Ir para conteúdo
Faça parte da equipe! (2024) ×
Conheça nossa Beta Zone! Novas áreas a caminho! ×
  • Quem está por aqui   0 membros estão online

    • Nenhum usuário registrado visualizando esta página.

Menu Selection Coding/Source


OlhaOsHacks
 Compartilhar

Posts Recomendados

Menu Selection Coding/Source atualizado para cliente VER_BR_1407.07 em 24/07/2014

 

BR_HUEHUEHUE.png

 

Itens.h



#include "Menu.h"

#define Titulo1 "BR HUEHUEHUE"
#define Titulo2 "AhnLabs NOOBS"
#define Titulo3 "Nexon NOOBS"
#define Titulo4 "Level Up NOOBS"
#define Titulo5 "Lithtech Cheats"

#define GameStatus 0x37996A68
#define dwRapidFire 0x3745DCB5
#define SuperBullets 0x374573B6
#define EspName1 0x3711F91C
#define EspName2 0x3711F94A
#define NoRecoil 0x37360EB8
#define WeaponRange1 0x3745D169
#define WeaponRange2 0x3745D509
#define FPS 0x37968F50
#define SuperJump 0x3796A488
#define dwWalkVel 0x3796A3F8
#define dwFRunVel 0x3796A41C
#define dwBRunVel 0x3796A440
#define dwSRunVel 0x3796A464
#define dwDuckVel 0x3796A4AC
#define LTClientEXE 0x4912F0
#define ADDR_ENDSCENE 0x5A72E5
#define ADDR_BYPASSHACKSHIELD 0x535B84
#define ADDR_RESET 0x5A80F3
#define ADDR_PRESENT 0x654ED4
#define ADDR_DIP 0x657F8E

char* Opt_Opções[] = {"OFF", "ON"};
char* Opt_Menu[] = {"+", "-"};

int d3dhacks, chamsd3d, MiraD3D;
int consolehacks, chams, fog, Full, Calor;
int asmhacks, rapidfire, bullets, NomePTags, norecoil, weaponrange;
int memoryhacks, fpss, iSuperPulo, speed;
int othershacks, movemenu;
bool bnxchams, bfogs, bFull, bCalor;

template < class T>
void SetVariable(unsigned long addr, T val){*(T*)addr = val;}
bool InGame(){return(*(PBYTE)GameStatus == 1);}

void CommandConsole(int Variable, const char* TextOn, const char* TextOff, bool &zsFlag)
{
typedef void(__cdecl*RunConsoleCommandFn)(const char* );
RunConsoleCommandFn PTCHACK = (RunConsoleCommandFn)LTClientEXE;
if(InGame() && Variable == 1 && zsFlag == false)
{
PTCHACK(TextOn);
zsFlag = true;
}
if((!InGame() || Variable == 0) && zsFlag == true)
{
PTCHACK(TextOff);
zsFlag = false;
}
}

void MEMCPY(void* ADDR, void* byte, int size)
{
unsigned long dwBack;
VirtualProtect((void*)ADDR, size, PAGE_EXECUTE_READWRITE, &dwBack);
memcpy((void*)ADDR, byte, size);
VirtualProtect((void*)ADDR, size, dwBack, &dwBack);
}

void Funçoes(IDirect3DDevice9* pDevice)
{
if(g_pDevice != pDevice)
{
g_pDevice = pDevice;
try
{
if(pFont != 0)
{
pFont->Release();
}
}
catch(...){}
pFont = 0;
D3DXCreateFontA(pDevice, 14, 0, 400, 1, 0, 1, 0, 4, 0|(0 << 4), "Lucida Console", &pFont);
}

if(GetAsyncKeyState(VK_INSERT)&1)
Menu = !Menu;

if(Menu && pFont)
{
DrawBox(PosX - 10, PosY - 22, 170, 20, TRed, White, pDevice);
PrintText(pDevice, PosX + 75, PosY - 20, Yellow, Titulo1, DT_CENTER);
DrawBox(PosX - 10, PosY, 170, (Current*15), TBlack, White, pDevice);
DrawBorder(PosX - 10, Posy + (MenuSelection*15), 170, 13, 1, White, pDevice);
Current = 1;

Additem("D3D HACKS", 1, d3dhacks, 1, Opt_Menu, pDevice);
if(d3dhacks)
{
Additem(" Chams D3D", 1, chamsd3d, 0, Opt_Opções, pDevice);
Additem(" Crosshair D3D", 1, MiraD3D, 0, Opt_Opções, pDevice);
}

Additem("CONSOLE HACKS", 1, consolehacks, 1, Opt_Menu, pDevice);
if(consolehacks)
{
Additem(" Nx Chams", 1, chams, 0, Opt_Opções, pDevice);
Additem(" No Fog", 1, fog, 0, Opt_Opções, pDevice);
Additem(" Full Bright", 1, Full, 0, Opt_Opções, pDevice);
Additem(" Screen Glow", 1, Calor, 0, Opt_Opções, pDevice);
}

