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SELLING SOURCE CODE FOR ROS

Discussion in 'Rules of Survival Source Code & Tutorials' started by HAxCodER™, Nov 1, 2018.

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  1. HAxCodER™ True God Gamer
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    HAxCodER™
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    SELLING SOURCE CODE FOR ROS

    PM FOR MORE INFO/gewd
     
    • BE A GAMER - RAMLeague
  2. zNova True God Gamer
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    Psychedelic
    /cancer/cancer/cancer
     
    binhbro thanks this.
  3. HAxCodER™ True God Gamer
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    /troll/troll/troll
     
  4. binhbro Well-Known Member
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    /cancer
    Noobie will
     
    zNova thanks this.
  5. HAxCodER™ True God Gamer
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    Im bobo haha/gassum
     
  6. zNova True God Gamer
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    Psychedelic
    How much sir ?
     
  7. HAxCodER™ True God Gamer
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    Libre nani para saimu ahh!/gewd
     
  8. zNova True God Gamer
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    hehehe thank you sir the best ka talaga paturo naman /gassum
     
  9. Rampage1337 True God Gamer
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    carlo.antang
    ano naman nagagawa ng SOURCE CODE muna yan bagong Features ba yan?? or same pa rin sa mga ni lalabas ng iba, yan
     
  10. HAxCodER™ True God Gamer
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    Nope, i hindi mo nga nakita yun hacks ko
     
  11. Xado Dox True God Gamer
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    sir.. release k nman sa ros.. haha
     
  12. HAxCodER™ True God Gamer
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    Wala ng ORAS sa ganyan hahaha!
     
  13. Rampage1337 True God Gamer
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    kaya ang nga po ang tanong ko kong meron bagong features kasi na kakasawa na yong mga ni lalabas ngayon, pareparehas lang mga GUI lang na babago, kong Remote Kill yan ayos yan, ng maiba nmn,
     
  14. asakaboy635 True God Gamer
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  15. HAxCodER™ True God Gamer
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    hahaha langan mao mana/gewd
    --- Last post, Nov 2, 2018, Original Post Date: Nov 2, 2018 ---
    Useless pag OPK ;) nagsasayang ka lg ng account
     
  16. zNova True God Gamer
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    Professional
    --- Last post, Nov 9, 2018, Original Post Date: Nov 2, 2018 ---
    @jay17
    @ejhay
    Request close thread he is selling my old base i still have the whole source code.
    I am still thinking if im going to post that base since he is just scamming people and "LEECHING" base from everyone.
    Here's the main.cpp
    i removed some of my sources like telekill because that will still work.
    Code:
    #include "Function.h"
    #include "Colors.h"
    #include "CMenu.h"
    #include "cSound.h"
    #include "Sounds.h"
    #include "cMenu.h"
    #include "cStruct.h"
    #include "Whatafak.h"
    #include "Xor.h"
    
    const char* getitemname(int a) {
        switch (a)
        {
        case 1: return "Lv 1 helmet";
        case 2: return "Lv 2 helmet";
        case 3: return "Lv 3 helmet";
        case 5: return "Lv 1 Armor";
        case 6: return "Lv 2 Armor";
        case 7: return "Lv 3 Armor";
        case 8: return "Lv 1 Backpack";
        case 9: return "Lv 2 Backpack";
        case 10: return "Lv 3 Backpack";
        case 19: return "Ghillie Suit";
        case 50: return "Fuel Barrel";
        case 101: return "Bandage";
        case 102: return "Med Kit";
        case 103: return "First Aid Kit";
        case 105: return "Sports Drink";
        case 106: return "Cardio Tonic";
        case 1001: return "M4A1 Rifle";
        case 1002: return "AKM Rifle";
        case 1003: return "M870 SG";
        case 1004: return "M1887 SG";
        case 1005: return "AA12 SG";
        case 1006: return "AWM SR";
        case 1007: return "Barett SR";
        case 1008: return "M249 MG";
        case 1009: return "M14EBR Rifle";
        case 1010: return "AR15 Rifle";
        case 1011: return "MP7 SMG";
        case 1012: return "PP19 SMG";
        case 1013: return "Thompson SMG";
        case 1014: return "G18C Pistol";
        case 1015: return "Desert Eagle";
        case 1017: return "Vector";
        case 1018: return "P90 SMG";
        case 1019: return "SAIGA-12 Shotgun";
        case 1020: return "WRO Hunting Rifle";
        case 1021: return "SVD SR";
        case 1022: return "M110 Sniper Rifle";
        case 1023: return "ACR Rifle";
        case 1024: return "AN94 Rifle";
        case 1025: return "MP5 SMG";
        case 1026: return "AUG Rifle";
        case 1027: return "QBU Sniper Rifle";
        case 1031: return "RPG Rocket Tube";
        case 1040: return "Crossbow";
        case 1101: return "SG Ammo";
        case 1102: return "Rifle Ammo";
        case 1103: return "SR Ammo";
        case 1104: return "SMG Ammo";
        case 1105: return "Pistol Ammo";
        case 1106: return "RPG Ammo";
        case 1109: return "Arrow";
        case 1201: return "Rifle Silencer";
        case 1202: return "SR Silence";
        case 1204: return "SMG Silencer";
        case 1211: return "Rifle Compensator";
        case 1212: return "SR Compensator";
        case 1213: return "SMG Compensator";
        case 1221: return "Rifle Flash Hider";
        case 1222: return "SR Flash Hider";
        case 1223: return "SMG Smoke Hider";
        case 1231: return "SG Choke";
        case 1241: return "Triangle Grip";
        case 1242: return "Vertical Foregrip";
        case 1251: return "Rifle QD-Mag";
        case 1252: return "Rifle EX-Mag";
        case 1253: return "Rifle EX-QD-Mag";
        case 1261: return "SR Cheek Pad";
        case 1262: return "Tactical Stock";
        case 1263: return "SG Bullet Loop";
        case 1264: return "SR EX-Mag";
        case 1265: return "SR QD-Mag";
        case 1266: return "SR EX-QD-Mag";
        case 1271: return "Red Dot Sight";
        case 1272: return "Holo-Sight";
        case 1273: return "2x Scope";
        case 1274: return "4x Scope";
        case 1275: return "8x Scope";
        case 1276: return "SMG QD-Mag";
        case 1277: return "SMG EX-Mag";
        case 1278: return "SMG QD-EX-Mag";
        case 1279: return "Collapsible Stock";
        case 1302: return "Damascus Knife";
        case 1303: return "Crowbar";
        case 1306: return "Frying Pan";
        case 1307: return "Rubber Chicken";
        case 1401: return "Grenade";
        case 1402: return "Stun Grenade";
        case 1403: return "Smoke Grenade";
        case 1404: return "Molotov Cocktail";
        case 1405: return "Chicken Grenade";
        case 1406: return "Flash Grenade";
        default: return "NULL"; break;
        }
    }
    
