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> r4ml H3x <

Develop by: [Raml Hex]


    Some Source Code

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    Posts : 19
    Join date : 2018-11-20

    Some Source Code

    Post by Admin on Tue Nov 20, 2018 10:29 pm

    Code:
    ----------------------------------------------ReSources-----------------------------------------------
    -----------------------------------By: Raml Zii Gabriel--------------------------------
    ----------------------------------------------------------------------------------------------------------------
    NoReciol
    Code:

    void NoRecoil()
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
    if(dwPlayerPtr != 0)
    {
    *(float*)(dwPlayerPtr+OFS_NoRecoil1) = 0;
    *(float*)(dwPlayerPtr+OFS_NoRecoil2) = 0;
    *(float*)(dwPlayerPtr+OFS_NoRecoil3) = 0;
    }
    }

        #define OFS_NoRecoil1 0x00000
        #define OFS_NoRecoil2 0x00000
        #define OFS_NoRecoil3 0x00000
    ---------------------------------------------------------------------------------------------------------

    No FullDamage:
    Code:

    void NFD()
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
    if(dwPlayerPtr != 0)
    {
    *(float*)(dwPlayerPtr + OFS_NFD) = -20000;
    }
    }

        #define OFS_NFD 0x00

    ---------------------------------------------------------------------------------------------------------
    No Bounds:
    Code:

    void Nobounds()
    {
    *(int*)ADR_NoBounds1 = 0;
    *(int*)ADR_NoBounds2 = 0;
    *(int*)ADR_NoBounds3 = 0;
    }

    Code:

    #define ADR_NoBounds1 0x00
    #define ADR_NoBounds2 0x00
    #define ADR_NoBounds3 0x00
    ---------------------------------------------------------------------------------------------------------
    No SpawnWait:
    Code:

    void nospawn()
    {
    *(int*)ADR_QuickSpawn1 = 0;
    *(int*)ADR_QuickSpawn2 = 0;
    }

        #define ADR_QuickSpawn1 0x00
        #define ADR_QuickSpawn1 0x00
    ---------------------------------------------------------------------------------------------------------
    No Water:
    Code:

    void NoWater()
    {
    *(int*)ADR_NoWater = 0;
    *(int*)ADR_WUW = 0;
    }

        #define ADR_NoWater 0x00
        #define ADR_WUW 0x00

    ---------------------------------------------------------------------------------------------------------
    No Fogcolor:
    Code:

    void NoFog()
    {
    *(float*)ADR_FarFog = 1166127104;
    *(float*)ADR_NearFog = 0;
    }

        #define ADR_NearFog 0x00
        #define ADR_FarFog 0x00

    ---------------------------------------------------------------------------------------------------------
    FullBrigth:
    Code:

    void FullBrigth()
    {
    *(int*)FullBright1 = 1092779973;
    *(int*)FullBright2 = 1092779973;
    *(int*)FullBright3 = 1092779973;
    }

        #define FullBright_1 0x00
        #define FullBright_2 0x00
        #define FullBright_3 0x00

    ---------------------------------------------------------------------------------------------------------
    Fast All:
    Code:

    void Fastall()
    {
    *(float*)ADR_FastAmmo = 5000000;
    *(float*)ADR_FastMedic = 5000000;
    *(float*)ADR_FastFlag = 5000000;
    *(float*)ADR_FastRepair = 5000000;
    }

        #define ADR_FastAmmo 0x00
        #define ADR_FastMedic 0x00
        #define ADR_FastFlag 0x00
        #define ADR_FastRepair 0x00