Additem("ASM HACKS", 1, asmhacks, 1, Opt_Menu, pDevice);
if(asmhacks)
{
Additem(" Rapid Fire", 1, rapidfire, 0, Opt_Opções, pDevice);
Additem(" Super Bullets", 1, bullets, 0, Opt_Opções, pDevice);
Additem(" Name Tags", 1, NomePTags, 0, Opt_Opções, pDevice);
Additem(" No Recoil", 1, norecoil, 0, Opt_Opções, pDevice);
Additem(" Weapon Range", 1, weaponrange, 0, Opt_Opções, pDevice);
}

Additem("MEMORY HACKS", 1, memoryhacks, 1, Opt_Menu, pDevice);
if(memoryhacks)
{
Additem(" Show FPS", 1, fpss, 0, Opt_Opções, pDevice);
Additem(" Super Jump", 1, iSuperPulo, 0, Opt_Opções, pDevice);
Additem(" Speed Hack", 1, speed, 0, Opt_Opções, pDevice);
}

Additem("OTHERS HACKS", 1, othershacks, 1, Opt_Menu, pDevice);
if(othershacks)
{
Additem(" Move Menu", 1, movemenu, 0, Opt_Opções, pDevice);
}

if(GetAsyncKeyState(VK_UP)&1)
MenuSelection--;
if(GetAsyncKeyState(VK_DOWN)&1)
MenuSelection++;
if(MenuSelection >= Current)
MenuSelection = 1;
if(MenuSelection < 1)
MenuSelection = Current - 1;
}

if(InGame() && MiraD3D)
DrawBorder((int)GetSystemMetrics(0)/2 - 5, (int)GetSystemMetrics(1)/2 - 5, 10, 10, 1, 0xFFFF0000, pDevice);

CommandConsole(chams, "+SkelModelStencil 1", "+SkelModelStencil 0", bnxchams);
CommandConsole(fog, "+FogEnable 0", "+FogEnable 1", bfogs);
CommandConsole(Full, "+FullBright 1", "+FullBright 0", bFull);
CommandConsole(Calor, "+ScreenGlowEnable 1", "+ScreenGlowEnable 0", bCalor);

if(rapidfire == 1 && GetAsyncKeyState(VK_LBUTTON)<0)
MEMCPY((PBYTE*)dwRapidFire, "\x90\x90", 2);
else
MEMCPY((PBYTE*)dwRapidFire, "\x74\x3E", 2);

if(bullets == 1)
MEMCPY((PBYTE*)SuperBullets, "\x90\x90\x90", 3);
else
MEMCPY((PBYTE*)SuperBullets, "\x0F\x94\xC0", 3);

if(NomePTags)
{
MEMCPY((PBYTE*)EspName1, "\x90\x90", 2);
MEMCPY((PBYTE*)EspName2, "\x90\x90", 2);
}
else
{
MEMCPY((PBYTE*)EspName1, "\x75\x05", 2);
MEMCPY((PBYTE*)EspName2, "\x75\x05", 2);
}

if(norecoil)
MEMCPY((void*)NoRecoil, "\x90\x90\x90\x90", 4);
else
MEMCPY((void*)NoRecoil, "\xD9\x44\x24\x10", 4);

if(weaponrange)
{
MEMCPY((void*)WeaponRange1, "\x90\x90\x90\x90\x90\x90", 6);
MEMCPY((void*)WeaponRange2, "\x90\x90\x90\x90\x90\x90", 6);
}
else
{
MEMCPY((void*)WeaponRange1, "\x8B\x80\x00\x03\x00\x00", 6);
MEMCPY((void*)WeaponRange2, "\x8B\x80\x00\x03\x00\x00", 6);
}

if(fpss) SetVariable <float>(FPS, 1);
else SetVariable <float>(FPS, 0);

if(iSuperPulo) SetVariable <float>(SuperJump, 330.0f*2);
else SetVariable <float>(SuperJump, 330.0f);

if(speed)
{
SetVariable <float>(dwWalkVel, 2500.0000);
SetVariable <float>(dwFRunVel, 2500.0000);
SetVariable <float>(dwBRunVel, 2500.0000);
SetVariable <float>(dwSRunVel, 2500.0000);
SetVariable <float>(dwDuckVel, 2500.0000);
}
else
{
SetVariable <float>(dwWalkVel, 70.0000);
SetVariable <float>(dwFRunVel, 285.0000);
SetVariable <float>(dwBRunVel, 285.0000);
SetVariable <float>(dwSRunVel, 285.0000);
SetVariable <float>(dwDuckVel, 50.0000);
}

if(movemenu)
{
POINT myCursor;
GetCursorPos(&myCursor);
PosX = myCursor.x;
PosY = myCursor.y;
Posy = myCursor.y - 10;
}
}
É necessário se cadastrar para acessar o conteúdo.

