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Go to first new post [Release] BlackLegend Project v 1 Posted on: Thu 16. Jun 2011, 22:35

KN4CK3R

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Changelog:
Naja habt Spaß damit!
Addet AutoMedic/BoneShot
AutoStart work!
Auto9Wins work!
Have Fun.
Fully UD
New Bypass
Vehicle Sh!t addet
Only registered and activated users can see links.

Download BlackLegend Project v 1
Warrock

Thu 16. Jun 2011, 22:35

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Go to first new post T-Mobile Angry Birds Live Posted on: Tue 14. Jun 2011, 22:49

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greetz KN4CK3R
Fun

Thu 16. Jun 2011, 21:47

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Go to first new post [Release] StuXnet's Hook v12 Posted on: Thu 16. Jun 2011, 17:51

KN4CK3R

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Habe den Hack aktualisiert und ein paar Probleme wurden behoben.

Changelog 16.6.2011
~ Fixxed big Crashes.
~ Fixxed Wallhack Problem
~ Fixxed Unl.Ammo [funktioniert zu 100% , kann aber Crash's verursachen!]
~ Fixxed CQC Prone
~ Fixxed Extra Ammo1 & Extra Ammo2
Only registered and activated users can see links.

Download StuXnet's Hook v12
Warrock

Thu 16. Jun 2011, 17:51

by KN4CK3R Go to last post
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Go to first new post [Release] Technology & Mr.SH00t D3D Posted on: Thu 16. Jun 2011, 17:44

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Warrock

Thu 16. Jun 2011, 17:44

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Go to first new post [Release] bfp4f minimap, nametags patch Posted on: Thu 16. Jun 2011, 17:25

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Battlefield Play4Free minimap and nametags(WH) hack.
Thanks Big Dave and Zoomgod.
Download bfp4f minimap, nametags patch
Battlefield Play4Free

Thu 16. Jun 2011, 17:25

by KN4CK3R Go to last post
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Go to first new post [Release] Hookless No Recoil Posted on: Thu 16. Jun 2011, 17:16

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TEXT Code:
  1. #include <Windows.h>
  2.  
  3. struct localweaponinfo_t
  4. {
  5. BYTE Unknown0[72];
  6. FLOAT Recoil[9];
  7. };
  8.  
  9. localweaponinfo_t* localweaponinfo = ( localweaponinfo_t* )0x79E700;
  10.  
  11. BOOL WINAPI RecoilThread( VOID* lpArguments )
  12. {
  13. while( TRUE )
  14. {
  15. for( INT i = 0; i < 9; i++ )
  16. localweaponinfo->Recoil[i] = 0.0f;
  17.  
  18. Sleep( 1 );
  19. }
  20.  
  21. return TRUE;
  22. }
  23.  
  24. BOOL WINAPI DllMain( HMODULE hModule, DWORD Reason, VOID* Reserved )
  25. {
  26. if( Reason == DLL_PROCESS_ATTACH )
  27. CreateThread( NULL, 0, ( LPTHREAD_START_ROUTINE )RecoilThread, NULL, 0, NULL );
  28.  
  29. return TRUE;
  30. }
Download Hookless No Recoil
Call of Duty 4: Modern Warfare

Thu 16. Jun 2011, 17:16

by KN4CK3R Go to last post
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Go to first new post [Release] KingShield D3D Posted on: Thu 16. Jun 2011, 17:14

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Warrock

Thu 16. Jun 2011, 17:14

by KN4CK3R Go to last post
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Go to first new post [Release] StuXnet's Hook v10.5 Posted on: Mon 13. Jun 2011, 13:33

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Changelog 12.5.2011
- ADDED WALLHACK!

Info beim nutzen vom Wallhack: Ihr müsst bei Wallhack immer Red lassen nicht Black Green oder was anderes sonst funktionierts nicht!

Credits
Chico
Aless
NikM
Elextros
Trademark
.xD1997
Only registered and activated users can see links.

Download StuXnet's Hook v10.5
Warrock

Mon 13. Jun 2011, 13:33

by KN4CK3R Go to last post
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Go to first new post [Release] ZeroX Client Hook Posted on: Mon 13. Jun 2011, 13:24

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Warrock

Mon 13. Jun 2011, 13:24

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Go to first new post [Release] WhcLabs D3D Posted on: Mon 13. Jun 2011, 13:19

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Last Fix & new functions:

   Release


Bugs & Issues:

   Doesnt Work on XP
   ESP Buggy


Credits:

de4dj0k3r™
Sirosix
RunDLL
SubZerom™
Büny™
Croner
Only registered and activated users can see links.

Download WhcLabs D3D
Warrock

Mon 13. Jun 2011, 13:19

by KN4CK3R Go to last post
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Go to first new post [Release] NXG CSS V3.0 Public Posted on: Mon 13. Jun 2011, 12:53

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Running The cheat:

1. Double click the NXGCSS loader
2. Select a server to join and click connect
3. Hit INSERT to bring up the menu
8. Use the arrow keys to navigate the menu.
9. Have fun!