    cMenu Menu;
    copt opt;
    float ScreenCenterX = 0.0f;
    float ScreenCenterY = 0.0f;
    
    
    std::vector<DWORD> entities;
    DWORD Identitys = Base + IdentityOffset;
    DWORD clOriginalIdentity = Identitys + 0x5;
    
    __declspec(naked) void hook_Identity(void)
    {
    __asm
    {
    movss xmm0, [edi + 0x10];
    mov[Identitys], edi;
    pushad;
    }
    
    if (!IsBadReadPtr((void*)Identitys, 0x4))
    {
    bool Found = false;
    
    for (UINT i = 0; i < entities.size(); i++)
    {
    if (entities == Identitys)
    Found = true;
    }
    
    if (!Found)
    entities.push_back(Identitys);
    }
    __asm
    {
    popad;
    jmp clOriginalIdentity;
    }
    }
    
    void goJmp(BYTE *pAddress, DWORD dwJumpTo, DWORD dwLen)
    {
    DWORD dwOldProtect, dwBkup, dwRelAddr;
    
    VirtualProtect(pAddress, dwLen, PAGE_EXECUTE_READWRITE, &dwOldProtect);
    dwRelAddr = (DWORD)(dwJumpTo - (DWORD)pAddress) - 5;
    *pAddress = 0xE9;
    *((DWORD *)(pAddress + 0x1)) = dwRelAddr;
    for (DWORD x = 0x5; x < dwLen; x++) *(pAddress + x) = 0x90;
    VirtualProtect(pAddress, dwLen, dwOldProtect, &dwBkup);
    
    return;
    }
    
    void CallHookIdentity()
    {
    goJmp((BYTE*)(Base + IdentityOffset), (DWORD)hook_Identity, 0x5);
    }
    
    D3DXVECTOR3 MyLoCalPos()
    {
    DWORD x = 0, y = 0, z = 0;
    DWORD BASE = (DWORD)GetModuleHandleA("ros.exe");
    DWORD pBase = *(DWORD*)(BASE + OFFSET_LOCAL);
    DWORD pBase1 = *(DWORD*)(pBase);
    if (pBase && pBase1 && *(DWORD*)(pBase1 + 0x10) && *(DWORD*)(pBase1 + 0x18) && *(DWORD*)(pBase1 + 0x1C))
    {
    x = *(DWORD*)(pBase1 + 0x10) ^ *(DWORD*)(*(DWORD*)(pBase1 + 0x14));
    y = *(DWORD*)(pBase1 + 0x18) ^ *(DWORD*)(*(DWORD*)(pBase1 + 0x1C));
    z = *(DWORD*)(pBase1 + 0x20) ^ *(DWORD*)(*(DWORD*)(pBase1 + 0x24));
    }
    return D3DXVECTOR3(*reinterpret_cast<float*>(&x), *reinterpret_cast<float*>(&y), *reinterpret_cast<float*>(&z));
    }
    
    void DrawESP(LPDIRECT3DDEVICE9 pDevice)
    {
    
        for (auto Identity : entities)
        {
            auto gBase = reinterpret_cast<uintptr_t>(GetModuleHandle(NULL));
            DWORD localPlayer = *(PDWORD)*(PDWORD)(gBase + OFFSET_LOCAL);
            auto curEntity = (CEntity*)Identity;
            auto MyEntity = (CEntity*)localPlayer;
            CPlayerBase* pBase = GetLocalPlayer();
            D3DXVECTOR3 MyPos = MyLoCalPos();
            D3DXVECTOR3 pos = pBase->GetDecryptedEnemyPos(curEntity);
            GameMatrix* Matrix = Bobo.GetMatrix();
            D3DXVECTOR3 vScreen;
    
