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- Code:
- Function:
- void zNova(LPDIRECT3DDEVICE9 pDevice, D3DCOLOR Color)
- {
- D3DVIEWPORT9 Viewport;
- pDevice->GetViewport(&Viewport);
- DWORD ScreenX = Viewport.Width / 2;
- DWORD ScreenY = Viewport.Height / 2;
- DrawRect(pDevice, ScreenX + 5, ScreenY - 1, 2, 20, Color);
- DrawRect(pDevice, ScreenX - 25, ScreenY - 1, 2, 20, Color);
- DrawRect(pDevice, ScreenX - 1, ScreenY + 5, 20, 2, Color);
- DrawRect(pDevice, ScreenX - 1, ScreenY - 25, 20, 2, Color);
- }
- In EndScene:
- if(opt.Item.crosshair == 14)
- {
- zNova(pDevice,RED);
- }
- still looking for Chams for CF ?
- (spoonfed)
- all you have to do is define the D3DColor (incomplete just search the D3D Colors)
- Code:
- #define RED D3DCOLOR_ARGB(255, 255, 0, 0)
- #define GREEN D3DCOLOR_ARGB(255, 0, 255, 0)
- #define BLUE D3DCOLOR_ARGB(255, 0, 0, 255)
- #define WHITE D3DCOLOR_ARGB(255, 255, 255, 255)
- #define BLACK D3DCOLOR_ARGB(255, 0, 0, 0)
- #define YELLOW D3DCOLOR_ARGB(255, 255, 255, 0)
- #define TEAL D3DCOLOR_ARGB(255, 0, 255, 255)
- #define PINK D3DCOLOR_ARGB(255, 255, 240, 0)
- #define ORANGE D3DCOLOR_ARGB(255, 255, 132, 0)
- #define LIME D3DCOLOR_ARGB(255, 198, 255, 0)
- #define SKYBLUE D3DCOLOR_ARGB(255, 0, 180, 255)
- #define MAROON D3DCOLOR_ARGB(255, 142, 30, 0)
- #define LGRAY D3DCOLOR_ARGB(255, 174, 174, 174)
- #define DGRAY D3DCOLOR_ARGB(255, 71, 65, 64)
- #define BROWN D3DCOLOR_ARGB(255, 77, 46, 38)
- #define TAE D3DCOLOR_ARGB(255, 74, 38, 38)
- Code:
- Globals:
- LPDIRECT3DVERTEXBUFFER9 Stream_Data;
- LPDIRECT3DTEXTURE9 BTEX = NULL;
- D3DSURFACE_DESC pDesc;
- D3DVIEWPORT9 Vwp;
- typedef HRESULT (WINAPI* tEndScene)(LPDIRECT3DDEVICE9 pDevice);
- tEndScene oEndScene = NULL;
- typedef HRESULT (WINAPI* tDrawIndexedPrimitive)(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinIndex,UINT NumVertices,UINT startIndex,UINT PrimitiveCount);
- tDrawIndexedPrimitive oDrawIndexedPrimitive = NULL;
- Function:
- HRESULT WINAPI hkDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinIndex,UINT NumVertices,UINT StartIndex,UINT PrimitiveCount)
- {
- if(pDevice->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK) Stream_Data->Release();
- pDevice->GetViewport( &Vwp );
- if (opt.Item.chams && (Stride == 40 || Stride == 44))
- {
- if(!ignore)
- {
- pDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
- ignore = true;
- if(opt.Item.chams==2)pDevice->SetRenderState(D3DRS_ZENABLE,FALSE);
- if (opt.Item.bcolor == 1) pDevice->SetTexture(0, texGreen);
- if (opt.Item.bcolor == 2) pDevice->SetTexture(0, texRed);
- if (opt.Item.bcolor == 3) pDevice->SetTexture(0, texBlue);
- if (opt.Item.bcolor == 4) pDevice->SetTexture(0, texOrange);
- if (opt.Item.bcolor == 5) pDevice->SetTexture(0, texYellow);
- if (opt.Item.bcolor == 6) pDevice->SetTexture(0, texPink);
- if (opt.Item.bcolor == 7) pDevice->SetTexture(0, texCyan);
- if (opt.Item.bcolor == 8) pDevice->SetTexture(0, texPurple);
- if (opt.Item.bcolor == 9) pDevice->SetTexture(0, texBlack);
- if (opt.Item.bcolor == 10) pDevice->SetTexture(0, texWhite);
