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warhistory

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Share ko lang po itong mga codes snippets ng mga online häçks .
sa mga gusto magpaturo paano gumawa ng mga online cheats pm nyo na lng po ako (mura lang naman) haha joke . mag rereply ako kaagad kung may time ^_^

Super Jump

Code:
void superjump()
{
if(GetAsyncKeyState(VK_CONTROL) &1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
*(float*)(dwPlayerPtr+OFS_Z) = 1500;
}
}


Dig

Code:
void dig()
{
if(GetAsyncKeyState(VK_MENU) &1)
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
*(float*)(dwPlayerPtr+OFS_Z) = -1000;
}
}


Virtual Jump

Code:
int virtjump;

void virtualjump()
{
if(GetAsyncKeyState(VK_RIGHT) &1)
{
virtjump = *(float*)ADR_VirtualJump;
MessageBeep(MB_ICONINFORMATION);
*(float*)ADR_VirtualJump =virtjump+50 ;
}
}
void virtualjump1()
{
if(GetAsyncKeyState(VK_LEFT) &1)
{virtjump = *(float*)ADR_VirtualJump;
MessageBeep(MB_ICONINFORMATION);
*(float*)ADR_VirtualJump = virtjump-50;
}
}


Speed häçk

Code:
int speed;

void speedhäçk()
{
if(GetAsyncKeyState(VK_UP) &1)
{
speed = *(float*)ADR_Speed;
MessageBeep(MB_ICONINFORMATION);
*(float*)ADR_Speed =speed+50 ;
}
}
void speedhäçk1()
{
if(GetAsyncKeyState(VK_DOWN) &1)
{speed = *(float*)ADR_Speed;
MessageBeep(MB_ICONINFORMATION);
*(float*)ADR_Speed = speed-50;
}
}


ρrémíùm

Code:
void ρrémíùm()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_ServerPointer;
if(dwPlayerPtr != 0)
{
*(long*)(dwPlayerPtr+ADR_OFS_PREMIUM1) = 3, 10;
*(float*)(dwPlayerPtr+ADR_OFS_PREMIUM2) = 1337;
}
}


Glass Wall

Code:
void glasswall()
{
if(GetKeyState(VK_MBUTTON))
*(int*)ADR_Glasswall = 1;

else
{
*(int**)ADR_Glasswall = 0;
}
}


No Fall Damage

Code:
void NFD()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = -10000;
}
}


No Recoil

Code:
void NFD()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
if(dwPlayerPtr != 0)
{
*(float*)(dwPlayerPtr+OFS_NFD) = -10000;
*(float*)(dwPlayerPtr+OFS_NoRecoil1) = 0;
*(float*)(dwPlayerPtr+OFS_NoRecoil2) = 0;
*(float*)(dwPlayerPtr+OFS_NoRecoil3) = 0;
*(double*)ADR_SNS = 0;

}
}


Teleport

Code:
void Teleport()
{
DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
if(dwPlayerPtr != 0)
{
if (GetAsyncKeyState(VK_F10))
{
MessageBeep(MB_ICONINFORMATION);
posiX = *(float*)(dwPlayerPtr + OFS_X);
posiY = *(float*)(dwPlayerPtr + OFS_Y);
posiZ = *(float*)(dwPlayerPtr + OFS_Z);
}
if (GetAsyncKeyState(VK_F11))
{
MessageBeep(MB_ICONINFORMATION);

*(float*)(dwPlayerPtr + OFS_X) = posiX;
*(float*)(dwPlayerPtr + OFS_Y) = posiY;
*(float*)(dwPlayerPtr + OFS_Z) = posiZ;
}
}
}


Boneshot

Code:
void Boneshot()
{
if(GetAsyncKeyState(VK_INSERT) &1)
{
MessageBeep(MB_ICONINFORMATION);
*(float*)ADR_Boneshot = 1235;
}
}
void Boneshotoff()
{
if(GetAsyncKeyState(VK_HOME) &1)
{
MessageBeep(MB_ICONINFORMATION);

*(float*)ADR_Boneshot = 1237;
}
}


Super No Spread

Code:
void sns()
{
*(double*)ADR_SNS = 0;
}


PX Item

Code:
void px()
{
*(int*)ADR_ExtraClip1 = 1;
*(int*)ADR_ExtraClip2 = 1;
*(int*)ADR_SniperX2 = 1;
*(int*)ADR_AssaultX2 = 1;
*(int*)ADR_Bandage = 1;
*(int*)ADR_Bandage2 = 1;
}