Feature List:

Chams (Only 1 option for public)
Crosshair (8 to choose from)
Hands (Chamed, Wireframe, or Removed)
FullBright (Fullbright Models)
No Fog (Fog Removed)
Aimbot (VIP ONLY)
Aim Key (VIP ONLY)
Aim Radius (VIP ONLY)
Aim Autoshoot (VIP ONLY)
Info Box (Displays Settings)
Weapon Chams (Chamed, Wireframe, or Removed)
WireFrame Chams (Wireframe Players With Cham - 1 Color For Public)
XQZ Wallhack (Absolutely Perfect Player Wallhack)
Remove Smoke (Remove Smoke, Wireframe Smoke)
Sniper Overlay (Remove Sniper Overlay - Disabled)
Recoil Reducer (VIP ONLY)
Help Box! (Displays A GUI Box With Description Of All Features Ingame)
Move Menu (Move The Menu Via Your Mouse - DO NOT TURN ON MOVE STATS IF THIS IS ON!)
Move Stats (Move The Infobox Via Your Mouse - DO NOT TURN ON MOVE MENU IF THIS IS ON!)
Save Options (Save Your Options)
Load Options (Load Your Options)



*Our cheats require you to have microsoft .net framework 3.5 installed. If you are running XP you should
already have this. If you are using vista or windows7 then you will need to install microsoft .net framework
3.5 compact.*

*BELOW IS THE DIRECT LINK TO DOWNLOAD 3.5 COMPACT FRAMEWORK*
Net Framework 3.5:
http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en
Download NXG CSS V3.0 Public
Counter-Strike: Source

Mon 13. Jun 2011, 12:53

by KN4CK3R Go to last post
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Go to first new post [Release] AlterIWnetbot Posted on: Mon 13. Jun 2011, 12:49

KN4CK3R

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Small AlterIWnet bot by King-Orgy
Hack has:
Aimbot
Aimshoot
Aimbot Fov customize
Enemy is Aiming at you (target fov customize)
Name Esp
Distance Esp
Esp colors team/enemys are customize
Xhair and xhair colors are customize
Enemy is aiming at you warning
How to Use:
double click on OrgyLoadercod6.exe( may you need to run as admin ) then simple start alteriwnet
F9 Opens the Hack menu
F5 saves your current Hack settings
credits
ansemuckl helped me to get faster done.
from cypherpresents i stole centity_t struct since the game dit not let me reversing entities ( probably 1337 anticheat )
and i was to lazy to find a other way ( well found it now but to late hooking R_AddRefEntityToScene loging cent arrays...)
Only registered and activated users can see links.

Download AlterIWnetbot
Call of Duty 6: Modern Warfare 2

Mon 13. Jun 2011, 12:49

by KN4CK3R Go to last post
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Go to first new post [Release] H4x BFP4f Fixed Posted on: Fri 10. Jun 2011, 01:10

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5$Hack Source - Looked through it to find what i needed to do(did not use any functions)
Revolty - His base gave me inspiration
rzBase - Some functions
5$Base for p4f - Base
Jugga - Classes
some other people(i forgot)
Me(boboben1) - Adding features to 5$Base for p4f.

Features:

Name Esp
Health Esp
Distance Esp

Sourcecode:
CPP Code:
  1. /**********************Battlefield Play4Free************************/
  2. /*************************Working Base******************************/
  3. /**************************12/14/2010*******************************/
  4. /*Credits to: zoomgod, Strife, Winslow, GetModuleHandle, Freaky123**/
  5. /***Patrick, R4z8r, learn_more, doobie, KozmoK, Sparten, smoochy,***/
  6. /**********************Jugga, Vossy, freitag************************/
  7.  
  8. /****************Creator of this base: 5$andimyours*****************/
  9.  
  10. /* This is a UC-Forum-ONLY public release.
  11. /* Please do not discuss or share this outside of the UnKnoWnCheaTs forum.
  12. /* This information or any part of it may only be distributed outside of
  13. /* UnKnoWnCheaTs forum in binary/compiled form.
  14. /* Please credit all of the above UC-Forum members for this information.
  15. /*
  16. /* This information is distributed in the hope that it will be useful,
  17. /* but WITHOUT ANY WARRANTY, without even the implied warranty of
  18. /* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */
  19.  
  20.  
  21. #include "BFP4F_Classes.h"
  22. #include "Functions.h"
  23. #include <Tlhelp32.h>
  24. bool lon = false;
  25. HMODULE hmRendDx9Base = NULL;
  26. DWORD dwInitDllBase = NULL;
  27. #define IsPlayerValid(p) ( (p) && (p->Alive) && (p->Soldier) && (p->Soldier->soldier_ptr) /*&& (p->SoldierObj->soldier_ptr->Matrix)*/ )
  28. bool Initialized = false;
  29. LPDIRECT3DDEVICE9 pDevice;
  30. D3DVIEWPORT9 Viewport;
  31. bool Fire = false;
  32. void SetMyCursorPos(FLOAT PosX, FLOAT PosY)
  33. {
  34. //Credits: Razor
  35. FLOAT ScreenX = (float)Viewport.Width/2;
  36. FLOAT ScreenY = (float)Viewport.Height/2;
  37. //PosX -= ScreenX;
  38. //PosY -= ScreenY;
  39.  
  40. mouse_event( 0x1, PosX, PosY, NULL, NULL );
  41. }
  42. ID3DXFont *pFont;
  43. #define dWhite D3DCOLOR_RGBA(255, 255, 255, 255)
  44. #define dRed D3DCOLOR_RGBA(255, 000, 000, 255)
  45. #define dGreen D3DCOLOR_RGBA(000, 255, 000, 255)
  46. #define dBlue D3DCOLOR_RGBA(000, 000, 255, 255)
  47. #define dBlack D3DCOLOR_RGBA(128, 128, 128, 255)
  48. #define dPurple D3DCOLOR_RGBA(125, 000, 255, 255)
  49. #define dGrey D3DCOLOR_RGBA(128, 128, 128, 255)
  50. #define dYellow D3DCOLOR_RGBA(255, 255, 000, 255)
  51. #define dOrange D3DCOLOR_RGBA(255, 125, 000, 255)
  52. CClassManager* pClassManager;
  53. CRenderer* pRenderer;
  54. CPlayerManager* pPlayerManager;
  55. CPlayer* pLocalPlayer;
  56. CInputManager* pInputManager;
  57. CActionBuffer* pActionBuffer;
  58. DWORD oActionBuffer = 0;
  59. CObjectManager* pObjectManager;
  60. CDebugTextWriter* pDebugTextWriter;
  61. DWORD dwWorldToScreen;
  62. #define PATT_CLASSMANAGER "\x89\x35\x99\x99\x99\x99\xFF\x15\x99\x99\x99\x99\x8B\x0D\x99\x99\x99\x99\x8B\x01"
  63. #define MASK_CLASSMANAGER "xx????xx????xx????xx"
  64. float actionBuffer[64] = {0};
  65. void wtoc(CHAR*, const WCHAR*);
  66. DWORD GetModuleSize(LPSTR strModuleName)
  67. {
  68. MODULEENTRY32 lpme= {0};
  69. DWORD dwSize=0;
  70. DWORD PID=GetCurrentProcessId();
  71. BOOL isMod=0;
  72. char chModName[256];
  73.  
  74. strcpy(chModName,strModuleName);
  75. _strlwr(chModName);
  76.  
  77. HANDLE hSnapshotModule=CreateToolhelp32Snapshot(TH32CS_SNAPMODULE ,PID);
  78. if (hSnapshotModule)
  79. {
  80. lpme.dwSize=sizeof(lpme);
  81. isMod=Module32First(hSnapshotModule,&lpme);
  82. while(isMod)
  83. {
  84. char wtocI[256] = {0};
  85. wtoc(wtocI,lpme.szExePath);
  86. if (strcmp(_strlwr(wtocI),chModName))
  87. {
  88. dwSize=(DWORD)lpme.modBaseSize;
  89. CloseHandle(hSnapshotModule);
  90. return dwSize;
  91. }
  92. isMod=Module32Next(hSnapshotModule,&lpme);
  93. }
  94. }
  95. CloseHandle(hSnapshotModule);
  96.  
  97. return 0;
  98. }
  99.  
  100. __declspec( naked ) bool WINAPI bWorldToScreen( D3DXVECTOR3* pVecInOut )
  101. {
  102. _asm mov ecx, pDebugTextWriter;
  103. _asm jmp [ dwWorldToScreen ];
  104. }
  105.  
  106. #define SmoPat "\x81\xEC\x00\x00\x00\x00\xD9\xEE\x8B\x0D\x00\x00\x00\x00\x8B\x01\xD9\x54\x24\x04\x8B\x50\x6C\xD9\x54\x24\x08\x56"
  107. #define SmoMask "xx????xxxx????xxxxxxxxxxxxxx"
  108.  
  109. DWORD FindPattern(DWORD, DWORD, BYTE*, char*);
  110.  
  111. bool FindMyWorldToScreen()
