Part1
Code:
#include <d3d9.h> // We include our D3D9 Header
#include <d3dx9.h> // We include our D3DX9 Header
#include "Adres.h"
struct Aeroman // We give our struct the name Aeroman
{
void SuperCrosshair(IDirect3DDevice9 *pDevice,DWORD defenition,DWORD Collor,DWORD Size); // Our defenition of the Crosshair
void Light(IDirect3DDevice9 *pDevice); // D3D Lightning
void Message(char *txt); // A Private Message
void URL(char *url);
void Swim(char Height);
void weapon(char index);
void Superjump(DWORD Key,char Height);
void Teleport(int Save,int Go);
void Visualrain(char value);
void Stamina(char index);
void SPEED(char speedvalue);
void CornerTeleport(int hotkey);
};
Aeroman * AeroMan; // Makes the use of the struct available
void Aeroman::SuperCrosshair(IDirect3DDevice9 *pDevice,DWORD defenition,DWORD Collor,DWORD Size) // Define our SuperCrosshair in the struct Aeroman
{
#define Rectcol D3DCOLOR_ARGB(100,125,0,255) // Define our 3D Collor
#define PlayerP 0xD4A730
#define NoRecoil1 0xC444
#define NoRecoil2 0xC43C
#define NoRecoil3 0xC440
#define Nospread 0xA59E10
int x = ( GetSystemMetrics( 0 ) / 2); // Takes the full screen size / 2 - so it becomes the half
int y = ( GetSystemMetrics( 1 ) / 2); // Same happens here
D3DRECT rec1 = { x - Size, y, x + Size, y + 1 }; // We draw our first line
D3DRECT rec2 = { x, y - Size, x + 1 , y + Size-1 }; // Second line
D3DRECT rec3 = { x-1 - Size, y, x + Size, y - 1 }; // New crosshair line 1
D3DRECT rec4 = { x, y - Size, x - 1 , y + Size+1 }; // Second line of the second crosshair
if(defenition==1) // If our Function is enabled
{
if(PlayerP != 0) // And our playerpointer is running A.K.A ingame then
{
pDevice->SetRenderState(D3DRS_FOGENABLE,false); // fog is disabled
pDevice->SetRenderState(D3DRS_LIGHTING,true); // Lightning is enabled
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(10,0,10,10)); // Ambient collor is small glowing
}else{ // if we are not ingame then
pDevice->SetRenderState(D3DRS_FOGENABLE,true); // Fog will be enabled
pDevice->SetRenderState(D3DRS_LIGHTING,false); // Lightning will be disabled
}
} // End of the functions
*(float*)(PlayerP+NoRecoil1) = 0; //|
*(float*)(PlayerP+NoRecoil2) = 0; //|-Removes the recoil
*(float*)(PlayerP+NoRecoil3) = 0; //|
//*(float*)(Nospread) = 0; //Removes the spread
pDevice->Clear(1, &rec1, D3DCLEAR_TARGET, Collor , 0, 0); // We draw the first line of crosshair one
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, Collor , 0, 0); // We draw the second line of crosshair one
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET, Rectcol, 0, 0); // We draw the first line of crosshair two
pDevice->Clear(1, &rec4, D3DCLEAR_TARGET, Rectcol, 0, 0); // We draw the second line of crosshair two
}
void Aeroman::Light(IDirect3DDevice9 *pDevice)
{
pDevice->SetRenderState(D3DRS_LIGHTING,true);
}
void Aeroman::Message(char *txt)
{
MessageBoxA(0,txt,"WarRock Public D3D",0);
}
void Aeroman::URL(char *url)
{
ShellExecuteA(0,0,url,0,0,SW_SHOWNORMAL);
}
void Aeroman::Swim(char Height)
{
*(float*)(WaterHeight) = Height;
}
void Aeroman::weapon(char index)
{
if(PlayerPTR != 0)
{
AeroMan->Swim(120);
*(long*)(PlayerPTR+Weapon1) = index;
AeroMan->Swim(0);
}
}
