestTarget;

    ClosestTarget.x = -1;

    ClosestTarget.y = -1;

     

    /* Lock the small rendertarget to get 2d coords . auto edge included . */

    if( NumberOfObjects > 0 && btIngame )

    {

    Device_Interface->StretchRect( NewLSurface, NULL,

    NewSurface, NULL, D3DTEXF_NONE );

    }

     

    /* Draw Crosshair */

    if( !btConsole && XHair && btIngame ){

     

    int Len = 15;

     

    Line[0].x = (float)((Viewport.Width/2));

    Line[0].y = (float)((Viewport.Height/2) - Len);

    Line[1].x = (float)((Viewport.Width/2));

    Line[1].y = (float)((Viewport.Height/2) + Len);

    pLine->Begin();

    pLine->Draw(Line,2,XHairColor);

    pLine->End();

     

    Line[0].x = (float)((Viewport.Width/2) - Len);

    Line[0].y = (float)((Viewport.Height/2));

    Line[1].x = (float)((Viewport.Width/2) + Len);

    Line[1].y = (float)((Viewport.Height/2));

    pLine->Begin();

    pLine->Draw(Line,2,XHairColor);

    pLine->End();

    }

     

    /* Draw Circle */

    if( FOV > 0 && !btConsole && btIngame ){

    pLine->Begin();

    pLine->Draw(LineX,Count,D3DXCOLOR(1.0, 0.0, 0.0, 1.0));

    pLine->End();

    }

     

    if( NumberOfObjects > 0 && btIngame )

    {

    if( NewSurface->LockRect( &LOCKEDRECT, NULL,

    D3DLOCK_READONLY ) == S_OK )

    {

    for( long scy = (long)1; scy <= (long)

    ( Viewport.Height / (int) +Scale ); scy++ )

    {

    for( long scx = (long)1; scx <= (long)

    ( Viewport.Width / (int) +Scale); scx++ )

    {

    AimAt[ PixelCtr ].x = -1;

    AimAt[ PixelCtr ].y = -1;

    ColorArray[ PixelCtr ] = -1;

    pBits = ( LPBYTE ) LOCKEDRECT.pBits;

    pBits += ( ( scy * LOCKEDRECT.Pitch )

    + ( scx * ( BITSPERPIXEL / 8 ) ) );

    pColor = ( D3DCOLOR* ) pBits;

    if( *pColor != NULL )

    {

    AimAt[ PixelCtr ].x = scx;

    AimAt[ PixelCtr ].y = scy;

    ColorArray[ PixelCtr ] = *pColor;

    if( PixelCtr < 400000 )

    PixelCtr++;

    }

    }

    }

    NewSurface->UnlockRect( );

    }

     

    /* loop through the pixel data to get colors */

    int ClosestPosition = 0;

     

    if( FOV )

    ClosestPosition = +FOV;

    else

    ClosestPosition = (int)+Viewport.Width;

     

    for( int i = 0; i < NumberOfObjects; i++ )

    {

    ColorDetector = 0x00;

    TempX = -1;

    TempY = -1;

    for( int j = 0; j <= PixelCtr; j++ )

    {

    if( ColorArray[j] == color && !ColorDetector )

    {

    FirstPos = j;

    ColorDetector = 0x01;

    }

    if( ColorArray[j] == color && ColorDetector )

    {

    LastPos = j;

    }

     

    }

    if( ColorDetector )

    {

    TempX = ( DWORD )( AimAt[FirstPos].x + AimAt[LastPos].x ) / 2;

    TempY = ( DWORD )( AimAt[FirstPos].y + AimAt[LastPos].y ) / 2;

     

    TempX *= Scale;

    TempY *= Scale;

     

    if( +GetDistance( TempX, Viewport.Width/2, TempY,

    Viewport.Height/2 ) < +ClosestPosition ){

    ClosestTarget.x = TempX;

    ClosestTarget.y = TempY;

    }

    }

    }

    }

     

    if( btIngame && NumberOfObjects > 0 )