  112. {
  113. DWORD dwRendererBase = (DWORD)GetModuleHandle( L"RendDx9.dll" );
  114. //MessageBox(0,L"Before.",L"Victory",0);
  115. DWORD dwRendererSize = GetModuleSize("RendDx9.dll");
  116. //MessageBox(0,L"After.",L"Victory",0);
  117. dwWorldToScreen = FindPattern( dwRendererBase,dwRendererSize,(PBYTE)SmoPat, SmoMask );
  118.  
  119. if(!dwWorldToScreen)
  120. return false;
  121.  
  122. return true;
  123. }
  124.  
  125. DWORD FindPattern(DWORD start_offset, DWORD size, BYTE* pattern, char mask[] )
  126. {
  127. DWORD pos = 0;
  128. int searchLen = strlen(mask) - 1;
  129.  
  130. for( DWORD retAddress = start_offset; retAddress < start_offset + size; retAddress++ )
  131. {
  132. if( *(BYTE*)retAddress == pattern[pos] || mask[pos] == '?' ){
  133. if( mask[pos+1] == '\0' )
  134. return (retAddress - searchLen);
  135. pos++;
  136. }
  137. else
  138. pos = 0;
  139. }
  140. return NULL;
  141. }
  142. /*CActionBuffer* _stdcall hkActionBuffer()
  143. {
  144. //MessageBox(0,L"F***PB",0,0);
  145. _asm call oActionBuffer;
  146. _asm mov pActionBuffer, eax;
  147.  
  148. _asm pushad;
  149.  
  150. if( pActionBuffer )
  151. {
  152. for ( int i = 0; i < 64; i++ )
  153. {
  154. pActionBuffer->inputKeys[ i ] += actionBuffer[ i ];
  155.  
  156. //actionBuffer[ i ] = 0.0f;
  157. if (GetAsyncKeyState(VK_UP) || (GetAsyncKeyState(VK_UP) && GetAsyncKeyState(0x41)) || (GetAsyncKeyState(VK_UP) && GetAsyncKeyState(0x53)))
  158. {
  159. pActionBuffer->inputKeys[3] = 99999.0f;
  160. }
  161. }
  162. }
  163. _asm popad;
  164. return pActionBuffer;
  165. }//*/
  166.  
  167. CActionBuffer* hkActionBuffer()
  168. {
  169. __asm call oActionBuffer;
  170. __asm mov pActionBuffer, eax;
  171. __asm pushad;
  172.  
  173. if(pActionBuffer)
  174. {
  175. for(int i = 0; i < 255; i ++)
  176. {
  177. pActionBuffer->inputKeys[i] += actionBuffer[i];
  178. actionBuffer[i] = 0.0f;
  179. }
  180. }
  181.  
  182. __asm popad;
  183. return pActionBuffer;
  184. }
  185. int zoomhack = 1;
  186. void HackRoutine()
  187. {
  188. //if (GetAsyncKeyState(VK_NUMPAD1))
  189. // lon = !lon;
  190. //if (Fire)
  191. ///{
  192. // mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,0);
  193. // Sleep(25);
  194. // mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,0);
  195. // Fire = false;
  196. //}
  197. if (GetAsyncKeyState(VK_ADD)&1)
  198. {
  199. zoomhack += 1;
  200. }
  201. else if (GetAsyncKeyState(VK_SUBTRACT)&1)
  202. {
  203. zoomhack -= 1;
  204. }
  205. }
  206.  
  207. DWORD WINAPI HookFunctions(LPVOID)
  208. {
  209. while (hmRendDx9Base==NULL)
  210. {
  211. hmRendDx9Base = GetModuleHandle(L"RendDx9.dll");
  212. if (hmRendDx9Base == NULL) Sleep(200);
  213. }
  214.  
  215. while(dwInitDllBase == NULL)
  216. {
  217. dwInitDllBase = (DWORD)GetProcAddress(hmRendDx9Base, "initDll");
  218. if (dwInitDllBase == NULL) Sleep(200);
  219. }
  220. CloseHandle(hmRendDx9Base);
  221.  
  222. DWORD dwPointerOffset = FindPattern(dwInitDllBase, dwInitDllBase + 512, (BYTE*)PATT_CLASSMANAGER, MASK_CLASSMANAGER);
  223.  
  224. DWORD* dwPointerOffset2 = (DWORD*)(dwPointerOffset + 2);
  225.  
  226. pClassManager = *((CClassManager**)((DWORD)*dwPointerOffset2));
  227.  
  228. while(pRenderer == NULL)
  229. pRenderer = (CRenderer *)pClassManager->GetClassPointerByName(&string("Renderer"));
  230.  
  231. while(!pPlayerManager)
  232. pPlayerManager = (CPlayerManager*)pClassManager->GetClassPointerByName( &string("PlayerManager") );
  233. //MessageBoxW(0,L"Woot!",L"Victory",0);
  234. while(!pInputManager)
  235. pInputManager = (CInputManager*)pClassManager->GetClassPointerByName( &string("InputManager") );
  236. while(!pObjectManager)
  237. pObjectManager = (CObjectManager*)pClassManager->GetClassPointerByName( &string("ObjectManager") );
  238. while(!pDebugTextWriter)
  239. pDebugTextWriter = (CDebugTextWriter*) pClassManager->GetClassPointerByName( &string("DebugTextWriter") );
  240. while(!FindMyWorldToScreen())
  241. Sleep(100);
  242. //MessageBoxW(0,L"Woot2!",L"Victory",0);
  243. //oActionBuffer = (DWORD)HookVTableFunction((DWORD**)pInputManager,(PBYTE)&hkActionBuffer,13);
  244. MessageBoxW(0,L"Woot!",L"Victory",0);
  245. //MessageBoxW(0,L"Woot23!",L"Victory",0);
  246. while(1)
  247. {
  248. HackRoutine();