            string pMeta_str(curEntity->m_pMeta->pName);
    
            bool isLocal = (std::string::npos != pMeta_str.find("PlayerAvatar"));
            bool isPlayer = (std::string::npos != pMeta_str.find("Avatar"));
            bool isBot = (std::string::npos != pMeta_str.find("Robot"));
            bool isTeamMate = (std::string::npos != pMeta_str.find("Team"));
            bool isItem = (std::string::npos != pMeta_str.find("DtsProp"));
            bool isSupplyBox = (std::string::npos != pMeta_str.find("DtsPlayerHeritage"));
            bool isPlane = (std::string::npos != pMeta_str.find("Plane"));
            bool isWeapon = (std::string::npos != pMeta_str.find("ClientWeaponEntity"));
            bool isCar = (std::string::npos != pMeta_str.find("LandCar"));
            bool isBicycle = (std::string::npos != pMeta_str.find("LandBike"));
            bool isExpress = (std::string::npos != pMeta_str.find("LandExpress"));
            bool isMotor = (std::string::npos != pMeta_str.find("LandMotor"));
            bool isGlider = (std::string::npos != pMeta_str.find("LandGlider"));
            bool isBoat = (std::string::npos != pMeta_str.find("LandBoat"));
            bool isHover = (std::string::npos != pMeta_str.find("LandHover"));
            bool isBattleGround = (std::string::npos != pMeta_str.find("BattleGroundSpace"));
    
            int width = (int)Viewport.Width;
            int height = (int)Viewport.Height;
            int pDistance = Distance(MyPos, pos, 10);
    
            int propID = curEntity->m_Table->pTable->Prop->mVal;
            std::string propItem = getitemname(propID);
            char* LootItems = const_cast<char*>(propItem.c_str());
    
            D3DXVECTOR3 pRoot;
            D3DXVECTOR3 eHead;
            D3DXVECTOR3 pHead;
    
            int ScreenCenterX = Viewport.Width / 2;
            int ScreenCenterY = Viewport.Height;
    
            float entityHeight = 21.5f;
            eHead.x = pos.x;
            eHead.y = pos.y + entityHeight;
            eHead.z = pos.z;
            ClientApp::WorldToScreen(pos, pRoot, Matrix->WorldMatrix, width, height);
            ClientApp::WorldToScreen(eHead, pHead, Matrix->WorldMatrix, width, height);
            struct Rectangle
            {
                int width;
                int height;
                int X;
                int Y;
            };
            Rectangle rect;
            rect.width = (int)(700 / pDistance);
            if (rect.width > 100)
            {
                rect.width = 100;
            }
            rect.height = (int)(pRoot.y - pHead.y);
            rect.X = (int)pRoot.x - rect.width / 2;
            rect.Y = (int)pRoot.y - rect.height;
            if (pDistance > 25)
            {
                rect.Y = (int)pRoot.y - rect.height + 15;
            }
    
            if (isLocal)
                continue;
    
            if (ClientApp::WorldToScreen(pos, vScreen, Matrix->WorldMatrix, width, height))
            {
                
    
              
    
                if (opt.espopt.box2)
                {
                    if (isPlayer || isBot)
                    {
                        Menu.Box2D(pHead, pRoot, RED(255), pDevice);
                    }
                }
    
                if (opt.espopt.box3)
                {
                    if (isPlayer || isBot)
                    {
                        Menu.Box3D(pDevice, pHead.x, pHead.y, vScreen.x, vScreen.y, pDistance, RED(255));
                    }
                }
    
                if (opt.espopt.item)
                {
                    if (isItem)
                    {
                        DrawCenteredString(Font, vScreen.x, vScreen.y + 8, Menu.WHITE, LootItems);
                    }
                }
    
                if (opt.espopt.kill)
                {
                    if (isPlayer)
                    {
                        char kills[1000];
                        sprintf(kills, "Kill : %d", curEntity->m_Table->pTable->m_PlayerKill->mVal);
                        DrawCenteredString(Font, vScreen.x, vScreen.y + 30, Menu.BLUE, kills);
                    }
                }
    
               
                if (opt.espopt.dist)
                {
                    if (isPlayer)
                    {
                        char Distance[100];
                        sprintf(Distance, "[ %dm ]", pDistance);
                        DrawCenteredString(Font, vScreen.x, vScreen.y + 40, Menu.RED, Distance);
                    }
    
                    if (isBot)
                    {
                        char Distance[100];
                        sprintf(Distance, "[ %dm ]", pDistance);
                        DrawCenteredString(Font, vScreen.x, vScreen.y + 34, Menu.GREEN, Distance);
                    }
                }
    
              
                if (opt.espopt.health)
                {
    
                    if (isPlayer && opt.espopt.health == 1)
                    {
                        Tools.Rainbowbar(pDevice, vScreen.x - 50, vScreen.y + 25, curEntity->m_Table->pTable->m_HpRow->HP);
                    }
    
                    if (isBot && opt.espopt.health == 1)
                    {
                        Menu.iDHealth(pDevice, (float)vScreen.x - 23, (float)vScreen.y + 25, curEntity->m_Table->pTable->m_Hpbot->HP);
                    }
                }
    
