Greetings,
this is my first post so bear with it for a while.
This Includes 7 D3D Menu,Summersdk 2004 Includes & lib,Injector (you can use yours to test) and Test Environment.
NOTE: if you dont know anything about c++ then learn some basics first before downloading the source.I know learning c++ is not that easy because i also self-studied with the help of my bestfriend(google).
If you managed to learned c++ then you will be able to create a D3D Menu like this and put more functions.
if you want some crosshair codes i have one for you credits to the maker:
Code:
still looking for Chams for CF ?
(spoonfed)
all you have to do is define the D3DColor (incomplete just search the D3D Colors)
Code:
Code:
Simple CFPH häçk DLL with Hotkey
Code:
Code:
InGameMessageBox (using the crossfire messagebox)
Code:
InGameMessageBox(simple way)
Code:
DIP:
Code:
RepeatFire:
Code:
No KnockBack
Code:
WireFrame (fill with either ***** or with chams)
Code:
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: Shots Per Ammo
Uploading my Menu Based: ...
this is my first post so bear with it for a while.
This Includes 7 D3D Menu,Summersdk 2004 Includes & lib,Injector (you can use yours to test) and Test Environment.
NOTE: if you dont know anything about c++ then learn some basics first before downloading the source.I know learning c++ is not that easy because i also self-studied with the help of my bestfriend(google).
If you managed to learned c++ then you will be able to create a D3D Menu like this and put more functions.
if you want some crosshair codes i have one for you credits to the maker:
Code:
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:
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:
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 häçk DLL with Hotkey
Code:
Code:
#include <windows.h>
#define Wall 0x00000//current addy look for it
bool Wallhäçk = true;
DWORD WINAPI zNova(void*)
{
if(GetAsyncKeyState(VK_F7)&1) Wallhäçk=(!Wallhäçk);
if(Wallhäçk)
{
if((*(PDWORD)Wall) = 1)
}
{
else if
(*(PDWORD)Wall) = 0;
}
Wallhäçk = 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:
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:
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:
Code:
globals:
void ShowMessage(char* string, DWORD CShell);
void häçks()
{
DWORD CShell = (DWORD)GetModuleHandleA("CShell.dll");
ShowMessage("MessageHere",CShell);
while(1)
{
while(1)
{
//häçks 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:
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:
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:
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 ***** or with chams)
Code:
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: Shots Per Ammo
Uploading my Menu Based: ...