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 SC ayodance D3D MENU

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PostSubyek: SC ayodance D3D MENU   Tue Jul 02, 2013 6:22 pm

/#Name Author : edward hacker
/#Website : www.edwardprohacker.indonesianforum.net
/#Thanks to : friends

//VjRichard


#include <windows.h>
#include <stdio.h>

//remove these stupid warnigs
#pragma warning(disable:4996)
#pragma warning(disable:4312)

//default keys
#define VALINC VK_RIGHT
#define VALDEC VK_LEFT
#define ITMINC VK_DOWN
#define ITMDEC VK_UP
#define MNSHOW VK_INSERT
#define AFKBOT VK_F2

//never saw them changed but you will need to change them for CFPH
#define ID_MSG 0x1C
#define ID_NOR 0x16
#define ID_AFK 0x37

class CMenu;

//so we include in only one cpp file
#ifndef MYMENU
#define MYMENU
class CMenu
{
private:
//some private members
char name[100]; //name of the coder (or nothing)
char items[100][100]; //items in the menu .. max 100 item and 100 character per item
char** options[100]; //pointer to options array
DWORD* values[100]; //pointer to value holder
DWORD curitem; //current active item
DWORD numitems; //current number of elements

void DrawMessage(DWORD Type, DWORD dwID, DWORD dwType2, LPVOID lpText);
bool IsVisible();
void PushToConsole(LPSTR command);

public:
DWORD MessageFunc; //ingame message box function
DWORD VisibleState; //ingame message state variable
DWORD PTC; //LTC

CMenu(LPSTR lpName = NULL);
~CMenu();

void Nav();
void AddItem(LPSTR lpText, char** options, DWORD* val);
bool Ready();
};
#endif


===========================Menu.Cpp===========================




#include "menu.h"

CMenu::CMenu(LPSTR lpName)
{
//initilize variables values to NULL
strcpy(name, lpName);
MessageFunc = NULL;
VisibleState = NULL;
curitem = NULL;
numitems = NULL;
}

CMenu::~CMenu()
{
}

//Check if we are ready or not
bool CMenu::Ready()
{
return (GetModuleHandleA("ClientFx.Fxd") > 0);
}

//Adds a new item
void CMenu::AddItem(LPSTR lpText, char** opt, DWORD* val)
{
values[numitems] = val;
options[numitems] = opt;
strcpy(items[numitems++], lpText);
}

//Draw the message to the game
void CMenu::DrawMessage(DWORD Type_, DWORD dwID, DWORD dwType2, LPVOID lpText)
{
if (!MessageFunc) return;
if (Type_ == ID_MSG)
if (IsVisible()) return;
DWORD MsgBoxFunc = MessageFunc;

__asm
{
push lpText;
push dwType2;
push dwID;
push Type_;
call MsgBoxFunc;
add esp, 16;
}
}

//checks if the menu is visible or not
bool CMenu::IsVisible()
{
if (!VisibleState) return false;
if ((*(DWORD*)(VisibleState)) == ID_NOR) return false;
return true;
}

//Push to console function
//we will use it to fix centered cursor
void CMenu::PushToConsole(LPSTR command)
{
if (!PTC) return;
DWORD pointer = *(DWORD*)(PTC);
if (pointer)
{
DWORD FuncToCall = *(DWORD*)(pointer+0x1FC);
if (FuncToCall)
{
__asm
{
push command;
call FuncToCall;
add esp, 4;
}
}
}
}


//Control menu navigation
void CMenu::Nav()
{
//use a variable to check if we need to redraw
bool drawing = false;

//When afkbot key (default f2) is pressed
if (GetAsyncKeyState(AFKBOT))
{
//draw the storage message
DrawMessage(ID_AFK, 0, 0, 0);

//fix the centered cursor
PushToConsole("CursorCenter 0");
Sleep(50);

//move the cursor.. now the user can left click to activate
SetCursorPos(500, 500);
}

if (!numitems) return;
DWORD curval = *values[curitem];

//when toggle menu key is pressed (default insert)
if (GetAsyncKeyState(MNSHOW))
{
if (IsVisible())
{
DrawMessage(ID_NOR, 0, 0, 0);
return;
}
else
drawing = true;
}
else
if (!IsVisible()) return;

//When the user tries to get the next item (default down)
if (GetAsyncKeyState(ITMINC))
{
curitem++;
if (curitem >= numitems)
curitem = 0;
drawing = true;
}

//When the user tries to get the previous item (default up)
if (GetAsyncKeyState(ITMDEC))
{
if (curitem == 0)
curitem = numitems;
curitem--;
drawing = true;
}

//When the user tries to increase the value (default right)
if (GetAsyncKeyState(VALINC))
{
if (options[curitem][curval+1])
{
curval++;
*values[curitem] = curval;
drawing = true;
}
}

//When the user tries to decrease the value (default left)
if (GetAsyncKeyState(VALDEC))
{
if (curval)
{
curval--;
*values[curitem] = curval;
drawing = true;
}
}

//if we have to redraw
if (drawing)
{
//remove any exising message
DrawMessage(ID_NOR, 0, 0, 0);
Sleep(50);

//write the message to a buffer
char buffer[200];
sprintf(buffer, "%s\n%s : %s", name, items[curitem], options[curitem][curval]);

//draw the message
DrawMessage(ID_MSG, 0x70, 4, buffer);
}

}
Untuk Offsetnya :
ChangeWeapon:0x138D5F
RangeWeapon:0x128AB3
ModeType:0x12CCDA
MaxAmmo:0x13B4F4
UnlimitedAmmo:0x13B6AE
NoSpread:0x138E46
WeaponMGR:0xB5D5F8
WallMgr:0xB5D5E0
FallMgr:0xB5D5D8
BasicPlayerInfo:0xAF64C4
InjectionMsg:0xA4180
LTClient:0xB5E378
No Reload:0xC2C
OHK & No Grnd Dmg:0x818
Shoot Through Wall's :0x4EC , 4E8 , 4F0
NoWeaponWeight:0xB04
NoWeaponChangeDelay:0xC30
FastKnife1:0xA60
FastKnife2:0xAA8
KnifeOHK1:0xBF8
KnifeOHK2:0xC04
CrouchSpeed:0xC
ShotGunSpread:0x3524,0x860



pointer mesti di update .. cara mengupdate menggunakan loadib.exe , olydbg , dan extrap bypass

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