    {

    /* Draw esp on all objects */

    for( int i = 0; i < NumberOfObjects; i++ )

    {

    if( TempX != -1 && TempY != -1 && !btConsole && ESP )

    {

    int Len = 4;

     

    LineA[0].x = (float)(TempX - Len);

    LineA[0].y = (float)(TempY - Len);

    LineA[1].x = (float)(TempX + Len);

    LineA[1].y = (float)(TempY + Len);

    pLine->Begin();

    pLine->Draw(LineA,2,ESPColor);

    pLine->End();

     

    LineB[0].x = (float)(TempX + Len);

    LineB[0].y = (float)(TempY - Len);

    LineB[1].x = (float)(TempX - Len);

    LineB[1].y = (float)(TempY + Len);

    pLine->Begin();

    pLine->Draw(LineB,2,ESPColor);

    pLine->End();

    }

    }

     

    /* Aim at closest position */

    if( ClosestTarget.x != -1 && ClosestTarget.y != -1 && !btConsole && AIM )

    {

     

    POINT Target;

    if((DWORD)ClosestTarget.x > (Viewport.Width/2)){

    Target.x = ClosestTarget.x - (Viewport.Width/2);

    Target.x /= 4;

    Target.x = +Target.x;

    }

     

    if((DWORD)ClosestTarget.x < (Viewport.Width/2)){

    Target.x = (Viewport.Width/2) - ClosestTarget.x;

    Target.x /= 4;

    Target.x = -Target.x;

    }

     

    if((DWORD)ClosestTarget.x == (Viewport.Width/2)){

    Target.x = 0;

    }

     

    if((DWORD)ClosestTarget.y > (Viewport.Height/2)){

    Target.y = ClosestTarget.y - (Viewport.Height/2);

    Target.y /= 4;

    Target.y = +Target.y;

    }

     

    if((DWORD)ClosestTarget.y < (Viewport.Height/2)){

    Target.y = (Viewport.Height/2) - ClosestTarget.y;

    Target.y /= 4;

    Target.y = -Target.y;

    }

     

    if((DWORD)ClosestTarget.y == (Viewport.Height/2)){

    Target.y = 0;

    }

     

    // Use with ingame sensitivity below 1.4 in BF2

    if( GetKeyState( VK_XBUTTON1 )<0 )

    mouse_event( MOUSEEVENTF_MOVE, Target.x,

    Target.y, 0, NULL );

    }

     

     

    /* Clear RenderTarget */

    Device_Interface->GetRenderTarget( 0,&originalSurface );

    Device_Interface->GetDepthStencilSurface( &originalDStencilSurface );

    Device_Interface->SetRenderTarget( 0,NewLSurface );

    Device_Interface->SetDepthStencilSurface( originalDStencilSurface );

    Device_Interface->Clear( 0, NULL, D3DCLEAR_TARGET , WhiteColor, 0.0f, 0 );

    Device_Interface->SetRenderTarget( 0,originalSurface );

    Device_Interface->SetDepthStencilSurface( originalDStencilSurface );

     

    if( originalSurface )

    if(originalSurface->Release() == S_OK)

    originalSurface = NULL;

     

    if( originalDStencilSurface )

    if(originalDStencilSurface->Release() == S_OK)

    originalDStencilSurface = NULL;

     

    }

     

    return EndScene_Pointer(Device_Interface);

    }

     

    //================================================== ===================================

     

    BOOL __stdcall Aimbot(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type,

    INT Base, UINT Min, UINT Num, UINT start, UINT prim)

    {

    /* Filter calls to setrenderstate that distort color (incomplete) */

     

    Device_Interface->GetRenderState( D3DRS_FOGENABLE, reinterpret_cast<DWORD*>(&FGE) );

    Device_Interface->GetRenderState( D3DRS_SRGBWRITEENABLE, reinterpret_cast<DWORD*>(&SRGBE) );

     

    /* Switch Rendertarget */

    Device_Interface->GetPixelShader( &OriginalShaders );