- if (opt.Item.bcolor == 12) pDevice->SetTexture(0, texSteelBlue);
- if (opt.Item.bcolor == 13) pDevice->SetTexture(0, texLightSteelBlue);
- if (opt.Item.bcolor == 14) pDevice->SetTexture(0, texLightBlue);
- if (opt.Item.bcolor == 15) pDevice->SetTexture(0, texSalmon);
- if (opt.Item.bcolor == 16) pDevice->SetTexture(0, texBrown);
- if (opt.Item.bcolor == 17) pDevice->SetTexture(0, texTeal);
- if (opt.Item.bcolor == 18) pDevice->SetTexture(0, texLime);
- if (opt.Item.bcolor == 19) pDevice->SetTexture(0, texElectricLime);
- if (opt.Item.bcolor == 20) pDevice->SetTexture(0, texGold);
- if (opt.Item.bcolor == 21) pDevice->SetTexture(0, texOrangeRed);
- if (opt.Item.bcolor == 22) pDevice->SetTexture(0, texGreenYellow);
- if (opt.Item.bcolor == 23) pDevice->SetTexture(0, texAquaMarine);
- if (opt.Item.bcolor == 24) pDevice->SetTexture(0, texSkyBlue);
- if (opt.Item.bcolor == 25) pDevice->SetTexture(0, texSlateBlue);
- if (opt.Item.bcolor == 26) pDevice->SetTexture(0, texCrimson);
- if (opt.Item.bcolor == 27) pDevice->SetTexture(0, texDarkOliveGreen);
- if (opt.Item.bcolor == 28) pDevice->SetTexture(0, texPaleGreen);
- if (opt.Item.bcolor == 29) pDevice->SetTexture(0, texDarkGoldenRod);
- if (opt.Item.bcolor == 30) pDevice->SetTexture(0, texFireBrick);
- if (opt.Item.bcolor == 31) pDevice->SetTexture(0, texDarkBlue);
- if (opt.Item.bcolor == 32) pDevice->SetTexture(0, texDarkerBlue);
- if (opt.Item.bcolor == 33) pDevice->SetTexture(0, texDarkYellow);
- if (opt.Item.bcolor == 34) pDevice->SetTexture(0, texLightYellow);
- oDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
- pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
- if (opt.Item.fcolor == 1) pDevice->SetTexture(0, texGreen);
- if (opt.Item.fcolor == 2) pDevice->SetTexture(0, texRed);
- if (opt.Item.fcolor == 3) pDevice->SetTexture(0, texBlue);
- if (opt.Item.fcolor == 4) pDevice->SetTexture(0, texOrange);
- if (opt.Item.fcolor == 5) pDevice->SetTexture(0, texYellow);
- if (opt.Item.fcolor == 6) pDevice->SetTexture(0, texPink);
- if (opt.Item.fcolor == 7) pDevice->SetTexture(0, texCyan);
- if (opt.Item.fcolor == 8) pDevice->SetTexture(0, texPurple);
- if (opt.Item.fcolor == 9) pDevice->SetTexture(0, texBlack);
- if (opt.Item.fcolor == 10) pDevice->SetTexture(0,texWhite);
- if (opt.Item.fcolor == 11) pDevice->SetTexture(0, texSteelBlue);
- if (opt.Item.fcolor == 12) pDevice->SetTexture(0, texLightSteelBlue);
- if (opt.Item.fcolor == 13) pDevice->SetTexture(0, texLightBlue);
- if (opt.Item.fcolor == 14) pDevice->SetTexture(0, texSalmon);
- if (opt.Item.fcolor == 15) pDevice->SetTexture(0, texBrown);
- if (opt.Item.fcolor == 16) pDevice->SetTexture(0, texTeal);
- if (opt.Item.fcolor == 17) pDevice->SetTexture(0, texLime);
- if (opt.Item.fcolor == 18) pDevice->SetTexture(0, texElectricLime);
- if (opt.Item.fcolor == 19) pDevice->SetTexture(0, texGold);
- if (opt.Item.fcolor == 20) pDevice->SetTexture(0, texOrangeRed);
- if (opt.Item.fcolor == 21) pDevice->SetTexture(0, texGreenYellow);
- if (opt.Item.fcolor == 22) pDevice->SetTexture(0, texAquaMarine);