  249. Sleep(2);
  250. }
  251.  
  252. return 0;
  253. }
  254.  
  255.  
  256. typedef HRESULT (WINAPI* tEndScene)(LPDIRECT3DDEVICE9 pDevice);
  257. tEndScene oEndScene;
  258.  
  259. void Initialize(LPDIRECT3DDEVICE9 pDevice)
  260. {
  261. D3DXCreateFont( pDevice, 10, 0, FW_THIN, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Lucida Console", &pFont);
  262. Initialized = true;
  263. }
  264. int GetTextLength ( char *szString, ... )
  265. {
  266. char szText[512];
  267. memset(szText,0,512);
  268. strcpy(szText,szString);
  269. unsigned int i = 0, iStrLen = 0;
  270. while (i < strlen(szText))
  271. {
  272. switch(szText[i])
  273. {
  274. case ' ':
  275. iStrLen += 4;
  276. break;
  277. case 'e':
  278. iStrLen += 6;
  279. break;
  280. case 'i':
  281. iStrLen += 2;
  282. break;
  283. case 'j':
  284. iStrLen += 3;
  285. break;
  286. case 'k':
  287. iStrLen += 6;
  288. break;
  289. case 'l':
  290. iStrLen += 2;
  291. break;
  292. case 'm':
  293. iStrLen += 10;
  294. break;
  295. case 'r':
  296. iStrLen += 4;
  297. case 'v':
  298. iStrLen += 7;
  299. break;
  300. case 'w':
  301. iStrLen += 9;
  302. break;
  303. case 'y':
  304. iStrLen += 7;
  305. break;
  306. case 'A':
  307. iStrLen += 7;
  308. break;
  309. case 'C':
  310. iStrLen += 7;
  311. break;
  312. case 'H':
  313. iStrLen += 7;
  314. break;
  315. case 'I':
  316. iStrLen += 2;
  317. break;
  318. case 'K':
  319. iStrLen += 7;
  320. break;
  321. case 'M':
  322. iStrLen += 9;
  323. break;
  324. case 'O':
  325. iStrLen += 7;
  326. break;
  327. case 'P':
  328. iStrLen += 7;
  329. break;
  330. case 'Q':
  331. iStrLen += 7;
  332. break;
  333. case 'R':
  334. iStrLen += 6;
  335. break;
  336. case 'V':
  337. iStrLen += 7;
  338. break;
  339. case 'W':
  340. iStrLen += 11;
  341. break;
  342. case 'X':
  343. iStrLen += 8;
  344. break;
  345. case 'Y':
  346. iStrLen += 7;
  347. break;
  348. default:
  349. iStrLen += 5;
  350. break;
  351. }
  352. i++;
  353. }
  354. return iStrLen;
  355. }
  356. void wtoc(CHAR* Dest, const WCHAR* Source)
  357. {
  358. int i = 0;
  359.  
  360. while(Source[i] != '\0')
  361. {
  362. Dest[i] = (CHAR)Source[i];
  363. ++i;
  364. }
  365. }
  366.  
  367. //=====================================================================================
  368. /*
  369. || ::DESCRIPTION::
  370. || This function will convert a CHAR string to a WCHAR string.
  371. ||
  372. || Param 1 :: Pointer to a buffer that will contain the converted string. Ensure this
  373. || buffer is large enough; if not, buffer overrun errors will occur.
  374. || Param 2 :: Constant pointer to a source CHAR string to be converted to WCHAR
  375. */
  376. void ctow(WCHAR* Dest, const CHAR* Source)
  377. {
  378. int i = 0;
  379.  
  380. while(Source[i] != '\0')
  381. {
  382. Dest[i] = (WCHAR)Source[i];
  383. ++i;
  384. }
  385. }
  386. void fillrgba( int x, int y, int w, int h, int r, int g,int b,int a)
  387. {
  388.  
  389. D3DRECT rec = { x, y, x + w, y + h };
  390. pDevice->Clear( 1, &rec, D3DCLEAR_TARGET, D3DCOLOR_ARGB(a,r,g,b), 0, 0 );
  391. }
  392. void Drawopx(int x, int y, int width, int height, int r, int g, int b, int a, int line)
  393. {
  394. fillrgba(x,y+height,width,line,r,g,b,a);
  395. fillrgba(x,y,line,height,r,g,b,a);
  396. fillrgba(x,y,width,line,r,g,b,a);
  397. fillrgba(x+width,y,line,height,r,g,b,a);
  398. }
  399. __inline float GetDistance( const D3DXVECTOR3& From, const D3DXVECTOR3& To )
  400. {
  401. float Angle[3] = {0,0,0};
  402. Angle[0] = To.x-From.x;
  403. Angle[1] = To.y-From.y;
  404. Angle[2] = To.z-From.z;
  405. return sqrtf( Angle[0] * Angle[0] + Angle[1] * Angle[1] + Angle[2] * Angle[2] );
  406. }
  407. CPlayer* GetClosestByCrosshair()
  408. {
  409. FLOAT ScreenX = (FLOAT)Viewport.Width / 2.0f;
  410. FLOAT ScreenY = (FLOAT)Viewport.Height / 2.0f;
  411. FLOAT Nearest = (FLOAT)INT_MAX;
  412. FLOAT PosX = 0.0f, PosY = 0.0f;
  413.  
  414. CPlayer* saved_target = NULL;
  415. bool AimingAtEnemy = false;
  416.  
  417. CPlayer* pRet = NULL;
  418.  
  419. if(!pLocalPlayer)
  420. return 0;
  421.  
  422. CObject* pLocalInfo = pLocalPlayer->Soldier ? pLocalPlayer->Soldier->soldier_ptr : NULL;
  423.  
  424. if(!pLocalInfo)
  425. return 0;
  426.  
