request to DC

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kaiux70

request to DC
« on: February 05, 2017, 02:36:52 PM »
Hello, DC will you ever open source any of your projects to GA members like me?



FPSanarchy

Re: request to DC
« Reply #1 on: February 05, 2017, 02:37:42 PM »
Hello, DC will you ever open source any of your projects to GA members like me?

nice idea



DrUnKeN ChEeTaH

Re: request to DC
« Reply #2 on: February 06, 2017, 07:47:51 AM »
anything specific?




kaiux70

Re: request to DC
« Reply #3 on: February 06, 2017, 10:36:14 AM »
the one for Piercing Blow



FPSanarchy

Re: request to DC
« Reply #4 on: February 16, 2017, 06:45:30 PM »
the one for Piercing Blow

well i found DC's AVA hack on pastebin

Feb 1st, 2012
Code: [Select]
#include "stdafx.h"

//REMEMBER TO INJECT WITHOUT POLYMORPHIC!!!!!!!!!!!

#define MEMCPYHOOK 0x00F16608
#define EVENTHOOK 0x009C99C8


#define LogFile "d:\\avalog.txt"

//??? DirectX SDK
#include "..\..\..\..\Common\Injection\StealthInjection2.h "
#include "..\..\..\..\Common\MenuSystem\MenuSystem_UT3.h"
#include "..\..\..\..\Common\MenuSystem\MenuSystem_Extern.h"
//Generated from Editor!!!
#include "MenuBuild.h"
#include "MenuVars.h"
//------------------------
#include "..\..\..\..\Common\MenuSystem\Winamp.h"
CWinamp winamp;
//Functions we need to Link to Menu Buttons
void waBack() {winamp.PreviousTrack();}
void waPlay() {winamp.Play();}
void waPause() {winamp.Pause();}
void waStop() {winamp.Stop();}
void waNext() {winamp.NextTrack();}

void butBoneClear(){for (int i=0; i < BONE_MAX; i++)Bones[i] = -1;}

CUE3Canvas Canvas;
char* HackPath = NULL;
cbClock Clock(0,0,100,28);


struct PlayerInfo
{
wstring Name;
FVector Location;
bool bSameTeam;
bool bVisible;
INT Health;
FVector bones[75];
APawn* pPawn;
};
vector<PlayerInfo> Players;

FVector LocalPosition;
FRotator LocalRotation;
FVector TargetPosition;

FVector WorldToScreen(UCanvas* pUCanvas, FVector* WorldLocation)
{
UCanvas_execProject_parms parms;
parms.Location = *WorldLocation;
pUCanvas->Project(&parms);
return parms.ReturnValue;
}

void Draw2DLine(UCanvas* pUCanvas,FVector* V1,FVector* V2,DWORD Color)
{
FVector Pos1 = WorldToScreen(pUCanvas,V1);
if (Pos1.Z >= 1.0f) return;

FVector Pos2 = WorldToScreen(pUCanvas,V2);
if (Pos2.Z >= 1.0f) return;

pCanvas->Line(Pos1.X,Pos1.Y,Pos2.X,Pos2.Y,Color);
}
bool bHackDisabled = false;

void ViewportPostRender ( UCanvas* pUCanvas)
{
if (GetAsyncKeyState(GetMenuValue(_keyMaster))&1) bHackDisabled = !bHackDisabled;
if (bHackDisabled) return;
if (!pUCanvas) return;

pCanvas->Init((void*)pUCanvas);
pCanvas->Begin();

static bool bMenu = false;
if (GetAsyncKeyState(VK_DELETE)&1) bMenu = !bMenu;
Clock.Visible = bClock;
DragWindow0.Visible = bMenu;
POINT pos;GetCursorPos(&pos);
UpdateWindows(bMenu,pos.x,pos.y,1024,768);

pCanvas->End();
}

void DrawSkeleton(UCanvas* pUCanvas, int i,DWORD color)
{
Draw2DLine(pUCanvas,&Players[i].bones[7],&Players[i].bones[6],color);
Draw2DLine(pUCanvas,&Players[i].bones[6],&Players[i].bones[4],color);
Draw2DLine(pUCanvas,&Players[i].bones[4],&Players[i].bones[1],color);

Draw2DLine(pUCanvas,&Players[i].bones[6],&Players[i].bones[9],color);
Draw2DLine(pUCanvas,&Players[i].bones[9],&Players[i].bones[10],color);
Draw2DLine(pUCanvas,&Players[i].bones[10],&Players[i].bones[11],color);

Draw2DLine(pUCanvas,&Players[i].bones[6],&Players[i].bones[32],color);
Draw2DLine(pUCanvas,&Players[i].bones[32],&Players[i].bones[33],color);
Draw2DLine(pUCanvas,&Players[i].bones[33],&Players[i].bones[34],color);