            
    
                }
    
            }
        }
        entities.clear();
    }
    
    void DoEsp(LPDIRECT3DDEVICE9 pDevice)
    {
        _try
        {
        DrawESP(pDevice);
        }
            _except(true)
        {
        }
    }
    
    void PreReset(LPDIRECT3DDEVICE9 pDevice)
    {
        Menu.PreReset();
        return;
    }
    
    void PostReset(LPDIRECT3DDEVICE9 pDevice)
    {
        Menu.PostReset(pDevice);
        return;
    }
    
    
    void cMenu::ShowMenu(LPDIRECT3DDEVICE9 pDevice)
    {
    
        int    lm = GetAsyncKeyState(VK_LBUTTON) & 1;
        int    rm = GetAsyncKeyState(VK_RBUTTON) & 1;
        int    left = GetAsyncKeyState(VK_LEFT) & 1;
        int    right = GetAsyncKeyState(VK_RIGHT) & 1;
        int    up = GetAsyncKeyState(VK_UP) & 1;
        int    down = GetAsyncKeyState(VK_DOWN) & 1;
    
        Init();
    
        if (GetAsyncKeyState(VK_INSERT) & 1)
        {
            SHOW = (!SHOW);
            SaveCfg();
        }
    
        if (SHOW) {
    
            GetCursorPos(&mpos);
            ScreenToClient(GetForegroundWindow(), &mpos);
    
            if (opt.options.move && GetAsyncKeyState(VK_LCONTROL))
            {
                X = (((X <= mpos.x + 4) && (X >= mpos.x)) || ((X >= mpos.x - 4) && (X <= mpos.x))) ? (X = mpos.x) : (X += ((mpos.x - X) / 4));
                Y = (((Y <= mpos.y + 4) && (Y >= mpos.y)) || ((Y >= mpos.y - 4) && (Y <= mpos.y))) ? (Y = mpos.y) : (Y += ((mpos.y - Y) / 4));
            }
    
            DrawBox(X, Y + 3, WIDTH, T_SPC, D3DCOLOR_ARGB(220, 50, 50, 50), 1, pDevice);
            DrawBorder(X, Y + 3, WIDTH, T_SPC, 1, D3DCOLOR_ARGB(220, 50, 50, 50), pDevice);
            DrawGameTextPixelFlag(MC_FCTR(X, MC_MAXX), Y + 5, D3DCOLOR_ARGB(255, 255, 255, 255), DT_CENTER | DT_SHADOW, "HAxCodER™");
    
            DrawBox(X, MC_MSY, WIDTH, (NO*I_SPC), D3DCOLOR_ARGB(220, 50, 50, 50), 1, pDevice);
            DrawBorder(X, MC_MSY, WIDTH, (NO*I_SPC), 1, D3DCOLOR_ARGB(220, 5, 5, 5), pDevice);
    
    
            NO = 0;
    
            /*acat((char *)"MAIN", (char *)"Show|Hide", &opt.d3d.main);
            aitem((char *)" Cross Hair", (char *)"[OFF]|[Rainbow]|[Crosshair]", &opt.d3d.cross, opt.d3d.main, 1);
    
            acat((char *)"Chams", (char *)"Show|Hide", &opt.chamsopt.main);
            aitem((char *)" Red", (char *)"[OFF]|[ON]", &opt.chamsopt.red, opt.chamsopt.main, 1);
            aitem((char *)" Blue", (char *)"[OFF]|[ON]", &opt.chamsopt.blue, opt.chamsopt.main, 1);
            aitem((char *)" Green", (char *)"[OFF]|[ON]", &opt.chamsopt.green, opt.chamsopt.main, 1);
            aitem((char *)" White", (char *)"[OFF]|[ON]", &opt.chamsopt.white, opt.chamsopt.main, 1);*/
    
            acat((char *)"ESP", (char *)"Show|Hide", &opt.espopt.main);
    
            aitem((char *)" Player Kills", (char *)"[OFF]|[ON]", &opt.espopt.kill, opt.espopt.main, 1);
            aitem((char *)" HealthBar", (char *)"[OFF]|[ON]", &opt.espopt.health, opt.espopt.main, 1);
            aitem((char *)" Vechile Name", (char *)"[OFF]|[ON]", &opt.espopt.vehicle, opt.espopt.main, 1);
            aitem((char *)" Distance", (char *)"[OFF]|[ON]", &opt.espopt.dist, opt.espopt.main, 1);
            aitem((char *)" 2D Box", (char *)"[OFF]|[ON]", &opt.espopt.box2, opt.espopt.main, 1);
            aitem((char *)" 3D Box", (char *)"[OFF]|[ON]", &opt.espopt.box3, opt.espopt.main, 1);
            aitem((char *)" Items Name", (char *)"[OFF]|[ON]", &opt.espopt.item, opt.espopt.main, 1);
            aitem((char *)" Rare Items", (char *)"[OFF]|[ON]", &opt.espopt.rare, opt.espopt.main, 1);
            aitem((char *)" Heritage & Air Drop", (char *)"[OFF]|[ON]", &opt.espopt.supplybox, opt.espopt.main, 1);
            aitem((char *)" DeadPlayer", (char *)"[OFF]|[ON]", &opt.espopt.heritageitems, opt.espopt.main, 1);
            aitem((char *)" FOV", (char *)"[OFF]|[ON]", &opt.espopt.heritagefov, opt.espopt.main, 1);
    
