
//Pointers #define ADR_PLAYERPOINTER 0x00D86788 #define ADR_SERVERPOINTER 0x00C82748 //Addys #define ADR_SCOPE 0x00B25FA8 #define ADR_SCOPESIZE 0x00B25FB0 #define ADR_EXTRAAMMO1 0x00C0932C #define ADR_EXTRAAMMO2 0x00C0932D #define ADR_NOWATER 0x00B26054 #define ADR_WALKUNDERWATER 0x00B26058 #define ADR_WATERCOLOR1 0x00B26080 #define ADR_WATERCOLOR2 0x00B2607C #define ADR_WATERCOLOR3 0x00B26078 #define ADR_WATERDEEP1 0x00B2608C #define ADR_WATERDEEP2 0x00B26088 #define ADR_WATERDEEP3 0x00B26084 #define ADR_FOGDISLOCK 0x00C0F110 #define ADR_FOGCOLOR1 0x00C0F1C4 #define ADR_FOGCOLOR2 0x00C0F1C0 #define ADR_FOGCOLOR3 0x00C0F1BC #define ADR_NEARFOG 0x00C0F108 #define ADR_FARFOG 0x00C0F10C #define ADR_GLASSWALLS 0x00C0F114 #define ADR_FULLBRIGHT1 0x00C0F17C #define ADR_FULLBRIGHT2 0x00C0F178 #define ADR_FULLBRIGHT3 0x00C0F174 #define ADR_MAPCOLOR1 0x00C0F1AC #define ADR_MAPCOLOR2 0x00C0F1A8 #define ADR_MAPCOLOR3 0x00C0F1A4 #define ADR_NOBOUNDS1 0x00C33A88 #define ADR_NOBOUNDS2 0x00C33A8C #define ADR_NOBOUNDS3 0x00C33A90 #define ADR_NOSPAWN1 0x00C3C698 #define ADR_NOSPAWN2 0x00C3C6A0 #define ADR_NOSPAWN3 0x00C3C69C #define ADR_UNLIMITAMMO 0x00C40D10 #define ADR_SPEED 0x00A9B0EC #define ADR_SNIPERPX 0x00C0932E #define ADR_ASSAULTPX 0x00C09330 #define ADR_BANDAGE 0x00C09332 #define ADR_BANDAGE1 0x00C0932F #define ADR_BANDAGE2 0x00C09331 #define ADR_PLANTANYWHERE 0x00B2602C /*Not sure*/ #define ADR_HIDEWEAPON 0x00A8DF60 #define ADR_WEAPONGRAV 0x00A8DED8 #define ADR_SUPERFIRE 0x00A8D5A4 //Ofssets #define OFS_NOFALLDAMAGE 0x000103A0 #define OFS_X 0x000102D8 #define OFS_Y 0x000102E0 #define OFS_Z 0x000102DC #define OFS_PLAYERSIZE 0x00001CF8 #define OFS_FORCEKICK 0x000F99B8 #define OFS_INVISIBLE 0x000FC8C0 #define OFS_GMMODE 0x000FC8C0
.#include <windows.h>
#include <stdio.h>
#define ADR_PLAYERPOINTER 0x00D86788
#define ADR_SERVERPOINTER 0x00C82748
#define ADR_GLASSWALLS 0x00C0F114
DWORD *ingame= (DWORD*)ADR_PLAYERPOINTER;
DWORD *outgame= (DWORD*)ADR_SERVERPOINTER;
void GlassWallsOn()
{
if(GetAsyncKeyState(VK_RIGHT) &1)
{
*(int*)ADR_GLASSWALLS = 4;
}
}
void GlassWallsOff()
{
if(GetAsyncKeyState(VK_LEFT) &1)
{
*(int*)ADR_GLASSWALLS = 0;
}
}
void snip()
{
for(;; )
{
if(*ingame)
{
GlassWallsOn();
GlassWallsOff();
}
}
Sleep(200);
}
BOOL WINAPI DllMain(HINSTANCE mod, DWORD DWORD_GRUND, LPVOID res)
{
switch(DWORD_GRUND)
{
case 1:
CreateThread(0,0, (LPTHREAD_START_ROUTINE)snip, 0, 0, 0);
MessageBoxA(0, "Credits: mpgh", "Successfuly Injected!", 0);
break;
}
return TRUE;
}