    ---------------------------------------------------------------------------------------------------------
    Fast Lock:
    Code:

    void fastlock()
    {
    *(int*)ADR_FastLockOn = 1;
    }

        #define ADR_FastLockOn 0x00

    ---------------------------------------------------------------------------------------------------------
    Quick Plant/Def
    Code:

    void Quickplantdef()
    {
    *(float*)ADR_QuickPlantDefuse = 30;
    }

        #define ADR_QuickplantDefuse 0x00

    ---------------------------------------------------------------------------------------------------------
    Ammo/Medic Anywhere:
    Code:

    void AutoAmmoMedic()
    {
    *(float*)ADR_AutoAmmoMedic = 99999;
    }

        #define ADR_AutoAmmoMedic 0x00

    ---------------------------------------------------------------------------------------------------------
    Super Nospread:
    Code:

    void Sns()
    {
    *(double*)ADR_SNS = 0;
    }

        #define ADR_SNS 0x00

    ---------------------------------------------------------------------------------------------------------
    AntiAFK:
    Code:

    void AntiAFK()
    {
    *(int*)ADR_ANTIAFK = 1;
    }

        #define ADR_ANTIAFK

    ---------------------------------------------------------------------------------------------------------
    STW:
    Code:

    void STW()
    {
    *(double*)ADR_STW = 0;
    }

        #define ADR_STW 0x00

    ---------------------------------------------------------------------------------------------------------
    WTW:
    Code:

    void WTW()
    {
    (float*)ADR_WTH = 10;
    }

        #define ADR_WTW 0x00

    ---------------------------------------------------------------------------------------------------------
    Famas Damage:
    Code:

    void accuracy()
    {
    *(float*)ADR_Accuracy = 21;
    }

        #define ADR_Accuracy 0x00

    ---------------------------------------------------------------------------------------------------------
    Unli SP:
    Code:

    void Unlisp()
    {
    *(float*)ADR_Stamina1 = 1000000;
    }

        #define ADR_Stamina1 0x00

    ---------------------------------------------------------------------------------------------------------
    Auto Headshoot:
    Code:

    void BoneShot()
    {
    *(float*)ADR_BoneShot = 1235.0f;
    }

        #define ADR_BoneShot 0x00

    ---------------------------------------------------------------------------------------------------------
    Weapon Gravity:
    Code:

    void Weapongrav()
    {
    *(float*)ADR_WeaponGravity = 0.001;
    }

        #define ADR_WeaponGravity

    ---------------------------------------------------------------------------------------------------------
    PX Item:

        void px()
        {
        *(int*)ADR_ExtraClip1 = 1;
        *(int*)ADR_ExtraClip2 = 1;
        *(int*)ADR_SniperX2 = 1;
        *(int*)ADR_AssaultX2 = 1;
        *(int*)ADR_Bandage = 1;
        *(int*)ADR_Bandage2 = 1;
        }

    Code:

    #define ADR_ExtraClip1 0x00
    #define ADR_ExtraClip2 0x00
    #define ADR_SniperX2 0x00
    #define ADR_AssaultX2 0x00
    #define ADR_Bandage 0x00
    #define ADR_Bandage2 0x00

    ---------------------------------------------------------------------------------------------------------
    Premium (Visual):
    Code:

    void premium()
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_ServerPointer;
    if(dwPlayerPtr != 0)
    {
    *(long*)(dwPlayerPtr+ADR_OFS_PREMIUM1) = 3, 10;
    *(float*)(dwPlayerPtr+ADR_OFS_PREMIUM2) = 1337;
    }
    }

        #define ADR_OFS_PREMIUM1 0x00
        #define ADR_OFS_PREMIUM2 0x00

    ---------------------------------------------------------------------------------------------------------
    Dinar (Visual):
    Code:

    void Dinar()
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_ServerPointer;
    *(long*)(dwPlayerPtr+OFS_Dinar) = 999999999;
    }

        #define OFS_Dinar 0x00

    ---------------------------------------------------------------------------------------------------------
    Level (Visual):
    Code:

    void Level()
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_ServerPointer;
    *(long*)(dwPlayerPtr+OFS_Level) = 999999999;
    }

        #define OFS_Level 0x00

    ---------------------------------------------------------------------------------------------------------
    Glasswall:

