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Encontrado 29 resultados

  1. Precio: S/ 50.00 por 30 Días Métodos de pago: Pagar en agentes, agencias o tiendas del BCP. Pagar en "Agente Interbank Perú" Coder: Cold Cristal Versión: G5 Ventas: Cerradas Comprar Ahora: Abiertas Incluye : Actualizaciones gratuitas por 30 días. 03 cambios de HWID(código de licencia) por mes. Acceso al sitio oficial del hack, en donde obtienes soporte en español. Cold Hacks es un hack desarrollado para el juego de Wolf Team por ColdCristal. Este hack además de incluir inventario y personajes incluye opciones novedosas que suponen un gran avance en el desarrollo de cheats/trucos para juegos. A continuación se describirá el contenido y las opciones del mismo. Opciones de Cold Team Versiones de Windows Compatibles Windows XP x86 Windows Vista x86/x64 Windows 7 x86/x64 Windows 8 y Windows 8.1 x86/x64 Windows 10 x86/x64 Versiones de Wolfteam Compatibles Wolfteam Internacional de Softnyx (WIS) Wolfteam Turco de Joygame (WTS) Wolfteam Árabe de Joygame (WAS) Wolfteam Latino de Softnyx (WLS) Wolfteam Brasil de Softnyx (WPS) Softnyx WolfTeam International (WIS) Joygame WolfTeam Turkey (WTS) Aeria Games WolfTeam United States (AUS) (NEW) Aeria Games WolfTeam Germany (ADE) (NEW) Aeria Games WolfTeam France (AFR) (NEW) Información de Distribuidor http://coldhacks.com/forum/memberlist.php?mode=group&g=10 Vídeos
  2. Precio: S/ 18.00 por 30 Días Métodos de pago: PERU: Pagar en agentes, agencias o tiendas del BCP. Pagar en "Agente Interbank Perú" INTERNACIONAL: Paypal Creador: dos Versión: G1 Comprar Ahora: Abiertas Incluye : Actualizaciones gratuitas por 30 días. 03 cambios de HWID(código de licencia) por mes. WolvesXtremPro G1 es un hack desarrollado para el juego de Wolf Team por dos. Este hack además de incluir inventario y personajes incluye opciones novedosas que suponen un gran avance en el desarrollo de cheats/trucos para juegos. A continuación se describirá el contenido y las opciones del mismo. Opciones de WolvesXtremPRO G1 Versiones de Windows Compatibles Windows XP x86 Windows Vista x86/x64 Windows 7 x86/x64 Windows 8 y Windows 8.1 x86/x64 Windows 10 x86/x64 Versiones de Wolfteam Compatibles Wolfteam Internacional de Softnyx (WIS) Wolfteam Turco de Joygame (WTS) Wolfteam Árabe de Joygame (WAS) Wolfteam Latino de Softnyx (WLS) Wolfteam Brasil de Softnyx (WPS) Softnyx WolfTeam International (WIS) Joygame WolfTeam Turkey (WTS) Aeria Games WolfTeam United States (AUS) (NEW) Aeria Games WolfTeam Germany (ADE) (NEW) Aeria Games WolfTeam France (AFR) (NEW) Vídeos:
  3. Saludos Usuarios. A fin de hacer el foro mas dinámico y visualmente mas atractivo, se implemento un nuevo sistema de formato para los post, el cual deberá ser aplicado de manera OBLIGATORIA porque de lo contrario acarreara consecuencias como la eliminación/archivación de tu post. [*] Formato de preguntas: *El titulo del post debe tener relación con el contenido de la descripción *En la descripción debe estar aclarado lo siguiente: -Temática y/o videojuego -Fecha del incidente (Si es que hubo alguna) -Capturas de pantalla del incidente/error/problemática (en caso de haber alguna) -Pregunta -Aclaraciones extras (Por ej: Componentes de tu PC) Re afirmo que este formato, deberá ser utilizado SIEMPRE. Atentamente: FullExtremo Staff Team
  4. WolvesUnitedsPro Hacks All Server Wolfteam FullEXtremo 2018 Server [Wolfteam Latino] Link: https://www.fullextremo.com/forum/222-hacks-de-fullextremo-wolfteam-latino/ Server [Wolfteam Aeria] Link: https://www.fullextremo.com/forum/224-hacks-from-fullextremo-wolfteam-aeria/ Server [Wolfteam TÜRKİYE] Link: https://www.fullextremo.com/forum/225-hacks-from-fullextremo-wolfteam-türkiye/ Server [Wolfteam Mena] Link: https://www.fullextremo.com/forum/223-hacks-from-fullextremo-wolfteam-mena/
  5. Nuevos Cambios en la Pagina Importante WolvesPlusPRO SA = Wolfteam Latino WolvesMiniSA = Wolfteam Latino WolvesAeriaPro SA = Wolfteam Aeria WolvesTurkeyPRO-SA = Wolfteam Turkey Sino usan La versión Correcto Les Votara y Baneara Usar la Versión correcta
  6. Descarga de la base completa al final de la publicacionMain.cpp: Código PHP: #include "Direct3D.h" /* Things you need to change (in order): -> GUI (Graphical User Interface) -> Download ResEdit from http://www.resedit.net/ -> Launch it, File -> Open Project (Browse to the P-X sourcecode) -> Dlg.rc -> Change it so that there is no text, only images. -> RunScanner () -> This function scans for addresses. The addresses are done my style, if you want to change it to your style its simple. Instead of: example: dwNoFallDamage = dwFindPattern ( ... ); to: dwNoFallDamage = CShell.dwBaseAddr + 0x50000; -> VectoredHandler () -> If you changed an address in the autoupdate, verify to see if it works the way you want it to. For example, if you want dwNoFallDamage to do a "NOP" for 6 bytes, the vectored exception handler should look like: if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwNoFallDamage ) { ExceptionInfo->ContextRecord->Eip = (DWORD) dwNoFallDamage + 0x06; return EXCEPTION_CONTINUE_EXECUTION; } -> There are strings in the source code that are decrypted. example: decryptText ( "Qmfbtf!epxompbe!uif!mbuftu!wfstjpo" ). Every character within the string has been incremented by one. -> Always make sure that you