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Aim Correction
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Aim Correction
Algumas classes:
Código:
E agora o AimCorrection:
Código:
Código:
- Código:
#ifndef _CLASSES_H#define _CLASSES_Hclass cWeaponInfo;class cWeaponMgr;class cWeaponMgr{public: char unknown0[5564]; cWeaponInfo** Weapons; //15BC __int32 WeaponCount; //15C0};class cWeaponInfo{public:char _0x0000[12]; DWORD dwClientWeaponType; //0x000C DWORD dwAniType; //0x0010 DWORD dwLowerAniType; //0x0014 //D3DXVECTOR3 Pos; //0x0018 Not Sure :Pchar _0x0024[508]; DWORD dwFireSndRadius; //0x021C DWORD dwFireSndVolume; //0x0220 char _0x0224[4]; DWORD dwCrossHairA; //0x0228 DWORD dwCrossHairR; //0x022C DWORD dwCrossHairG; //0x0230 DWORD dwCrossHairB; //0x0234 BYTE TripleShotMode; //0x0238 char _0x0239[3]; DWORD dwTripleShotRoundNum; //0x023C char _0x0240[24]; DWORD dwReloadSndRadius; //0x0258 DWORD dwSelectSndRadius; //0x025C DWORD dwEnvironmentMap; //0x0260 DWORD dwInfiniteAmmo; //0x0264 DWORD dwHideWhenEmpty; //0x0268 DWORD dwIsAmmo; //0x026C char _0x0270[4]; DWORD dwShotsPerClip; //0x0274 BYTE ReloadPerBullet; //0x0278 MovZXchar _0x0279[35]; float fDynamicPerturbFactor; //0x029C float fDynnamicPerturbFactorRun; //0x02A0 float fDynnamicPerturbFactorWalk; //0x02A4 float fDynnamicPerturbFactorJump; //0x02A8 float fZoomTime; //0x02AC DWORD dwMinPerturb; //0x02B0 DWORD dwMaxPerturb; //0x02B4 float fDuckPerturb; //0x02B8 float fMoveDuckPerturb; //0x02BC DWORD dwZoomedMinPerturb; //0x02C0 DWORD dwZoomedMaxPerturb; //0x02C4 DWORD dwRange; //0x02C8 char _0x02CC[12]; DWORD dwVectorsPerRound; //0x02D8 char _0x02DC[32]; DWORD dwFireDelay; //0x02FC float fMovePenalty; //0x0300 float fPerturbIncSpeed; //0x0304 float fPerturbDecSpeed; //0x0308 float fZoomedMovePenalty; //0x030C float fZoomedPerturbIncSpeed; //0x0310 float fZoomedPerturbDecSpeed; //0x0314 float fMaxCamRecoilPitch; //0x0318 float fBaseCamRecoilPitch; //0x031C float fBaseCamRecoilAccelPitch; //0x0320 float fMaxCamRecoilYaw; //0x0324 float fBaseCamRecoilYaw; //0x0328 float fMaxCamRecoilWag; //0x032C float fBaseCamRecoilWagR; //0x0330 float fBaseCamRecoilWagL; //0x0334 float fMaxRandomPitch; //0x0338 float fMaxRandomWag; //0x033C float fWhiteScreenDecl; //0x0340 float fCapturedDecl; //0x0344 float fTripleShotMaxCamRecoilPitch; //0x0348 float fTripleShotBaseCamRecoilPitch; //0x034C float fBaseCamBackJitter; //0x0350 float fBackJitterRecover; //0x0354 DWORD dwTripleShotMinPerturb; //0x0358 DWORD dwTripleShotMaxPerturb; //0x035C float fTripleShotPerturbIncSpeed; //0x0360 float fTripleShotPerturbDecSpeed; //0x0364 DWORD dwHudFireMode; //0x0368 char _0x036C[144]; DWORD dwTripleShotDelay; //0x03FC DWORD dwTripleShotSelectDelay; //0x0400 BYTE DisableCrosshair; //0x0404 char _0x0405[3]; DWORD dwRapidFireCount; //0x0408 char _0x040C[4]; DWORD dwNoSelect; //0x0410 char _0x0414[4]; float fCameraSwayXSpeed; //0x0418 float fCameraSwayYSpeed; //0x041C float fCameraSwayXFreq; //0x0420 float fCameraSwayYFreq; //0x0424 float fGrenadeSpeed ; //0x0428 DWORD dwGrenadeAttach; //0x042C DWORD dwGrenadeSlide; //0x0430 DWORD dwTargetCrossHairFlag; //0x0434 DWORD dwEffectRange; //0x0438 char _0x043C[4]; DWORD dwGuntype; //0x0440 char _0x0444[16]; DWORD dwMuzzleOPtion; //0x0454 DWORD dwSightOption; //0x0458 DWORD dwMagazineOption; //0x045C DWORD dwAirStrikeID; //0x0460 char _0x0464[4]; float fAirDropHeight; //0x0468 float fAirDropDelay; //0x046C char _0x0470[32]; DWORD dwAlt_Effectrange; //0x0490 char _0x0494[24]; DWORD dwShoutMsgShowTime; //0x04AC DWORD dwScanSendTime; //0x04B0 DWORD dwScanDist; //0x04B4 DWORD dwBatteryRefillQuantity; //0x04B8 DWORD dwBatteryUsingQuantity; //0x04BC DWORD dwBatteryMaxQuantity; //0x04C0 DWORD dwBatteryRefillTime; //0x04C4 char _0x04C8[108]; BYTE DamageWeapon; //0x0534 char _0x0535[3];};//Size=0x0538#endif