        #define ADR_GlassWalls 0x00

    Code:

    void GlassWall()
    {
    if(GetKeyState(VK_MBUTTON))
    *(int*)ADR_GlassWalls = 1;

    else
    {
    *(int**)ADR_GlassWalls = 0;
    }
    }

    ---------------------------------------------------------------------------------------------------------
    Scope:

        #define ADR_Scope 0x00

    Code:

    void Scope()
    {
    if(GetAsyncKeyState(VK_RBUTTON))
    {
    *(int*)ADR_Scope = (int)1;
    }
    else
    {
    *(int*)ADR_Scope = (int)5;
    }
    }

    ---------------------------------------------------------------------------------------------------------
    Code:

    void WallClimbon()
    {
    if(GetAsyncKeyState(VK_INSERT)&1)
    {
    MessageBeep(MB_ICONINFORMATION);
    *(float*)ADR_WallClimb = 999;
    }
    }

    void WallClimboff()
    {
    if(GetAsyncKeyState(VK_HOME)&1)
    {
    MessageBeep(MB_ICONINFORMATION);

    *(float*)ADR_WallClimb = 5.0e1;
    }
    }

        #define ADR_WallClimb 0x00

    ---------------------------------------------------------------------------------------------------------
    Virtual Jump:

        #define ADR_VirtualJump 0x00

    Code:

    int virtjump;

    void virtualjump()
    {
    if(GetAsyncKeyState(VK_RIGHT) &1)
    {
    virtjump = *(float*)ADR_VirtualJump;
    MessageBeep(MB_ICONINFORMATION);
    *(float*)ADR_VirtualJump =virtjump+50 ;
    }
    }
    void virtualjump1()
    {
    if(GetAsyncKeyState(VK_LEFT) &1)
    {virtjump = *(float*)ADR_VirtualJump;
    MessageBeep(MB_ICONINFORMATION);
    *(float*)ADR_VirtualJump = virtjump-50;
    }
    }

    ---------------------------------------------------------------------------------------------------------
    Super Jump:

        #define OFS_Z 0x00

    Code:

    void Superjump()
    {
    if(GetAsyncKeyState(VK_CONTROL) &1)
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
    if(dwPlayerPtr != 0)
    {
    *(float*)(dwPlayerPtr+OFS_Z) = 1500;
    }
    }
    }

    ---------------------------------------------------------------------------------------------------------
    Extra Jump:

        #define OFS_Z 0x00

    Code:

    void Extrajump()
    {
    if(GetAsyncKeyState(VK_CONTROL) &1)
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
    if(dwPlayerPtr != 0)
    {
    *(float*)(dwPlayerPtr+OFS_Z) = 100000;
    }
    }
    }

    ---------------------------------------------------------------------------------------------------------
    Dig:

        #define OFS_Z 0x00

    Code:

    void Dig()
    {
    if(GetAsyncKeyState(VK_MENU) &1)
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
    if(dwPlayerPtr != 0)
    {
    *(float*)(dwPlayerPtr+OFS_Z) = -3000;
    }
    }
    }

    ---------------------------------------------------------------------------------------------------------
    UnliAmmo:

        #define ADR_Unliammo 0x00

    Code:

    DWORD ammo;

    void UnliAmmo()
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
    if(dwPlayerPtr != 0){

    if (GetAsyncKeyState(VK_F8)) //record ammo
    {
    ammo = *(int*)ADR_Unliammo;
    }

    if(GetAsyncKeyState(VK_F5) &1) //on
    {
    *(int*)ADR_Unliammo = 0;
    }

    if(GetAsyncKeyState(VK_F6) &1) //off
    {
    *(int*)ADR_Unliammo = ammo ;
    }
    }}

    ---------------------------------------------------------------------------------------------------------
    Speed Hack:

        #define ADR_Speed 0x00

    Code:

    void SpeedHackOn()
    {
    if(GetAsyncKeyState(VK_UP) & 1)
    {
    MessageBeep(MB_ICONINFORMATION);
    if (ADR_Speed > 10 )
    {
    *(float*)ADR_Speed = *(float*) (ADR_Speed) + 10.f;
    }}}

    void SpeedHackOff()
    {
    if(GetAsyncKeyState(VK_DOWN) & 1)
    {
    MessageBeep(MB_ICONINFORMATION);
    if (ADR_Speed > 10 )
    {
    *(float*)ADR_Speed = *(float*) (ADR_Speed) - 10.f;
    }}}

    ---------------------------------------------------------------------------------------------------------
    ZombieFreeze:

        #define ADR_SPEED 0x00

    Code:

    void Zombie1()
    {

    if(GetAsyncKeyState(VK_NUMPAD0) &1<< 0xF)
    {
    *(float*)(ADR_SPEED) = 0.0f;
    }
    }
    ---------------------------------------------------------------------------------------------------------
    void Zombie2()
    {
    if(GetAsyncKeyState(VK_NUMPAD1) &1<< 0xF)
    {
    *(float*)(ADR_SPEED) = 97.0f;
    }
    }

    ---------------------------------------------------------------------------------------------------------
    BoneShot:

        #define ADR_Boneshot 0x00

    Code:

    void Boneshoton()
    {
    if(GetAsyncKeyState(VK_INSERT) &1)
    {
    MessageBeep(MB_ICONINFORMATION);
    *(float*)ADR_Boneshot = 1235;
    }
    }
    ---------------------------------------------------------------------------------------------------------
    void Boneshotoff()
    {
    if(GetAsyncKeyState(VK_HOME) &1)
    {
    MessageBeep(MB_ICONINFORMATION);

    *(float*)ADR_Boneshot = 1237;
    }
    }

    ---------------------------------------------------------------------------------------------------------
    Teliport:

        #define OFS_X 00x00
        #define OFS_Y 00x00
        #define OFS_Z 00x00

    Code:

    float posiX;
    float posiY;
    float posiZ;

    void Teleport()
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
    if(dwPlayerPtr != 0)
    {
    if (GetAsyncKeyState(VK_F10))
    {
    MessageBeep(MB_ICONINFORMATION);
    posiX = *(float*)(dwPlayerPtr + OFS_X);
    posiY = *(float*)(dwPlayerPtr + OFS_Y);
    posiZ = *(float*)(dwPlayerPtr + OFS_Z);
    }
    if (GetAsyncKeyState(VK_F11))
    {
    MessageBeep(MB_ICONINFORMATION);

    *(float*)(dwPlayerPtr + OFS_X) = posiX;
    *(float*)(dwPlayerPtr + OFS_Y) = posiY;
    *(float*)(dwPlayerPtr + OFS_Z) = posiZ;
    }
    }
    }

    ---------------------------------------------------------------------------------------------------------
    Broken Sunset:

        #define OFS_X 00x00
        #define OFS_Y 00x00
        #define OFS_Z 00x00

    Code:

    int TeleBSType;

    void BrokenAI()
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
    if(GetAsyncKeyState(VK_F9)) // F
    {
    MessageBeep(MB_ICONINFORMATION);
    TeleBSType++;
    switch(TeleBSType)
    {
    case 1://Safe zone for Broken Sunset
    *(float*)(dwPlayerPtr+OFS_X) = 3580;
    *(float*)(dwPlayerPtr+OFS_Y) = 2630;
    *(float*)(dwPlayerPtr+OFS_Z) = 479;
    break;

    case 2://Ammo
    *(float*)(dwPlayerPtr+OFS_X) = 3100;
    *(float*)(dwPlayerPtr+OFS_Y) = 3080;
    *(float*)(dwPlayerPtr+OFS_Z) = 585;
    break;

    case 3://Medic
    *(float*)(dwPlayerPtr+OFS_X) = 3560;
    *(float*)(dwPlayerPtr+OFS_Y) = 3350;
    *(float*)(dwPlayerPtr+OFS_Z) = 479;
    TeleBSType = 0;
    break;
    }
    Sleep(200);
    }
    }