            acat((char *)"TELEPORT", (char *)"Show|Hide", &opt.teleport.main);
            aitem((char *)" Tele", (char *)"[OFF]|[ON]", &opt.teleport.tele, opt.teleport.main, 1);
            aitem((char *)" Tele FOV", (char *)"[OFF]|[ON]", &opt.teleport.fov, opt.teleport.main, 1);
            aitem((char *)" Tele Distance", (char *)"[500m]|[500m]|[100m]|[200m]|[300m]|[400m]", &opt.teleport.distance, opt.teleport.main, 1);
            aitem((char *)" Tele Target", (char *)"[OFF]|[Enemy]", &opt.teleport.target, opt.teleport.main, 1);
    
            acat((char *)"AIMBOT", (char *)"Show|Hide", &opt.aimbooott.main);
            aitem((char *)" Aimbot", (char *)"[OFF]|[ON]", &opt.aimbooott.aimbot, opt.aimbooott.main, 1);
            aitem((char *)" AimFOV", (char *)"[OFF]|[5%]|[10%]|[Recommended]|[20%]|[25%]|[25%]|[30%]|[35%]|[40%]|[45%]", &opt.aimbooott.aimfov, opt.aimbooott.main, 1);
            aitem((char *)" AimKeys", (char *)"[OFF]|[Shift]|[RMouse]|[LMouse]|[Ctrl]|[Alt]|[Space]|[X]|[C]", &opt.aimbooott.aimkey, opt.aimbooott.main, 1);
            aitem((char *)" AimSens", (char *)"[OFF]|[1]|[2]|[3]|[4]|[5]|[6]|[7]|[8]|[9]|[10]|[11]|[12]|[13]|[14]|[15]|[16]|[17]|[18]|[19]|[20]", &opt.aimbooott.aimsens, opt.aimbooott.main, 1);
            aitem((char *)" AimHeight", (char *)"[OFF]|[0]|[1]|[2]|[3]|[4]|[5]|[6]|[7]|[8]|[9]|[10]", &opt.aimbooott.aimheight, opt.aimbooott.main, 1);
            aitem((char *)" TriggerBot", (char *)"[OFF]|[ON]", &opt.aimbooott.autoshoot, opt.aimbooott.main, 1);
    
    /*
            acat((char *)"WEAPON", (char *)"Show|Hide", &opt.weapon.main);
            aitem((char *)" Zoom", (char *)"[OFF]|[4x]|[x6]", &opt.weapon.zoom, opt.weapon.main, 1);
    
            acat((char *)"PLAYER", (char *)"Show|Hide", &opt.player.main);
            aitem((char *)" No Grass", (char *)"[OFF]|[ON]", &opt.player.grass, opt.player.main, 1);
            aitem((char *)" No Fog", (char *)"[OFF]|[ON]", &opt.player.nofog, opt.player.main, 1);
            aitem((char *)" Fly Hack", (char *)"[OFF]|[ON]", &opt.player.superman, opt.player.main, 1);
            aitem((char *)" Walk Through Water", (char *)"[OFF]|[ON]", &opt.player.wlkwtw, opt.player.main, 1);
            aitem((char *)" Walk Through Wall", (char *)"[OFF]|[ON]", &opt.player.wlkthru, opt.player.main, 1);
            aitem((char *)" Speed Hack", (char *)"[OFF]|[90]|[100]|[110]|[120]|[130]|[140]|[150]", &opt.player.speed, opt.player.main, 1);
            aitem((char *)" Grave Mode", (char *)"[OFF]|[ON]", &opt.player.prone, opt.player.main, 1);
            aitem((char *)" Ghost Mode", (char *)"[OFF]|[ON]", &opt.player.ghost, opt.player.main, 1);
            aitem((char *)" Yoyo Jump", (char *)"[OFF]|[ON]", &opt.player.yoyojump, opt.player.main, 1);
            aitem((char *)" Spectator Kicker", (char *)"[OFF]|[ON]", &opt.player.spectator, opt.player.main, 1);
            aitem((char *)" No Fall Damage", (char *)"[OFF]|[ON]", &opt.player.nofall, opt.player.main, 1);
            aitem((char *)" Foot Step", (char *)"[OFF]|[ON]", &opt.player.footstep, opt.player.main, 1);
            aitem((char *)" Fast Car", (char *)"[OFF]|[ON]", &opt.player.fastcar, opt.player.main, 1);*/
    
            acat("OPTIONS", "Show|Hide", &opt.options.main);
            aitem(" Move Menu", "[OFF]|[L-Ctrl]", &opt.options.move, opt.options.main, 1);
            aitem(" Save Set", "[OFF]|[Saving]", &opt.options.save, opt.options.main, 1);
            aitem(" Load Set", "[OFF]|[Loading]", &opt.options.load, opt.options.main, 1);
            aitem(" Reset Menu", "[OFF]|[Resetting]", &opt.options.reset, opt.options.main, 1);
    
            opt.options.save = 0;
            opt.options.load = 0;
    