No Water

Code:
void nowater()
{
*(int*)ADR_NoWater1 = 0;
*(int*)ADR_NoWater2 = 0;
}


Shoot Through Walls

Code:
void stw()
{
*(double*)ADR_STW = 0;
}


Fast Health,Ammo,Repair & Flag

Code:
void fastharf()
{
*(float*)ADR_FastAmmo = 5000000;
*(float*)ADR_FastMedic = 5000000;
*(float*)ADR_FastFlag = 5000000;
*(float*)ADR_FastRepair = 5000000;
}


Quick Plant Defuse

Code:
void quickplantdef()
{
*(float*)ADR_QuickPlantDefuse = 30;
}


FullBright

Code:
void fullbright()
{
*(int*)ADR_FullBright1 = 1092779973;
*(int*)ADR_FullBright2 = 1092779973;
*(int*)ADR_FullBright3 = 1092779973;
}


No Spawn Wait

Code:
void nospawn()
{
*(int*)ADR_QuickSpawn1 = 0;
*(int*)ADR_QuickSpawn2 = 0;
}


WeaponGravity

Code:
void weapongrav()
{
*(float*)ADR_WeaponGravity = 0.001;
}


Auto Ammo/Medic

Code:
void autoammomedic()
{
*(float*)ADR_AutoAmmoMedic = 99999;
}


No Bounds

Code:
void nobounds()
{
*(int*)ADR_NoBounds1 = 0;
*(int*)ADR_NoBounds2 = 0;
*(int*)ADR_NoBounds3 = 0;
}


Fast Lock On

Code:
void fastlock()
{
*(int*)ADR_FastLockOn = 1;
}


AccuracyasFamas

Code:
void accuracy()
{
*(float*)ADR_Accuracy = 21;
}


Welcome to Hell

Code:
void wth()
{
(float*)ADR_WTH = 10;
}


UnlimitedSP

Code:
void unlisp()
{
*(float*)ADR_Stamina1 = 1000000;
}


Invisible

Code:
static bool InviciblePatch;

void invisible()
{
DWORD dwServerPtr = *(DWORD*)ADR_ServerPointer;
if(dwServerPtr != 0)
{
if (!InviciblePatch)
{
if (GetAsyncKeyState(VK_NUMPAD1) &1)
{
MessageBeep(MB_ICONINFORMATION);
*(long*)(dwServerPtr+ADR_Invisible) -= 2;
InviciblePatch = true;
}
}
else
{
if (InviciblePatch)
{
if (GetAsyncKeyState(VK_NUMPAD2) &1)
{
MessageBeep(MB_ICONINFORMATION);
*(long*)(dwServerPtr+ADR_Invisible) += 2;
InviciblePatch = false;
}
}
}
}
}


Rapid Fire

Code:
int RAPIDFIRE;

void rapidfire()
{
if (RAPIDFIRE==true)
{
*(float*)ADR_RapidFire = 0.3;
}
else if (RAPIDFIRE==false)
{
*(float*)ADR_RapidFire = 0;
}
if(GetAsyncKeyState(VK_CAPITAL) &1)
{
RAPIDFIRE = RAPIDFIRE==false;
}
}


Engine Text

Code:
bool messagewr = true;

void sMsgBox(char *text) // sa globals din
{
DWORD ADR_Engine = 0x;
__asm
{
push text
call ADR_Engine
pop ecx
}
}

void msg()
{
DWORD dwServerPtr = *(DWORD*)ADR_ServerPointer;
if (dwServerPtr !=0)
{
if (messagewr)
{
sMsgBox("Made by D3ath");
messagewr=false;
}
}
}


Unlimited Ammo On/Off

Code:
CPatch.cpp

#include "CPatch.h"

void* CPatch::memcpy_s(void *pvAddress, const void *pvBuffer, size_t stLen)
{
MEMORY_BASIC_INFORMATION mbi;
VirtualQuery( ( void* )pvAddress, &mbi, sizeof( mbi ) );
VirtualProtect( mbi.BaseAddress, mbi.RegionSize, PAGE_EXECUTE_READWRITE, &mbi.Protect );
void* pvRetn = memcpy( ( void* )pvAddress, ( void* )pvBuffer, stLen );
VirtualProtect( mbi.BaseAddress, mbi.RegionSize, mbi.Protect, &mbi.Protect );
FlushInstructionCache( GetCurrentProcess( ), ( void* )pvAddress, stLen );
return pvRetn;
}

