Download Aimbot Warface Source Code



------------------------------------------
#include "hacks.h";


/*--------------Colour RELATED VARS-------------------*/

int MenuIndex = 0;

// Create a colour for the text
D3DCOLOR fontRed = D3DCOLOR_ARGB(255, 255, 0, 0);
D3DCOLOR fontGreen = D3DCOLOR_ARGB(255, 0, 255, 0);  
D3DCOLOR fontBlue = D3DCOLOR_ARGB(255, 0, 42, 255);  
D3DCOLOR fontWhite = D3DCOLOR_ARGB(255, 255, 255, 255);
D3DCOLOR fontBlack = D3DCOLOR_ARGB(255, 0, 0, 0);
/*---------------------------------------------------*/


void Hacks::CreateFont(IDirect3DDevice9 *d3dDevice, std::string choiceFont)
{
D3DXCreateFont( d3dDevice, 20, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
choiceFont.c_str(), &m_font );
}

void Hacks::InitializeMenuItems()
{
hack[ESP_BOX_NAME].name = "ESP Box";
hack[ESP_HEALTH].name = "ESP Health";
hack[ESP_DISTANCE].name = "ESP Name + Distance";
hack[SNAP_LINE].name = "Snap Line";
hack[AIMBOT_HK].name = "Aimbot[Mouse 2]";
hack[HIDE_MENU].name = " Hide hack [INSERT]";
//make the hack visible by default
hack[HIDE_MENU].on = false; //shows hack by default
}


void Hacks::DrawMenu(IDirect3DDevice9 *d3dDevice)
{
if(!hack[HIDE_MENU].on)
{
//Add game name here, and put border around it
Drawing::DrawFilledRect( 55, 20, 200, 50, fontBlue, d3dDevice );
Drawing::DrawBorderBox(55, 20, 200, 50, 4, fontBlack, d3dDevice );
Drawing::Draw_Text("COD 4 MP hack", 190, 30, fontWhite, m_font);

//draw back of our hack, transparent black
Drawing::DrawFilledRect( 30, 55, 250, (62*MAX_MENU_ITEMS),fontBlue, d3dDevice );
//draw hack border
Drawing::DrawBorderBox(30, 55, 250, (62*MAX_MENU_ITEMS), 6/*was 6*/, fontBlack, d3dDevice );
//Reset our time and update the text again in 2 secs
int y = 40;
for(int i = 0; i < MAX_MENU_ITEMS; i ++)
{
//Draw each box's back colour, this will be based on whether the hack is on e.g.
//red means off and green means on
Drawing::DrawFilledRect( 45, 30+y, 220, 40, hack[i].on ? fontGreen : fontRed, d3dDevice );

//draw box Around Each hack item If the item is highlighted it will show with a white border
Drawing::DrawBorderBox(45, 30+y, 220, 40, 4, fontBlack, d3dDevice );

//draw White border to show the user which hack item is currently selected
if(MenuIndex == i)
{
Drawing::DrawBorderBox(41, 26+y, 228, 48, 4, fontWhite, d3dDevice );
}

//Ternary at its finest, if the  hack is on we display the text colour in green
//otherwise its green
//Draw_Text(hack[i].KeyAssigned.c_str(), 160 , 32+y, fontWhite);
Drawing::Draw_Text(hack[i].name.c_str(), 170 , 39+y, fontBlack, m_font);
//Draw_Text(hack[i].state. c_str(), 355 , 32+y, hack[i].on ? fontGreen : fontRed);
//used to position the next item below by 30 height units
y+= 50;
}
Drawing::Draw_Text("Select using arrow keys", 170, ((62*MAX_MENU_ITEMS)+7), fontWhite, m_font);
Drawing::Draw_Text("Turn ON/OFF [END] key", 170, ((62*MAX_MENU_ITEMS)+27), fontWhite, m_font);
}
}




void Hacks::KeyboardInput()
{
if(GetAsyncKeyState(VK_UP)&1)
{
if(MenuIndex > 0)
{
MenuIndex--;
}
}

if(GetAsyncKeyState(VK_DOWN)&1)
{
if(MenuIndex < MAX_MENU_ITEMS-1)
{
MenuIndex++;
}
}

if(GetAsyncKeyState(VK_END)&1)
{
hack[MenuIndex].on = !hack[MenuIndex].on;
if(MenuIndex == ESP_DISTANCE)
{
//this is where we write memory, these are nop values
}
if(MenuIndex == SNAP_LINE)
{
//this is where we write memory
}
}

if(GetAsyncKeyState(VK_INSERT)&1)
{
//TEXT DOESNT CHANGE as the hack is either hidden or not
//and if its hidden you cant tell the user to turn hack on(at least we wont)
hack[HIDE_MENU].on = !hack[HIDE_MENU].on;
}
}


---------------------------------

#pragma once

#include <Windows.h>
#include "d3d9.h"
#include <ctime> //for the clock
#include "Drawing.h"
#include <iostream>
#include <math.h>
#include <algorithm> //USED FOR OUR SORTING ALGORITHM
#define D3DHOOK_TEXTURES //comment this to disable texture hooking
#define MAX_MENU_ITEMS 6 //so you limit up to make sure everything else run smoothly