have the correct addresses. */ // Thread Variables. HANDLE hWnd = NULL; HANDLE Menu = NULL; HANDLE hMisc = NULL; HANDLE hFalling = NULL; HANDLE hHotkeys = NULL; HANDLE hIngame = NULL; HANDLE hMain = NULL; HANDLE hRain = NULL; HANDLE hFly = NULL; HANDLE hTelekill = NULL; HANDLE hWeapon = NULL; // 'VectoredExceptionHandler'. PVOID pVEH = NULL; // Thread Related. void CloseThread ( HANDLE hThread ) { DWORD dwExitCode; GetExitCodeThread ( hThread, &dwExitCode ); TerminateThread ( hThread, dwExitCode ); } void SetBreakpoint ( DWORD dwThreadId ) { // Open the thread HANDLE hThread = OpenThread ( THREAD_SUSPEND_RESUME | THREAD_GET_CONTEXT | THREAD_SET_CONTEXT, false, dwThreadId ); if ( !stopBrk ) { // Adjust the thread CONTEXT threadContext; threadContext.ContextFlags = CONTEXT_DEBUG_REGISTERS; // Suspend the thread SuspendThread ( hThread ); // Get the thread context GetThreadContext ( hThread, &threadContext ); // Adjust the thread context if ( dbgMode ) for ( int i = 0; i < 3; i ++ ) *(DWORD*) ( (DWORD) &threadContext.Dr0 + ( i * 4 ) ) = dwTarget [i]; else for ( int i = 0; i < 4; i ++ ) *(DWORD*) ( (DWORD) &threadContext.Dr0 + ( i * 4 ) ) = dwTarget [i]; threadContext.Dr7 = ( 1 << 0 ) | ( 1 << 2 ) | ( 1 << 4 ) | ( 1 << 6 ); // Set the thread context SetThreadContext ( hThread, &threadContext ); // Resume the thread ResumeThread ( hThread ); } // Close the handle CloseHandle ( hThread ); } void QueryThreads () { // Create a snapshot HANDLE hSnapshot = CreateToolhelp32Snapshot ( TH32CS_SNAPTHREAD, 0 ); // Setup variables THREADENTRY32 ThreadEntry; ThreadEntry.dwSize = sizeof ( THREADENTRY32 ); // Start if ( Thread32First ( hSnapshot, &ThreadEntry ) ) { // Set the breakpoint on current thread if ( ThreadEntry.th32OwnerProcessID == GetCurrentProcessId () && ThreadEntry.th32ThreadID != GetCurrentThreadId () ) SetBreakpoint ( ThreadEntry.th32ThreadID ); // Set the breakpoint on the next threads while ( Thread32Next ( hSnapshot, &ThreadEntry ) ) if ( ThreadEntry.th32OwnerProcessID == GetCurrentProcessId () && ThreadEntry.th32ThreadID != GetCurrentThreadId () ) SetBreakpoint ( ThreadEntry.th32ThreadID ); } // Close Snapshot CloseHandle ( hSnapshot ); } // // Handle Breakpoints. LONG CALLBACK VectoredHandler ( PEXCEPTION_POINTERS ExceptionInfo ) { if ( !dwDebug ) { if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwAntiMS ) { ExceptionInfo->ContextRecord->Eax = 0; ExceptionInfo->ContextRecord->Eip = dwAntiMS + 0x07; return EXCEPTION_CONTINUE_EXECUTION; } } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwAntiHwid ) { ExceptionInfo->ContextRecord->Eip = (DWORD) &getHwProfileA; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwRTBPtr ) { ExceptionInfo->ContextRecord->Eip = (DWORD) &RedirectRTB; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwDrawIndexedPrim ) { ++IngameCount; ExceptionInfo->ContextRecord->Eip = (DWORD) &DrawIndexedPrimitive; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwNoClip ) { // Set the hook. ExceptionInfo->ContextRecord->Eip = dwMovementJmp; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwPlayerMovement ) { // Set the hook. ExceptionInfo->ContextRecord->Eip = (DWORD) &RedirectMovement; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwNoFallDamage ) { ExceptionInfo->ContextRecord->Eip = (DWORD) dwNoFallDamage + szJump; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwNameTags ) { ExceptionInfo->ContextRecord->Eip = dwNameJump; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwRapidFire ) { ExceptionInfo->ContextRecord->Eip = dwRapidJump; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwSetInv ) { ExceptionInfo->ContextRecord->Eip = dwSetCon; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwSetWpn ) { ExceptionInfo->ContextRecord->Eax = dwMainWpn; ExceptionInfo->ContextRecord->Eip = dwSetWpn + 0x05; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwSetWpn2 ) { ExceptionInfo->ContextRecord->Eax = dwSecdWpn; ExceptionInfo->ContextRecord->Eip = dwSetWpn2 + 0x05; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwInfiniteAmmo ) { ExceptionInfo->ContextRecord->Eip = (DWORD) dwInfiniteAmmo + 0x02; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwLocateSpread ) { ++IngameCount; // Setup 'dwSpreadAddr'. ExceptionInfo->ContextRecord->Eip = (DWORD) &stealSpread; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwNoSpread ) { ++IngameCount; // Edit spread value. if ( !WIS ) wV <float> ( ExceptionInfo->ContextRecord->Ecx, 5 ); else wV <float> ( dwSpreadAddr, 5 ); // Jump. ExceptionInfo->ContextRecord->Eip = dwSpreadJmp; return EXCEPTION_CONTINUE_EXECUTION; } if ( (DWORD) ExceptionInfo->ExceptionRecord->ExceptionAddress == dwDebug ) { // Setup 'dwFunc'. dwDbgEdx = ExceptionInfo->ContextRecord->Eax; return EXCEPTION_CONTINUE_EXECUTION; } return EXCEPTION_CONTINUE_SEARCH; } // // No Fall Damage/No Clip. void Falling () { while ( true ) { // Setup 'falling'. if ( ( Ingame ) && ( playerY > 0xC8 ) ) { if ( ( NoClip ) || ( NoFallDamage ) ) { if ( !prevY ) prevY = rV <float> ( playerY ); while ( ( prevY - rV <float> ( playerY ) ) > 0 ) { falling = TRUE; prevY = rV <float> ( playerY ); Sleep ( 500 ); } falling = FALSE; prevY = rV <float> ( playerY ); } } // Rest. Sleep ( 1 ); } } // // Misc. void Misc () { while ( true ) { if ( dwRTB != 0 ) Spawned = rV <DWORD> ( dwRTB ) == 1 ? TRUE : FALSE; // Enable anti-hwid. SetCheck ( IDC_CHECKBOX26, BST_CHECKED ); // Check resources. if ( gameDev != NULL ) { if ( ResetResources ) { // Refresh Direct3D. RefreshDirect3D ( gameDev ); // Reset resources. ResetResources = FALSE; } } // Set options. InfiniteAmmo = GetCheck ( IDC_CHECKBOX1 ); Chams = ( GetCheck ( IDC_CHECKBOX18 ) ) ? true : false; WallHack = ( GetCheck ( IDC_CHECKBOX19 ) ) ? true : false; XRay = ( GetCheck ( IDC_CHECKBOX22 ) ) ? true : false; NoFog = ( GetCheck ( IDC_CHECKBOX21 ) ) ? true : false; WireFrame = ( GetCheck ( IDC_CHECKBOX23 ) ) ? true : false; FullBright = ( GetCheck ( IDC_CHECKBOX24 ) ) ? true : false; bTelekill = GetCheck ( IDC_CHECKBOX17 ); NoGravity = GetCheck ( IDC_CHECKBOX2 ); NoReload = GetCheck ( IDC_CHECKBOX29 ); SuperJump = GetCheck ( IDC_CHECKBOX3 ); sj1 = GetCheck ( IDC_CHECKBOX4 ); sj2 = GetCheck ( IDC_CHECKBOX5 ); sj3 = GetCheck ( IDC_CHECKBOX6 ); SpeedHack = GetCheck ( IDC_CHECKBOX7 ); sh1 = GetCheck ( IDC_CHECKBOX8 ); sh2 = GetCheck ( IDC_CHECKBOX9 ); sh3 = GetCheck ( IDC_CHECKBOX10 ); NoClip = GetCheck ( IDC_CHECKBOX35 ); NoFallDamage = GetCheck ( IDC_CHECKBOX11 ); // Check Speed/Jump. if ( !GetCheck ( IDC_CHECKBOX3 ) ) { // Disable SetCheck ( IDC_CHECKBOX4, BST_UNCHECKED ); SetCheck ( IDC_CHECKBOX5, BST_UNCHECKED ); SetCheck ( IDC_CHECKBOX6, BST_UNCHECKED ); } if ( !GetCheck ( IDC_CHECKBOX7 ) ) { // Disable SetCheck ( IDC_CHECKBOX8, BST_UNCHECKED ); SetCheck ( IDC_CHECKBOX9, BST_UNCHECKED ); SetCheck ( IDC_CHECKBOX10, BST_UNCHECKED ); } // Rest Sleep ( 100 ); } } // // Hotkeys. void Hotkeys () { while ( true ) { // Set focus on 'MainDlg' if ( ( GetKeyStateX ( VK_MENU ) & 0xFF80 ) && ( GetKeyStateX ( VK_SHIFT ) & 0xFF80 ) ) setFocus = false; // Return to base. if ( GetKeyStateX ( VK_F3 ) & 0xFF80 ) { SendMessage ( GetDlgItem ( MainDlg, IDC_CHECKBOX25 ), BM_SETCHECK, BST_CHECKED, 0 ); Sleep ( 500 ); } // Respawn Where Died. if ( GetKeyStateX ( VK_F6 ) & 0xFF80 ) { if ( GetCheck ( IDC_CHECKBOX14 ) ) SetCheck ( IDC_CHECKBOX14, BST_UNCHECKED ); else SetCheck ( IDC_CHECKBOX14, BST_CHECKED ); Sleep ( 500 ); } // Close WolfTeam. if ( ( GetKeyStateX ( VK_SHIFT ) & 0xFF80 ) && ( GetKeyStateX ( VK_F4 ) & 0xFF80 ) ) { DWORD dwExitCode; GetExitCodeProcess ( GetCurrentProcess (), &dwExitCode ); TerminateProcess ( GetCurrentProcess (), dwExitCode ); } Sleep ( 1 ); } } // // Telekill/Fly/Infinite Ammo/Rapid Fire/No Spread. void Telekill () { while ( true ) { // Check prerequisites. if ( ( Ingame ) && ( playerY > 0xC8 ) && ( dwRTB != 0 ) ) { // Check to see if Telekill is enabled. if ( GetCheck ( IDC_CHECKBOX17 ) ) { // Ensure that breakpoint is set dwTarget [2] = dwPlayerMovement; // Decrease 'numObjects' if ( GetKeyStateX ( VK_F2 ) & 0xFF80 ) ( currentObject - 1 ) < 0 ? destroySig () : destroySig2 (); // Increase 'numObjects' if ( GetKeyStateX ( VK_F1 ) & 0xFF80 ) ( currentObject + 1 ) < numObjects ? destroySig3 () : destroySig4 (); // Blacklist if ( GetKeyStateX ( VK_F4 ) & 0xFF80 ) { Blacklist [blacklistNum] = dwObjectY [currentObject]; ++blacklistNum; } if ( rV <DWORD> ( dwRTB ) != 2 ) { if ( CheckList ( dwObjectY [currentObject] ) ) { // Check if the object is in the correct range. if ( ( ( rV <float> ( dwObjectY [currentObject] ) > 20 ) || ( rV <float> ( dwObjectY [currentObject] ) < 300 ) || ( rV <float> ( dwObjectY [currentObject] - 0x04 ) < 2000 ) || ( rV <float> ( dwObjectY [currentObject] - 0x04 ) > -2000 ) ) && ( dwObjectY [currentObject] != playerY ) && ( ( rV <float> ( dwObjectY [currentObject] - 0x04 ) != 0 ) && ( rV <float> ( dwObjectY [currentObject] ) != 0 ) && ( rV <float> ( dwObjectY [currentObject] ) != 0 ) ) ) { // Change position wV <float> ( playerX, rV <float> ( dwObjectY [currentObject] - 0x04 ) ); wV <float> ( playerY, rV <float> ( dwObjectY [currentObject] ) + 50 ); wV <float> ( playerZ, rV <float> ( dwObjectY [currentObject] + 0x04 ) - 10 ); } } else { // Next object if ( (currentObject + 1) < numObjects ) ++currentObject; else currentObject = 0; } } } } // Rest Sleep ( 100 ); } } void Fly () { BOOL bGravityOn = FALSE; while ( true ) { // Check prerequisites. if ( ( Ingame ) && ( playerY > 0xC8 ) && ( dwRTB != 0 ) && ( rV <DWORD> ( dwRTB ) != 2 ) ) { // Check to see if Fly Hack is enabled. if ( GetCheck ( IDC_CHECKBOX13 ) ) { // Obtain 'bGravityOn' bGravityOn = GetCheck ( IDC_CHECKBOX2 ); // Ensure that breakpoint is set dwTarget [2] = dwPlayerMovement; // Handle space key while ( GetKeyStateX ( VK_SPACE ) & 0xFF80 ) { // Enable 'No Gravity' SetCheck ( IDC_CHECKBOX2, BST_CHECKED ); // Increase height wV <float> ( playerY, rV <float> ( playerY ) + 50 ); // Rest Sleep ( 100 ); } // Disable 'No Gravity' if ( !bGravityOn ) SetCheck ( IDC_CHECKBOX2, BST_UNCHECKED ); } } // Rest Sleep ( 100 ); } } void WeaponAdjustment () { while ( true ) { // Check prerequisites. if ( ( Ingame ) && ( playerY > 0xC8 ) && ( dwRTB != 0 ) && ( rV <DWORD> ( dwRTB ) != 2 ) ) { // Check to see if 'Infinite Ammo', 'Rapid Fire', 'No Reload' or 'No Spread' is ticked. if ( GetCheck ( IDC_CHECKBOX1 ) || GetCheck ( IDC_CHECKBOX27 ) || GetCheck ( IDC_CHECKBOX29 ) || GetCheck ( IDC_CHECKBOX33 ) ) { // Make a copy of breakpoints. DWORD dwOrigTarg = dwTarget [0]; DWORD dwOrigTarg2 = dwTarget [1]; DWORD dwOrigTarg3 = dwTarget [3]; // Check to see if the player is shooting. if ( GetKeyStateX ( VK_LBUTTON ) & 0xFF80 ) { // Enable 'shooting' shooting = true; // Enable 'No Spread' if ( GetCheck ( IDC_CHECKBOX33 ) ) { if ( !dwSpreadAddr ) dwTarget [0] = dwLocateSpread; else dwTarget [0] = dwNoSpread; } // Enable 'Rapid Fire' if ( GetCheck ( IDC_CHECKBOX27 ) ) dwTarget [1] = dwRapidFire; // Enable 'Infinite Ammo' and/or 'No Reload' if ( GetCheck ( IDC_CHECKBOX1 ) || GetCheck ( IDC_CHECKBOX29 ) ) dwTarget [3] = dwInfiniteAmmo; // Rest Sleep ( 100 ); } while ( GetKeyStateX ( VK_LBUTTON ) & 0xFF80 ) { // Enable 'shooting' shooting = true; // Enable 'No Spread' if ( GetCheck ( IDC_CHECKBOX33 ) ) { if ( !dwSpreadAddr ) dwTarget [0] = dwLocateSpread; else dwTarget [0] = dwNoSpread; } // Enable 'Rapid Fire' if ( GetCheck ( IDC_CHECKBOX27 ) ) dwTarget [1] = dwRapidFire; // Enable 'Infinite Ammo' and/or 'No Reload' if ( GetCheck ( IDC_CHECKBOX1 ) || GetCheck ( IDC_CHECKBOX29 ) ) dwTarget [3] = dwInfiniteAmmo; Sleep ( 250 ); } // Disable 'shooting' shooting = false; // Restore dwTarget [0] = dwOrigTarg; dwTarget [1] = dwOrigTarg2; dwTarget [3] = dwOrigTarg3; } } // Rest Sleep ( 1 ); } } // // Ingame Func. void CheckGame () { while ( true ) { if ( !shooting ) { if ( GetForegroundWindow () == hwndWolfTeam ) { int currentNum = IngameCount; // Rest Sleep ( 250 ); if ( currentNum == IngameCount ) Ingame = false; else Ingame = true; } } else // Rest Sleep ( 250 ); } } // // Scan for signatures and locate memory targets. void RunScanner () { // Obtain the current directory. ifstream File ( decryptText ( "D;]Tfuujoht/joj" ).c_str () ); int Counter = 0; while ( !File.eof () ) { string currentLine; getline ( File, currentLine ); if ( Counter == 7 ) currentDir = currentLine; ++Counter; } File.close (); // Check LPMS pathway. if ( PathFileExists ( decryptText ( "D;]Nfnpsz!Fohjof/emm" ).c_str () ) ) { // Load LPMS. HMODULE hLPMS = NULL; while ( !hLPMS ) hLPMS = LoadLibraryA ( decryptText ( "D;]Nfnpsz!Fohjof/emm" ).c_str () ); } // Setup 'MODULE_INFO' variables. RtlZeroMemory ( &WolfTeam, sizeof ( MODULE_INFO ) ); RtlZeroMemory ( &ClientFX, sizeof ( MODULE_INFO ) ); RtlZeroMemory ( &CShell, sizeof ( MODULE_INFO ) ); RtlZeroMemory ( &d3d9, sizeof ( MODULE_INFO ) ); // Locate modules. while ( !WolfTeam.dwBaseAddr ) WolfTeam = LocateModule ( decryptText ( "XpmgUfbn/cjo" ) ); while ( !ClientFX.dwBaseAddr ) ClientFX = LocateModule ( "cfx" ); while ( !CShell.dwBaseAddr ) CShell = LocateModule ( "csh" ); while ( !d3d9.dwBaseAddr ) d3d9 = LocateModule ( "d3d9.dll" ); // Setup Anti-Hwid. dwAntiHwid = (DWORD) GetCurrentHwProfileA; // Scan for Player Pointers. ScanMemory ( ClientFX.dwBaseAddr, ClientFX.dwBaseAddr + ClientFX.dwSize, (void*) "\xcc\xcc\xcc\xcc\xcc\xcc\xcc\xcc\xcc\xcc\x55\x8b\xec\x8b\x45\x08\xa3", sizeof ( "\xcc\xcc\xcc\xcc\xcc\xcc\xcc\xcc\xcc\xcc\x55\x8b\xec\x8b\x45\x08\xa3" ) - 1 ); dwPlayerPtr = dwResults [0] + 0x11; // Scan for Player Setup (AeriaWT). dwPlayerSetup = dwFindPattern ( WolfTeam.dwBaseAddr, WolfTeam.dwSize, (BYTE*) "\x52\xD9\x00\xF0\xFD\xFF\xFF\x8D\x45\x0C", "xx?xxxxxxx" ); // Scan for Player Setup (WIS). if ( !dwPlayerSetup ) dwPlayerSetup = dwFindPattern ( WolfTeam.dwBaseAddr, WolfTeam.dwSize, (BYTE*) "\x50\x8D\x4D\x00\x51\x8D\x8D\x00\x00\x00\x00\xE8", "xxx?xxx????x" ); // Scan for Player Movement. ScanMemory ( WolfTeam.dwBaseAddr, WolfTeam.dwBaseAddr + WolfTeam.dwSize, (void*) "\xD9\x00\xD9\x99\xC4\x00\x00\x00\xD9\x40\x04\xD9\x99\xC8\x00\x00\x00\xD9\x40\x08\xB8\x01\x00\x00\x00\xD9\x99\xCC\x00\x00\x00", sizeof ( "\xD9\x00\xD9\x99\xC4\x00\x00\x00\xD9\x40\x04\xD9\x99\xC8\x00\x00\x00\xD9\x40\x08\xB8\x01\x00\x00\x00\xD9\x99\xCC\x00\x00\x00" ) - 1 ); if ( !results ) { diffVersion = TRUE; // Scan for Player Movement. ScanMemory ( WolfTeam.dwBaseAddr, WolfTeam.dwBaseAddr + WolfTeam.dwSize, (void*) "\xD9\x00\xD9\x99\xC4\x00\x00\x00\xD9\x40\x04\xD9\x99\xC8\x00\x00\x00\xD9\x40\x08\xD9\x99\xCC\x00\x00\x00", sizeof ( "\xD9\x00\xD9\x99\xC4\x00\x00\x00\xD9\x40\x04\xD9\x99\xC8\x00\x00\x00\xD9\x40\x08\xD9\x99\xCC\x00\x00\x00" ) - 1 ); dwPlayerMovement = dwResults [0]; } else { WIS = TRUE; dwPlayerMovement = dwResults [0]; } // Find 'No Clip'. DWORD i; DWORD movingFunc; if ( dwPlayerSetup != 0 ) { for ( i = 0; i < 0x100; i ++ ) { if ( rV<BYTE> ( dwPlayerSetup + i ) == 0xE8 ) { movingFunc = rV<DWORD> ( dwPlayerSetup + i + 0x01 ) + ( dwPlayerSetup + i + 0x05 ); if ( ( movingFunc >= WolfTeam.dwBaseAddr ) && ( movingFunc <= ( WolfTeam.dwBaseAddr + WolfTeam.dwSize ) ) ) break; } } for ( i = 0; i < 0x100; i ++ ) if ( rV<BYTE> ( movingFunc + i ) == 0xE8 ) break; } // Setup 'dwNoClip'. dwNoClip = movingFunc + i; dwMovementJmp = dwNoClip + 0x05; // Scan for No Fall Damage (WIS). dwNoFallDamage = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xD9\x86\x00\x00\x00\x00\x01\x00\x00\x00\x00\x00\xD9\x45\xDC\xD9\xC0\xDE\xEA\xD9\xC9", "xx????x?????xxxxxxxxx" ); if ( !dwNoFallDamage ) { // Scan for No Fall Damage (WIS). if ( !dwNoFallDamage ) dwNoFallDamage = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xD9\x86\x00\x00\x00\x00\xD9\x45\xDC\xD9\xC0\xDE\xEA\xD9\xC9", "xx????xxxxxxxxx" ); // Scan for No Fall Damage (AeriaWT.) if ( !dwNoFallDamage ) dwNoFallDamage = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xD9\x00\x00\xD9\x00\x00\x8B\x8D\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x8B\x95\x00\x00\x00\x00\x83", "x??x??xx????x????xx????x" ); // Scan