    Device_Interface->GetRenderTarget( 0,&originalSurface );

    Device_Interface->GetDepthStencilSurface( &originalDStencilSurface );

    Device_Interface->SetRenderTarget( 0,NewLSurface );

    Device_Interface->SetDepthStencilSurface( originalDStencilSurface );

     

    Device_Interface->SetRenderState( D3DRS_FOGENABLE, FALSE );

    Device_Interface->SetRenderState( D3DRS_SRGBWRITEENABLE, FALSE );

     

    Device_Interface->SetPixelShader( shadecolor[NumberOfObjects] );

     

    if( AimThru ){

    Device_Interface->SetRenderState( D3DRS_ZENABLE,D3DZB_FALSE );

    DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);

    }

     

    Device_Interface->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );

    DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);

     

    Device_Interface->SetRenderTarget( 0,originalSurface );

    Device_Interface->SetDepthStencilSurface( originalDStencilSurface );

    Device_Interface->SetPixelShader( OriginalShaders );

     

    Device_Interface->SetRenderState( D3DRS_FOGENABLE, *reinterpret_cast<DWORD*>(&FGE) );

    Device_Interface->SetRenderState( D3DRS_SRGBWRITEENABLE, *reinterpret_cast<DWORD*>(&SRGBE) );

     

    if( originalSurface )

    if(originalSurface->Release() == S_OK)

    originalSurface = NULL;

     

    if( originalDStencilSurface )

    if(originalDStencilSurface->Release() == S_OK)

    originalDStencilSurface = NULL;

     

    if( OriginalShaders )

    if(OriginalShaders->Release() == S_OK)

    OriginalShaders = NULL;

     

    if( NumberOfObjects < 216 )

    NumberOfObjects++;

     

    return TRUE;

    }

    //================================================== ===================================

     

    HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type,

    INT Base, UINT Min, UINT Num, UINT start, UINT prim)

    {

    LPDIRECT3DVERTEXBUFFER9 Stream_Data;

    UINT Offset = 0;

    UINT XStride = 0;

     

    if(Device_Interface->GetStreamSource(0, &Stream_Data, &Offset, &XStride) == D3D_OK)

    Stream_Data->Release();

     

    /* Disable ingame fog */

    if( NoFog && btIngame ) Device_Interface->SetRenderState( D3DRS_FOGENABLE, FALSE );

     

    /* Detect when ingame */

    if( XStride == 52 ) bIngameDetector = 0x01;

     

    /* Monkey BF2 Model Rec */

    if( XStride == 52 && btIngame )

    {

    if( Num == 68|| Num == 70|| Num == 75|| Num == 341|| Num == 361|| Num == 398|| Num == 456|| Num == 480

    || Num == 495|| Num == 549|| Num == 662|| Num == 782|| Num == 1073|| Num == 1270|| Num == 1322|| Num == 1518

    || Num == 2148|| Num == 2240|| Num == 2303|| Num == 2414|| Num == 2675 || Num == 724|| Num == 787|| Num == 842

    || Num == 1158|| Num == 1176|| Num == 1282)

    {NotInc = TRUE;}else{NotInc = FALSE;}

     

    if(XStride == 52 && NotInc == FALSE && (Num != 154) && (Num != 1082) && (Num != 1301)

    && (Num != 1046) && (Num != 1321) && (Num != 2523) && (Num != 120) && (Num != 1279)

    && (Num != 1407) && (Num != 248) && (Num != 90) && (Num != 251)

    &&(!(XStride==52 && (Num == 1643 && prim == 861) || (Num == 3313 && prim == 2065) || (Num == 306 && prim == 128)

    || (Num == 403 && prim == 153) || (Num == 2910 && prim == 1696) || (Num == 1095 && prim == 631)

    || (Num == 6613 && prim == 4987) || (Num == 953 && prim == 912) || (Num == 2624 && prim == 1682)

    || (Num == 1402 && prim == 721) || (Num == 422 && prim == 160) || (Num == 3480 && prim == 1810)

    || (Num == 1880 && prim == 824) || (Num == 563 && prim == 213) || (Num == 6745 && prim == 4595)

    || (Num == 6602 && prim == 5004)))&&(!(XStride==52 && (Num == 10 && prim == 8)))