    ---------------------------------------------------------------------------------------------------------
    ZombieAimbot:

        #define OFS_X 00x00
        #define OFS_Y 00x00
        #define OFS_Z 00x00

    Code:

    void ZombieTelekill()
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
    if(dwPlayerPtr != 0)
    {
    *(double*)(dwPlayerPtr+OFS_X) = 3037.529541;
    *(double*)(dwPlayerPtr+OFS_Y) = 3325.368408;
    *(double*)(dwPlayerPtr+OFS_Z) = 485.237681;
    }
    }

    ---------------------------------------------------------------------------------------------------------
    Teliport Anywhere:

        #define OFS_NFD 0x00
        #define OFS_Y 0x00

    Code:

    void TeliAnywhere()
    {
    DWORD dwPlayerPtr = *(DWORD*)ADR_PlayerPointer;
    if ( dwPlayerPtr )
    {
    *(float*)(dwPlayerPtr+OFS_NFD) = -999999.0F;
    if ( GetAsyncKeyState (VK_CAPITAL))
    {
    *(float*)(dwPlayerPtr+OFS_Y) = 3000.0F;
    }
    }
    }

    ---------------------------------------------------------------------------------------------------------
    Invisible:

        #include ADR_Invisible 0x00

    Code:

    static bool InviciblePatch;

    void invisible()
    {
    DWORD dwServerPtr = *(DWORD*)ADR_ServerPointer;
    if(dwServerPtr != 0)
    {
    if (!InviciblePatch)
    {
    if (GetAsyncKeyState(VK_NUMPAD1) &1)
    {
    MessageBeep(MB_ICONINFORMATION);
    *(long*)(dwServerPtr+ADR_Invisible) -= 2;
    InviciblePatch = true;
    }
    }
    else
    {
    if (InviciblePatch)
    {
    if (GetAsyncKeyState(VK_NUMPAD2) &1)
    {
    MessageBeep(MB_ICONINFORMATION);
    *(long*)(dwServerPtr+ADR_Invisible) += 2;
    InviciblePatch = false;
    }
    }
    }
    }
    }

    ---------------------------------------------------------------------------------------------------------
    RapidFire:
    [/font]

        #define ADR_RapidFire 0x00

    Code:

    int RAPIDFIRE;

    void rapidfire()
    {
    if (RAPIDFIRE==true)
    {
    *(float*)ADR_RapidFire = 0.3;
    }
    else if (RAPIDFIRE==false)
    {
    *(float*)ADR_RapidFire = 0;
    }
    if(GetAsyncKeyState(VK_DELETE) &1)
    {
    RAPIDFIRE = RAPIDFIRE==false;
    }
    }

    Address: #define ADR_RapidFire 0x00
    ----------------------------------------------------------------------------------------------------------
    OpenSlot
    Code:

    void AllSlots()
    {
    DWORD dwServerPtr = *(DWORD*)ADR_ServerPointer;
    if(dwServerPtr != 0)
    {
    *(long*)(dwServerPtr+OFS_5SLOT) = 1;
    *(long*)(dwServerPtr+OFS_6SLOT) = 1;
    *(long*)(dwServerPtr+OFS_7SLOT) = 1;}}
    -------------------------------------------------------------------------------------------------------------
    UnliSP
    Code

    void Unlisp()
    {
    *(float*)ADR_UNLISP = 10000000;
    }

    ----------------------------------------------------------------------------------------------------------------

    ---All you need to do is to update the address and add to your base--
    -----------------------------Credits lang sana.. sapat na sa amin yun.----------------
    -----------------------------------------------------------------------------------------------------------------
    -------------------------------------Raml Zii Gabriel--------------------------------------
    -----------------------------------------------------------------------------------------------------------------

      Current date/time is Sun Jan 20, 2019 1:29 am