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Pergunta
~~Quarentena~~ 0
Gente eu fiz um hack com esses codicos: #include <process.h>
#include "stdafx.h"
#include <windows.h>
#include <shellapi.h>
#include <fstream>
#pragma comment(lib,"shell32.lib")
void __cdecl PushToConsole( const char* szCommand )
{
DWORD *Ltcliient = ( DWORD* )( 0x3778BFB0 );
void* CONoff = ( void* )*( DWORD* )( *Ltcliient + 0x208 );
__asm
{
push szCommand;
call CONoff;
add esp, 4;
}
}
bool IsGameReadyForHook()
{
if( GetModuleHandleA( "d3d9.dll" ) != NULL
&& GetModuleHandleA( "ClientFX.fxd" ) != NULL
&& GetModuleHandleA( "CShell.dll" ) != NULL )
return true;
return false;
}
void MemCopy(void* Dest, const void* Src, int Len)
{
DWORD OldProtect;
DWORD OldProtect2;
VirtualProtect(Dest, Len, PAGE_EXECUTE_READWRITE, &OldProtect);
memcpy(Dest, Src, Len);
VirtualProtect(Dest, Len, OldProtect, &OldProtect2);
FlushInstructionCache(GetCurrentProcess(), Dest, Len);
}
void main()
{
while (!IsGameReadyForHook()){
Sleep(20);
}
bool boxes = false;//nx chams with boxes
bool fog = false;//no fog
bool speed = false;//speed hack
bool spread = false;// no spread
bool tracers = false;// tracers useless but why not
bool showfps = false;// also useless but why not
bool drawgun = false;// takes away your gun
bool sjump = false;// super jump ( i toned it down so it does not hurt you when you fall its just enough to jump onto higher ledges and stuff
bool windows = false;//windowed kinda buggy on single core computers
bool nosway = false;// no sway. Very usefull in my opinion helps with fireing
bool wframe = false;// wire frame iritating ....
bool fb = false;//full bright useful on some maps
bool glow = false;// glow usefull on some maps
bool ps = false;//useless just harder to aim
bool removers = false;// helps speed up game
bool vjump = false;//heard it can help
//right here is stuff that will be on when it starts up
PushToConsole("FallDamageMax 0.000001");
PushToConsole("ShowFps 1");
showfps = true;
while(true){
if(GetAsyncKeyState(VK_HOME)<0){
if(boxes){
PushToConsole("ModelDebug_DrawBoxes 0");
PushToConsole("SkelModelStencil 0");
boxes = false;
} else {
PushToConsole("ModelDebug_DrawBoxes 1");
PushToConsole("SkelModelStencil 1");
boxes = true;
}
}
if(GetAsyncKeyState(VK_F11)<0){
if(fog){
PushToConsole("FogEnable 1");
fog = false;
} else {
PushToConsole("FogEnable 0");
fog = true;
}
}
if(GetAsyncKeyState(VK_F12)<0){
if(speed){
PushToConsole("BaseMoveAccel 3000.000000");
PushToConsole("StartAccel 500.000000");
PushToConsole("MaxAccel 3000.000000");
PushToConsole("AccelInc 6000.000000");
PushToConsole("WalkVel 70.000000");
PushToConsole("FRunVel 285.000000");
PushToConsole("BRunVel 285.000000");
PushToConsole("SRunVel 285.000000");
PushToConsole("DuckVel 50.000000");
speed = false;
} else {
PushToConsole("BaseMoveAccel 999.000000");
PushToConsole("StartAccel 999.000000");
PushToConsole("MaxAccel 999.000000");
PushToConsole("AccelInc 666.000000");
PushToConsole("WalkVel 500.000000");
PushToConsole("FRunVel 500.000000");
PushToConsole("BRunVel 500.000000");
PushToConsole("SRunVel 500.000000");
PushToConsole("DuckVel 300.000000");
speed = true;
}
}
if(GetAsyncKeyState(VK_F6)<0){
if(spread){
PushToConsole("PerturbRotationEffect 3.000000");
PushToConsole("PerturbIncreaseSpeed 3.000000");
PushToConsole("PerturbDecreaseSpeed 9.000000");
PushToConsole("PerturbWalkPercent 0.500000");
PushToConsole("PerturbRecoil 9.000000");
PushToConsole("FireMovePerturb 9.000000");
PushToConsole("ZoomedFireMoveDuckPerturb 9.000000");
PushToConsole("ZoomedFireMovePerturb 9.000000");
PushToConsole("ZoomedFireDuckPerturb 9.000000");
spread = false;
} else {
PushToConsole("PerturbRotationEffect 0.000000");