void Aeroman::Superjump(DWORD Key,char Height)
{
if(PlayerPTR != 0)
{
if(GetAsyncKeyState(Key)&1){ *(float*)(PlayerPTR+OFS_Z) = Height; }
}
}
void Aeroman::Teleport(int Save, int Go)
{
int x,y,z;
float _X = 0.0; float _Y = 0.0; float _Z = 0.0;
if(PlayerPTR!=0)
{
_X = *(float*)(PlayerPTR+OFS_X);
_Y = *(float*)(PlayerPTR+OFS_Y);
_Z = *(float*)(PlayerPTR+OFS_Z);
if(GetAsyncKeyState(Save)&1)
{
x = _X;
y = _Y;
z = _Z;
}
if(GetAsyncKeyState(Go)&1)
{
*(float*)(PlayerPTR+OFS_X) = x;
*(float*)(PlayerPTR+OFS_Y) = y;
*(float*)(PlayerPTR+OFS_Z) = z;
}
}
}
void Aeroman::Visualrain(char value)
{
if(PlayerPTR != 0)
{
*(int*)(VisualRain) = value;
}
else
{
AeroMan->Message("Please enter a game before you put this hack on!");
}
}
void Aeroman::Stamina(char index)
{
if(index==1)
{
*(float*)(Stamina1) = 0;
*(float*)(Stamina2) = 0;
*(float*)(Stamina3) = 0;
*(float*)(Stamina4) = 0;
*(float*)(Stamina5) = 0;
}
else
{
*(float*)(Stamina1) = 50;
*(float*)(Stamina2) = 50;
*(float*)(Stamina3) = 50;
*(float*)(Stamina4) = 50;
*(float*)(Stamina5) = 50;
}
}
void Aeroman::SPEED(char speed)
{
*(float*)(Speed) = speed;
}
//---[Corner Teleport]---//
struct corner
{
DWORD Pointer; //0xD4A730
float offset_x; //0x102E0
float offset_y; //0x102F0
float offset_z; //0x102E8
}; corner *pCorner;
void Aeroman::CornerTeleport(int hotkey)
{
if(hotkey)
{
/*pCorner->Pointer+pCorner->offset_x = 0;
pCorner->Pointer+pCorner->offset_y = 0;
pCorner->Pointer+pCorner->offset_z = 0;*/
pCorner->offset_x = 0.0;
pCorner->offset_z = 0.0;
pCorner->offset_y = 0.0;
}
}
Part2
Code:
#include <d3d9.h>
#include <d3dx9.h>
#include <stdio.h>
#pragma warning(disable:4244)
/*
* Software development kit coded by Aeroman.
* Licensed to Microsoft©
* Coded on 12th of june 2011
* SuperDevelopMent Kit v3.19
*/
typedef unsigned int interger_func;
struct SDK
{
DWORD QuickStart(void *Function);
DWORD Func1(DWORD adress,int state);
DWORD Func2(DWORD adress,int state);
DWORD Func3(DWORD adress,int state);
DWORD Func4(DWORD adress,int state);
DWORD Memcpy(DWORD adress,PBYTE *bytes,int max_bytes);
void Crosshairs(IDirect3DDevice9 *pDevice,DWORD Collor,DWORD Size);
void URL(char *url);
void Messagebox(char *title,char *body);
void URL_Messagebox(char *title,char *body,char *url);
void Exit(int after_seconds);
void sleep(int seconds);
void OpenSlot(DWORD PlayerPtr,DWORD Slot);
void StartSDK(void *thread,int after_seconds);
void Game_Teleport(DWORD GamePointer,DWORD adress_x,DWORD adress_y,DWORD adress_z,int hotkey_save,int hotkey_go);
void Game_Speed(DWORD speed_adress,int speed);
void Game_Weapon(DWORD GamePointer,DWORD Weapons,int index);
void Game_Esp(char Teamname,DWORD adress);
void Game_Rain(DWORD adress,int index);
void SDK_Credits();
}; SDK *Aero;
DWORD SDK::QuickStart(void *Function)
{
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)Function, NULL, NULL, NULL);
return TRUE;
}
DWORD SDK::Func1(DWORD adress,int state)
{
*(float*)(adress) = state;
return 1;
}
DWORD SDK::Func2(DWORD adress,int state)
{
*(int*)(adress) = state;
return 1;
}
DWORD SDK::Func3(DWORD adress,int state)
{
*(long*)(adress) = state;
return 1;
}
DWORD SDK::Func4(DWORD adress,int state)
{
*(double*)(adress) = state;
return 1;
}