  427. for(int i = 0; i < 255; i++)
  428. {
  429. CPlayer* pPlayer = pPlayerManager->GetPlayerByIndex(i);
  430.  
  431. if (!IsPlayerValid(pPlayer))
  432. continue;
  433.  
  434. if (pPlayer == pLocalPlayer)
  435. continue;
  436.  
  437.  
  438. CObject* pInfo = pPlayer->SoldierObj ? pPlayer->Soldier->soldier_ptr : NULL;
  439.  
  440. CArmor* pHealth = pInfo->Health;
  441.  
  442.  
  443. if(pHealth->fHealth <= 0.0f || !pPlayer->Alive)
  444. continue;
  445.  
  446. D3DXVECTOR3 vOut;
  447. GET_ORIGIN_FROMMATRIX( &vOut, &pInfo->Matrix );
  448. if( bWorldToScreen(&vOut) )
  449. continue;
  450.  
  451. PosX = vOut.x > ScreenX ? vOut.x - ScreenX : ScreenX - vOut.x;
  452. PosY = vOut.y > ScreenY ? vOut.y - ScreenY : ScreenY - vOut.y;
  453.  
  454. FLOAT Temp = sqrt( PosX*PosX + PosY*PosY );
  455.  
  456. if(Temp > Nearest)
  457. continue;
  458.  
  459. pRet = pPlayer;
  460. Nearest = Temp;
  461. }
  462.  
  463. return pRet;
  464. }
  465. float oldzoom;
  466. inline void ZoomHack(float value)
  467. {
  468. pPlayerManager->LocalPlayer->zoom2 = value;
  469. }
  470. HRESULT WINAPI hkEndScene(LPDIRECT3DDEVICE9 pDevice)
  471. {
  472. pDevice->GetViewport(&Viewport);
  473. if(!Initialized)Initialize(pDevice);
  474. pDevice->SetRenderState(D3DRS_FOGENABLE,FALSE);
  475.  
  476. /*static bool done = false;
  477.   if (!done)
  478.   {
  479.   MessageBox(0,L"One Time On Endscene",0,0);
  480.   done = true;
  481.   }//*/
  482. //if (IsBadReadPtr(pPlayerManager->LocalPlayer,4)) return oEndScene(pDevice);
  483. if (IsPlayerValid(pPlayerManager->LocalPlayer))
  484. {
  485. //char pLocalInfo[33];
  486. //char Buf1[33];
  487. //itoa(pPlayerManager->LocalPlayer->Soldier->soldier_ptr->Health->fHealth,Buf1,10);
  488. //sprintf(pLocalInfo,"%s [Health: %s]",pPlayerManager->LocalPlayer->Name,Buf1);
  489. //pDebugTextWriter->OutlinedText(10,10,dWhite,&string(pLocalInfo));
  490.  
  491. for ( int i = 0; i < 255; i++ )
  492. {
  493. //if (IsBadReadPtr(pPlayerManager->GetPlayerByIndex( i ),4)) continue;
  494. //if (!IsPlayerValid(pPlayerManager->GetPlayerByIndex( i ))) continue;
  495. if (IsPlayerValid(pPlayerManager->GetPlayerByIndex( i )))
  496. {
  497.  
  498. if( pPlayerManager->GetPlayerByIndex( i ) == pPlayerManager->LocalPlayer )
  499. continue;
  500. static float oldzoom = pPlayerManager->LocalPlayer->zoom2;
  501. #ifdef __ZOOMHACK__
  502. ZoomHack((float)zoomhack);
  503. char zh[16];
  504. sprintf(zh,"Zoomhack is %d",zoomhack);
  505. pDebugTextWriter->OutlinedText(10,10,dWhite,&string(zh));
  506. #endif
  507. D3DXVECTOR3 lpOrigin, tpOrigin;
  508.  
  509. GET_ORIGIN_FROMMATRIX(&lpOrigin, &pPlayerManager->LocalPlayer->Soldier->soldier_ptr->Matrix);
  510. GET_ORIGIN_FROMMATRIX(&tpOrigin, &pPlayerManager->GetPlayerByIndex( i )->Soldier->soldier_ptr->Matrix);
  511.  
  512. if(!tpOrigin || !lpOrigin || !pPlayerManager->GetPlayerByIndex( i )->Name || !pPlayerManager->GetPlayerByIndex( i )->Soldier->soldier_ptr->Health)
  513. continue;
  514.  
  515. float flDistance = GetDistance(tpOrigin, lpOrigin);
  516.  
  517. char PlayerInfo[512];
  518. char Buf[33];
  519. itoa(pPlayerManager->GetPlayerByIndex( i )->Soldier->soldier_ptr->Health->fHealth,Buf,10);
  520. sprintf( PlayerInfo, "[%.0f m] %s [Health: %s]", flDistance, pPlayerManager->GetPlayerByIndex( i )->Name,Buf);
  521. if(pPlayerManager->GetPlayerByIndex( i )->Soldier->soldier_ptr->Health->fHealth <= 0.0f)
  522. continue;
  523.  
  524. if( tpOrigin )
  525. {
  526. if(bWorldToScreen(&tpOrigin))
  527. {
  528. if(pPlayerManager->GetPlayerByIndex( i )->Team != pPlayerManager->LocalPlayer->Team)
  529. {
  530. pDebugTextWriter->OutlinedText( tpOrigin.x - ( GetTextLength(PlayerInfo) ) / 2, tpOrigin.y - 20, dRed, &string(PlayerInfo));
  531. RECT rect;
  532. rect.left = tpOrigin.x - ( GetTextLength(PlayerInfo) ) / 2;
  533. rect.top = tpOrigin.y - 20;
  534.  
  535. Drawopx( tpOrigin.x - 250/flDistance, tpOrigin.y - (450/flDistance), 450/flDistance, 1050/flDistance,255 , 000,000, 255, 1);
  536.  
  537. }
  538. /*if (GetAsyncKeyState(VK_RBUTTON)&1)
  539.   {
  540.   POINT vecc;
  541.   GetCursorPos(&vecc);
  542.   FLOAT PosX = 0.0f, PosY = 0.0f;
  543.   FLOAT GPosX = 0.0f, GPosY = 0.0f;
  544.   int modex = 0;
  545.   int modey = 0;
  546.   D3DXVECTOR3 tpOrigi;
