McDollyAmigo

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  1. RESPONDE AS PERGUNTAS 1)SIM A PRIMEIRA CAMADA SOMENTE A CAMADA .ONION 2)VC NAO E HACKEADO SO DE ENTRAR NA DEEP , SO PODE SER HACKEADO CASO BAIXE ALGO LA
  2. VOU EXPLICAR PRA QUEM NAO ENTENDEU ISSO FOI UMA TRETA ENTRE O YFG.NOBRE E O LUTADOR DE KARATE (AMIGO DO BC RAFF) MORFEUS = UMA (BALADA) TIPO UMA BALADA NA REAL O TRATAMENTO FOI UMA GÍRIA QUE USARAM PARA ZOAR ELE (A YFG ACABOU POR TRETAS QUE O NOBRE ARRUMOU)
  3. Voltamossssssssss a postar post sobre como xitar legit! Quero inciar esse post avisando que todas dicas são feitas no hack da mafia free (esse e mais focado no do pusex) vamos iniciar né Sz Vamos falar do bone perfect Oque seria o bone perfeito? O bone perfeito e aquele que não deixa na cara e que seja roubado O bone que considero perfeito e parte do peito pois ele sobe na cabeça e algumas vezes abaixa para a barriga CLARO QUE VOCÊ PODE MUDAR O BONE MAIS ESTE E O PERFEITO! Agora vou te contar um segredo para xitar em mix hihihi não utilizar wall em mix ou ate em P.D te ajuda na hora de aprender a xitar E bem facil xitar depois que aprende isto mas caso queria xitar com wall segui as regras a baixo > Não olhe parede nem pixel (OP) > Não tente dar pre-fire e nem olhar para um player atras da parede por muito tempo isso deixa obvio!!! ESPERO TER AJUDADO SÓ MOSTREI O BÁSICO DPS MOSTRO O RESTO DO PAINEL FREE
  4. Na vdd o G.O tem remote kill eu acho
  5. Eu sei que foi de la por isso nao apaguei os creditos
  6. Na vdd porno pode ate ser visto mas nunca baixe nada da deep web pois a maioria tem key logger ou rastreador
  7. algumas gifs para usar como perfil @google
  8. foram feitas pelo winirocha! [Hidden Content] Code: //==============developed by:==============\ //======================WiniRocha===================\ //======================Offset's===================\ #define No Recoil 0x64C #define No RecoilZM 0x55C #define No Spread 0x62C #define Player_Start 0x208 #define Player_Size 0xD80 #define PlayerClientOffset 0x78 #define MeOffset 0x214 #define SuperJump 0x684 //======================Address===================\ #define BasicPlayerInfo 0x1CDB2B0 #define PlayerClient 0x12BACC0 #define aLTModel 0x166C40C #define aLTClientShell 0x166FCE0 #define ADDR_VISIVEL 0x68D4A0 //*************************Next log*********************************
  9. Ola users da mafia games achei essa base de hack (remote kill) e gostaria de compartilhar e caso voce seja um coder me diga c esta att pois nao sei msm assim esta ai Remotekill.hotekill.h Code: #ifndef _REMOTE_KILL_H_ #define _REMOTE_KILL_H_ #pragma once #include "Stdafx.h" typedef bool(WINAPIV *m_pIntersectSegment)(IntersectQuery& m_Query, IntersectInfo *m_Info); extern m_pIntersectSegment g_pIntersectSegment; namespace cRemotekill { void VectorTargetID(void); void DrawClientID(void); int PriorityIDSetup(void); void StartRemoteFov(void); int PriorityCustomTargetPlayer(void); int PriorityHighestKillPlayer(void); int PriorityLowestKillPlayer(void); int GetNearestByTargetPlayer(void); int PriorityCustomTargetZombie(void); int PriorityHighestKillZombie(void); int PriorityLowestKillZombie(void); int GetNearestByTargetZombie(void); void EnableRemote(void); void DisableRemote(void); void InitializeRemote(void); } #endif Remotekill.cpp Code: #include "Remotekill.h" #define PI2 6.283185307179586 m_pIntersectSegment g_pIntersectSegment = 0; bool FilterObjs(cObject *m_Object, void *user) { for (int i = 0; i < Engine->GetMaxPlayer(); i++) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); if (m_Object == TargetPlayer->m_Object) return false; } return true; } void cRemotekill::VectorTargetID(void) { if (!Engine->IsGameReadyForHook()) return; CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidClient(LocalPlayer)) { for (int i = 0; i < Engine->GetMaxPlayer(); i++) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); if (!Engine->IsValidClient(TargetPlayer)) continue; if (!Engine->IsValidPointer(TargetPlayer->m_Object)) continue; if (Engine->IsTM(LocalPlayer, TargetPlayer)) continue; if (TargetPlayer != LocalPlayer) { std::vector<int>::iterator it = std::find(Enemy_DB.begin(), Enemy_DB.end(), i); if (it != Enemy_DB.end()); else { Enemy_DB.push_back(i); } } } } } void cRemotekill::DrawClientID(void) { if (!Engine->IsGameReadyForHook()) return; int32_t MaxEnemyCount = Enemy_DB.size(); if (MaxEnemyCount > 0) { if (GetAsyncKeyState(VK_LEFT) & 1) { if (RemoteEnemyID != 0) { RemoteEnemyID -= 1; } else { RemoteEnemyID = 0; } } } if (MaxEnemyCount > 0) { if (GetAsyncKeyState(VK_RIGHT) & 1) { if (RemoteEnemyID != MaxEnemyCount - 1) { RemoteEnemyID += 1; } else { RemoteEnemyID = MaxEnemyCount - 1; } } } if (MaxEnemyCount > 0) { RemoteClientID = Enemy_DB[RemoteEnemyID]; CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); CPlayer* TargetPlayer = Engine->GetPlayerByIndex(RemoteClientID); if (Engine->IsValidPointer(LocalPlayer) && Engine->IsValidPointer(TargetPlayer)) { char* ArrowLeft = "<-- "; char* ArrowRight = " -->"; char* Name = TargetPlayer->Name; char* Show = (char*)malloc(1 + strlen(ArrowLeft) + strlen(Name) + strlen(ArrowRight)); strcpy(Show, ArrowLeft); strcat(Show, Name); strcat(Show, ArrowRight); Esp->lWriteText(120, 50, Red, Show); RemotePriorityTargetID = RemoteClientID; } } Esp->lWriteText(120, 75, Red, Crossfire->WriteLogChar(RemotePriorityTargetID, "ID : ")); } int cRemotekill::PriorityIDSetup(void) { int32_t i = RemotePriorityTargetID; CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); if (!Engine->IsValidClient(TargetPlayer)) return -1; if (Engine->IsTM(LocalPlayer, TargetPlayer)) return -1; //if (!Engine->IsVisible(Engine->GetBonePosition(LocalPlayer->Object, 6), Engine->GetBonePosition(TargetPlayer->Object, 6)) && Var_RemoteVisibleCheck == 1) //return -1; if (TargetPlayer->CharacterFx->SpawnShield()) return -1; if (TargetPlayer->CharacterFx->IsDead()) return -1; //D3DXVECTOR3 Head = Engine->GetBonePosition(TargetPlayer->Object, 6); //if (!Engine->WorldToScreen(g_pDevice, &Head) && Var_RemoteMode != 0) //return -1; return i; } void cRemotekill::StartRemoteFov(void) { if (!Engine->IsGameReadyForHook()) return; D3DVIEWPORT9 ViewP; g_pDevice->GetViewport(&ViewP); float ScreenX = ViewP.Width / 2; float ScreenY = ViewP.Height / 2; switch (Var_RemoteFov) { case 1: RemoteFirstView = 2.50f; break; // 10.0f case 2: RemoteFirstView = 6.50f; break; // 30.0f case 3: RemoteFirstView = 9.50f; break; // 45.0f case 4: RemoteFirstView = 12.50f; break; // 60.0f case 5: RemoteFirstView = 16.50f; break; // 80.0f case 6: RemoteFirstView = 18.50f; break; // 90.0f case 7: RemoteFirstView = 32.50f; break; // 180.0f case 8: RemoteFirstView = 64.5f; break; // 360.0f default: RemoteFirstView = 6.50f; } CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidClient(LocalPlayer)) { if (!LocalPlayer->CharacterFx->IsDead()) { if (Var_Remotekill) { if (Var_RemoteMode != 0) { DirectX->DrawCircle(ScreenX, ScreenY, (RemoteFirstView * 