DWORD SDK::Memcpy(DWORD adress,PBYTE *bytes,int max_bytes)
{
#define MemCommit memcpy
MemCommit((void *)(adress),(bytes),max_bytes);
return 1;
}
void SDK::Crosshairs(IDirect3DDevice9 *pDevice,DWORD Collor,DWORD Size)
{
#define Rectcol D3DCOLOR_ARGB(100,125,0,255)
int x = ( GetSystemMetrics( 0 ) / 2);
int y = ( GetSystemMetrics( 1 ) / 2);
D3DRECT rec1 = { x - Size, y, x + Size, y + 1 };
D3DRECT rec2 = { x, y - Size, x + 1 , y + Size-1 };
D3DRECT rec3 = { x-1 - Size, y, x + Size, y - 1 };
D3DRECT rec4 = { x, y - Size, x - 1 , y + Size+1 };
pDevice->Clear(1, &rec1, D3DCLEAR_TARGET, Collor , 0, 0);
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, Collor , 0, 0);
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET, Rectcol, 0, 0);
pDevice->Clear(1, &rec4, D3DCLEAR_TARGET, Rectcol, 0, 0);
}
void SDK::URL(char *url)
{
ShellExecuteA(0,0,url,0,0,SW_SHOWNORMAL);
}
void SDK::Messagebox(char *title,char *body)
{
MessageBoxA(0,body,title,0);
}
void SDK::URL_Messagebox(char *title,char *body,char *url)
{
SDK::Messagebox(title,body);
SDK::URL(url);
}
void SDK::Exit(int after_seconds)
{
INT inSec;
inSec = after_seconds * 1000;
ExitProcess(inSec);
}
void SDK::sleep(int seconds)
{
INT inSec;
inSec = seconds * 1000;
Sleep(inSec);
}
void SDK::OpenSlot(DWORD PlayerPtr, DWORD Slot)
{
*(long*)(PlayerPtr+Slot) = 1;
}
void SDK::StartSDK(void *thread,int after_seconds)
{
INT inSec;
inSec = after_seconds * 1000;
SDK::Messagebox("Sdk","Succesfully started the function!");
SDK::QuickStart(thread);
SDK::sleep(inSec);
}
void SDK::Game_Teleport(DWORD GamePointer,DWORD adress_x, DWORD adress_y, DWORD adress_z, int hotkey_save, int hotkey_go)
{
DWORD p = *(DWORD*)(GamePointer);
DWORD x = *(DWORD*)(adress_x);
DWORD z = *(DWORD*)(adress_y);
DWORD y = *(DWORD*)(adress_z);
INT X;
INT Y;
INT Z;
INT cur_z;
INT cur_y;
INT cur_x;
X = *(float*)((p)+(x));
Y = *(float*)((p)+(y));
Z = *(float*)((p)+(z));
if(hotkey_save)
{
cur_z = Z;
cur_y = Y;
cur_x = X;
}
if(hotkey_go)
{
*(float*)((p)+(x)) = (cur_x);
*(float*)((p)+(z)) = (cur_z);
*(float*)((p)+(y)) = (cur_y);
}
}
void SDK::Game_Speed(DWORD speed_adress, int speed)
{
DWORD s = *(DWORD*)(speed_adress);
INT original_value = 98.94f;
INT on = 0;
if(GetAsyncKeyState(VK_DELETE)&1)
{
*(float*)(speed_adress) = (original_value);
}
else
{
*(float*)(speed_adress) = (speed);
}
}
void SDK::Game_Weapon(DWORD GamePointer,DWORD Weapons,int index)
{
#define GetWeapon long
DWORD p = *(DWORD*)(GamePointer);
DWORD w = *(DWORD*)(Weapons);
DWORD i = *(DWORD*)(index);
*(GetWeapon*)((p)+(w)) = (i);
}
void SDK::Game_Esp(char Teamname, DWORD adress)
{
DWORD t = *(DWORD*)(Teamname);
DWORD a = *(DWORD*)(adress);
char info[28] = { "No info registered." };
if(!t)
{
sprintf_s(info,"Team information: %s",a);
}
}
void SDK::Game_Rain(DWORD adress,int index)
{
DWORD a = *(DWORD*)(adress);
DWORD i = *(DWORD*)(index);
*(interger_func*)(a) = (i);
}
void SDK::SDK_Credits()
{
SDK::Messagebox("Credits","Aeroman && Microsoft development networks.");
}
Protected ASM function
Code:
void Aeroman::Asm(void *adress,void *bytes,int size)
{
DWORD HideASM;
VirtualProtect(adress,size,PAGE_EXECUTE_READWRITE,&HideASM);
memcpy(adress,bytes,size);
VirtualProtect(adress,size,HideASM,&HideASM);
}
Credits