for No Fall Damage. if ( !dwNoFallDamage ) dwNoFallDamage = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xD9\x46\x00\x00\x00\x00\x00\x00\x00\xD9\x45\xDC\xD9\xC0\xDE\xEA\xD9\xC9", "xx???????xxxxxxxxx" ); // Scan for No Fall Damage. if ( !dwNoFallDamage ) dwNoFallDamage = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xD9\x46\x00\xD9\x45\xDC\xD9\xC0\xDE\xEA\xD9\xC9", "xx?xxxxxxxxx" ); } if ( dwNoFallDamage != NULL ) { if ( !memcmp ( (void*) ( dwNoFallDamage + 0x03 ), (void*) "\xD9", 1 ) ) szJump = 0x03; if ( !memcmp ( (void*) ( dwNoFallDamage + 0x03 ), (void*) "\x01", 1 ) ) szJump = 0x03; if ( !memcmp ( (void*) ( dwNoFallDamage + 0x06 ), (void*) "\xD9", 1 ) ) szJump = 0x06; if ( !memcmp ( (void*) ( dwNoFallDamage + 0x06 ), (void*) "\x01", 1 ) ) szJump = 0x06; } // Scan for Return To Base (WIS). DWORD dwBuffer = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xA1\x00\x00\x00\x00\x80\xB8\x00\x00\x00\x00\x00\x75\x00\x8B\x81\x00\x00\x00\x00", "x????xx?????x?xx????" ); if ( dwBuffer != 0 ) { int result = 0; // Scan back for the mov eax+off. for ( DWORD i = 1; i < 90; i ++ ) { // Compare bytes. if ( !memcmp ( (void*) ( dwBuffer - i ), (void*) "\x83\x79", 2 ) ) { // Enable 'WIS'. WIS = TRUE; // Setup 'szRead'. szRead = 2; // Setup 'dwRTBPtr'. dwRTBPtr = dwBuffer - i; break; } } if ( !dwRTBPtr ) { for ( DWORD i = 1; i < 90; i ++ ) { // Compare bytes. if ( !memcmp ( (void*) ( dwBuffer - i ), (void*) "\x83\xB8", 2 ) ) { // Enable 'WIS'. WIS = TRUE; // Setup 'szRead'. szRead = 4; // Setup 'dwRTBPtr'. dwRTBPtr = dwBuffer - i; break; } } } } if ( !dwRTBPtr ) { // Scan for Return To Base (AeriaWT). dwRTBPtr = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\x75\x13\x8B\x0D\x00\x00\x00\x00\x0F\xB6\x91\x00\x00\x00\x00", "xxxx????xxx????" ); // AeriaWT. if ( dwRTBPtr != 0 ) { for ( DWORD i = 1; i < 90; i ++ ) { // Compare bytes. if ( !memcmp ( (void*) ( dwRTBPtr - i ), (void*) "\x83\xb8", 2 ) ) { dwRTBPtr = dwRTBPtr - i; break; } } } else { // Scan for Return To Base (WTS). ScanMemory ( CShell.dwBaseAddr, CShell.dwBaseAddr + CShell.dwSize, (void*) "\x85\xc0\x74\x21\x83\xb9", sizeof ( "\x85\xc0\x74\x21\x83\xb9" ) - 1 ); // WTS. if ( results != 0 ) { for ( DWORD i = 1; i < 90; i ++ ) { // Compare bytes if ( !memcmp ( (void*) ( dwResults [0] - i ), (void*) "\x83\xb9", 2 ) ) { dwRTBPtr = dwResults [0] - i; break; } } } else { // Error. MessageBoxA ( 0, decryptText ( "Uif!bvupvqebuf!ibt!gbjmfe-!zpv!njhiu!fyqfsjfodf!qspcmfnt" ).c_str (), decryptText ( "Fssps!1y211" ).c_str (), MB_ICONERROR ); } } } // Scan for Name Tags. dwNameTags = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\x75\x00\x8B\x00\xE8\x00\x00\x00\xFF\x84\xC0\x75\x00\x80\x00\x00", "x?x?x???xxxx?x??" ) + 0xB; if ( dwNameTags < 0x100 ) dwNameTags = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\x75\x00\x0F\xBE\x00\x00\x00\x00\x00\x83\x00\x00\x75\x00\xE9\x00\x00\x00\x00", "x?xx?????x??x?x????" ); dwNameJump = dwNameTags + (DWORD) rV <BYTE> ( dwNameTags + 0x01 ) + 0x02; // Scan for Rapid Fire (WIS). dwRapidFire = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xEB\x00\x8B\x00\x00\x00\x00\x00\xFF\xD2\xFF\x05", "x?x?????xxxx" ); // Scan for Rapid Fire (AeriaWT). if ( !dwRapidFire ) dwRapidFire = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xEB\x00\x8B\x4D\xF4\x8B\x00\x8B\x4D\xF4\x8B\x82\x00\x00\x00\x00\xFF\xD0\x8B\x4D\xF4\x0F\xB6\x00\x00\x85\xD2\x74\x00", "x?xxxx?xxxxx????xxxxxxx??xxx?" ); if ( !dwRapidFire ) { // Scan for Rapid Fire (WAS). if ( !dwRapidFire ) dwRapidFire = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xEB\x00\x8B\x00\x00\x00\x00\x00\xFF\xD2\x38\x5E", "x?x?????xxxx" ); if ( !dwRapidFire ) { dwRapidFire = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xEB\x00\x8B\x90\x00\x00\x00\x00\xFF\xD2\x38\x00\x00\x00\x00\x00\x74\x00\x8B\x0D\x00\x00\x00\x00\x0F\x00\x00\x00\x8B\x01\x8B\x00\x00\x00\x00\x00\x52\xFF\xD0", "x?xx????xxx?????x?xx????x???xxx?????xxx" ); } else WTS = true; } if ( dwRapidFire != 0 ) { for ( DWORD i = 0; i < 90; i ++ ) { if ( !memcmp ( (void*) ( dwRapidFire + i ), (void*) "\x74", 1 ) ) { dwRapidFire += i; break; } } } // Scan for Infinite Ammo. if ( dwRapidFire != 0 ) { int Counter = 0; // Setup 'dwInfiniteAmmo'. for ( DWORD i = 0; i < 90; i ++ ) { if ( ( !memcmp ( (void*) ( dwRapidFire + i ), (void*) "\xE8", 1 ) ) ) { dwInfiniteAmmo = dwRapidFire + i; RPD = FALSE; break; } if ( ( !memcmp ( (void*) ( dwRapidFire + i ), (void*) "\xFF\xD0", 2 ) ) ) { if ( Counter > 0 ) { dwInfiniteAmmo = dwRapidFire + i; RPD = TRUE; break; } else ++Counter; } } if ( !RPD ) { DWORD dwFunc = rV <DWORD> ( dwInfiniteAmmo + 0x01 ) + ( dwInfiniteAmmo + 0x05 ); // Scan for the return. for ( DWORD i = 0; i < 0xFF; i ++ ) { if ( !memcmp ( (void*) ( dwFunc + i ), (void*) "\xC2\x04\x00", 3 ) ) { dwInfiniteAmmo = dwFunc + i; break; } } // Scan upwards for the call eax, or call edx. for ( DWORD i = 0; i < 0xFF; i ++ ) { if ( ( !memcmp ( (void*) ( dwInfiniteAmmo - i ), (void*) "\xFF\xD0", 2 ) ) || ( !memcmp ( (void*) ( dwInfiniteAmmo - i ), (void*) "\xFF\xD2", 2 ) ) ) { dwInfiniteAmmo -= i; break; } } } } // Scan for Inventory Hack. ScanMemory ( CShell.dwBaseAddr, CShell.dwBaseAddr + CShell.dwSize, (void*) "\xB8\x38\x0C\x00\x00", sizeof ( "\xB8\x38\x0C\x00\x00" ) - 1 ); dwSetWpn = dwResults [0]; // Find the