5.0f) * PI2, Yellow, g_pDevice); } } } } } int cRemotekill::PriorityCustomTargetPlayer(void) { int BestTarget = -1; float MaxDistance = INFINITE; D3DVIEWPORT9 ViewP; g_pDevice->GetViewport(&ViewP); float ScreenX = ViewP.Width / 2; float ScreenY = ViewP.Height / 2; // ==================== [ Custom Target Player ] ==================== // CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidClient(LocalPlayer)) { int SetTarget = cRemotekill::PriorityIDSetup(); if (SetTarget > -1) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(SetTarget); D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, 6); if (Engine->IsValidClient(TargetPlayer)) { if (Engine->IsCheckPlayer(TargetPlayer)) { if (!Engine->IsTM(LocalPlayer, TargetPlayer)) { // ==================== [ Get Nearest By 360 ] ==================== // if (Var_RemoteMode == 0) { float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = SetTarget; } } // ==================== [ Get Nearest By Crosshair ] ==================== // if (Var_RemoteMode == 1) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->GetDistance(Pos.x, Pos.y, ScreenX, ScreenY); if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = SetTarget; } } } } // ==================== [ Get Nearest By Distance ] ==================== // if (Var_RemoteMode == 2) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = SetTarget; } } } } } } } return BestTarget; } } if (Engine->IsValidClient(LocalPlayer)) { for (int i = 0; i < Engine->GetMaxPlayer(); i++) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, 6); if (!Engine->IsValidClient(TargetPlayer)) continue; if (!Engine->IsCheckPlayer(TargetPlayer)) continue; if (Engine->IsTM(LocalPlayer, TargetPlayer)) continue; // ==================== [ Get Nearest By 360 ] ==================== // if (Var_RemoteMode == 0) { float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } // ==================== [ Get Nearest By Crosshair ] ==================== // if (Var_RemoteMode == 1) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->GetDistance(Pos.x, Pos.y, ScreenX, ScreenY); if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } } } // ==================== [ Get Nearest By Distance ] ==================== // if (Var_RemoteMode == 2) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } } } } } return BestTarget; } int cRemotekill::PriorityHighestKillPlayer(void) { int MaxKills = -50; int BestTarget = -1; CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidClient(LocalPlayer)) { for (int i = 0; i < Engine->GetMaxPlayer(); i++) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); if (!Engine->IsValidClient(TargetPlayer)) continue; if (!Engine->IsCheckPlayer(TargetPlayer)) continue; if (Engine->IsTM(LocalPlayer, TargetPlayer)) continue; if (TargetPlayer->Kills >= MaxKills) { MaxKills = TargetPlayer->Kills; BestTarget = i; } } } return BestTarget; } int cRemotekill::PriorityLowestKillPlayer(void) { int MinKills = 50; int BestTarget = -1; CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidClient(LocalPlayer)) { for (int i = 0; i < Engine->GetMaxPlayer(); i++) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); if (!Engine->IsValidClient(TargetPlayer)) continue; if (!Engine->IsCheckPlayer(TargetPlayer)) continue; if (Engine->IsTM(LocalPlayer, TargetPlayer)) continue; // ==================== [ Get Nearest By Lowest Kill ] ==================== // if (TargetPlayer->Kills <= MinKills) { MinKills = TargetPlayer->Kills; BestTarget = i; } } } return BestTarget; } int