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Ghost Mod Full

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Ghost Mod Full Empty Ghost Mod Full

Mensagem por CoderBlack09 Ter Fev 14, 2012 7:40 pm

Salve Pessoal venho aki postar o Ghost Mod para vcs o completo...

//Ghost Mode
INT ghostmode; INT ghostmodex1;

float Posx, Posy, Posz =0;
void SetLocalPlayerPosition( D3DXVECTOR3 Pos )
{
DWORD dwAdress;
dwAdress = (DWORD)GetModuleHandleA("Clientfx.fxd" ); // ?wth?
DWORD dwMyLocal = *(DWORD*)( dwAdress + 0x66F34 );

if( dwMyLocal == NULL )
return;

*(float*)( dwMyLocal + 0xC8 ) = Pos.x;
*(float*)( dwMyLocal + 0xCC ) = Pos.y;
*(float*)( dwMyLocal + 0xD0 ) = Pos.z;
}

void Ghostmode1(LPDIRECT3DDEVICE9 pDevice) //x1
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 1)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 1.0f * sinf(PlayerYaw);
Posy += Sign * 1.0f * sinf(-PlayerPitch);
Posz += Sign * 1.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 1.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 1.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 1.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 1.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

/*void Ghostmode2(LPDIRECT3DDEVICE9 pDevice) //x2
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 2)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 2.0f * sinf(PlayerYaw);
Posy += Sign * 2.0f * sinf(-PlayerPitch);
Posz += Sign * 2.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 2.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 2.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 2.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 2.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode3(LPDIRECT3DDEVICE9 pDevice) //x3
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 3)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 3.0f * sinf(PlayerYaw);
Posy += Sign * 3.0f * sinf(-PlayerPitch);
Posz += Sign * 3.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 3.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 3.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 3.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 3.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode4(LPDIRECT3DDEVICE9 pDevice) //x4
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 4)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 4.0f * sinf(PlayerYaw);
Posy += Sign * 4.0f * sinf(-PlayerPitch);
Posz += Sign * 4.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 4.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 4.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 4.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 4.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode5(LPDIRECT3DDEVICE9 pDevice) //x5
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 5)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 5.0f * sinf(PlayerYaw);
Posy += Sign * 5.0f * sinf(-PlayerPitch);
Posz += Sign * 5.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 5.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 5.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 5.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 5.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode6(LPDIRECT3DDEVICE9 pDevice) //x6
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 6)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 6.0f * sinf(PlayerYaw);
Posy += Sign * 6.0f * sinf(-PlayerPitch);
Posz += Sign * 6.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 6.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 6.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 6.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 6.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode7(LPDIRECT3DDEVICE9 pDevice) //x7
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 7)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 7.0f * sinf(PlayerYaw);
Posy += Sign * 7.0f * sinf(-PlayerPitch);
Posz += Sign * 7.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 7.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 7.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 7.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 7.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode8(LPDIRECT3DDEVICE9 pDevice) //x8
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == Cool) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 8.0f * sinf(PlayerYaw);
Posy += Sign * 8.0f * sinf(-PlayerPitch);
Posz += Sign * 8.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 8.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 8.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 8.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 8.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode9(LPDIRECT3DDEVICE9 pDevice) //x9
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 9)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 9.0f * sinf(PlayerYaw);
Posy += Sign * 9.0f * sinf(-PlayerPitch);
Posz += Sign * 9.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 9.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 9.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 9.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 9.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode10(LPDIRECT3DDEVICE9 pDevice) //x10
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 10)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 10.0f * sinf(PlayerYaw);
Posy += Sign * 10.0f * sinf(-PlayerPitch);
Posz += Sign * 10.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 10.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 10.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 10.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 10.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode11(LPDIRECT3DDEVICE9 pDevice) //x11
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 11)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 11.0f * sinf(PlayerYaw);
Posy += Sign * 11.0f * sinf(-PlayerPitch);
Posz += Sign * 11.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 11.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 11.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 11.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 11.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode12(LPDIRECT3DDEVICE9 pDevice) //x12
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 12)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 12.0f * sinf(PlayerYaw);
Posy += Sign * 12.0f * sinf(-PlayerPitch);
Posz += Sign * 12.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 12.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 12.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 12.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 12.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode13(LPDIRECT3DDEVICE9 pDevice) //x13
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 13)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 13.0f * sinf(PlayerYaw);
Posy += Sign * 13.0f * sinf(-PlayerPitch);
Posz += Sign * 13.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 13.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 13.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 13.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 13.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode14(LPDIRECT3DDEVICE9 pDevice) //x14
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 14)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 14.0f * sinf(PlayerYaw);
Posy += Sign * 14.0f * sinf(-PlayerPitch);
Posz += Sign * 14.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 14.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 14.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 14.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 14.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode15(LPDIRECT3DDEVICE9 pDevice) //x15
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 15)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 15.0f * sinf(PlayerYaw);
Posy += Sign * 15.0f * sinf(-PlayerPitch);
Posz += Sign * 15.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 15.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 15.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 15.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 15.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode16(LPDIRECT3DDEVICE9 pDevice) //x16
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 16)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 16.0f * sinf(PlayerYaw);
Posy += Sign * 16.0f * sinf(-PlayerPitch);
Posz += Sign * 16.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 16.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 16.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 16.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 16.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode17(LPDIRECT3DDEVICE9 pDevice) //x17
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 17)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 17.0f * sinf(PlayerYaw);
Posy += Sign * 17.0f * sinf(-PlayerPitch);
Posz += Sign * 17.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 17.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 17.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 17.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 17.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode18(LPDIRECT3DDEVICE9 pDevice) //x18
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 18)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 18.0f * sinf(PlayerYaw);
Posy += Sign * 18.0f * sinf(-PlayerPitch);
Posz += Sign * 18.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 18.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 18.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 18.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 18.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode19(LPDIRECT3DDEVICE9 pDevice) //x19
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 19)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 19.0f * sinf(PlayerYaw);
Posy += Sign * 19.0f * sinf(-PlayerPitch);
Posz += Sign * 19.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 19.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 19.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 19.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 19.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}