address. for ( int i = 0; i < results; i ++ ) { for ( DWORD off = 0; off < 0x60; off ++ ) { if ( !memcmp ( (void*) ( dwResults [i] - off ), (void*) "\xff\xd0\x84\xc0\x0f\x84", sizeof ( "\xff\xd0\x84\xc0\x0f\x84" ) - 1 ) ) { dwSetInv = dwResults [i] - off + 0x04; break; } } } // Find Slot #2. for ( DWORD off = 1; off < 0x70; off ++ ) { if ( rV <BYTE> ( dwSetWpn + off ) == (BYTE) 0xB8 ) { dwSetWpn2 = dwSetWpn + off; break; } } // Setup Inventory Hack. dwSetCon = dwSetInv + 0x06; // Scan for No Spread (WIS). dwLocateSpread = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xD9\x19\x01\x3D\x00\x00\x00\x00\xD9\x01\xD9\x42\x00\xDE\xD9\xDF\xE0\xF6\xC4\x00", "xxxx????xxxx?xxxxxx?" ); // Scan for No Spread (WIS). if ( !dwLocateSpread ) dwLocateSpread = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xD9\x19\xD9\x01\xD9\x42\x00\xDE\xD9\xDF\xE0\xF6\xC4\x00", "xxxxxx?xxxxxx?" ); // Scan for No Spread (AeriaWT). if ( !dwLocateSpread ) dwLocateSpread = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\x8B\x4D\x08\xD9\x01\xD9\x18\x8B\x95", "xxxxxxxxx" ); dwLocateJmp = dwLocateSpread; // Scan for No Spread Function (WIS, call eax). dwNoSpread = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xFF\xD0\x84\x00\x0F\x84\x00\x00\x00\x00\x8B\x00\x8B\x82\x00\x00\x00\x00\x8B\x00\xFF\xD0\x8B\xF8", "xxx?xx????x?xx????x?xxxx" ); // Scan for No Spread Function (AeriaWT). if ( !dwNoSpread ) dwNoSpread = dwFindPattern ( CShell.dwBaseAddr, CShell.dwSize, (BYTE*) "\xD9\x55\xF4\x83\x05\x00\x00\x00\x00\x00\xD9\x55\x00\xD9\x55\x00\x89\x45\x00\xD9\x5D\x00", "xxxxx?????xx?xx?xx?xx?" ) + sizeof ( "\xD9\x55\xF4\x83\x05\x00\x00\x00\x00\x00\xD9\x55\x00\xD9\x55\x00\x89\x45\x00\xD9\x5D\x00" ) - 1; if ( dwNoSpread > 0x100 ) { int Counter = 0; for ( DWORD i = 0; i < 0xFF; i ++ ) { if ( ( !memcmp ( (void*) ( dwNoSpread + i ), (void*) "\xE8", 1 ) ) || ( !memcmp ( (void*) ( dwNoSpread + i ), (void*) "\xFF\xD0", 2 ) ) ) { if ( !memcmp ( (void*) ( dwNoSpread + i ), (void*) "\xFF\xD0", 2 ) ) { if ( Counter > 0 ) { dwNoSpread += i; break; } else ++Counter; } else { dwNoSpread += i; break; } } } if ( !memcmp ( (void*) dwNoSpread, (void*) "\xE8", 1 ) ) dwSpreadJmp = dwNoSpread + 0x05; else dwSpreadJmp = dwNoSpread + 0x02; } // Scan for PushToConsole. dwPushToConsole = dwFindPattern ( WolfTeam.dwBaseAddr, WolfTeam.dwSize, (BYTE*) "\xE8\x00\x00\x00\x00\x8B\x00\x20\xFF\xFF\xFF", "x????x?xxxx" ); if ( dwPushToConsole != 0 ) { // Read the jump. dwPushToConsole = rV <DWORD> ( dwPushToConsole + 1 ) + ( dwPushToConsole + 0x05 ); // Setup 'PushToConsole' PushToConsole = (PUSHCONSOLE) dwPushToConsole; } // Scan for Anti-C113. dwAntiMS = dwFindPattern ( WolfTeam.dwBaseAddr, WolfTeam.dwSize, (BYTE*) "\x8B\x84\x81\x38\x28\xC8\x00", "xxxxxxx"); } // // Rain Callback. void RunWnd () { DialogBoxA ( hInst, MAKEINTRESOURCE ( IDD_DIALOG1 ), NULL, MainProc ); } void Rain () { while ( true ) { // Set focus on 'MainDlg'. if ( !setFocus ) { if ( MainDlg != NULL ) { while ( GetForegroundWindow () != MainDlg ) { SetForegroundWindow ( MainDlg ); Sleep ( 200 ); } setFocus = true; } } // Refresh Settings if ( !Ingame ) { // Reset player addresses. playerX = NULL; playerZ = NULL; // Reset spawn/respawn coordinates. respawnX = 0; respawnY = 0; respawnZ = 0; // Reset Telekill variables. blacklistNum = 0; currentObject = 0; numObjects = 0; // Reset breakpoints. if ( dwTarget [0] != dwDrawIndexedPrim ) dwTarget [0] = NULL; if ( dwTarget [1] != dwRTBPtr ) dwTarget [1] = NULL; if ( dwTarget [2] != dwAntiHwid ) dwTarget [2] = dwAntiHwid; if ( GetCheck ( IDC_CHECKBOX36 ) ) { if ( dwTarget [3] != dwAntiMS ) dwTarget [3] = dwAntiMS; } else dwTarget [3] = NULL; // Reset other settings. RespawnNow = FALSE; ReturnBase = FALSE; // Reset 'Counter'. Counter = 0; } // Calculate 'playerY' playerY = rV <DWORD> ( rV <DWORD> ( dwPlayerPtr ) ) + 0xC8; if ( GetKeyState ( VK_F11 ) & 0xFF80 ) { la ( (void*) playerY ); la ( (void*) dwRTB ); la ( (void*) dwPushToConsole ); } // Start the hack. if ( playerY > 0xC8 )// && //( dwRTB != 0 ) && // ( !dbgMode ) ) { // Calculate 'playerX' and 'playerZ' playerX = playerY - 0x04; playerZ = playerY + 0x04; // Locate 'dwDrawIndexedPrim' if ( !dwDrawIndexedPrim ) { // Update vTable. UpdateVTable (); // Reestablish targets. dwDrawIndexedPrim = vTable [82] + 0x05; dwContinue4 = dwDrawIndexedPrim + 0x02; } // Start. if ( dwDrawIndexedPrim != 0 ) { // Enable Direct3D/No Spread. if ( ( !GetCheck ( IDC_CHECKBOX33 ) ) || ( !shooting ) ) dwTarget [0] = dwDrawIndexedPrim; // Check 'Ingame' status. if ( Ingame ) { // No Recoil. if ( GetCheck ( IDC_CHECKBOX15 ) ) { PushToConsole ( decryptText ( "BjnTfuujohFobcmf!2" ).c_str () ); PushToConsole ( decryptText ( "SbujpDnsQjudiQfsGjsf!1" ).c_str () ); PushToConsole ( decryptText ( "SbujpDnsZbxQfsGjsf!1" ).c_str () ); PushToConsole ( decryptText ( "SbujpBjnQjudiEfdbz!::::::::" ).c_str () ); PushToConsole ( decryptText ( "SbujpBjnZbxEfdbz!::::::::" ).c_str () ); } else PushToConsole ( decryptText ( "BjnTfuujohFobcmf!2" ).c_str () ); // No Weapon Sway. if ( GetCheck ( IDC_CHECKBOX16 ) ) PushToConsole ( decryptText ( "XfbqpoTxbz!1" ).c_str () ); else PushToConsole ( decryptText ( "XfbqpoTxbz!2" ).c_str () ); // Return to Base. if ( GetCheck ( IDC_CHECKBOX25 ) ) { // Set 'ReturnBase' to true ReturnBase = TRUE; // Change value of rtb. if ( rV <DWORD> ( dwRTB ) == 1 ) wV <DWORD> ( dwRTB, 2 ); // Set Return To Base off SetCheck ( IDC_CHECKBOX25, BST_UNCHECKED ); } // Teleport. if ( GetCheck ( IDC_CHECKBOX12 ) ) { // F7, save location if ( GetKeyStateX ( VK_F7 ) & 0xFF80 ) { teleportX = rV <float> ( playerX ); teleportY = rV <float> ( playerY ); teleportZ = rV <float> ( playerZ ); } // F8, set location if ( ( teleportX != 0 ) && ( teleportY != 0 ) && ( teleportZ != 0 ) ) { if ( GetKeyStateX ( VK_F8 ) & 0xFF80 ) { wV <float> ( playerX, teleportX ); wV <float> ( playerY, teleportY ); wV <float> ( playerZ, teleportZ ); } } } // Player Movement. if ( ( ( GetCheck ( IDC_CHECKBOX3 ) ) || ( GetCheck ( IDC_CHECKBOX7 ) ) || ( GetCheck ( IDC_CHECKBOX17 ) ) || ( GetCheck ( IDC_CHECKBOX13 ) ) || ( GetCheck ( IDC_CHECKBOX2 ) ) ) && ( rV <DWORD> ( dwRTB ) == 1 ) ) dwTarget [2] = dwPlayerMovement; else if ( dwTarget [2] == dwPlayerMovement ) dwTarget [2] = NULL; // Name Tags. if ( ( !GetCheck ( IDC_CHECKBOX27 ) ) || ( !shooting ) ) { if ( GetCheck ( IDC_CHECKBOX20 ) ) dwTarget [1] = dwNameTags; else if ( dwTarget [1] == dwNameTags ) dwTarget [1] = NULL; } // No Clip / No Fall Damage. if ( ( ( !GetCheck ( IDC_CHECKBOX1 ) ) || ( !shooting ) ) && ( !falling ) ) { if ( GetCheck ( IDC_CHECKBOX35 ) ) dwTarget [3] = dwNoClip; else if ( dwTarget [3] == dwNoClip ) dwTarget [3] = NULL; } else if ( ( ( !GetCheck ( IDC_CHECKBOX1 ) ) || ( !shooting ) ) && ( falling ) ) { if ( GetCheck ( IDC_CHECKBOX11 ) ) dwTarget [3] = dwNoFallDamage; else dwTarget [3] = NULL; } } // Position Hack. if ( GetCheck ( IDC_CHECKBOX34 ) ) { // Increment 'X' if ( GetKeyStateX ( VK_OEM_PLUS ) & 0xFF80 ) wV <float> ( playerX, rV <float> ( playerX ) + 5 ); // Decrement 'X' if ( GetKeyStateX ( VK_OEM_MINUS ) & 0xFF80 ) wV <float> ( playerX, rV <float> ( playerX ) - 5 ); // Increment 'Z' if ( GetKeyStateX ( 0x4F ) & 0xFF80 ) wV <float> ( playerZ, rV <float> ( playerZ ) + 5 ); // Decrement 'Z' if ( GetKeyStateX ( 0x50 ) & 0xFF80 ) wV <float> ( playerZ, rV <float> ( playerZ ) - 5 ); } // Respawn Where Died. if ( ( GetCheck ( IDC_CHECKBOX14 ) ) && ( !GetCheck ( IDC_CHECKBOX25 ) ) ) { // Store position. if ( rV <DWORD> ( dwRTB ) == 2 ) { respawnX = rV <float> ( playerX ); respawnY = rV <float> ( playerY ); respawnZ = rV <float> ( playerZ ); RespawnNow = TRUE; } // Spawn back when alive. if ( RespawnNow ) { if ( rV <DWORD> ( dwRTB ) == 1 ) { if ( !ReturnBase ) { if ( ( respawnX != 0 ) && ( respawnY != 0 ) && ( respawnZ != 0 ) ) { wV <float> ( playerX, respawnX ); wV <float> ( playerY, respawnY ); wV <float> ( playerZ, respawnZ ); RespawnNow = FALSE; } else RespawnNow = FALSE; } else { // Reset settings RespawnNow = FALSE; ReturnBase = FALSE; } } } } else { // Reset respawn coordinates respawnX = 0; respawnY = 0; respawnZ = 0; } } } // Rest Sleep ( 10 ); } } // // Initialize the dll. void Redirection () { dwRedirect = NULL; dwRedirect2 = NULL; } void Continuation () { dwContinue = NULL; dwContinue2 = NULL; if ( WIS ) dwContinue3 = dwPlayerMovement + sizeof ( "\xD9\x00\xD9\x99\xC4\x00\x00\x00\xD9\x40\x04\xD9\x99\xC8\x00\x00\x00\xD9\x40\x08\xB8\x01\x00\x00\x00\xD9\x99\xCC\x00\x00\x00" ) - 1; else dwContinue3 = dwPlayerMovement + sizeof ( "\xD9\x00\xD9\x99\xC4\x00\x00\x00\xD9\x40\x04\xD9\x99\xC8\x00\x00\x00\xD9\x40\x08\xD9\x99\xCC\x00\x00\x00" ) - 1; // dwContinue4 is reserved for DrawIndexedPrimitive. // It it setup in a seperate function. dwContinue5 = dwRTBPtr; } void Run () { // Obtain the current GUID. GetCurrentHwProfileA ( &hwInfo ); // Check for Debugger. if ( !IsDebuggerPresent () ) { // Check License. if ( true )//CheckOnline ( GetLicense () ) ) { // Set the fake GUID. memcpy ( &hwInfo.szHwProfileGuid, (void*) "{64f92bc0-9226-11e2-8023-806d6172696f}", strlen ( "{64f92bc0-9226-11e2-8023-806d6172696f}" ) - 1 ); // Obtain Version. ObtainVersion (); // Check Version. if ( true )// !strcmp ( decryptText ( labelOne.c_str () ).c_str (), decryptText ( Version.c_str () ).c_str () ) ) { // Setup 'dwGetKeyState'. dwGetKeyState = (DWORD) GetKeyState; // Run the Scanner. RunScanner (); // Setup Redirection Variables. Redirection (); // Setup Continuation Variables. Continuation (); // Read the RTB offset. if ( szRead == 1 ) dwRTBOff = rV <BYTE> ( dwRTBPtr + 0x02 ); else if ( szRead == 2 ) dwRTBOff = rV <WORD> ( dwRTBPtr + 0x02 ); else dwRTBOff = rV <DWORD> ( dwRTBPtr + 0x02 ); // Adjust default hardware breakpoint targets. dwTarget [0] = NULL; dwTarget [1] = dwRTBPtr; dwTarget [2] = dwAntiHwid; dwTarget [3] = dwAntiMS; // Add the vectored exception handler. pVEH = AddVectoredExceptionHandler ( 1, VectoredHandler ); while ( true ) { // Setup 'hWnd'. if ( !hWnd ) hWnd = CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) RunWnd, NULL, NULL, NULL ); // Setup 'Falling'. if ( !hFalling ) hFalling = CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) Falling, NULL, NULL, NULL ); // Setup 'Misc'. if ( !hMisc ) hMisc = CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) Misc, NULL, NULL, NULL ); // Setup 'Rain'. if ( !hRain ) hRain = CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) Rain, NULL, NULL, NULL ); // Setup 'Ingame'. if ( !hIngame ) hIngame = CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) CheckGame, NULL, NULL, NULL ); // Setup 'Fly Hack' if ( !hFly ) hFly = CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) Fly, NULL, NULL, NULL ); // Setup 'Hotkeys'. if ( !hHotkeys ) hHotkeys = CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) Hotkeys, NULL, NULL, NULL ); // Setup 'Telekill'. if ( !hTelekill ) hTelekill = CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) Telekill, NULL, NULL, NULL ); // Setup 'Weapon Adjustment'. if ( !hWeapon ) hWeapon = CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) WeaponAdjustment, NULL, NULL, NULL ); // Install hardware breakpoints. QueryThreads (); // Rest Sleep ( 100 ); } } else MessageBoxA ( 0, decryptText ( "Qmfbtf!epxompbe!uif!mbuftu!wfstjpo" ).c_str (), decryptText ( "Wfstjpo!Difdl" ).c_str (), MB_ICONINFORMATION ); } } } // // Exit. void Exit () { // Remove exception handler RemoveVectoredExceptionHandler ( pVEH ); // Close the Window EndDialog ( MainDlg, 0 ); // Stop threads CloseThread ( Menu ); CloseThread ( hFalling ); CloseThread ( hHotkeys ); CloseThread ( hIngame ); CloseThread ( hWnd ); CloseThread ( hWeapon ); CloseThread ( hTelekill ); CloseThread ( hFly ); CloseThread ( hRain ); CloseThread ( hMain ); // Force the exit DWORD uExitCode; GetExitCodeProcess ( GetCurrentProcess (), &uExitCode ); TerminateProcess ( GetCurrentProcess, uExitCode ); } // // DLL Entry-point. BOOL WINAPI DllMain ( HINSTANCE hInstance, DWORD fdwReason, LPVOID lpReserved ) { hInst = hInstance; switch ( fdwReason ) { case DLL_PROCESS_ATTACH: { hMain = CreateThread ( NULL, NULL, (LPTHREAD_START_ROUTINE) Run, NULL, NULL, NULL ); } break; case DLL_PROCESS_DETACH: { Exit (); } break; } return TRUE; } Download Source code Wolf Teamhttps://www.sendspace.com/file/rvoov8
  7. Información genera Precio: S/ 85.00 30 Días Métodos de pago: Pagar en agentes, agencias o tiendas del BCP. Pagar en "Agente Interbank Perú" Coder: b6ooy WLPX Versión: 8.8 Ventas: Abiertas Incluye : Actualizaciones gratuitas por 30 días. 03 cambios de HWID(código de licencia) por mes. Acceso al sitio oficial del hack, en donde obtienes soporte en español. Opciones de "WLPX" Versiones de Windows Compatibles Windows XP x86 Windows Vista x86/x64 Windows 7 x86/x64 Windows 8 y Windows 8.1 x86/x64 Windows 10 x86/x64 Servidores admitidos Wolfteam Softnyx Internacional = SIO Wolfteam Softnyx Latino = WLS Wolfteam Joygame turca = WTS WolfTeam Joygame árabe = WAS Wolfteam Softnyx Brasil = WBS Wolfteam Aeria Inglés = SUM Wolfteam Aeria alemán = DE Wolfteam Aeria Francés = FR Wolfteam Aeria polaco = PL
  8. Wolfteam Lanzo este Comunicado Se les Recomienda Entrar a sus cuentas inactivas hasta las 12 horas de la noche del 16/08/2017 Wolves El jueves 17 de Agosto 2017 se eliminarán del sistema, todas las cuentas que hayan estado inactivas por más de 1 año, salvo a los que pertenecen a un pride.
  9. Si están sufriendo algún problema de desconexión, por favor envíenos su reporte del xigncode.log para poder revisar la razón de porque son expulsados. enviar su archivo a soporte de wolfteam xigncode.log
  10. A los participantes que pasaron entre los 32avo tienen una partida de clasificación por favor conecten se al servidor 39, recuerden los horarios de sus partidas, no lleguen tarde o serán descalificados automáticamente, habrá una tolerancia de 10 minutos como máximo. Recuerden que tienen que tener el SCREENSHOT ACTIVADO EN LAS PARTIDAS . GM_Aviciikb Saludos. link:http://pb.kaybo1.com/event/evt20160407_pbic/index.html
  11. Precio: S/ 45.00 por 30 Días Métodos de pago: Pagar en agentes, agencias o tiendas del BCP. Pagar en "Agente Interbank Perú" Coder: M4L1F1C Versión: 3 Ventas: Cerradas Comprar Ahora: Tienda Incluye : Actualizaciones gratuitas por 30 días. 03 cambios de HWID(código de licencia) por mes. Acceso al sitio oficial del hack, en donde obtienes soporte en español. Opciones de UHGF VIP Opciones del UGHF VIP Versiones de Windows Compatibles Windows XP x86 Windows Vista x86/x64 Windows 7 x86/x64 Windows 8 y Windows 8.1 x86/x64 Windows 10 x86/x64 Versiones de Wolfteam Compatibles Wolfteam Internacional de Softnyx (WIS) Wolfteam Turco de Joygame (WTS) Wolfteam Árabe de Joygame (WAS) Wolfteam Latino de Softnyx (WLS) Wolfteam Brasil de Softnyx (WPS) Softnyx WolfTeam International (WIS) Joygame WolfTeam Turkey (WTS) Aeria Games WolfTeam United States (AUS) (NEW) Aeria Games WolfTeam Germany (ADE) (NEW) Aeria Games WolfTeam France (AFR) (NEW) Informacion del distribuidor https://ughf.net/forum/index.php?threads/official-resellers-list.67/
  12. IMPORTANTE EN CASO QUE NO TE FUNCIONE ALGUN HACK ACTUALIZA TU FRAMEWORK EN CASO QUE TE DE ERROR EL HACK https://www.microsoft.com/es-es/download/details.aspx?id=30653 RECOMENDAMOS INSTALE" Driver Booster en versión PRO " Y TENER LOS DRIVERS ACTUALIZADOS PARA UN MEJOR FUNCIONAMIENTO Y NO TENER FALLAS CON EL USO DE INYECCIÓN DEL HACK AL JUEGO : IMAGEN DE MUESTRA ¿Usas muchos hacks y ya no te funciona ninguno ? Te recomendamos instalar "CCleaner" y hacer una limpieza de procesos a tu equipo una vez instalado sigue estos paso : Paso 1 Paso 2 Paso 3 Paso 4 Paso 5 ¿ AUN A SI TE SIGUE APARECIENDO LA LUPA ? Es porque ya tienes dañado el archivo "wolf.xfs" y necesitas reinstalar el juego o traerlo (el juego completo) en un USB de alguna cabina de Internet ya cargado , luego cargarlo en la carpeta del juego actual remplazando los archivos ya dañados.
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