, Work 100% tested yesterday......




#include <windows.h>
float x = 0;
float y = 0;
float z = 0;
int ghostmode = 0;
float xyz = 0;
bool IsGameReadyForHook()
{
if( GetModuleHandleA( "ClientFX.fxd" ) != NULL
&& GetModuleHandleA( "CShell.dll" ) != NULL )
return true;
return false;
}
typedef int (__cdecl* RunConsoleCommand_T)(const char* szCommand);
static RunConsoleCommand_T RunConsoleCommand = (RunConsoleCommand_T) LTC goes here(get it urself);
void main(){
while (!IsGameReadyForHook()){
Sleep(20);
}
#define playerpointer 0x66F34
#define yoffset 0xCC
DWORD nom, posy;
while(true){
nom=NULL;
nom = (DWORD)GetModuleHandleA("ClientFX.fxd");
nom += playerpointer;
memcpy(&posy,(void *)(nom),4);
posy += yoffset;
if(GetAsyncKeyState(VK_DELETE)<0){
Sleep(50);
ghostmode++;
if(ghostmode > 1){
ghostmode = 0;
}
}
if(ghostmode){
*(float*)posy = y;
*(float*)(posy+0x4) = x;
*(float*)(posy-0x4) = z;
if(GetAsyncKeyState(VK_NUMPAD6)<0){
Sleep(1);
z++;
}
if(GetAsyncKeyState(VK_NUMPAD4)<0){
Sleep(1);
z--;
}
if(GetAsyncKeyState(VK_NUMPAD8)<0){
Sleep(1);
x++;
}
if(GetAsyncKeyState(VK_NUMPAD2)<0){
Sleep(1);
x--;
}
if(GetAsyncKeyState(VK_ADD)<0){
Sleep(1);
y++;
}
if(GetAsyncKeyState(VK_SUBTRACT)<0){
Sleep(1);
y--;
}
if(GetAsyncKeyState(VK_NUMPAD1)<0){
Sleep(1);
x--;
y--;
z--;
}
if(GetAsyncKeyState(VK_NUMPAD3)<0){
Sleep(1);
x++;
y++;
z++;
}
}
}
}
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved){
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL);
break;
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}