[Release] Artilery + Addys (VIP Included)
if(Player.Artillery)
{
if(PlayerPointer != 0)
{
WriteAsm((void *)(Artillery1),(PBYTE)ARTILLERY1_ON,2);
WriteAsm((void *)(Artillery2),(PBYTE)ARTILLERY2_ON,2);
WriteAsm((void *)(Artillery3),(PBYTE)ARTILLERY3_ON,2);
WriteAsm((void *)(Artillery4),(PBYTE)ARTILLERY4_ON,2);
WriteAsm((void *)(Artillery5),(PBYTE)ARTILLERY5_ON,2);
WriteAsm((void *)(Artillery6),(PBYTE)ARTILLERY6_ON,2);
WriteAsm((void *)(Artillery7),(PBYTE)ARTILLERY7_ON,2);
}
else
Player.Artillery=0;
MessageBoxA(0,"Please enter the game..","",0);
}
//---[25/02/2011]---//
//----[Pointer]----//
#define PlayerPointer 0xBC3228
#define ServerPointer 0xABDE08
//----[Server]----//
#define AntiAfk 0xA44888
//----[Player]----//
#define NoWater 0x968044
#define NoFallDamage 0x103A8
#define Offset_z 0x102D8
#define Offset_y 0x102DC
#define Offset_x 0x102D4
#define Walk_U_Water 0xA4A760
#define MiniMap1 0xA4A784
#define MiniMap2 0xA4A77C
#define MiniMap3 0xA4A778
#define MiniMap4 0xA4A770
#define MiniMapPos1 0xA4A780
#define MiniMapPos2 0xA4A774
#define AI_height 0xA4A764
#define ExtraAmmo1 0xA4484C
#define ExtaAmmo2 0xA4484D
#define Unl_Memory 0xA7B2B8
//----[Visual]----//
#define FarFog 0xA4A76C
#define NearFog 0xA4A768
#define GlassWall 0xA4A668
#define RankImage 0x556EFC
#define Light1 0xA4A6E8
#define Light2 0xA4A6E4
#define Light3 0xA4A6E0
#define Camera1 0xA4A70C
#define Camera2 0xA4A708
#define Camera3 0xA4A704
#define Camera_Pos 0x7B1880
#define Diffuse1 0xA4A6DC
#define Diffuse2 0xA4A6D8
#define Diffuse3 0xA4A6D4
#define FogCollor1 0xA4A718
#define FogCollor2 0xA4A714
#define FogCollor3 0xA4A710
#define MapCollor1 0xA4A700
#define MapCollor2 0xA4A6FC
#define MapCollor3 0xA4A6F8
#define Light_Direct1 0xA4A6F4
#define Light_Direct2 0xA4A6F0
#define Light_Direct3 0xA4A6EC
#define FullBright1 0xA4A6D0
#define FullBright2 0xA4A6CC
#define FullBright3 0xA4A6C8
#define Water_Texture 0x968020
#define WaterShallow1 0x968034
#define WaterShallow2 0x968030
#define WaterShallow3 0x96802C
#define WaterDepthCo1 0x968040
#define WaterDepthCo2 0x96803C
#define WaterDepthCo3 0x968038
//---[Weapon]---//
#define WeaponPointer 0x96718C
#define WeaponBase 0xAF8FC0
#define Weapon1 0x10100
#define Weapon2 0x101D2
#define Weapon3 0x101D0
//---[VIP]---//
#define OPK1 0x65BE6A
#define OPK2 0x65BE99
#define OPK3 0x65BEC3
#define CQCProne 0xABDE08
#define Artillery1 0x4F0DAE
#define Artillery2 0x4F0F79
#define Artillery3 0x418B60
#define Artillery4 0x573C94
#define Artillery5 0x4F0D86
#define Artillery6 0x45BF7A
#define Artillery7 0x41899B
#define SuperVehicle 0x434BF3
#define EngineText 0x8A97F3
#define encrypte ((0x16)|(0x32))
#define decrypte ((0x32)|(0x16))
//---[Bytes]---//
BYTE OPK1_ON [] = { 0x8B,0x86,0x3C,0x01,0x00,0x00 };
BYTE OPK2_ON [] = { 0x8B,0x86,0x40,0x01,0x00,0x00 };
BYTE OPK3_ON [] = { 0x8B,0x86,0x44,0x01,0x00,0x00 };
BYTE OPK1_OFF [] = { 0x68,0x90,0xCA,0x90,0x00 };
BYTE OPK2_OFF [] = { 0x68,0x8C,0xCA,0x90,0x00 };
BYTE OPK3_OFF [] = { 0x68,0x40,0xED,0x90,0x00 };
BYTE CQCP_ON [] = { 0xA1,0x0C,0x6C,0xBD,0x00 };
BYTE CQCP_OFF [] = { 0x83,0x3D,0x08,0xDE,0xAB,0x00,0x00 };
BYTE ARTILLERY1_ON [] = { 0x75,0x37 };
BYTE ARTILLERY2_ON [] = { 0x75,0x0F };
BYTE ARTILLERY3_ON [] = { 0x75,0x08 };
BYTE ARTILLERY4_ON [] = { 0x7D,0x6C };
BYTE ARTILLERY5_ON [] = { 0x74,0x08 };
BYTE ARTILLERY6_ON [] = { 0xEB,0x3A };
BYTE ARTILLERY7_ON [] = { 0x7A,0x07 };
BYTE SUPERVEHICLE [] = { 0x74,0x5A };
Credits : TheCamels8 60%
Me [The [Cold]Taker] 40% 
enjoy the source codes The ADdies are up to date?