void Ghostmode20(LPDIRECT3DDEVICE9 pDevice) //x20
{

if((*(BYTE *)GameStatus == 1) && (ghostmode == 20)) {

float PlayerPitch, PlayerYaw;


pPlayerManager = *(cPlayerMgr**)PlayerMgr;
PlayerPitch = pPlayerManager->Pitch;
PlayerYaw = pPlayerManager->Yaw;

bool Forward = (GetAsyncKeyState('I') & 0x8000) != 0;
bool Backward = (GetAsyncKeyState('K') & 0x8000) != 0;
bool Left = (GetAsyncKeyState('J') & 0x8000) != 0;
bool Right = (GetAsyncKeyState('L') & 0x8000) != 0;

if (Forward || Backward || Left || Right)
{
if (Forward || Backward)
{
float Sign = (Forward ? 1.0f : -1.0f);
Posx += Sign * 20.0f * sinf(PlayerYaw);
Posy += Sign * 20.0f * sinf(-PlayerPitch);
Posz += Sign * 20.0f * cosf(PlayerYaw);
Sleep(1);
}
if (Left)
{
Posx += 20.0f * sinf(PlayerYaw - (M_PI / 2.0f));
Posy += 0;
Posz += 20.0f * cosf(PlayerYaw - (M_PI / 2.0f));
Sleep(1);
}
if (Right)
{
Posx += 20.0f * sinf(PlayerYaw + (M_PI / 2.0f));
Posy += 0;
Posz += 20.0f * cosf(PlayerYaw + (M_PI / 2.0f));
Sleep(1);
}
}
SetLocalPlayerPosition(D3DXVECTOR3(Posx, Posy, Posz));
}
}*/

Adicione a Função

if(ghostmode == 1) {
Ghostmode1(pDevice);
} else {
if((*(BYTE *)GameStatus == 5))
ghostmode = false;
}
/* else if(ghostmode == 2) {
Ghostmode2(pDevice);
}
else if(ghostmode == 3) {
Ghostmode3(pDevice);
}
else if(ghostmode == 4) {
Ghostmode4(pDevice);
}
else if(ghostmode == 5) {
Ghostmode5(pDevice);
}
else if(ghostmode == 6) {
Ghostmode6(pDevice);
}
else if(ghostmode == 7) {
Ghostmode7(pDevice);
}
else if(ghostmode == Cool {
Ghostmode8(pDevice);
}
else if(ghostmode == 9) {
Ghostmode9(pDevice);
}
else if(ghostmode == 10) {
Ghostmode10(pDevice);
}
else if(ghostmode == 11) {
Ghostmode11(pDevice);
}
else if(ghostmode == 12) {
Ghostmode12(pDevice);
}
else if(ghostmode == 13) {
Ghostmode13(pDevice);
}
else if(ghostmode == 14) {
Ghostmode14(pDevice);
}
else if(ghostmode == 15) {
Ghostmode15(pDevice);
}
else if(ghostmode == 16) {
Ghostmode16(pDevice);
}
else if(ghostmode == 17) {
Ghostmode17(pDevice);
}
else if(ghostmode == 18) {
Ghostmode18(pDevice);
}
else if(ghostmode == 19) {
Ghostmode19(pDevice);
}
else if(ghostmode == 20) {
Ghostmode20(pDevice);
}*/

Alguns Endereços..

#define GameStatus 0x377AF0D0
#define DeviceGame 0x00910368
#define LTClientEXE 0x00485FA0
#define LTClientDLL 0x3779E0B8
#define EspName1 0x372E390D
#define EspName2 0x372E388A
#define NoRecoil 0x3738B82C
#define NoReload 0x373FEF74
#define SuperBullets 0x373F9C16
#define WeaponRange1 0x373FF1F9
#define WeaponRange2 0x373FF579
#define RapidFire 0x373FFC75
#define PlayerByIndex 0x37151B40
#define ClientInfoMgr 0x3779CDAC
#define LocalPlayer 0x371529C0
#define DrawPrimitive 0x00804454
#define PlayerMgr 0x377DEA34
#define PlayerRandom 0x377E0EA8
#define RadarEMapa 0x377E29C8
#define GCS 0x3779E148

Créditos:
Eu
WE11ington,Pasha.
Eu e Hacker striker por atualiza Alguns Endereços.
CoderBlack09
CoderBlack09
Programer
Programer

Mensagens : 103
Créditos : 166
Obrigado : 11
Data de inscrição : 16/01/2012
Idade : 32
Localização : Striker

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