CPatch::CPatch(DWORD g_T_ADR, int s_RESTORE_BYTES)
{
T_RESTOREPATCH = false;
T_ONCE = false;
g_s_RESTORE_BYTES = s_RESTORE_BYTES;
T_ADR = g_T_ADR;
for( int i = 0; i < 6; i++ )
{
T_RESTORE_BYTES[i] = 0x00;
}
}

void CPatch::PatchOnce(const void* T_SRC, int s_T_SRC)
{
if( !T_ONCE )
{
T_ONCE = true;
T_RESTOREPATCH = true;
BYTE *g_T_RESTORE_BYTES = (BYTE*)T_ADR;
for( int i = 0; i < g_s_RESTORE_BYTES; i++ )
{
T_RESTORE_BYTES[i] = g_T_RESTORE_BYTES[i];
}
memcpy_s((void*)T_ADR, (const void*)T_SRC, s_T_SRC);
}
}
void CPatch::RestorePatch()
{
if( T_RESTOREPATCH )
{
BYTE *g_T_ADR = (BYTE*)T_ADR;
for( int i = 0; i < g_s_RESTORE_BYTES; i++ )
{
g_T_ADR[i] = T_RESTORE_BYTES[i];
}
T_RESTOREPATCH = false;
T_ONCE = false;
}
}


Code:
CPatch.h

#ifndef _CPATCH_H_
#define _CPATCH_H_

#include <windows.h>

class CPatch
{
private:
DWORD T_ADR;
BYTE T_RESTORE_BYTES[6];
int g_s_RESTORE_BYTES;
bool T_RESTOREPATCH;
bool T_ONCE;
void* memcpy_s(void* pvAddress, const void* pvBuffer, size_t stLen);
public:
CPatch(DWORD g_T_ADR, int s_RESTORE_BYTES);
void PatchOnce(const void *T_SRC, int s_T_SRC);
void RestorePatch();
};

#endif



Code:
#include "CPatch.h"

CPatch pammo (ADR_UnlimitedAmmo         , 6);

void ammoon()
{
if(GetAsyncKeyState(VK_F5) &1)
{
MessageBeep(MB_ICONINFORMATION);

pammo.PatchOnce ((void *)"\x00\x00\x00\x00",4);
}
}
void ammooff()
{
if(GetAsyncKeyState(VK_F6) &1)
{
MessageBeep(MB_ICONINFORMATION);

pammo.RestorePatch();
}
}


No Menu Features

Code:
void Menu()
{
if(GetAsyncKeyState(VK_INSERT)&1)
{
MessageBoxA(
NULL,
"Auto \n SuperNoSpread \n Auto Ammo/Medic \n ρrémíùm(Visual) \n No Fall Damage \n No Water \n UnlimitedSP \n No Spawn Wait \n Fast H.A.R.F \n FullBright \n Fast Lock On \n Accuracy As Famas \n  \n PX Items \n Extra Clip \n Sniperx2 \n Assualtx2 \n Bandage \n  \n Glasswall \n Mouse Wheel - On/Off  \n \n Unlimited Ammo \n F5 - On \n F6 - Off \n \n Shoot Through Walls \n Delete On/Off \n \n Invisible \n Page Up - On \n Page Down - Off \n \n Boneshot \n End - On/Off \n \n Teleport \n F10 - Save Position \n F11 - Goto Save Position \n \n Speed häçk \n Up Arrow Key - Increase Speed \n Down Arrow Key - Decrease Speed \n \n Virtual Jump \n Right Arrow Key - Increase View \n Left Arrow Key - Decrease View \n \n ZombieOPK \n OPK Off - Numpad 0 \n Day 1 - Numpad 1 \n Blind Bullet - Numpad 2 \n Broken Sunset - Numpad 3 \n 28th Street - Numpad 4 \n ","Features",
MB_OK
);
}
}

Pa like Po Kung Naka Tulong sa inyo :)
 
Last edited:
thanks po dito, kahit hindi ako makarelate, keep sharin', salamat(y)
 
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