            DrawBox(X, MC_ITEMY1(NO) + (F_SPC / 2), WIDTH, (F_SPC), D3DCOLOR_ARGB(220, 50, 50, 50), 1, pDevice);
            DrawBorder(X, MC_ITEMY1(NO) + (F_SPC / 2), WIDTH, (F_SPC), 1, D3DCOLOR_ARGB(220, 50, 50, 50), pDevice);
            DrawGameTextPixelFlag(MC_FCTR(X, MC_MAXX), MC_ITEMY1(NO) + (F_SPC / 2) + 2, D3DCOLOR_ARGB(255, 255, 255, 255), DT_CENTER | DT_SHADOW, "Private");
    
            for (int no = 0; no<NO; no++)
            {
                D3DCOLOR text;
                D3DCOLOR text2;
                D3DCOLOR text3;
    
                text = (*(items[no].val)>0) ? C_ON : C_OFF;
                text2 = (*(items[no].val)>0) ? C_ON2 : C_OFF2;
                text3 = (*(items[no].val)>0) ? C_ON2 : C_OFF3;
    
                if (items[no].type == T_CAT)
                    text = C_CAT;
    
                if (I_CUR == no) {
                    DrawBox(X, MC_ITEMY(no), WIDTH, I_SPC, D3DCOLOR_ARGB(255, 255, 255, 0), 1, pDevice);
                }
    
                if (mpos.x>X && mpos.x<MC_MAXX && mpos.y>MC_ITEMY(no) && mpos.y<MC_ITEMY(no) + I_SPC) {
                    DrawBox(X, MC_ITEMY(no), WIDTH, I_SPC, D3DCOLOR_ARGB(255, 255, 255, 0), 1, pDevice);
                }
    
                if (items[no].type != T_CAT) {
                    DrawBox(X + 10, MC_ITEMY(no) + 5, 5, 5, text3, 1, pDevice);
                    DrawBorder(X + 10, MC_ITEMY(no) + 5, 5, 5, 1, C_BORDER, pDevice);
                }
    
                if (items[no].type == T_CAT) {
                    text2 = C_CAT;
                    DrawGameTextPixelFlag(X + I_OFS, MC_ITEMY(no) + 2, text, DT_SHADOW, items[no].title);
                }
                else {
                    DrawGameTextPixelFlag(X + I_OFS + 11, MC_ITEMY(no) + 2, text, DT_SHADOW, items[no].title);
                }
                DrawGameTextPixelFlag(X + S_OFS, MC_ITEMY(no) + 2, text2, DT_RIGHT | DT_SHADOW, items[no].state);
            }
    
            int mno = 999;
    
            if (mpos.x>X && mpos.x<MC_MAXX && mpos.y<MC_ITEMY(NO) && mpos.y>Y)
                mno = ((mpos.y - T_SPC)>Y) ? ((mpos.y - Y - T_SPC - (T_SPC / 2)) / I_SPC) : (999);
    
            if (mno != 999 && rm && (*items[mno].val)>0)
            {
                (*items[mno].val) -= 1;
                Sound.wav.playsoundmem((LPCSTR)SWITCH);
            }
    
            if (mno != 999 && lm && (*items[mno].val)<(items[mno].max - 1))
            {
                (*items[mno].val) += 1;
                Sound.wav.playsoundmem((LPCSTR)SWITCH);
            }
    
    
            if (left && (*items[I_CUR].val)>0)
            {
                (*items[I_CUR].val) -= 1;
                Sound.wav.playsoundmem((LPCSTR)SWITCH);
            }
    
            if (right && (*items[I_CUR].val)<(items[I_CUR].max - 1))
            {
                (*items[I_CUR].val) += 1;
                Sound.wav.playsoundmem((LPCSTR)SWITCH);
            }
    
            if (up) {
                do {
                    I_CUR = (I_CUR == 0) ? (NO - 1) : (I_CUR - 1);
                } while (items[I_CUR].type == T_TEXT);
                Sound.wav.playsoundmem((LPCSTR)MOVE);
            }
    
            if (down || items[I_CUR].type == T_TEXT) {
    
                do {
                    I_CUR = (I_CUR + 1) % NO;
                } while (items[I_CUR].type == T_TEXT);
                Sound.wav.playsoundmem((LPCSTR)MOVE);
            }
    
            if (I_CUR>NO)I_CUR = NO - 1;
    