E agora o AimCorrection:
Código:
- Código:
[I]void cHacks::hAimCorrection(int Flag){ if( !Hacks.Flags.Check ) { cWeaponMgr* WepMgr = *(cWeaponMgr**)Addresses.Address[WeaponInfo].Value; if( WepMgr != 0 ) { for( int i = 0; i < WepMgr->WeaponCount; i++ ) { cWeaponInfo* Wep = WepMgr->Weapons[i]; if( Wep != 0 ) { Hacks.fValues[0][i] = Wep->fDuckPerturb; Hacks.fValues[1][i] = Wep->fMoveDuckPerturb; Hacks.fValues[2][i] = Wep->fPerturbIncSpeed; Hacks.fValues[3][i] = Wep->fPerturbDecSpeed; Hacks.fValues[4][i] = Wep->fCameraSwayXFreq; Hacks.fValues[5][i] = Wep->fCameraSwayYFreq; Hacks.fValues[6][i] = Wep->fZoomedPerturbIncSpeed; Hacks.fValues[7][i] = Wep->fZoomedPerturbDecSpeed; Hacks.fValues[8][i] = Wep->fTripleShotMaxCamRecoilPitch; Hacks.fValues[9][i] = Wep->fTripleShotBaseCamRecoilPitch; Hacks.fValues[10][i] = Wep->fTripleShotPerturbIncSpeed; Hacks.fValues[11][i] = Wep->fTripleShotPerturbDecSpeed; Hacks.fValues[12][i] = Wep->fBaseCamRecoilPitch; Hacks.fValues[13][i] = (float)Wep->fBaseCamRecoilAccelPitch; Hacks.fValues[14][i] = (float)Wep->dwTripleShotMinPerturb; Hacks.fValues[15][i] = (float)Wep->dwTripleShotMaxPerturb; Hacks.fValues[16][i] = (float)Wep->dwMaxPerturb; Hacks.fValues[17][i] = (float)Wep->dwMinPerturb; Hacks.fValues[18][i] = (float)Wep->dwZoomedMaxPerturb; Hacks.fValues[19][i] = (float)Wep->dwZoomedMinPerturb; } } } Hacks.Flags.Check = true; } if( Flag ) { if( Hacks.Flags.Check ) { cWeaponMgr* WepMgr = (cWeaponMgr*)Addresses.Address[WeaponInfo].Value; if( WepMgr ) { for( int i = 0; i < WepMgr->WeaponCount; i++ ) { cWeaponInfo* Wep = WepMgr->Weapons[i]; if( Wep ) { Wep->fDuckPerturb = 0.0f; Wep->fMoveDuckPerturb = 0.0f; Wep->fPerturbIncSpeed = 0.0f; Wep->fPerturbDecSpeed = 0.0f; Wep->fCameraSwayXFreq = 0.0f; Wep->fCameraSwayYFreq = 0.0f; Wep->fZoomedPerturbIncSpeed = 0.0f; Wep->fZoomedPerturbDecSpeed = 0.0f; Wep->fTripleShotMaxCamRecoilPitch = 0.0f; Wep->fTripleShotBaseCamRecoilPitch = 0.0f; Wep->fTripleShotPerturbIncSpeed = 0.0f; Wep->fTripleShotPerturbDecSpeed = 0.0f; Wep->fBaseCamRecoilPitch = 0.0f; Wep->fBaseCamRecoilAccelPitch = 0.0f; Wep->dwTripleShotMinPerturb = 0; Wep->dwTripleShotMaxPerturb = 0; Wep->dwMaxPerturb = 0; Wep->dwMinPerturb = 0; Wep->dwZoomedMaxPerturb = 0; Wep->dwZoomedMinPerturb = 0; } } } } } else { if( Hacks.Flags.Check ) { cWeaponMgr* WepMgr = (cWeaponMgr*)Addresses.Address[WeaponInfo].Value; if( WepMgr ) { for( int i = 0; i < WepMgr->WeaponCount; i++ ) { cWeaponInfo* Wep = WepMgr->Weapons[i]; if( Wep ) { Wep->fDuckPerturb = Hacks.fValues[0][i]; Wep->fMoveDuckPerturb = Hacks.fValues[1][i]; Wep->fPerturbIncSpeed = Hacks.fValues[2][i]; Wep->fPerturbDecSpeed = Hacks.fValues[3][i]; Wep->fCameraSwayXFreq = Hacks.fValues[4][i]; Wep->fCameraSwayYFreq = Hacks.fValues[5][i]; Wep->fZoomedPerturbIncSpeed = Hacks.fValues[6][i]; Wep->fZoomedPerturbDecSpeed = Hacks.fValues[7][i]; Wep->fTripleShotMaxCamRecoilPitch = Hacks.fValues[8][i]; Wep->fTripleShotBaseCamRecoilPitch = Hacks.fValues[9][i]; Wep->fTripleShotPerturbIncSpeed = Hacks.fValues[10][i]; Wep->fTripleShotPerturbDecSpeed = Hacks.fValues[11][i]; Wep->fBaseCamRecoilPitch = Hacks.fValues[12][i]; Wep->fBaseCamRecoilAccelPitch = Hacks.fValues[13][i]; Wep->dwTripleShotMinPerturb = (DWORD)Hacks.fValues[14][i]; Wep->dwTripleShotMaxPerturb = (DWORD)Hacks.fValues[15][i]; Wep->dwMaxPerturb = (DWORD)Hacks.fValues[16][i]; Wep->dwMinPerturb = (DWORD)Hacks.fValues[17][i]; Wep->dwZoomedMaxPerturb = (DWORD)Hacks.fValues[18][i]; Wep->dwZoomedMinPerturb = (DWORD)Hacks.fValues[19]; } } } Hacks.Flags.Check = false; } }}
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