    &&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384)

    || (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439)

    || (Num == 1407 && prim == 1568))))&&(!(XStride==52 && Num == 68))

    &&(!(XStride==52 && (Num == 1073 && prim == 1384) || Num == 1112 || Num == 1045 || Num == 1578))

    &&(!(XStride==52 && Num == 2302))&&(!(XStride==52 &&(Num==251 && prim==248)||(Num==248 && prim==248)))

    &&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384)

    || (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439) || (Num == 1407 && prim == 1568)))))

    {TeamMEC = TRUE;}else{TeamMEC = FALSE;}

     

    if(XStride == 52 && TeamMEC == FALSE && (Num == 68|| Num == 70|| Num == 75|| Num == 341|| Num == 361|| Num == 398|| Num == 456|| Num == 480

    || Num == 495|| Num == 549|| Num == 662|| Num == 782|| Num == 1073|| Num == 1270|| Num == 1322|| Num == 1518

    || Num == 2148|| Num == 2240|| Num == 2303|| Num == 2414|| Num == 2675 || Num == 724|| Num == 787|| Num == 842

    || Num == 1158|| Num == 1176|| Num == 1282) &&

    (!(XStride==52 && (Num == 1643 && prim == 861) || (Num == 3313 && prim == 2065) || (Num == 306 && prim == 128)

    || (Num == 403 && prim == 153) || (Num == 2910 && prim == 1696) || (Num == 1095 && prim == 631)

    || (Num == 6613 && prim == 4987) || (Num == 953 && prim == 912) || (Num == 2624 && prim == 1682)

    || (Num == 1402 && prim == 721) || (Num == 422 && prim == 160) || (Num == 3480 && prim == 1810)

    || (Num == 1880 && prim == 824) || (Num == 563 && prim == 213) || (Num == 6745 && prim == 4595)

    || (Num == 6602 && prim == 5004)))&&(!(XStride==52 && (Num == 10 && prim == 8)))

    &&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384)

    || (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439)

    || (Num == 1407 && prim == 1568))))&&(!(XStride==52 && Num == 68))

    &&(!(XStride==52 && (Num == 1073 && prim == 1384) || Num == 1112 || Num == 1045 || Num == 1578))

    &&(!(XStride==52 && Num == 2302))&&(!(XStride==52 &&(Num==251 && prim==248)||(Num==248 && prim==248)))

    &&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384)

    || (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439) || (Num == 1407 && prim == 1568)))))

    {TeamUSA = TRUE;}else{TeamUSA = FALSE;}

     

    /* Draw wallhack and texture chams */

    if( ( TeamUSA || TeamMEC ) && wall )

    {

    if( TeamUSA ){

    Device_Interface->SetTexture( 0, texBlue );

    Device_Interface->SetTexture( 2, texBlue );

    }

     

    if( !TeamUSA ){

    Device_Interface->SetTexture( 0, texMaroon );

    Device_Interface->SetTexture( 2, texMaroon );

    }

     

    Device_Interface->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );

    DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);

    Device_Interface->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );

     

    if( TeamUSA ){

    Device_Interface->SetTexture( 0, texLBlue );

    Device_Interface->SetTexture( 2, texLBlue );

    }

     

    if( !TeamUSA ){

    Device_Interface->SetTexture( 0, texOrange );

    Device_Interface->SetTexture( 2, texOrange );

    }

    }

     

    DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);

     

    /* Call the aimbot function */

    if( btIngame )

    if(( Aim_US_MEC && TeamUSA ) || ( !Aim_US_MEC && TeamMEC ))

    Aimbot( Device_Interface, Type, Base, Min, Num, start, prim );

     

    return S_OK;

    }

     

    return DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);

    }

     

    //================================================== ===================================

     

    DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtension Repatching(LPVOID Param)

    {

    UNREFERENCED_PARAMETER(Param);

     

    while(1)

    {

    Sleep(100);

     

    *(PDWORD)&Direct3D_VMTable[16] = (DWORD)Reset_Detour;

    *(PDWORD)&Direct3D_VMTable[41] = (DWORD)BeginScene_Detour;

    *(PDWORD)&Direct3D_VMTable[42] = (DWORD)EndScene_Detour;

    *(PDWORD)&Direct3D_VMTable[82] = (DWORD)DrawIndexedPrimitive_Detour;

    }

     

    return 1;

    }

     

    //================================================== ===================================

     

    LRESULT CALLBACK KeyProc(int code,WPARAM wParam,LPARAM lParam)

    {

    if( code < 0 )

    goto EXIT;

     

    if ( (lParam & 0x40000000) && btIngame )

    {

    switch (wParam)

    {

    // Reset the console

    case VK_DELETE:

    btConsole = 0x00;

    break;

    case VK_INSERT:

    case VK_NUMPAD0:

    case VK_NUMPAD1:

    case VK_NUMPAD2:

    default:

    break;

    }

    // Same as Game console key ( ` / ~ ) to prevent input and sync them .

    if( wParam == ConKey ){

    btConsole = !btConsole;

    for( UINT i = 0;i < MAX_PATH;i++)

    chConsole = NULL;

    return E_FAIL;

    }

    if( btConsole )

    {

    if ((wParam==VK_SPACE)||(wParam==VK_RETURN)||(wParam= =VK_BACK)||(wParam>=0x2f ) &&(wParam<=0x100))

    {

    if (wParam==VK_RETURN)

    {

    if( !strcmp( "WALL 1", chConsole ) ) wall = 0x01;

    if( !strcmp( "NOFOG 1", chConsole ) ) NoFog = 0x01;

     

    if( StrStrA( chConsole, "FOV" ) ) {

    char chfov[5] =

    { chConsole[4],chConsole[5],chConsole[6],chConsole[7],0x00 };

    int fov = atoi( chfov );

    if( fov >= 0 && fov < (int)(+Viewport.Height/2) ) Radius = (UINT)fov;

    }

    if( !strcmp( "AIM 1", chConsole ) ) AIM = 0x01;

    if( !strcmp( "AIMTHRU 1", chConsole ) ) AimThru = 0x01;

    if( !strcmp( "XHAIR 1", chConsole ) ) XHair = 0x01;

    if( !strcmp( "ESP 1", chConsole ) ) ESP = 0x01;

    if( !strcmp( "AIM @ US", chConsole ) ) Aim_US_MEC = 0x01;

     

    if( !strcmp( "SAVE", chConsole ) ) Save( );

    if( !strcmp( "LOAD", chConsole ) ) Load( );

     

    if( !strcmp( "WALL 0", chConsole ) ) wall = 0x00;

    if( !strcmp( "NOFOG 0", chConsole ) ) NoFog = 0x00;

    if( !strcmp( "AIM 0", chConsole ) ) AIM = 0x00;

    if( !strcmp( "AIMTHRU 0", chConsole ) ) AimThru = 0x00;

    if( !strcmp( "XHAIR 0", chConsole ) ) XHair = 0x00;

    if( !strcmp( "ESP 0", chConsole ) ) ESP = 0x00;

    if( !strcmp( "AIM @ MEC", chConsole ) ) Aim_US_MEC = 0x00;

     

    for( UINT i = 0;i < MAX_PATH;i++)

    chConsole = NULL;

     

    }

    else

    {

    GetKeyboardState( bKeyBstate );

    WORD wCharacter;

    ToAscii( wParam, NULL, bKeyBstate, &wCharacter, NULL );

     

    UINT Len;

     

    for(Len = 0;Len < MAX_PATH;Len++){

    if( chConsole[Len] == NULL )

    break;