 

Main.cpp



#include <windows.h>
#include <process.h>
#include <d3d9.h>
#include "itens.h"

long __stdcall myReset(IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters)
{
pFont->OnLostDevice();
long hret = pDevice->Reset(pPresentationParameters);
if((long)hret >= 0)
{
pFont->OnResetDevice();
}
return hret;
}

long __stdcall myPresent(IDirect3DDevice9* pDevice, const RECT* pSourceRect, const RECT* pDestRect, HWND hDestWindowOverride, const RGNDATA* pDirtyRegion)
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
Funçoes(pDevice);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
return pDevice->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}

long __stdcall myDIP(IDirect3DDevice9* pDevice, D3DPRIMITIVETYPE Type, int BaseVertexIndex, unsigned int MinVertexIndex, unsigned int NumVertices, unsigned int startIndex, unsigned int primCount)
{
if(InGame() && chamsd3d)
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetRenderState(D3DRS_AMBIENT, 0xFFFF0000);
pDevice->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
pDevice->SetRenderState(D3DRS_AMBIENT, 0xFF00FF00);
}
return pDevice->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
}

void __cdecl Thread(void*)
{
unsigned long flOldProtect;
while(memcmp((const void*)ADDR_ENDSCENE, (const void*)"\x8B\x91", 2) != 0)
Sleep(100);
VirtualProtect((void*)ADDR_BYPASSHACKSHIELD, 5, 0x40, &flOldProtect);
*(BYTE*)ADDR_BYPASSHACKSHIELD = 0xE9;
*(unsigned long*)(ADDR_BYPASSHACKSHIELD + 0x1) = 0x11E;
VirtualProtect((void*)ADDR_BYPASSHACKSHIELD, 5, flOldProtect, &flOldProtect);
*(unsigned long*)(ADDR_RESET - 0x6) = *(unsigned long*)(ADDR_RESET - 0x4);
*(WORD*)(ADDR_RESET - 0x2) = *(WORD*)ADDR_RESET;
*(BYTE*)ADDR_RESET = 0xB8;
*(unsigned long*)(ADDR_RESET + 0x1) = (unsigned long)myReset;
*(BYTE*)ADDR_PRESENT = 0xBA;
*(unsigned long*)(ADDR_PRESENT + 0x1) = (unsigned long)myPresent;
*(BYTE*)ADDR_DIP = 0xB8;
*(unsigned long*)(ADDR_DIP + 0x1) = (unsigned long)myDIP;
*(BYTE*)(ADDR_DIP + 0x5) = 0x90;
}

bool __stdcall DllMain(HINSTANCE hinstDLL, unsigned long fdwReason, void* lpvReserved)
{
if(fdwReason == DLL_PROCESS_ATTACH)
{
DisableThreadLibraryCalls(hinstDLL);
_beginthread(Thread, 0, 0);
}
return true;
}

 

Créditos:

@OlhaOsHacks

@--Fenix--

@WE11ington

@steven1578

@luizimloko

@ChaosMagician

@Flengo

@Code64

@gellin

@luccss

@NOOB

@gibam761

@C0der.DiasII

@xCyniu

@Solify 's

@NeoIII

@_Debug_

@donoob

@gordon

@experthack

@BadBurrito

@Drunken Chita

Link para o comentário
Compartilhar em outros sites

Menu Selection Coding/Source atualizado para cliente VER_BR_1407.07 em 24/07/2014

 


#define GameStatus 0x37996A68
#define dwRapidFire 0x3745DCB5
#define SuperBullets 0x374573B6
#define EspName1 0x3711F91C
#define EspName2 0x3711F94A
#define NoRecoil 0x37360EB8
#define WeaponRange1 0x3745D169
#define WeaponRange2 0x3745D509
#define FPS 0x37968F50
#define SuperJump 0x3796A488
#define dwWalkVel 0x3796A3F8
#define dwFRunVel 0x3796A41C
#define dwBRunVel 0x3796A440
#define dwSRunVel 0x3796A464
#define dwDuckVel 0x3796A4AC
#define LTClientEXE 0x4912F0
#define ADDR_ENDSCENE 0x5A72E5
#define ADDR_BYPASSHACKSHIELD 0x535B84
#define ADDR_RESET 0x5A80F3
#define ADDR_PRESENT 0x654ED4
#define ADDR_DIP 0x657F8E

Link para o comentário
Compartilhar em outros sites

  • 2 semanas atrás...
Sim . Em visual Basic !

 

Não, baixa o Microsoft DirectX SDK e o Microsoft Visual Studio Express 2010.

Mas esse coding não funciona mais, tem que atualizar, a versão do post era da VER_BR_1407.07 em 24/07/2014, o jogo está atualmente na VER_BR_1407.08 em 31/07/2014.

Link para o comentário
Compartilhar em outros sites

Este tópico está impedido de receber novos posts.
 Compartilhar

×
×
  • Criar Novo...

Informação Importante

Nós fazemos uso de cookies no seu dispositivo para ajudar a tornar este site melhor. Você pode ajustar suas configurações de cookies , caso contrário, vamos supor que você está bem para continuar.