warhistory
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- Joined
- Feb 25, 2016
- Posts
- 206
- Reaction
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- Age
- 30
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
Dig
Virtual Jump
Speed häçk
ρrémíùm
Glass Wall
No Fall Damage
No Recoil
Teleport
Boneshot
Super No Spread
PX Item
No Water
Shoot Through Walls
Fast Health,Ammo,Repair & Flag
Quick Plant Defuse
FullBright
No Spawn Wait
WeaponGravity
Auto Ammo/Medic
No Bounds
Fast Lock On
AccuracyasFamas
Welcome to Hell
UnlimitedSP
Invisible
Rapid Fire
Engine Text
Unlimited Ammo On/Off
No Menu Features
Pa like Po Kung Naka Tulong sa inyo
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: