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[Z]engetsu

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Sobre [Z]engetsu

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    Cadete Júnior
  • Data de Nascimento 08-11-1999

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  1. [Z]engetsu

    TÓPICO INÚTIL

    –> Features<– -Aim (0-6) 0.Disabled 1.Enabled 2.Mouse1 3.Mouse2 … -Autoshoot (0-1) 0.Disabled 2.Enabled -FOV (0-360) -Hitbox (0-18) 11 = head -Smooth (0-150) -AutoWall (0-1) -Silent (0-1) -Team (0-1) 0.Enemies 1.All -AntiDmProtection (0-1) -Aim Pos X (-10-10) -Aim Pos Y (-10-10) -Aim Pos Z (-10-10) -Triggerbot -Enable (0-6) 0.Disabled 1.Enabled 2.Mouse1 3.Mouse2 … -Perfect (nospread) (0-1) -Hitbox (0-18) 11 = head -Multihitboxes (0-1) Shoot in all part of the body (hitbox must be on 0) -Burst (0-10) Slow down the firerate -Team (0-2) 0.Enemies 1.All -Esp -Box (0-1) -Name (0-1) -Health (0-1) -Healthbar (0-1) -Weapons (0-1) -Entities (0-1) -Grenade (0-1) -Enemy Only (0-1) -Visual -NoFlash (0-1) -Chams (0-1) -Chams Alpha (0-255) -Crosshair (0-1) -Watermark (0-1) -Misc -NoRecoil (0-1) -NoVisRecoil (0-1) -NoSpread (0-1) -Bunnyhop (0-1) -Autopistol (0-1) -AntiAim (0-1) -RageConfig (0-1) -INSERT => open/close gui -DELETE => Panic Key
  2. //Credits:@Zengetsu //|---------------------------------| Player Client |---------------------------------| #define BasicPlayerInfo 0x15D5F30 //PlayerMgr #define aCLTPlayerClient 0x11AC9C0 #define CLTPlayerClientOffset 0x70 #define FlyHackGravity 0xA18 //|---------------------------------| Bug Damage |---------------------------------| #define DamageZone 0xD8AE84 #define DamagePerSec 0xD8AE74 #define VisibleZoneIndex 0xD8ADCC #define Eatman 0xD8AE10 #define EatmanName 0xD8AE04 #define versioncode 0xD8AE9C #define Zoneman 0xD8AE18 #define ZonemanName 0xD8ADEC //|---------------------------------| Fall Damage |---------------------------------| #define FallDamage 0x17710E8 #define FallDamageOffset 0x4 //|---------------------------------| ESP & Aimbot |---------------------------------| #define aLTClientShell 0x1181C2C #define aLTModel 0x117F0E4 #define dwCPlayerStart 0x1E0 #define dwCPlayerSize 0xD78C9 #define MEOffset 0x1EC #define aIntersectSegment 0x674980 //|---------------------------------| WeaponManager & ModelNode |---------------------------------| #define WeaponMgr 0x1771108 #define ModelNode 0x1771034 //|---------------------------------| Anti Chat Block |---------------------------------| #define AntiChatBlock 0xEE264 #define AntiChatBlockOffset 0xC //|---------------------------------| Unlimited Bag |---------------------------------| #define UnlimitedBag 0x11BB2E0 #define UnlimitedBagOffset 0xC //Log End
  3. [Z]engetsu

