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  • Welcome to [GHB] - GAmEhAcKbAsTaRdS Forum

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    After I get a source what Im I supposed to do?


    orlandopr15
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    I have a source code for combat arms, what I need to do now?

    Build solution, save it and than play CA with it how can I use it?

    How does this works


    #include <windows.h>
    #include <stdio.h>
    #include <string.h>
    #include "detours.h"
    #include <ios>
    #include <cmath>
    #include <iostream>
    #include <fstream>
    #include <cctype>
     
     
    #include <Mmsystem.h>
    #pragma comment(lib, "winmm.lib")
     
     
    #include "DirectX.h"
    #include "stdafx.h"
    using namespace std;
     
     
    BOOL bCompare (const BYTE* pData, const BYTE* bMask, const char* szMask)
    {
        for(;*szMask;++szMask,++pData,++bMask)
        {
            if(*szMask == 'x' && *pData != *bMask)
                return 0;
        }
        return (*szMask) == NULL;
    }
     
     
    DWORD FindPattern(BYTE *bMask, char * szMask, int codeOffset, BOOL extract)
    {
        for(DWORD i = 0; i < dwSize; i++)
        {
            if(bCompare((BYTE*)(dwStartAddress + i),bMask,szMask))
            {
                if(extract)
                {
                    return *(DWORD*)(dwStartAddress + i + codeOffset);
                }
                else
                {
                    return (DWORD)(dwStartAddress + i + codeOffset);
                }
            }
        }
        return NULL;
    }
     
    void [[HackShield]] ()
    {
        if (GetModuleHandle( "EhSvc.dll" ) != NULL)
        {
    Sleep (1000);
    dwStartAddress = 0;
                       do{
            dwStartAddress = (DWORD)GetModuleHandle("EhSvc.dll");
                      Sleep(10L);
                         }while
                               (!dwStartAddress);
                                      dwSize = 0x50000;
     
    DWORD HS1 = FindPattern((PBYTE)"\x89\x4D\xFC\xE9\x00\x00\x00\x00\x07","xxxx????x",3, false);          
    DWORD HS2 = FindPattern((PBYTE)"\xE8\x00\x00\x00\x00\x83\xF8\x01\x0F\x84\x00\x00\x00\x00\xC6\x85\x00\x00\x00\x00\x00","x????xxxxx????xx?????",0,false);
    DWORD HS3 = FindPattern((PBYTE)"\x75\x00\x8B\x74\x24\x00\x53\xB9\x00\x00\x00\x00","x?xxx?xx????",0, false);
     
     
         memcpy((LPBYTE)HS1,(PBYTE)"\x90\x90\x90\x90\x90",5);
         memcpy((LPBYTE)HS2,(PBYTE)"\xB8\x01\x00\x00\x00",5);
         memcpy((LPBYTE)HS3,(PBYTE)"\x90\x90",2);
     
     
        }
    }
     
     
    void __cdecl PushToConsole( const char* szCommand )
    {
        DWORD *LTClient = ( DWORD* )( 0x0 ); //Addy removed
     
        void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x208 );
     
     
        __asm
        {
            push    szCommand;
            call    CONoff;
            add     esp, 4;
        }
    }
     
    bool IsGameReadyForHook()
    {
        if( GetModuleHandle( "d3d9.dll"     ) != NULL
         && GetModuleHandle( "ClientFX.fxd" ) != NULL
         //&& GetModuleHandle( "EhSvc.dll")      != NULL
         && GetModuleHandle( "CShell.dll"   ) != NULL )
            return true;
     
        return false;
    }
    void main()
    {
        while (!IsGameReadyForHook()){
            Sleep(20);
        }
     
        int speedcount=0;
        bool chams = false;
        bool iammo = false;
        bool boxes = false;
        bool fog = false;
        bool speed = false;
        bool spread = false;
        bool tracers = false;
        bool showfps = false;
        bool unlockcursor = false;
        bool drawgun = false;
        bool sjump = false;
        PushToConsole("FallDamageMinHeight 0.000000");
        PushToConsole("FallDamageMaxHeight 0.000000");
        PushToConsole("FallDamageMax 0.000000");
     
     
        while(true){
            /*if (GetAsyncKeyState(VK_NUMPAD5)<0)
            {
                if (chams)
                {
                    SetLightChams(255,255,0,0, pDevice);
                    chams=false;
                }
                else
                {
                    SetLightChams(0,0,0,0, pDevice);
                    chams=true;
                }
            }*/
            if (GetAsyncKeyState(VK_NUMPAD9)<0) //recoil
            {
                PlaySound ("c://CMhx//norecoilon.wav", NULL, SND_FILENAME | SND_ASYNC);
                PushToConsole("ZoomedPerturbRecoil 0");
                PushToConsole("PerturbRecoil 0");
                PushToConsole("BaseCamRecoilWagR 0");
                PushToConsole("BaseCamRecoilWagL 0");
                PushToConsole("MaxCamRecoilWag 0");
                PushToConsole("BaseCamRecoilYaw 0");
                PushToConsole("MaxCamRecoilYaw 0");
                PushToConsole("Recoil 0");
                PushToConsole("BaseCamRecoilAccelPitch 0");
                PushToConsole("BaseCamRecoilPitch 0");
                PushToConsole("BaseCamRecoilPitchPer 0");
                PushToConsole("MaxCamRecoilPitchPer 0");
                PushToConsole("TripleShotBaseCamRecoilPitch 0");
                PushToConsole("TripleShotMaxCamRecoilPitch 0");
                PushToConsole("MaxCamRecoilPitch 0");
                PushToConsole("CamRecoilRecover 0");
                PushToConsole("RecoilDec 0");
                PushToConsole("RecoilPitchGrade 0");
                PushToConsole("RecoilPitch 0");
            }
            if(GetAsyncKeyState(VK_NUMPAD1)<0){
                if(boxes){
                    //PushToConsole("ModelDebug_DrawBoxes 0");
                    PlaySound ("c://CMhx//chamsoff.wav", NULL, SND_FILENAME | SND_ASYNC);
                    PushToConsole("SkelModelStencil 0");
     
                    boxes = false;
                } else {
                    PlaySound ("c://CMhx//chamson.wav", NULL, SND_FILENAME | SND_ASYNC);
     
                    //PushToConsole("ModelDebug_DrawBoxes 1");
                    PushToConsole("SkelModelStencil 1");
     
                    boxes = true;
                }
            }
     
            /*  if(GetAsyncKeyState(VK_NUMPAD2)<0){
                if(speed){
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 500.000000");
                    PushToConsole("MaxAccel 3000.000000");
                    PushToConsole("AccelInc 6000.000000");
                    PushToConsole("WalkVel 70.000000");
                    PushToConsole("FRunVel 285.000000");
                    PushToConsole("BRunVel 285.000000");
                    PushToConsole("SRunVel 285.000000");
                    PushToConsole("DuckVel 50.000000");
                    speed = false;
                } else {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 1000.000000");
                    PushToConsole("MaxAccel 1000.000000");
                    PushToConsole("AccelInc 3000.000000");
                    PushToConsole("WalkVel 500.000000");
                    PushToConsole("FRunVel 1000.000000");
                    PushToConsole("BRunVel 1000.000000");
                    PushToConsole("SRunVel 1000.000000");
                    PushToConsole("DuckVel 3000.000000");
                    speed = true;
                }
            }*/
     
            if (GetAsyncKeyState(VK_SUBTRACT)<0)//decrese speed
            {
                speedcount--;
                if (speedcount<0)
                 {
                     PlaySound ("c://CMhx//limitreach.wav", NULL, SND_FILENAME | SND_ASYNC);
                     speedcount=0;
                 }
                else
                {
                    PlaySound ("c://CMhx//speeddown.wav", NULL, SND_FILENAME | SND_ASYNC);
                }
                if (speedcount=0)
                {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 500.000000");
                    PushToConsole("MaxAccel 3000.000000");
                    PushToConsole("AccelInc 6000.000000");
                    PushToConsole("WalkVel 70.000000");
                    PushToConsole("FRunVel 285.000000");
                    PushToConsole("BRunVel 285.000000");
                    PushToConsole("SRunVel 285.000000");
                    PushToConsole("DuckVel 50.000000");
                }
                if (speedcount=1)
                {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 600.000000");
                    PushToConsole("MaxAccel 2500.000000");
                    PushToConsole("AccelInc 5500.000000");
                    PushToConsole("WalkVel 200.000000");
                    PushToConsole("FRunVel 485.000000");
                    PushToConsole("BRunVel 485.000000");
                    PushToConsole("SRunVel 485.000000");
                    PushToConsole("DuckVel 500.000000");
                }
                if (speedcount=2)
                {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 700.000000");
                    PushToConsole("MaxAccel 2000.000000");
                    PushToConsole("AccelInc 5000.000000");
                    PushToConsole("WalkVel 300.000000");
                    PushToConsole("FRunVel 685.000000");
                    PushToConsole("BRunVel 685.000000");
                    PushToConsole("SRunVel 685.000000");
                    PushToConsole("DuckVel 1000.000000");
                }
                if (speedcount=3)
                {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 800.000000");
                    PushToConsole("MaxAccel 2500.000000");
                    PushToConsole("AccelInc 4000.000000");
                    PushToConsole("WalkVel 400.000000");
                    PushToConsole("FRunVel 805.000000");
                    PushToConsole("BRunVel 805.000000");
                    PushToConsole("SRunVel 805.000000");
                    PushToConsole("DuckVel 2000.000000");
                }
                if (speedcount=4)
                {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 1000.000000");
                    PushToConsole("MaxAccel 1000.000000");
                    PushToConsole("AccelInc 3000.000000");
                    PushToConsole("WalkVel 500.000000");
                    PushToConsole("FRunVel 1000.000000");
                    PushToConsole("BRunVel 1000.000000");
                    PushToConsole("SRunVel 1000.000000");
                    PushToConsole("DuckVel 3000.000000");
                }
            }
     
            if (GetAsyncKeyState(VK_ADD)<0)//increse speed
            {
     
                speedcount++;
     
                if (speedcount>4)
                {
                    PlaySound ("c://CMhx//limitreach.wav", NULL, SND_FILENAME | SND_ASYNC);
                    speedcount=4;
                }
                else
                {
                    PlaySound ("c://CMhx//speedup.wav", NULL, SND_FILENAME | SND_ASYNC);
                }
                if (speedcount=0)
                {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 500.000000");
                    PushToConsole("MaxAccel 3000.000000");
                    PushToConsole("AccelInc 6000.000000");
                    PushToConsole("WalkVel 70.000000");
                    PushToConsole("FRunVel 285.000000");
                    PushToConsole("BRunVel 285.000000");
                    PushToConsole("SRunVel 285.000000");
                    PushToConsole("DuckVel 50.000000");
                }
                if (speedcount=1)
                {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 600.000000");
                    PushToConsole("MaxAccel 2500.000000");
                    PushToConsole("AccelInc 5500.000000");
                    PushToConsole("WalkVel 200.000000");
                    PushToConsole("FRunVel 485.000000");
                    PushToConsole("BRunVel 485.000000");
                    PushToConsole("SRunVel 485.000000");
                    PushToConsole("DuckVel 500.000000");
                }
                if (speedcount=2)
                {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 700.000000");
                    PushToConsole("MaxAccel 2000.000000");
                    PushToConsole("AccelInc 5000.000000");
                    PushToConsole("WalkVel 300.000000");
                    PushToConsole("FRunVel 685.000000");
                    PushToConsole("BRunVel 685.000000");
                    PushToConsole("SRunVel 685.000000");
                    PushToConsole("DuckVel 1000.000000");
                }
                if (speedcount=3)
                {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 800.000000");
                    PushToConsole("MaxAccel 2500.000000");
                    PushToConsole("AccelInc 4000.000000");
                    PushToConsole("WalkVel 400.000000");
                    PushToConsole("FRunVel 805.000000");
                    PushToConsole("BRunVel 805.000000");
                    PushToConsole("SRunVel 805.000000");
                    PushToConsole("DuckVel 2000.000000");
                }
                if (speedcount=4)
                {
                    PushToConsole("BaseMoveAccel 3000.000000");
                    PushToConsole("StartAccel 1000.000000");
                    PushToConsole("MaxAccel 1000.000000");
                    PushToConsole("AccelInc 3000.000000");
                    PushToConsole("WalkVel 500.000000");
                    PushToConsole("FRunVel 1000.000000");
                    PushToConsole("BRunVel 1000.000000");
                    PushToConsole("SRunVel 1000.000000");
                    PushToConsole("DuckVel 3000.000000");
                }
     
     
     
            }
            if(GetAsyncKeyState(VK_F10)<0){PlaySound ("c://CMhx//info.wav", NULL, SND_FILENAME | SND_ASYNC);}
            if(GetAsyncKeyState(VK_NUMPAD8)<0){
                if(spread){
                    PushToConsole("PerturbRotationEffect 3.000000");
                    PushToConsole("PerturbIncreaseSpeed 3.000000");
                    PushToConsole("PerturbDecreaseSpeed 9.000000");
                    PushToConsole("PerturbWalkPercent 0.500000");
                    PlaySound ("c://CMhx//nospreadoff.wav", NULL, SND_FILENAME | SND_ASYNC);
                    spread = false;
                } else {
                    PushToConsole("PerturbRotationEffect  0.000000");
                    PushToConsole("PerturbIncreaseSpeed 0.000000");
                    PushToConsole("PerturbWalkPercent 0.000000");
                    PushToConsole("PerturbFiringIncreaseSpeed 0.000000");
                    PlaySound ("c://CMhx//nospreadon.wav", NULL, SND_FILENAME | SND_ASYNC);
                    spread = true;
                }
            }
     
            if(GetAsyncKeyState(VK_NUMPAD3)<0){
                if(showfps){
                    PushToConsole("ShowFps 0");
                    PlaySound ("c://CMhx//showfpsoff.wav", NULL, SND_FILENAME | SND_ASYNC);
                    showfps = false;
                } else {
                    PushToConsole("ShowFps 1");
                    PlaySound ("c://CMhx//showfpson.wav", NULL, SND_FILENAME | SND_ASYNC);
                    showfps = true;
                }
            }
     
            if(GetAsyncKeyState(VK_NUMPAD0)<0)
            {
                PushToConsole("ReloadWeapons 1");
                PushToConsole("ReloadPerBullet 1");
                PushToConsole("PdaScaning 1");
            }
            if(GetAsyncKeyState(VK_NUMPAD7)<0){
                if(iammo){
                    PushToConsole("InfiniteAmmo 0");
                    PushToConsole("IsAmmo 0");
                    PushToConsole("ShotsPerClip 0");
                    iammo = false;
                } else {
                    PushToConsole("InfiniteAmmo 1");
                    PushToConsole("IsAmmo 1");
                    PushToConsole("ShotsPerClip 1");
                    iammo = true;
                }
            }
     
            Sleep(200);
        }
     
     
    }
     
     
     
     
     
    BOOL APIENTRY DllMain( HMODULE hModule,
                           DWORD  ul_reason_for_call,
                           LPVOID lpReserved
                         )
    {
        switch (ul_reason_for_call)
        {
        case DLL_PROCESS_ATTACH:
            {
     
                CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&HackShield, NULL, 0,NULL);
                CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)&main, NULL, 0,NULL);
     
            }
            break;
        case DLL_THREAD_ATTACH:
        case DLL_THREAD_DETACH:
        case DLL_PROCESS_DETACH:
     
            break;
        }
        return TRUE;
    }
    
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    First of all, do you even understand what this code does? If not, whatever people say here won't help you one bit.

     

    Next, you need to update this to make sure it won't get detected in the event that it is outdated. From what I skimmed over, it contains the following features: speed hack, chams, ammo, boxes, fog, no spread, show fps, unlock cursor, draw gun, and super jump. Unless you can tell what bit of code makes those features work, this source is useless to you.

     

    As a personal note: I don't think this would even work based on how it's written. It would need almost completely rewritten.

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    First of all, do you even understand what this code does? If not, whatever people say here won't help you one bit.

     

    Next, you need to update this to make sure it won't get detected in the event that it is outdated. From what I skimmed over, it contains the following features: speed hack, chams, ammo, boxes, fog, no spread, show fps, unlock cursor, draw gun, and super jump. Unless you can tell what bit of code makes those features work, this source is useless to you.

     

    As a personal note: I don't think this would even work based on how it's written. It would need almost completely rewritten.

    No, I don't really understand nothing of this I just want to learn how to make a hack for combat arms

     

    I did noticed this wasn't written good. I don't know nothing about making a hack for a game

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    It is usefull for me, altho i will make a better chams hack :) As i can see there is no bypass or anything. So if u try to use it, make sure u got that bypass done.


    BTW that UnKnoWnChEaTs CA Hack base source copy lel

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    I would disregard the above code and wait until we have a legitimate Combat Arms hack string available.

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