  547.   for (int g = 0; g < 255; g++)
  548.   {
  549.   if (IsPlayerValid(pPlayerManager->GetPlayerByIndex(g)))
  550.   {
  551.   if (pPlayerManager->GetPlayerByIndex(g) != pPlayerManager->LocalPlayer)
  552.   {
  553.   if(( pPlayerManager->GetPlayerByIndex( i )->Name || pPlayerManager->GetPlayerByIndex( i )->Soldier->soldier_ptr->Health ) && (pPlayerManager->GetPlayerByIndex( i )->Soldier->soldier_ptr->Health->fHealth > 0.0f))
  554.   {
  555.   GET_ORIGIN_FROMMATRIX(&tpOrigi,&pPlayerManager->GetPlayerByIndex(g)->Soldier->soldier_ptr->Matrix);
  556.   FLOAT ScreenX = (FLOAT)Viewport.Width / 2.0f;
  557.   FLOAT ScreenY = (FLOAT)Viewport.Height / 2.0f;
  558.  
  559.   FLOAT Nearest = (FLOAT)INT_MAX;
  560.   if (tpOrigi)
  561.   {
  562.   if ( bWorldToScreen(&tpOrigi))
  563.   {
  564.   PosX = tpOrigi.x > ScreenX ? tpOrigi.x - ScreenX : ScreenX - tpOrigi.x;
  565.   PosY = tpOrigi.y > ScreenY ? tpOrigi.y - ScreenY : ScreenY - tpOrigi.y;
  566.   modex = tpOrigi.x > ScreenX ? 2 : 1;
  567.   modey = tpOrigi.y > ScreenY ? 2 : 1;
  568.   FLOAT Temp = sqrt( PosX*PosX + PosY*PosY );
  569.   if (Temp <= Nearest)
  570.   {
  571.   Nearest = Temp;
  572.   GPosX = PosX;
  573.   GPosY = PosY;
  574.   }
  575.   }
  576.   }
  577.   }
  578.   }
  579.   }
  580.   }
  581.   if (PosX && PosY)
  582.   {
  583.   if (GPosX != 0 && GPosY != 0)
  584.   {
  585.   if (modex == 1)
  586.   {
  587.   GPosX += vecc.x;
  588.   }
  589.   if (modex == 2)
  590.   {
  591.   GPosX -= vecc.x;
  592.   }
  593.   if (modey == 1)
  594.   {
  595.   GPosY += vecc.y;
  596.   }
  597.   if (modey == 2)
  598.   {
  599.   GPosY -= vecc.y;
  600.   }
  601.   SetMyCursorPos(GPosX,GPosY);
  602.   }
  603.   }
  604.   }//*/
  605. /*if (lon == true)
  606.   {
  607.   pDebugTextWriter->OutlinedText(10,10,dWhite,&string("Triggerbot = on"));
  608.   FLOAT vX, vY;
  609.   vX = Viewport.Width/2;
  610.   vY = Viewport.Height/2;
  611.   FLOAT PosX = tpOrigin.x > vX ? tpOrigin.x - vX : vX - tpOrigin.x;
  612.   FLOAT PosY = tpOrigin.y > vY ? tpOrigin.y - vY : vY - tpOrigin.y;
  613.   #ifdef __O__
  614.   if ((tpOrigin.x - 250/flDistance < PosX || tpOrigin.y + 450/flDistance > PosY) && (tpOrigin.x - (450/flDistance-1050/flDistance) < PosX || tpOrigin.y + (1050/flDistance-250/flDistance) > PosY))
  615.   #else
  616.   if ((tpOrigin.x - 250/flDistance < vX || tpOrigin.y + 450/flDistance > vY) && (tpOrigin.x - (450/flDistance-1050/flDistance) < vX || tpOrigin.y + (1050/flDistance-250/flDistance) > vY))
  617.   #endif
  618.   {
  619.   Fire = true;
  620.   }
  621.   }
  622.   else
  623.   {
  624.   pDebugTextWriter->OutlinedText(10,10,dWhite,&string("Triggerbot = off"));
  625.   }//*/
  626. if(pPlayerManager->GetPlayerByIndex( i )->Team == pPlayerManager->LocalPlayer->Team)
  627. {
  628. pDebugTextWriter->OutlinedText( tpOrigin.x - ( GetTextLength(PlayerInfo) ) / 2, tpOrigin.y - 20, dBlue, &string(PlayerInfo));
  629. RECT rect;
  630. rect.left = tpOrigin.x - ( GetTextLength(PlayerInfo) ) / 2;
  631. rect.top = tpOrigin.y - 20;
  632.  
  633. Drawopx( tpOrigin.x - 250/flDistance, tpOrigin.y - (450/flDistance), 450/flDistance, 1050/flDistance, 000, 000, 255,255, 1);
  634. }
  635. }
  636. }
  637. }
  638. }
  639. }
  640.  
  641. return oEndScene(pDevice);
  642. }
  643.  
  644. DWORD WINAPI D3DHook(LPVOID)
  645. {
  646. while(hmRendDx9Base == NULL){hmRendDx9Base = GetModuleHandleA("RendDX9.dll");Sleep(250);}
  647. CloseHandle(hmRendDx9Base);
  648.  
  649. while(pDevice == NULL)
  650. pDevice = (LPDIRECT3DDEVICE9)pRenderer->pDirect3Ddev;
  651.  
  652. DWORD* GameDevice = (DWORD*)pDevice;
  653. GameDevice = (DWORD*)GameDevice[0];
  654. //MessageBox(0,L"Hooking Endscene",0,0);
  655. while (!oEndScene)
  656. oEndScene = (tEndScene) DetourFunction( (PBYTE)GameDevice[42], (PBYTE)&hkEndScene );
  657. return 0;
  658. }
  659.  
  660. BOOL APIENTRY DllMain( HMODULE hModule, DWORD ulReason, LPVOID lpReserved )
  661. {
  662. switch (ulReason)
  663. {
  664. case DLL_PROCESS_ATTACH:
  665. {
  666. CreateThread( 0, 0, D3DHook, 0, 0, 0 );
  667. CreateThread( 0, 0, HookFunctions, 0, 0, 0 );
  668. }
  669. break;
  670. case DLL_THREAD_DETACH:
  671. break;
  672. }
  673. return TRUE;
  674. }
Download H4x BFP4f Fixed
Battlefield Play4Free