//MOVE THESE to the top
//these are just examples you can do your own
#define ESP_BOX_NAME 0
#define ESP_HEALTH 1
#define ESP_DISTANCE 2
#define SNAP_LINE 3
#define AIMBOT_HK 4
#define HIDE_MENU 5

class Hacks
{
public:
int m_Stride;
/*Function prototypes*/
void Hacks::CreateFont(IDirect3DDevice9 *d3dDevice, std::string choiceFont);
void Hacks::InitializeMenuItems();
void Hacks::DrawMenu(IDirect3DDevice9 *d3dDevice);
void Hacks::KeyboardInput();

//our colours For the chams textures
//Spetznas and opfor
LPDIRECT3DTEXTURE9 texRed;
LPDIRECT3DTEXTURE9 texGreen;

//Marines and SAS
LPDIRECT3DTEXTURE9 texBlue;
LPDIRECT3DTEXTURE9 texWhite;

//used to get window size and other info
D3DVIEWPORT9 g_ViewPort;

//our font
LPD3DXFONT m_font;

//everything each hack needs bay bay
struct d3dMenuHack
{
bool on;
std::string name;
};

d3dMenuHack hack[MAX_MENU_ITEMS];
};

//We send these over to see whether we turn something on or not
struct ESP_Options
{
bool box_Plus_Name;
bool health;
bool distance;
bool snapLine;
bool aimbot;
};

-------------------------------------
#include "I_O.h"


std::string I_O::IntToString(int number)
{
   std::stringstream ss;//create a stringstream
   ss << number;//add number to the stream
   return ss.str();//return a string with the contents of the stream
}

std::string I_O::FloatToString(float number)
{
   //Round our number down
   number = floorf(number);
   std::stringstream ss;
   ss << number;
   return ss.str();
}

------------------------------------------------
#include <iostream>
#include <Windows.h>
#include <sstream>
#include <string>

static class I_O
{
public:
static std::string IntToString(int number);
static std::string CharToString(char * text, int length);
static std::string FloatToString(float number);
};


----------------------------------------------------------

#include <windows.h>
#include <fstream>
#include <stdio.h>
using namespace std;

#include "main.h"
#include "d3d9.h"

//Globals
ofstream ofile;
char dlldir[320];

bool WINAPI DllMain(HMODULE hDll, DWORD dwReason, PVOID pvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
DisableThreadLibraryCalls(hDll);
HMODULE hMod = LoadLibrary("d3d9.dll");

oDirect3DCreate9 = (tDirect3DCreate9)DetourFunc(
(BYTE*)GetProcAddress(hMod, "Direct3DCreate9"),
(BYTE*)hkDirect3DCreate9,
5);

return true;
}

    return false;
}

void *DetourFunc(BYTE *src, const BYTE *dst, const int len)
{
BYTE *jmp = (BYTE*)malloc(len+5);
DWORD dwback;

VirtualProtect(src, len, PAGE_READWRITE, &dwback);

memcpy(jmp, src, len); jmp += len;

jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;

src[0] = 0xE9;
*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;

VirtualProtect(src, len, dwback, &dwback);

return (jmp-len);
}

bool RetourFunc(BYTE *src, BYTE *restore, const int len)
{
DWORD dwback;

if(!VirtualProtect(src, len, PAGE_READWRITE, &dwback)) { return false; }
if(!memcpy(src, restore, len)) { return false; }

restore[0] = 0xE9;
*(DWORD*)(restore+1) = (DWORD)(src - restore) - 5;

if(!VirtualProtect(src, len, dwback, &dwback)) { return false; }

return true;
}

------------------------------------------------------------
#define WIN32_LEAN_AND_MEAN

#ifndef _MAIN_H
#define _MAIN_H

//char *GetDirectoryFile(char *filename);
//void __cdecl add_log (const char * fmt, ...);
void *DetourFunc(BYTE *src, const BYTE *dst, const int len);
bool RetourFunc(BYTE *src, BYTE *restore, const int len);



#endif
-----------------------------------------------------------------------------
#pragma once

#include <math.h>

//Here is our vector, makes things easier when dealing with coordinates
    class Vect3d
    {
public:
        float x;
        float y;
        float z;

        Vect3d(float _x, float _y, float _z)
        {
            x = _x;
            y = _y;
            z = _z;
        }

        Vect3d()
        {
        }

        float length()
        {
return (float)sqrt(x * x + y * y + z * z);
        }

        float dotproduct(Vect3d dot)
        {
            return (x * dot.x + y * dot.y + z * dot.z);
        }

    };

struct Color
{
public:
short R;
short G;
short B;

Color()
{

}
Color(short r, short g, short b)
{
R = r;
G = g;
B = b;
}

};

//Here we store the actual contents of the memory addresses usually within "PlayerData" we
    //will use this just before calling the aimbot to put our player's data and the enemies at use
    //e.g. find how far the enemy is from us
    class PlayerDataVec
    {
public:
        float xMouse;
        float yMouse;
        int isValid;
        float xPos;
        float yPos;
        float zPos;
        int isAlive;
        int clientNum;
        Color color;
        char name[16];
        int pose;
        int team;
        bool visible;
        int isInGame;
int health;

        Vect3d VecCoords()
        {
Vect3d vec(xPos, yPos, zPos);
            return vec;
        }
    };

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22 de julho de 2014 às 17:02 ×

Galera no final de semana tem tutorial no Canal programador GB tirando a duvida sobre o assunto

Selamat Gilmaik dapat PERTAMAX...! Silahkan antri di pom terdekat heheheh...
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