- if (opt.Item.fcolor == 23) pDevice->SetTexture(0, texSkyBlue);
- if (opt.Item.fcolor == 24) pDevice->SetTexture(0, texSlateBlue);
- if (opt.Item.fcolor == 25) pDevice->SetTexture(0, texCrimson);
- if (opt.Item.fcolor == 26) pDevice->SetTexture(0, texDarkOliveGreen);
- if (opt.Item.fcolor == 27) pDevice->SetTexture(0, texPaleGreen);
- if (opt.Item.fcolor == 28) pDevice->SetTexture(0, texDarkGoldenRod);
- if (opt.Item.fcolor == 29) pDevice->SetTexture(0, texFireBrick);
- if (opt.Item.fcolor == 30) pDevice->SetTexture(0, texDarkBlue);
- if (opt.Item.fcolor == 31) pDevice->SetTexture(0, texDarkerBlue);
- if (opt.Item.fcolor== 32) pDevice->SetTexture(0, texDarkYellow);
- if (opt.Item.fcolor == 33) pDevice->SetTexture(0, texLightYellow);
- if(opt.Item.chams==2)pDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
- ignore = false;
- }
- }
- Simple CFPH Hack DLL with Hotkey
- Code:
- #include <windows.h>
- #define Wall 0x00000//current addy look for it
- bool WallHack = true;
- DWORD WINAPI zNova(void*)
- {
- if(GetAsyncKeyState(VK_F7)&1) WallHack=(!WallHack);
- if(WallHack)
- {
- if((*(PDWORD)Wall) = 1)
- }
- {
- else if
- (*(PDWORD)Wall) = 0;
- }
- WallHack = false;
- }
- }
- bool GameHook()
- {
- if(GetModuleHandleA("CShell.dll") && GetModuleHandleA("i3Gfx.dll"))
- return 1;
- return 0;
- }
- void Starter()
- {
- while(1)
- {
- GameHook();
- Sleep(200);
- }
- }
- BOOL APIENTRY DllMain(HMODULE hmodule,DWORD dwReason,LPVOID lpvreserved)
- {
- if(dwReason == DLL_PROCESS_ATTACH)
- {
- CreateThread(0,0,0,zNova,0,0);
- }
- }
- Code:
- struct BasicPlayerInfo
- {
- char Spacer00[4];
- float MovementSpeed;
- float MovementWalkRate;
- float MovementDuckWalkRate;
- float MovementSideMoveRate;
- float MovementFrontBackRunAnimationRate;
- float MovementLeftRightRunAnimationRate;
- float MovementFrontBackWalkAnimationRate;
- float MovementLeftRightWalkAnimationRate;
- float MovementAcceleration;
- float MovementFriction;
- float JumpTime;
- float JumpVelocity;
- float JumpLandedWaitTime;
- float JumpLandedNoJumpTimeRate;
- float JumpRepeatPenaltyMoveRate;
- float JumpRepeatPenaltyHeightRate;
- float JumpLandedMovePenaltyTimeRate;
- float JumpLandedMovePenaltyMoveRate;
- char Spacer01[40];
- float DamagePenaltyTime;
- float DamagePenaltyMoveRate;
- float C4PlantTime;
- float C4DefuseTime;
- float MaxCanDefuseDistance;
- float CharacterHiddenAlpha;
- float CharacterHiddenWalkAlpha;
- float CharacterHiddenRunAlpha;
- float MovementHiddenRate;
- DWORD CrossHairColor;
- float CrossHairRedChangeRate;
- float CrossHairGreenChangeRate;
- float CrossHairBlueChangeRate;
- };
- InGameMessageBox (using the crossfire messagebox)
- Code:
- void InGameMessageBox(char* message)
- {
- DWORD CShell = (DWORD)GetModuleHandleA("cshell.dll");
- DWORD MsgFunction = CShell + 101690B0//0x167AF0; // string: vertex lock failed
- __asm
- {
- push 0
- push 10B51284
- push 0
- push 77 // different in other country, you must find this, try from 1 to 200
- push 28
- call MsgFunction
- add esp,14
- }
- }
- InGameMessageBox(simple way)
- Code:
- globals:
- void ShowMessage(char* string, DWORD CShell);
- void Hacks()
- {
- DWORD CShell = (DWORD)GetModuleHandleA("CShell.dll");
- ShowMessage("MessageHere",CShell);
- while(1)
- {
- while(1)
- {
- //Hacks here
- }
- }
- }
- //After Dllmain
- void ShowMessage(char* string, DWORD CShell)
- {
- DWORD MsgBoxFunc = CShell + 0x838F0;
- __asm
- {
- push string;
- push 0;
- push 0x70;
- push 0x1C;
- call MsgBoxFunc;
- add esp, 16;
- }
- }
- DIP:
- Code:
- ( g_Stride == 44 )
- if ( g_Stride == 40 && gNumVertices == 186 && gPrimitiveCount == 253 || g_Stride == 36 && gNumVertices == 196 && gPrimitiveCount == 274 || g_Stride == 44 && gNumVertices == 172 && gPrimitiveCount == 226)// GR Head
- if( g_Stride == 40 && gNumVertices == 255 && gPrimitiveCount == 266 || g_Stride == 40 && gNumVertices == 157 && gPrimitiveCount == 208 || g_Stride == 36 && gNumVertices == 165 && gPrimitiveCount == 274 )//BL Head
- Stride 28 : Sky
- RepeatFire:
- Code:
- if(repeatfire)
- {
- if(Weapon)
- {
- for(int i=0; i<598; i++)
- {
- DWORD wep = *(DWORD*)(Weapon +(4*i));
- if(wep)
- {
- *(int*)(wep + 0xAA4) = 2;
- }
- }
- }
- }
- No KnockBack
- Code:
- if(noknockback)
- {
- if(Weapon)
- {
- for(int i=0; i<598; i++)
- {
- DWORD wep = *(DWORD*)(Weapon +(4*i));
- if(wep)
- {
- for(int y=0; y<10; y++)
- {
- *(float*)(wep + 0x2790+y*4) = 0.0f;
- }
- }
- }
- }
- }
- WireFrame (fill with either naked or with chams)
- Code:
- if (opt.Item.WireFrame && (Stride == 40 || Stride == 44)) pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
- CF reference:
- ReloadAnimRatio - Weapon Reload (No Reload)
- ChangeWeaponAnimRatio - Weapon change delay (No weapon change delay)
- AmmoDamage - Weapon Damage (One hit kill)
- LowerAnimRate - Weapon Recoil (Less Recoil not full No Recoil)
- CharacterHiddenAlpha - See Ghost
- CharacterHiddenWalkAlpha - See Ghost
- CharacterHiddenRunAlpha - See Ghost
- MovementHiddenRate - See Ghost
- C4PlantTime - Obviously C4 Plant time
- C4DefuseTime - Obviously C4 Defuse time
- MaxCanDefuseDistance - Distance that you can defuse the bomb
- Range -Weapon Range
- ShotsPerAmmo - Shotgun Spread
- EdgeShotEnabled - Shoot Through Wall
- WallShotEnabled - Shoot Through Wall
- PerfectWallShotEnabled - Shoot Through Wall
- Norecoil1: PerturbMin%d_%s
- Norecoil2: PerturbMax%d_%s
- Norecoil3: BulletOffset(second one)
- Norecoil4: ShotReactPitch%d_%d
- Norecoil5: DetailPerturbShot%d_%s
- Norecoil6: DetailReactPitchShot%d_%s
- Norecoil7: DetailReactYawShot%d_%s
- Noreload: ReloadAnimRatio
- NoWeaponWeight: MoveSpeedPenalty
- NoGrenadeDmg: AmmoDamage
- NoWeaponChangeDelay: ChangeWeaponAnimRatio
- NoKnockBack: KnockBack
- NoScope: HalfZomeNoImage
- FastKnife1: KnifeNormalAniRate
- FastKnife2: KnifeBigShotAniRate
- KnifeOHK1: KnifeNormalAmmoDamage
- KnifeOHK2: KnifeBigShotAmmoDamage
- SeeGhosts1: CharacterHiddenAlpha
- SeeGhosts2: CharacterHiddenWalkAlpha
- SeeGhosts3: CharacterHuddenRunAlpha
- RepeatFire: RepeatFire
- CrouchSpeed: MovementDuckWalkRate
- ShotGunSpread: ShotsPerAmmo
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