Fri 10. Jun 2011, 01:10

by KN4CK3R Go to last post
0 1219
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Go to first new post Update - OldSchoolHack BP TF2 RC4 Posted on: Thu 9. Jun 2011, 00:50

KN4CK3R

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Heute nacht gab es wieder mal ein Update und diesmal hab ich sogar Zeit es in den News zu erwähnen. Geändert hat sich soweit ich das sehe nur bei Team Fortress 2 etwas.

Only registered and activated users can see links.

Features:

- Crosshair

- sv_cheats Bypass
- sv_consistency Bypass
- Modelwireframe
- no Particles
- Fullbrightmode
- no Sky

- ESP Box
- ESP Name
- ESP Healthbar
- Radar
- Radar Name
- Radar Healthbar
- Chatspy (read teamsay etc)

Download OldSchoolHack BP TF2 RC4
OldSchoolHack-News

Thu 9. Jun 2011, 00:50

by KN4CK3R Go to last post
0 356
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Go to first new post [Release] OldSchoolHack BP TF2 RC4 Posted on: Thu 9. Jun 2011, 00:49

KN4CK3R

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OldSchoolHack - BP - Team Fortress 2 - RC4
by KN4CK3R

0. injector and dll must have the SAME name (osh.exe, osh.dll or whatever)
1. start TF2
2. start injector
3. read the infos in the TF2 console
4. play

FAQ:
If the game crashes for you, try to use the windowmode.
You only can move the GUI mouse if you are ingame.

Changes:
-Offset Updates

Features:

- Crosshair

- sv_cheats Bypass
- sv_consistency Bypass
- Modelwireframe
- no Particles
- Fullbrightmode
- no Sky

- ESP Box
- ESP Name
- ESP Healthbar
- Radar
- Radar Name
- Radar Healthbar
- Chatspy (read teamsay etc)

happy fragging
https://www.oldschoolhack.me
Only registered and activated users can see links.

Download OldSchoolHack BP TF2 RC4
Team Fortress 2

Thu 9. Jun 2011, 00:49

by KN4CK3R Go to last post
0 1896
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Go to first new post Call of Duty: Black Ops - Free Weekend Posted on: Sat 4. Jun 2011, 03:55

KN4CK3R

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http://cdn.steampowered.com/v/gfx/spotlights/00004c76/spotlight_image_german.jpg?t=1307049264

Quote
Spielen Sie den Mehrspielermodus umsonst bis Sonntag! Hier klicken, um das Spiel herunterzuladen.

greetz KN4CK3R
Call of Duty: Black Ops

Sat 4. Jun 2011, 16:04

by Goli4thu$ Go to last post
1 428
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Go to first new post [Release] OldSchoolHack BP DoDS RC38 Posted on: Sat 4. Jun 2011, 11:17

KN4CK3R

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OldSchoolHack - Day of Defeat:Source - BP - RC38
by KN4CK3R

1. start DoD:S and wait while loading
2. start oshbpdods.exe
3. read the infos in the DoDS console
4. play

Changes:
- updated offsets

FAQ:
If the game crashes for you, try to use the windowmode.

Features:

- sv_pure Bypass
- sv_pure Bypass (zBlock)
- Replicated CVAR Bypass

- sv_cheats Bypass / NUM1
- sv_consistency Bypass / NUM2
- Modelwireframe / NUM3
- no Particles / NUM4
- Fullbrightmode / NUM5
- no Sky / NUM6
- no Recoil / NUM7

happy fragging
https://www.oldschoolhack.me
Only registered and activated users can see links.
Only registered and activated users can see links.

Download OldSchoolHack BP DoDS RC38
Day of Defeat

Sat 4. Jun 2011, 11:17

by KN4CK3R Go to last post
0 1064
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Go to first new post Portal 2 - Soundtrack Posted on: Fri 27. May 2011, 18:03

KN4CK3R

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Im Moment kann man den Portal 2 Soundtrack kostenlos runterladen. Ein paar Klingeltöne gibts auch noch obendrauf.

http://www.thinkwithportals.com/images/album_cover.jpg

http://www.thinkwithportals.com/music.php

greetz KN4CK3R
Laberecke

Thu 2. Jun 2011, 20:10

by Creative#1 Go to last post
6 448
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Go to first new post Portal 2 - Soundtrack Posted on: Fri 27. May 2011, 18:03

KN4CK3R

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da verpasste was, Coop is auch sehr spaßig

greetz KN4CK3R
Laberecke

Thu 2. Jun 2011, 20:10

by Creative#1 Go to last post
6 448
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Go to first new post [Release] Prototype Public D3D V2 Posted on: Thu 2. Jun 2011, 10:41

KN4CK3R

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for features see screenshot

Credits:
Made by:
Büny™
SubZerom™
Only registered and activated users can see links.

Download Prototype Public D3D V2
Warrock

Thu 2. Jun 2011, 10:41

by KN4CK3R Go to last post
0 643