cRemotekill::GetNearestByTargetPlayer(void) { int BestTarget = -1; float MaxDistance = INFINITE; D3DVIEWPORT9 ViewP; g_pDevice->GetViewport(&ViewP); float ScreenX = ViewP.Width / 2; float ScreenY = ViewP.Height / 2; CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidClient(LocalPlayer)) { for (int i = 0; i < Engine->GetMaxPlayer(); i++) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, 6); if (!Engine->IsValidClient(TargetPlayer)) continue; if (!Engine->IsCheckPlayer(TargetPlayer)) continue; if (Engine->IsTM(LocalPlayer, TargetPlayer)) continue; // ==================== [ Get Nearest By 360 ] ==================== // if (Var_RemoteMode == 0) { float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } // ==================== [ Get Nearest By Crosshair ] ==================== // if (Var_RemoteMode == 1) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->GetDistance(Pos.x, Pos.y, ScreenX, ScreenY); if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } } } // ==================== [ Get Nearest By Distance ] ==================== // if (Var_RemoteMode == 2) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } } } } } return BestTarget; } int cRemotekill::PriorityCustomTargetZombie(void) { int BestTarget = -1; float MaxDistance = INFINITE; D3DVIEWPORT9 ViewP; g_pDevice->GetViewport(&ViewP); float ScreenX = ViewP.Width / 2; float ScreenY = ViewP.Height / 2; // ==================== [ Custom Target Player ] ==================== // CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidClient(LocalPlayer)) { int SetTarget = cRemotekill::PriorityIDSetup(); if (SetTarget > -1) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(SetTarget); D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, 6); if (Engine->IsValidClient(TargetPlayer)) { if (Engine->IsCheckZombie(TargetPlayer)) { if (!Engine->IsZM(LocalPlayer, TargetPlayer)) { // ==================== [ Get Nearest By 360 ] ==================== // if (Var_RemoteMode == 0) { float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = SetTarget; } } // ==================== [ Get Nearest By Crosshair ] ==================== // if (Var_RemoteMode == 1) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->GetDistance(Pos.x, Pos.y, ScreenX, ScreenY); if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = SetTarget; } } } } // ==================== [ Get Nearest By Distance ] ==================== // if (Var_RemoteMode == 2) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = SetTarget; } } } } } } } return BestTarget; } } if (Engine->IsValidClient(LocalPlayer)) { for (int i = 0; i < Engine->GetMaxPlayer(); i++) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, 6); if (!Engine->IsValidClient(TargetPlayer)) continue; if (!Engine->IsCheckZombie(TargetPlayer)) continue; if (Engine->IsZM(LocalPlayer, TargetPlayer)) continue; // ==================== [ Get Nearest By 360 ] ==================== // if (Var_RemoteMode == 0) { float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } // ==================== [ Get Nearest By Crosshair ] ==================== // if (Var_RemoteMode == 1) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->GetDistance(Pos.x, Pos.y, ScreenX, ScreenY); if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } } } // ==================== [ Get Nearest By Distance ] ==================== // if (Var_RemoteMode == 2) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } } } } } return BestTarget; } int cRemotekill::PriorityHighestKillZombie(void) { int