PushToConsole("PerturbIncreaseSpeed 0.000000");
PushToConsole("PerturbWalkPercent 0.000000");
PushToConsole("PerturbFiringIncreaseSpeed 0.000000");
PushToConsole("PerturbRecoil 0.000000");
PushToConsole("FireMovePerturb 0.000000");
PushToConsole("ZoomedFireMoveDuckPerturb 0.000000");
PushToConsole("ZoomedFireMovePerturb 0.000000");
PushToConsole("ZoomedFireDuckPerturb 0.000000");
spread = true;
}
}
if(GetAsyncKeyState(VK_F7)<0){
if(tracers){
PushToConsole("ShowFirePath 0");
tracers = false;
} else {
PushToConsole("ShowFirePath 1");
tracers = true;
}
}
if(GetAsyncKeyState(VK_MENU)<0){
if(sjump){
PushToConsole("JumpVel 330.000000");
sjump = false;
} else {
PushToConsole("JumpVel 660.000000");
sjump = true;
}
}
if(GetAsyncKeyState(VK_INSERT)<0){
if(showfps){
PushToConsole("ShowFps 0");
showfps = false;
} else {
PushToConsole("ShowFps 1");
showfps = true;
}
}
if(GetAsyncKeyState(VK_F9)<0){
if(nosway){
PushToConsole("WeaponSway 1.000000");
nosway = false;
} else {
PushToConsole("WeaponSway 0.000000");
nosway = true;
}
}
if(GetAsyncKeyState(VK_UP)<0){
PushToConsole("PlayerGravity +200");
}
if(GetAsyncKeyState(VK_DOWN)<0){
PushToConsole("PlayerGravity -200");
}
//
if(GetAsyncKeyState(VK_RIGHT)<0){
PushToConsole("PlayerGravity +800");
}
if(GetAsyncKeyState(VK_LEFT)<0){
PushToConsole("PlayerGravity -800");
}
if(GetAsyncKeyState(VK_PAUSE)<0){
PushToConsole("FragSelf 1");
}
if(GetAsyncKeyState(VK_F10)<0){
PushToConsole("CrossHair_DefaultLength 50");
PushToConsole("CrossHair_DefaultGapLength 1");
PushToConsole("CrosshairGapMin 0");
PushToConsole("CrosshairGapMax 2");
PushToConsole("CrosshairBarMin 100");
PushToConsole("CrosshairBarMax 100");
PushToConsole("HitCrossHairMAXPerturb 0");
PushToConsole("HitCrossHairMINPerturb 0");
PushToConsole("HitCrossHairSize 0");
PushToConsole("CrossHair_FiringDuration 0");
PushToConsole("ScopeUDRadius 0");
PushToConsole("ScopeLRRadius 0");
PushToConsole("ScopeUPGap 0");
PushToConsole("ScopeLRGap 0");
PushToConsole("ShowBreath 0");
}
if(GetAsyncKeyState(VK_END)<0){
if(windows){
PushToConsole("Windowed 0");
windows = false;
} else {
PushToConsole("Windowed 1");
windows = true;
}
}
if(GetAsyncKeyState(VK_PRIOR)<0){
if(fb){
PushToConsole("FullBright 1");
fb = false;
} else {
PushToConsole("FullBright 0");
fb = true;
}
}
if(GetAsyncKeyState(VK_NEXT)<0){
if(wframe){
PushToConsole("WireFrame 1");
wframe = false;
} else {
PushToConsole("WireFrame 0");
wframe = true;
}
}
if(GetAsyncKeyState(VK_RSHIFT)<0){
if(glow){
PushToConsole("ScreenGlowEnable 1");
glow = false;
} else {
PushToConsole("ScreenGlowEnable 0");
glow = true;
}
}
if(GetAsyncKeyState(VK_DELETE)<0){
if(ps){
PushToConsole("ModelDebug_DrawSkeleton 1");
ps = false;
} else {
PushToConsole("ModelDebug_DrawSkeleton 0");
ps = true;
}
}
if(GetAsyncKeyState(VK_F5)<0){
if(removers){
PushToConsole("ShowPerformanceStatistics 1");
removers = false;
} else {
PushToConsole("ShowPerformanceStatistics 0");
removers = true;
}
}
if(GetAsyncKeyState(VK_CAPITAL)<0){
if(vjump){
PushToConsole("CamMaxPosYOffset 200.000000");
PushToConsole("DuckDownCamOffSet 1000.000000");
vjump = false;
} else {
PushToConsole("CamMaxPosYOffset -200.000000");
PushToConsole("DuckDownCamOffSet -1000.000000");
vjump = true;
}
}
Sleep(160);
}
}
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
ShellExecute;
CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL);
break;
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}..... mais eles antes de entrar na tela de logim do combat arms esta dando DC! eu queria saber se e os PTC q estao patched ou o ltc client! alguem pode me ajuda a atualizar?!! VLWWWWWW!
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