    }

     

    if( Len < MAX_PATH ){

    chConsole[Len] = (char)wCharacter;

    chConsole[Len+1] = 0x00;

    }

     

    }

    if (wParam==VK_BACK)

    {

    UINT Len;

     

    for(Len = 0;Len < MAX_PATH;Len++){

    if( chConsole[Len] == NULL )

    break;

    }

     

    if( Len < MAX_PATH && Len > 0 ){

    chConsole[Len] = 0x00;

    chConsole[Len-1] = 0x00;

    chConsole[Len-2] = 0x00;

    }

    }

    }

    }

    }

     

    EXIT:

     

    return CallNextHookEx(KeyHook,code,wParam,lParam);

    }

     

    //================================================== ===================================

     

    BOOL __stdcall Save( )

    {

    HANDLE hFile = CreateFileA( DLL_PATH, GENERIC_READ|GENERIC_WRITE,

    FILE_SHARE_READ|FILE_SHARE_WRITE, NULL, CREATE_ALWAYS,

    FILE_ATTRIBUTE_NORMAL, NULL );

     

    char chCvars[] = "CVARS";

    char Buff[2] = {0x00};

    char Buffer[5] = {0x00};

     

    _itoa( Radius,Buffer, 10 );

     

    if( wall ) Buff[0] = '1';

    else Buff[0] = '0';

     

    WritePrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"WALL", (LPCSTR)&Buff, DLL_PATH );

     

    if( NoFog ) Buff[0] = '1';

    else Buff[0] = '0';

     

    WritePrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"NOFOG", (LPCSTR)&Buff, DLL_PATH );

     

    if( AIM ) Buff[0] = '1';

    else Buff[0] = '0';

     

    WritePrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"AIM", (LPCSTR)&Buff, DLL_PATH );

     

    WritePrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"FOV", (LPCSTR)&Buffer, DLL_PATH );

     

    if( AimThru ) Buff[0] = '1';

    else Buff[0] = '0';

     

    WritePrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"AIMTHRU", (LPCSTR)&Buff, DLL_PATH );

     

    if( XHair ) Buff[0] = '1';

    else Buff[0] = '0';

     

    WritePrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"XHAIR", (LPCSTR)&Buff, DLL_PATH );

     

    if( ESP ) Buff[0] = '1';

    else Buff[0] = '0';

     

    WritePrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"ESP", (LPCSTR)&Buff, DLL_PATH );

     

    if( Aim_US_MEC ) Buff[0] = '1';

    else Buff[0] = '0';

     

    WritePrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"AIM @", (LPCSTR)&Buff, DLL_PATH );

     

    return TRUE;

    }

     

    //================================================== ===================================

     

    BOOL __stdcall Load( )

    {

    char chCvars[] = "CVARS";

    char Buff[2] = {0x00};

    char Buffer[5] = {0x00};

     

    if( GetPrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"WALL", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)

    wall = atoi(Buff);

     

    if( GetPrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"NOFOG", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)

    NoFog = atoi(Buff);

     

    if( GetPrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"AIM", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)

    AIM = atoi(Buff);

     

    if( GetPrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"FOV", "144", (LPSTR)&Buffer, 5, DLL_PATH ) < 5){

    int fov = atoi(Buffer);

    if( fov >= 0 && fov < 10000 ) Radius = fov;

    }

     

    if( GetPrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"AIMTHRU", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)

    AimThru = atoi(Buff);

     

    if( GetPrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"XHAIR", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)

    XHair = atoi(Buff);

     

    if( GetPrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"ESP", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)

    ESP = atoi(Buff);

     

    if( GetPrivateProfileStringA( (LPCSTR)chCvars,

    (LPCSTR)"AIMTEAM", "1", (LPSTR)&Buff, 2, DLL_PATH ) == 1)

    Aim_US_MEC = atoi(Buff);

     

    return TRUE;

    }

     

    Creditos :

    gαвяıeł

    [H]eaven.™

    xxxfezinhoxxx

    Own

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