        }
    }
    
    /*
    HRESULT CreateMyShader(IDirect3DPixelShader9 **pShader, IDirect3DDevice9 *Device, float red, float green, float blue, float alpha)
    {
    ID3DXBuffer *MyBuffer = NULL;
    char MyShader[256];
    sprintf(MyShader, "ps.1.1\ndef c0, %f, %f, %f, %f\nmov r0,c0", red / 255, green / 255, blue / 255, alpha / 255);
    D3DXAssembleShader(MyShader, sizeof(MyShader), NULL, NULL, 0, &MyBuffer, NULL);
    if (FAILED(Device->CreatePixelShader((const DWORD*)MyBuffer->GetBufferPointer(), pShader)))return E_FAIL;
    return S_OK;
    }
    */
    
    void PresentHokk(LPDIRECT3DDEVICE9 pDevice)
    {
    
        /*if (!Direct3DInitialize)
        {
            Direct3DInitialize = true;
            CreateMyShader(&Front, pDevice, 255, 0, 0, 255);
            CreateMyShader(&Back, pDevice, 255, 255, 0, 255);
            CreateMyShader(&FGreen, pDevice, 255, 255, 0, 255);
        }*/
    
        if (Font == NULL)
            D3DXCreateFont(pDevice, 16, 0, FW_BLACK, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Courier New"), &Font);
    
        if (xdxd)
        {
            id = GetCurrentProcessId();
            processHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, id);
            BAddress = (DWORD)GetModuleHandle(NULL);
    
            xdxd = false;
        }
    
        if (!Tools.Init)
        {
            D3DXCreateLine(pDevice, &Tools.pLine);
            Tools.Init = TRUE;
        }
    
        PostReset(pDevice);
        Menu.ShowMenu(pDevice);
        PreReset(pDevice);
    
        pDevice->GetViewport(&Viewport);
        ScreenCX = (float)Viewport.Width / 2.0f;
        ScreenCY = (float)Viewport.Height / 2.0f;
    
        if (opt.teleport.fov == 1)
        {
            float fov = 5.0f;
            float radiusx = fov * (ScreenCX / 100);
            float radiusy = fov * (ScreenCY / 100);
            float point = (radiusx + radiusy) / 2;
            DrawFOV(pDevice, ScreenCX, ScreenCY, point, RED(255));
        }
    
        if (opt.d3d.cross == 1)
        {
            Tools.FillRGB(ScreenCX - 20, ScreenCY, 40, 1, D3DCOLOR_ARGB(255, 125, 0, 255), pDevice);//Purple
            Tools.FillRGB(ScreenCX, ScreenCY - 20, 1, 40, D3DCOLOR_ARGB(255, 125, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 17, ScreenCY, 34, 1, D3DCOLOR_ARGB(255, 0, 0, 255), pDevice);//Blue
            Tools.FillRGB(ScreenCX, ScreenCY - 17, 1, 34, D3DCOLOR_ARGB(255, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 14, ScreenCY, 28, 1, D3DCOLOR_ARGB(255, 000, 139, 200), pDevice);//Cyan
            Tools.FillRGB(ScreenCX, ScreenCY - 14, 1, 28, D3DCOLOR_ARGB(255, 000, 139, 200), pDevice);
            Tools.FillRGB(ScreenCX - 11, ScreenCY, 22, 1, D3DCOLOR_ARGB(255, 0, 255, 0), pDevice);//Green
            Tools.FillRGB(ScreenCX, ScreenCY - 11, 1, 22, D3DCOLOR_ARGB(255, 0, 255, 0), pDevice);
            Tools.FillRGB(ScreenCX - 9, ScreenCY, 18, 1, D3DCOLOR_ARGB(255, 255, 255, 0), pDevice);//Yellow
            Tools.FillRGB(ScreenCX, ScreenCY - 9, 1, 18, D3DCOLOR_ARGB(255, 255, 255, 0), pDevice);
            Tools.FillRGB(ScreenCX - 6, ScreenCY, 12, 1, D3DCOLOR_ARGB(255, 255, 132, 0), pDevice);//Orange
            Tools.FillRGB(ScreenCX, ScreenCY - 6, 1, 12, D3DCOLOR_ARGB(255, 255, 132, 0), pDevice);
            Tools.FillRGB(ScreenCX - 3, ScreenCY, 6, 1, D3DCOLOR_ARGB(255, 255, 0, 0), pDevice);//Red
            Tools.FillRGB(ScreenCX, ScreenCY - 3, 1, 6, D3DCOLOR_ARGB(255, 255, 0, 0), pDevice);
        }
    