MaxKills = -50; int BestTarget = -1; CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidClient(LocalPlayer)) { for (int i = 0; i < Engine->GetMaxPlayer(); i++) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); if (!Engine->IsValidClient(TargetPlayer)) continue; if (!Engine->IsCheckZombie(TargetPlayer)) continue; if (Engine->IsZM(LocalPlayer, TargetPlayer)) continue; if (TargetPlayer->Kills >= MaxKills) { MaxKills = TargetPlayer->Kills; BestTarget = i; } } } return BestTarget; } int cRemotekill::PriorityLowestKillZombie(void) { int MinKills = 50; int BestTarget = -1; CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidClient(LocalPlayer)) { for (int i = 0; i < Engine->GetMaxPlayer(); i++) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); if (!Engine->IsValidClient(TargetPlayer)) continue; if (!Engine->IsCheckZombie(TargetPlayer)) continue; if (Engine->IsZM(LocalPlayer, TargetPlayer)) continue; // ==================== [ Get Nearest By Lowest Kill ] ==================== // if (TargetPlayer->Kills <= MinKills) { MinKills = TargetPlayer->Kills; BestTarget = i; } } } return BestTarget; } int cRemotekill::GetNearestByTargetZombie(void) { int BestTarget = -1; float MaxDistance = INFINITE; D3DVIEWPORT9 ViewP; g_pDevice->GetViewport(&ViewP); float ScreenX = ViewP.Width / 2; float ScreenY = ViewP.Height / 2; CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidClient(LocalPlayer)) { for (int i = 0; i < Engine->GetMaxPlayer(); i++) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(i); D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, 6); if (!Engine->IsValidClient(TargetPlayer)) continue; if (!Engine->IsCheckZombie(TargetPlayer)) continue; if (Engine->IsZM(LocalPlayer, TargetPlayer)) continue; // ==================== [ Get Nearest By 360 ] ==================== // if (Var_RemoteMode == 0) { float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } // ==================== [ Get Nearest By Crosshair ] ==================== // if (Var_RemoteMode == 1) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->GetDistance(Pos.x, Pos.y, ScreenX, ScreenY); if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } } } // ==================== [ Get Nearest By Distance ] ==================== // if (Var_RemoteMode == 2) { if (Engine->WorldToScreen(g_pDevice, &Pos)) { float radiusx = (RemoteFirstView * 5.0f) * (ScreenX / 100.0f); float radiusy = (RemoteFirstView * 5.0f) * (ScreenY / 100.0f); float Tmp = Esp->CalculateDistance(LocalPlayer->m_Object->Body, TargetPlayer->m_Object->Body) / 100; if (Pos.x >= ScreenX - radiusx && Pos.x <= ScreenX + radiusx && Pos.y >= ScreenY - radiusy && Pos.y <= ScreenY + radiusy) { if (Tmp < MaxDistance) { MaxDistance = Tmp; BestTarget = i; } } } } } } return BestTarget; } bool m_Remotekill(IntersectQuery* g_pQuery, IntersectInfo* g_pInfo) { VIRTUALIZER_FISH_BLACK_START int BONE_ID = 6; switch (Var_RemoteBone) { case 1: BONE_ID = 5; break; // Neck case 2: BONE_ID = 2; break; // Body case 3: BONE_ID = 10; break; // Left Hand case 4: BONE_ID = 17; break; // Right Hand case 5: BONE_ID = 23; break; // Left Foot case 6: BONE_ID = 28; break; // Right Foot default: BONE_ID = 6; // Head } if (!Engine->IsRoomInfoZmMode()) { CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidPointer(LocalPlayer)) { int TargetIndex = cRemotekill::GetNearestByTargetPlayer(); switch (Var_PriorityType) { case 1: TargetIndex = cRemotekill::PriorityCustomTargetPlayer(); break; case 2: TargetIndex = cRemotekill::PriorityHighestKillPlayer(); break; case 3: TargetIndex = cRemotekill::PriorityLowestKillPlayer(); break; default: TargetIndex = cRemotekill::GetNearestByTargetPlayer(); } if (TargetIndex != -1) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(TargetIndex); if (Engine->IsValidPointer(TargetPlayer)) { if (TargetPlayer != LocalPlayer) { D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID); if (Var_RemoteVisibleCheck == 0) { g_pQuery->m_From = Pos + D3DXVECTOR3(0.0f, 50.0f, 0.0f); g_pQuery->m_To = Pos - D3DXVECTOR3(0.0f, 50.0f, 0.0f); g_pQuery->m_Flags = PObjects::CHECK_FROM_POINT_INSIDE_OBJECTS | PObjects::INTERSECT_OBJECTS | PObjects::INTERSECT_HPOLY | PObjects::IGNORE_NONSOLID; g_pQuery->m_FilterFn = FilterObjs; bool Result = g_pIntersectSegment(*g_pQuery, g_pInfo); if (Result) { g_pInfo->g_pObject = TargetPlayer->m_Object; g_pInfo->m_PlayerPos = Pos; } return g_pIntersectSegment(*g_pQuery, g_pInfo); } else if (Var_RemoteVisibleCheck == 1) { if (Engine->IsVisible(Engine->GetBonePosition(LocalPlayer->m_Object, 6), Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID))) { g_pQuery->m_From = Pos + D3DXVECTOR3(0.0f, 50.0f, 0.0f); g_pQuery->m_To = Pos - D3DXVECTOR3(0.0f, 50.0f, 0.0f); g_pQuery->m_Flags = PObjects::CHECK_FROM_POINT_INSIDE_OBJECTS | PObjects::INTERSECT_OBJECTS | PObjects::INTERSECT_HPOLY | PObjects::IGNORE_NONSOLID; g_pQuery->m_FilterFn = FilterObjs; } bool Result = g_pIntersectSegment(*g_pQuery, g_pInfo); if (Result) { g_pInfo->g_pObject = TargetPlayer->m_Object; g_pInfo->m_PlayerPos = Pos; } return g_pIntersectSegment(*g_pQuery, g_pInfo); } } } } } } else if (Engine->IsRoomInfoZmMode()) { CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (Engine->IsValidPointer(LocalPlayer)) { int TargetIndex = cRemotekill::GetNearestByTargetZombie(); switch (Var_PriorityType) { case 1: TargetIndex = cRemotekill::PriorityCustomTargetZombie(); break; case 2: TargetIndex = cRemotekill::PriorityHighestKillZombie(); break; case 3: TargetIndex = cRemotekill::PriorityLowestKillZombie(); break; default: TargetIndex = cRemotekill::GetNearestByTargetZombie(); } CPlayer* LocalPlayer = Engine->GetPlayerByIndex(Engine->GetMyIndex()); if (TargetIndex != -1) { CPlayer* TargetPlayer = Engine->GetPlayerByIndex(TargetIndex); if (Engine->IsValidPointer(TargetPlayer)) { if (TargetPlayer->CharacterFx->IsMutant() != LocalPlayer->CharacterFx->IsMutant()) { D3DXVECTOR3 Pos = Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID); if (Var_RemoteVisibleCheck == 0) { g_pQuery->m_From = Pos + D3DXVECTOR3(0.0f, 50.0f, 0.0f); g_pQuery->m_To = Pos - D3DXVECTOR3(0.0f, 50.0f, 0.0f); g_pQuery->m_Flags = PObjects::CHECK_FROM_POINT_INSIDE_OBJECTS | PObjects::INTERSECT_OBJECTS | PObjects::INTERSECT_HPOLY | PObjects::IGNORE_NONSOLID; g_pQuery->m_FilterFn = FilterObjs; bool Result = g_pIntersectSegment(*g_pQuery, g_pInfo); if (Result) { g_pInfo->g_pObject = TargetPlayer->m_Object; g_pInfo->m_PlayerPos = Pos; } return g_pIntersectSegment(*g_pQuery, g_pInfo); } else if (Var_RemoteVisibleCheck == 1) { if (Engine->IsVisible(Engine->GetBonePosition(LocalPlayer->m_Object, 6), Engine->GetBonePosition(TargetPlayer->m_Object, BONE_ID))) { g_pQuery->m_From = Pos + D3DXVECTOR3(0.0f, 50.0f, 0.0f); g_pQuery->m_To = Pos - D3DXVECTOR3(0.0f, 50.0f, 0.0f); g_pQuery->m_Flags = PObjects::CHECK_FROM_POINT_INSIDE_OBJECTS | PObjects::INTERSECT_OBJECTS | PObjects::INTERSECT_HPOLY | PObjects::IGNORE_NONSOLID; g_pQuery->m_FilterFn = FilterObjs; } bool Result = g_pIntersectSegment(*g_pQuery, g_pInfo); if (Result) { g_pInfo->g_pObject = TargetPlayer->m_Object; g_pInfo->m_PlayerPos = Pos; } return g_pIntersectSegment(*g_pQuery, g_pInfo); } } } } } } return g_pIntersectSegment(*g_pQuery, g_pInfo); VIRTUALIZER_FISH_BLACK_END } void cRemotekill::EnableRemote(void) { VIRTUALIZER_FISH_BLACK_START if (!Engine->IsGameReadyForHook()) return; static uint32_t CShell = (uint32_t)GetModuleHandleA(eCShell); // ==================== [ Modified Hook Function ] ==================== // uint32_t aILTClient = *(uint32_t*)(CShell + NetVars::PHacks::ADDR_LTClient); if (aILTClient != NULL) { g_pIntersectSegment = (m_pIntersectSegment)(*(uint32_t*)(aILTClient + 0x7C)); *(uint32_t*)(aILTClient + 0x7C) = (uint32_t)m_Remotekill; } VIRTUALIZER_FISH_BLACK_END } void cRemotekill::DisableRemote(void) { VIRTUALIZER_FISH_BLACK_START if (!Engine->IsGameReadyForHook()) return; static uint32_t CShell = (uint32_t)GetModuleHandleA(eCShell); // ==================== [ Backup Hook Function ] ==================== // uint32_t aILTClient = *(uint32_t*)(CShell + NetVars::PHacks::ADDR_LTClient); if (aILTClient != NULL) { *(uint32_t*)(aILTClient + 0x7C) = (uint32_t)g_pIntersectSegment; } VIRTUALIZER_FISH_BLACK_END } void cRemotekill::InitializeRemote(void) { VIRTUALIZER_FISH_BLACK_START cRemotekill::VectorTargetID(); if (!Engine->InGame() && !Engine->IsValidPlayer()) { RemoteEnemyID = 0; Enemy_DB.erase(Enemy_DB.begin(), Enemy_DB.begin() + Enemy_DB.size()); return; } if (!Engine->InGame() && !Engine->IsValidPlayer()) { if (!DoItOnce) { cRemotekill::DisableRemote(); DoItOnce = true; } } else if (Engine->InGame() && Engine->IsValidPlayer()) { if (!Var_MenuVisible) { if (Var_PriorityType == 1) { cRemotekill::DrawClientID(); } } int ActivateRemoteKeys = (GetAsyncKeyState(VK_LBUTTON)); switch (Var_RemoteKeys) { case 1: ActivateRemoteKeys = (GetAsyncKeyState(VK_RBUTTON)); break; case 2: ActivateRemoteKeys = (GetAsyncKeyState(VK_SHIFT)); break; case 3: ActivateRemoteKeys = (GetAsyncKeyState(VK_MENU)); break; default: ActivateRemoteKeys = (GetAsyncKeyState(VK_LBUTTON)); } if (Var_Remotekill && ActivateRemoteKeys && Engine->GetLocalPlayer()->CharacterFx->GetWeaponPlayer()->isWeapon()) { if (DoItOnce) { cRemotekill::EnableRemote(); DoItOnce = false; } } else { if (!DoItOnce) { cRemotekill::DisableRemote(); DoItOnce = true; } } return; } VIRTUALIZER_FISH_BLACK_END } Credits: MemoryThePast davinci Junior the MXVIII vaisefud3 dreek1 ~FALLEN~ MiNT gellin giniyat101 zNova Geopulse RzerXJosh ACEOFEAGLE xmikan09
  10. Pessoal eu prometi um segundo post sobre (COMO XITAR LEGIT) , E esta aki a parte 2! EDIT:IREI MOSTRAR ALGUMAS GÍRIAS DO ULTIMO POST (EXPLICAR!) E MOSTRAR COM O XITAR NA GIGA.MIX Vamos começar com algo bem simples a gíria bone que irie utilizar em quase todo post! A PALAVRA BONE E IGUAL A POSIÇÃO DO AIMBOT EX: BONE PEITO , BONE 0. VOCÊ SABENDO ISSO PODE PROSSEGUIR PARA A PRÓXIMA PARTE (CONFIG DO HACK) ESTA CONFIG PODE SER USADA ATE EM LIVE! ESTA CONFIG FOI FEITA POR MIM E UM AMIGO YT Ele xita em live com esta config muito facilmente ? VOCÊ PODE COLOCAR O FOV ATE EM 45 , PARA FICAR MAIS LEGIT EU UTILIZO FOV 10 NA PARTE DE ESP PREFIRO QUE VOCÊ NÃO UTILIZE WALL EM MIX OU LIVE MOTIVO : COM O WALL LIGADO DE UM JEITO OU DE OUTRO VC VAI DAR PREFIRE SEM QUERER EU IA COLOCAR UM CLIP DO MEU AMIGO XITANDO EM LIVE SEM SER PEGO MAS IREI SOLTAR NO PROXIMO TOPICO PROMETO COLOCAR VIDEO E OUTRAS COISAS! nao tenho o novo loader entao nao posso ajudar em relação a ele