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    combat arms hack help source code help


    cancuks1o1
     Share

    Recommended Posts

    hi i am currently using this base:

    #include <windows.h>

    bool IsGameReadyForHook()

    {

    if( GetModuleHandleA( "d3d9.dll" ) != NULL

    && GetModuleHandleA( "ClientFX.fxd" ) != NULL

    && GetModuleHandleA( "CShell.dll" ) != NULL )

    return true;

    return false;

    }

    void __cdecl PushToConsole(const char* szCommand )

    {

    DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");

    if( dwCShell != NULL )

    {

    DWORD *LTClient = ( DWORD* )( 0x377E7810 );

    void* CONoff = ( void* )*( DWORD* )( *LTClient + 0x208 );

    __asm

    {

    push szCommand;

    call CONoff;

    add esp, 4;

    }

    }

    }

     

     

     

     

    void main()

    {

     

    bool nogun = false;

    bool superjump = false;

    bool nxchams = false;

    bool effects = false;

    bool framespersecond = false;

    bool tracers = false;

    bool flyhack = false;

    bool speedhack = false;

    while(true)

    {

     

     

     

     

     

     

     

     

    memcpy((LPVOID)0x3745BC37, "\x90\x90\x90", 3); // no recoil

    memcpy((LPVOID)0x3744BDE0, "\x90\x90\x90", 3); // no recoil

    memcpy((LPVOID)0x3745BC34, "\x90\x90\x90", 3); // no recoil

    memcpy((LPVOID)0x3745BC40, "\x90\x90\x90", 3); // no recoil

    PushToConsole("PerturbRotationEffect 0.000000"); // No Spread

    PushToConsole("PerturbIncreaseSpeed 0.000000"); // No Spread

    PushToConsole("PerturbWalkPercent 0.000000"); // No Spread

    PushToConsole("PerturbFiringIncreaseSpeed 0.000000"); // No Spread

    PushToConsole("PerturbRecoil 0.000000"); // No Spread

    PushToConsole("FireMovePerturb 0.000000"); // No Spread

    PushToConsole("ZoomedFireMoveDuckPerturb 0.000000"); // No Spread

    PushToConsole("ZoomedFireMovePerturb 0.000000"); // No Spread

    PushToConsole("ZoomedFireDuckPerturb 0.000000"); // No Spread

    PushToConsole("ActivationDistance 999999"); // Pickuphack

    PushToConsole("WeaponSway 0.000000"); // no sway

    PushToConsole("CrossHair_DefaultLength 20"); // Crosshair length

    PushToConsole("CrossHair_DefaultGapLength -1"); // Crosshair Gap

    PushToConsole("CrosshairGapMin 0"); // Minimum Crosshair Gap

    PushToConsole("CrosshairGapMax 0"); // Maximum Crosshair Gap

    PushToConsole("CrossHair_FiringDuration 0"); // During Firing

    PushToConsole("HitCrossHairSize 0"); //Size During Hit

    PushToConsole("CrosshairBarMin 0"); // Bar Minimum

    PushToConsole("CrosshairBarMax 0"); // Bar Maximum

     

    if(GetAsyncKeyState(VK_NUMPAD4)<0){ // gun and hand removal

    if(nogun){

    PushToConsole("Hands 1");

    PushToConsole("drawguns 1");

    PushToConsole("MuzzleLight 1");

    nogun = false;

    } else {

    PushToConsole("Hands 0");

    PushToConsole("drawguns 0");

    PushToConsole("MuzzleLight 0");

     

    nogun = true;

    }

    }

     

    if(GetAsyncKeyState(VK_NUMPAD3)<0){ // Superjump

    if(superjump){

    PushToConsole("JumpVel 300");

    superjump = false;

    } else {

    PushToConsole("JumpVel 500");

    superjump = true;

    }

    }

     

    if(GetAsyncKeyState(VK_NUMPAD1)<0){ // NX Chams And NoFog

    if(nxchams){

    PushToConsole("SkelModelStencil 0");

    PushToConsole("FogEnable 1");

    nxchams = false;

    } else {

    PushToConsole("SkelModelStencil 1");

    PushToConsole("FogEnable 0");

    nxchams = true;

    }

    }

     

    if(GetAsyncKeyState(VK_NUMPAD2)<0){ // Effect Removals SFX CamDamage Weather

    if(effects){

    PushToConsole("ClientFXDetailLevel 1");

    PushToConsole("CamDamage 1");

    PushToConsole("EnableWeatherFX 1");

    effects = false;

    } else {

    PushToConsole("ClientFXDetailLevel 0");

    PushToConsole("CamDamage 0");

    PushToConsole("EnableWeatherFX 0");

    effects = true;

    }

    }

     

     

    if(GetAsyncKeyState(VK_MENU)<0) // fly

    if(flyhack){

    PushToConsole("PlayerGravity -800");

    flyhack = false;

    } else {

    PushToConsole("PlayerGravity -1");

    flyhack = true;

     

    }

    }

     

    if(GetAsyncKeyState(VK_DELETE)<0){ // Tracers

    if(tracers){

    PushToConsole("ShowFirePath 0");

    tracers = false;

    } else {

    PushToConsole("ShowFirePath 1");

    tracers = true;

    }

    }

     

    if(GetAsyncKeyState(VK_HOME)<0){ // Speed Hackz

    if(speedhack){

    PushToConsole("BaseMoveAccel 5000.000000");

    PushToConsole("StartAccel 2000.000000");

    PushToConsole("MaxAccel 3000.000000");

    PushToConsole("AccelInc 6000.000000");

    PushToConsole("WalkVel 7000.000000");

    PushToConsole("FRunVel 500.000000");

    PushToConsole("BRunVel 500.000000");

    PushToConsole("SRunVel 500.000000");

    PushToConsole("DuckVel 300.000000");

    speedhack = false;

    } else {

    PushToConsole("BaseMoveAccel 5000.000000");

    PushToConsole("StartAccel 2000.000000");

    PushToConsole("MaxAccel 3000.000000");

    PushToConsole("AccelInc 6000.000000");

    PushToConsole("WalkVel 6500.000000");

    PushToConsole("FRunVel 500.000000");

    PushToConsole("BRunVel 500.000000");

    PushToConsole("SRunVel 500.000000");

    PushToConsole("DuckVel 300.000000");

    speedhack = true;

    }

    }

     

     

     

    if(GetAsyncKeyState(VK_NUMPAD6)<0){ // Fps

    if(framespersecond){

    PushToConsole("ShowFps 0");

    framespersecond = false;

    } else {

    PushToConsole("ShowFps 1");

    framespersecond = true;

    }

    }

     

     

    Sleep(350);

     

    }

    DWORD WINAPI dwHackThread(LPVOID) {

    while( !IsGameReadyForHook() )

    Sleep(300);

    main();

    return 0;

    }

    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )

    {

    DisableThreadLibraryCalls(hDll);

    if ( dwReason == DLL_PROCESS_ATTACH )

    {

    CreateThread(NULL, NULL, dwHackThread, NULL, NULL, NULL);

    }

     

    return TRUE;

    }

     

    when i inject combat arms closses is there any way to fix this?

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