        if (opt.d3d.cross == 2)
        {
            Menu.DrawLine(pDevice, ScreenCX + 15, ScreenCY + 15, ScreenCX + 3, ScreenCY + 3, RED(255));
            Menu.DrawLine(pDevice, ScreenCX - 15, ScreenCY + 15, ScreenCX - 3, ScreenCY + 3, RED(255));
            Menu.DrawLine(pDevice, ScreenCX + 15, ScreenCY - 15, ScreenCX + 3, ScreenCY - 3, RED(255));
            Menu.DrawLine(pDevice, ScreenCX - 15, ScreenCY - 15, ScreenCX - 3, ScreenCY - 3, RED(255));
            Tools.FillRGB(ScreenCX, ScreenCY - 5, 1, 11, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 5, ScreenCY, 11, 1, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 1, ScreenCY - 6, 3, 1, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 1, ScreenCY + 6, 3, 1, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 1, ScreenCY - 8, 3, 1, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 1, ScreenCY + 8, 3, 1, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 2, ScreenCY - 8, 1, 3, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 2, ScreenCY + 6, 1, 3, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX + 2, ScreenCY - 8, 1, 3, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX + 2, ScreenCY + 6, 1, 3, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 6, ScreenCY - 1, 1, 3, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX + 6, ScreenCY - 1, 1, 3, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 8, ScreenCY - 1, 1, 3, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX + 8, ScreenCY - 1, 1, 3, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 8, ScreenCY - 2, 3, 1, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX + 6, ScreenCY - 2, 3, 1, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 8, ScreenCY + 2, 3, 1, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX + 6, ScreenCY + 2, 3, 1, D3DCOLOR_RGBA(0, 0, 0, 255), pDevice);
            Tools.FillRGB(ScreenCX - 7, ScreenCY - 1, 1, 3, RED(255), pDevice);
            Tools.FillRGB(ScreenCX + 7, ScreenCY - 1, 1, 3, RED(255), pDevice);
            Tools.FillRGB(ScreenCX - 1, ScreenCY - 7, 3, 1, RED(255), pDevice);
            Tools.FillRGB(ScreenCX - 1, ScreenCY + 7, 3, 1, RED(255), pDevice);
        }
    
        CallHookIdentity();
        DoEsp(pDevice);
    
    }
    
    
    DWORD OriginalPresent = PresentAddr + 0x9;
    
    __declspec(naked) void Pwet(void)
    {
    static LPDIRECT3DDEVICE9 pDevice = NULL;
    __asm
    {
    mov eax, [edi + 0x60];
    mov[pDevice], eax;
    push eax;
    pushad;
    }
    if (pDevice)
    {
    PresentHokk(pDevice);
    }
    __asm
    {
    popad;
    mov ecx, [eax];
    call dword ptr[ecx + 0x44];
    jmp OriginalPresent;
    }
    }
    
    void CallPresentHook()
    {
    goJmp((BYTE*)PresentAddr,(DWORD)Pwet, 0x9);
    }
    
    /*
    HRESULT CreateMyShader(IDirect3DPixelShader9 **pShader, IDirect3DDevice9 *Device, float red, float green, float blue, float alpha)
    {
        ID3DXBuffer *MyBuffer = NULL;
        char MyShader[256];
        sprintf(MyShader, "ps.1.1\ndef c0, %f, %f, %f, %f\nmov r0,c0", red / 255, green / 255, blue / 255, alpha / 255);
        D3DXAssembleShader(MyShader, sizeof(MyShader), NULL, NULL, 0, &MyBuffer, NULL);
        if (FAILED(Device->CreatePixelShader((const DWORD*)MyBuffer->GetBufferPointer(), pShader)))return E_FAIL;
        return S_OK;
    }
    
    HRESULT APIENTRY Present_hook(LPDIRECT3DDEVICE9 pDevice, CONST RECT* pSourceRect, CONST RECT* pDestRect, HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion)
    {
        if (!Direct3DInitialize)
        {
            Direct3DInitialize = true;
            CreateMyShader(&Front, pDevice, 255, 0, 0, 255);
            CreateMyShader(&Back, pDevice, 255, 255, 0, 255);
        }
    
        if (Font == NULL)
            D3DXCreateFont(pDevice, 14, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Italic"), &Font);
       
        if (xdxd)
        {
            id = GetCurrentProcessId();
            processHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, id);
            BAddress = (DWORD)GetModuleHandle(NULL);
    
            xdxd = false;
        }
    
        if (!Tools.Init)
        {
            D3DXCreateLine(pDevice, &Tools.pLine);
            Tools.Init = TRUE;
        }
    
        PostReset(pDevice);
        Menu.ShowMenu(pDevice);
        PreReset(pDevice);
    
        pDevice->GetViewport(&Viewport);
        ScreenCX = (float)Viewport.Width / 2.0f;
        ScreenCY = (float)Viewport.Height / 2.0f;
    
        return Present_orig(pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
    }
    */
    
    /*
    HRESULT APIENTRY Reset_hook(IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS *pPresentationParameters)
    {
        if (Font)
            Font->OnLostDevice();
    
        if (Tools.pLine)
            Tools.pLine->OnLostDevice();
        HRESULT ResetReturn = Reset_orig(pDevice, pPresentationParameters);
    
        if (SUCCEEDED(ResetReturn))
        {
            if (Font)
                Font->OnResetDevice();
            if (Tools.pLine)
                Tools.pLine->OnResetDevice();
        }
        return ResetReturn;
    }
    */
    
    BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
    {
        switch (ul_reason_for_call)
        {
        case DLL_PROCESS_ATTACH:
            Hand = hModule;
            DisableThreadLibraryCalls(hModule);
            GetModuleFileNameA(hModule, dlldir, 512);
            for (int i = (int)strlen(dlldir); i > 0; i--)
            {
                if (dlldir == '\\')
                {
                    dlldir[i + 1] = 0;
                    break;
                }
            }
            CreateThread(0, 0, (LPTHREAD_START_ROUTINE)CallPresentHook, NULL, NULL, NULL);
            break;
        case DLL_PROCESS_DETACH:
            break;
        case DLL_THREAD_ATTACH:
        case DLL_THREAD_DETACH:
            break;
        }
        return TRUE;
    }
     
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