    --= D3D |==-- Reset: 0x6203f251 Present: 0x6202a064 EndScene: 0x6200279f DIP: 0x6200b6b1 --= FIM |==-- --= Crossfire.exe |==-- WallHack: 0x1196724 See Ghost: 0x1196738 --= FIM |==-- --= CShell.dll |==-- --= BasicPlayerInfo |==-- BasicPlayerInfo: 0x2209e18 --= FIM |==-- --= Shoot Through Walls |==-- WallMgr: 0x23a4fe0 STW1: 0x568 STW2: 0x56c STW3: 0x570 --= FIM |==-- --= ClientShell / PlayerClient |==-- ClientShell: 0x110d470 PlayerClientOffset: 0x70 --= FIM |==-- --= MiscMgr |==-- MiscMgr: 0x23a4fd8 --= FIM |==-- --= CFLog |==-- CFLOG_Bypass1: 0x5c1780 CFLOG_Bypass2: 0x5c17c0 --= FIM |==-- --= MsgBox |==-- MSGBOX_BASE: 0x172da0 MSG_Offset1: 0x0 MSG_Offset2: 0x77 MSG_Offset3: 0x2c MSG_Offset4: 0x14 --= FIM |==-- --= LTClient/PTC |==-- LTClient: 0x10e26b0 PTCOffset: 0x21c --= FIM |==-- --= ESP |==-- MeOffset: 0x1ec PlayerSize: 0xd78 PlayerStart: 0x1e0 --= FIM |==-- --= Walk Through Walls |==-- WTW_Loop_Offset: 0x1ff --= FIM |==-- --= ModelNode |==-- ModelNode: 0x23a4f24 SuperKill - 1: 0x38 SuperKill - 2: 0x3c SuperKill - 3: 0x40 --= FIM |==-- --= BagMgr |==-- BagMgr: 0x23c26f0 --= FIM | Eu acho que você pode testar antes!!!!!
  4. typedef unsigned int (__ cdecl * GetMyIdx) (unsigned long L ***); GetMyIdx MyIndex; struct _Transform { D3DXVECTOR3 Pos; caractère non signé spacer00 [0x100]; }; void GetNodeTransform (cObject * obj, UINT Bone, _Transform * Trans) { si (! CShellBase) revenir; unsigned long LTModel = * (unsigned long *) (CShellBase + 0x341758); __asm { mov ecx, LTModel; mov edx, dword ptr ds: [ecx]; mov edx, dword ptr ds: [edx + 0x34]; poussez 1; pousser Trans; pousser l'os; pousser obj; appelez edx; } } D3DXVECTOR3 GetBonePosition (cObject * obj, UINT Bone) { _Trans Trans Trans; GetNodeTransform (obj, Bone, & Trans); renvoyer Trans.Pos; } enum { INTERSECTOBJECTS = (1 << 0), IGNORE_NONSOLID = (1 << 1), INTERSECT_HPOLY = (1 << 2) }; struct HPOLY { HPOLY (): m_nWorldIndex (0xFFFFFFFF), m_nPolyIndex (0xFFFFFFFF) {} HPOLY (__ int32 nWorldIndex, __int32 nPolyIndex): m_nWorldIndex (nWorldIndex), m_nPolyIndex (nPolyIndex) {} HPOLY (const HPOLY & hPoly): m_nWorldIndex (hPoly.m_nWorldIndex), m_nPolyIndex (hPoly.m_nPolyIndex) {} HPOLY & operator = (const HPOLY & hOther) { m_nWorldIndex = hOther.m_nWorldIndex; m_nPolyIndex = hOther.m_nPolyIndex; retourner * ceci; } opérateur bool == (const HPOLY & hOther) const { return (m_nWorldIndex == hOther.m_nWorldIndex) && (m_nPolyIndex == hOther.m_nPolyIndex); } opérateur bool! = = (const HPOLY & hOther) const { return (m_nWorldIndex! = hOther.m_nWorldIndex) || (m_nPolyIndex! = hOther.m_nPolyIndex); } __int32 m_nPolyIndex, m_nWorldIndex; }; typedef bool (* ObjectFilterFn) (cObject * hObj, void * pUserData); typedef bool (* PolyFilterFn) (HPOLY hPoly, void * pUserData, const D3DXVECTOR3 & vIntersectPoint); struct LTPlane { D3DXVECTOR3 m_Normal; float m_Dist; LTPlane () {} LTPlane ( const D3DXVECTOR3 & n, // unité normale const D3DXVECTOR3 & P // n'importe quel point du plan ) { m_Normal = n; } void Init (const D3DXVECTOR3 & n, const D3DXVECTOR3 & P) { m_Normal = n; } LTPlane (float x, float y, float z, float d) { m_Dist = d; } LTPlane (const D3DXVECTOR3 & n, float d) { m_Normal = n; m_Dist = d; } void Init (const D3DXVECTOR3 & n, float d) { m_Normal = n; m_Dist = d; } const D3DXVECTOR3 & Normal () const { return m_Normal; } float Dist () const { return m_Dist; } LTPlane operator- () const { return LTPlane (-m_Normal, -m_Dist); } }; classe IntersectQuery { Publique: IntersectQuery () { m_Flags = 0; m_FilterFn = 0; m_PolyFilterFn = 0; m_FilterActualIntersectFn = 0; m_pActualIntersectUserData = NULL; m_pUserData = NULL; } D3DXVECTOR3 m_From; D3DXVECTOR3 m_To; __int32 m_Flags; ObjectFilterFn m_FilterFn; ObjectFilterFn m_FilterActualIntersectFn; PolyFilterFn m_PolyFilterFn; void * m_pUserData; void * m_pActualIntersectUserData; }; struct IntersectInfo { D3DXVECTOR3 vImpactPos; espaceur de carbone00 [16]; cObject * hObjImpact; unsigned long unk1; unsigned long unk2; unsigned long unk3; }; typedef bool (WINAPIV * IntersectSegment) (IntersectQuery & Query, IntersectInfo * pInfo); IntersectSegment pIntersectSegment; struct CPlayer; CPlayer * GetPlayerLoop (int index) { si (! CShellBase) retourne 0; unsigned long LTClientShell = * (non signé long *) (CShellBase + 0x344200); return (CPlayer *) (LTClientShell + (index * 0x1C0) + 0x1005C); } struct cObject { char pad0 [4]; D3DXVECTOR3 Origin; D3DXVECTOR3 Head; }; struct UnkStruct { virgule flottante; flotter le lacet; espaceur de carbone 02 [408]; bool IsDead; espaceur de carbone03 [5703]; non signé char CurrentGun; carbon Spacer04 [3]; bool IsMutant; }; struct CPlayer { carbon Spacer00 [4]; cObject * Object; char ClientID; équipe char; Nom du personnage [12]; caractère Spacer01 [2]; UnkStruct * unk; int PlayerSlotTeam; int unkstruct1; bool Has_C4; int State; int Rank; int unkstruct2; int unkstruct3; santé courte; courte tuerie; }; bool FilterObjs (_Object * obj, void * pUser) { pour (int i = 0; i <16; i ++) { CPlayer * Target = GetPlayerLoop (i); if (obj == Target-> Object) retourne vrai; } retourne faux; } bool ModifiedIntersectSegment (requête IntersectQuery *, IntersectInfo *) { si (/ * RemoteKill On * /) { MyIndex = (GetMyIdx) (CShellBase + 0x7770); pour (int i = 0; i <16; i ++) { CPlayer * Target = GetPlayerLoop (i); CPlayer * MyPlayer = GetPlayerLoop (MyIndex (LTClientShell)); if (MyPlayer && MyPlayer-> Objet && Target-> Objet && Target-> unk &&! Target-> unk-> IsDead) { si (Cible-> Équipe! = MyPlayer-> Équipe) { D3DXVECTOR3 Pos = GetBonePosition (Target-> Object, AimBone); Requête-> m_From = Pos + D3DXVECTOR3 (0.0f, 50.0f, 0.0f); Requête-> m_To = Pos - D3DXVECTOR3 (0.0f, 50.0f, 0.0f); Requête-> m_Flags = :: INTERSECT_OBJECTS | :: INTERSECT_HPOLY | :: IGNORE_NONSOLID; Query-> m_FilterFn = FilterObjs; bool Result = pIntersectSegment (* Requête, Info); si (résultat) { Info-> hObjImpact = Target-> Object; Info-> vImpactPos = Pos; } renvoyer pIntersectSegment (* Requête, Info); } } } } renvoyer pIntersectSegment (* Requête, Info); } LTPlayerClient = LTClientShell + 0x50 Lacet / Pas en écriture @ LTPlayerClient + 0x10C / 0x110 Vous devriez avoir tout ce dont vous avez besoin pour aimbot esp à distance
  5. [Z]engetsu

    beaux conseils 
  6. [Z]engetsu

    NICE
  7. [Z]engetsu

    Credit: [Z]engetsu Cheat ONLINE: North America\CrossFire BR revelador: [Z]engetsu/BL-HACKERS {ESP-Aimbot-Spead-Teleport-Memory-Remotekill} [VIP Cheat]
  8. [Z]engetsu

    Nom / Nick: Alexandre/ Alex Âge: 21 Poste vacant souhaité: Moderateur// CrossFire// Temps consacré au forum (heures): todos os dias Comment puis-je améliorer la communauté avec ma position: Eu posso criar um hack com Remote Kill e teletransporte e estou pronto para criar hackers para a CFNA se você me escolher Expériences passées sur le forum (si vous en avez une): Eu tenho experiência neste fórum
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