Draw2DLine(pUCanvas,&Players[i].bones[1],&Players[i].bones[54],color);
Draw2DLine(pUCanvas,&Players[i].bones[54],&Players[i].bones[55],color);
Draw2DLine(pUCanvas,&Players[i].bones[55],&Players[i].bones[56],color);
Draw2DLine(pUCanvas,&Players[i].bones[56],&Players[i].bones[57],color);

Draw2DLine(pUCanvas,&Players[i].bones[1],&Players[i].bones[60],color);
Draw2DLine(pUCanvas,&Players[i].bones[60],&Players[i].bones[61],color);
Draw2DLine(pUCanvas,&Players[i].bones[61],&Players[i].bones[62],color);
Draw2DLine(pUCanvas,&Players[i].bones[62],&Players[i].bones[63],color);
}
void Update2DRect(UCanvas* pUCanvas,RECT &rect,FVector &pos)
{
FVector screenPos = WorldToScreen(pUCanvas,&pos);
if(screenPos.Z < 1.0)
{
if (screenPos.X > rect.right) rect.right = screenPos.X;
if (screenPos.X < rect.left) rect.left = screenPos.X;
if (screenPos.Y > rect.bottom) rect.bottom = screenPos.Y;
if (screenPos.Y < rect.top) rect.top = screenPos.Y;
}
}
void Draw2DBox(UCanvas* pUCanvas, int i,DWORD color1, DWORD color2)
{
RECT rect;
SetRect(&rect,10000,10000,-10000,-10000);

Update2DRect(pUCanvas,rect,Players[i].bones[7]);
Update2DRect(pUCanvas,rect,Players[i].bones[9]);
Update2DRect(pUCanvas,rect,Players[i].bones[10]);
Update2DRect(pUCanvas,rect,Players[i].bones[11]);
Update2DRect(pUCanvas,rect,Players[i].bones[32]);
Update2DRect(pUCanvas,rect,Players[i].bones[33]);
Update2DRect(pUCanvas,rect,Players[i].bones[34]);
Update2DRect(pUCanvas,rect,Players[i].bones[57]);
Update2DRect(pUCanvas,rect,Players[i].bones[63]);

if (rect.left != 10000)pCanvas->Box(rect.left,rect.top,rect.right-rect.left,rect.bottom-rect.top,Players[i].bVisible?color1:color2);
}
void DrawPlayerLine(UCanvas* pUCanvas, int i,DWORD color1, DWORD color2)
{
FVector Pos = WorldToScreen(pUCanvas,&Players[i].bones[7]);
if (Pos.Z >= 1.0f) return;
pCanvas->Line(pUCanvas->SizeX/2,pUCanvas->SizeY,Pos.X,Pos.Y,Players[i].bVisible?color1:color2);
}

void DrawNametag(UCanvas* pUCanvas, int i, DWORD color)
{
FVector pos = WorldToScreen(pUCanvas,&Players[i].bones[7]);
if (pos.Z < 1.0f) pCanvas->Textf(pos.X,pos.Y-35,color,"%ls",Players[i].Name.c_str());
}
void DrawHealth(UCanvas* pUCanvas, int i)
{
FVector pos = WorldToScreen(pUCanvas,&Players[i].bones[7]);
if (pos.Z < 1.0f)
{
//Health
int Health = Players[i].Health;
if (Health > 100) Health = 100;

DWORD HealthColor = 0xFF00FF00;
if (Health <= 60 ) HealthColor = 0xFFFFFF00;
if (Health <= 30 ) HealthColor = 0xFFFF0000;
pCanvas->Fill(pos.X,pos.Y-20,50,3,0xFF000000);
pCanvas->Fill(pos.X,pos.Y-20,Health/2,3,HealthColor);
}
}

void HUDPostRender ( UCanvas* pUCanvas)
{
if (bHackDisabled) return;
if (!pUCanvas) return;

pCanvas->Init((void*)pUCanvas);
pCanvas->Begin();

for (UINT i=0; i < Players.size();i++)
{
if (bNameTags)
{
if (bFriendName && Players[i].bSameTeam)  DrawNametag(pUCanvas,i,cFriendlyName);
if (bEnemyName  && !Players[i].bSameTeam) DrawNametag(pUCanvas,i,cEnemyName);
}
if (bHealth)
{
if (bFriendHealth && Players[i].bSameTeam)  DrawHealth(pUCanvas,i);
if (bEnemyHealth  && !Players[i].bSameTeam) DrawHealth(pUCanvas,i);
}
if (bSkeleton)
{
if (bFriendSkeleton && Players[i].bSameTeam)  DrawSkeleton(pUCanvas,i,cFriendSkeleton);
if (bEnemySkeleton  && !Players[i].bSameTeam) DrawSkeleton(pUCanvas,i,cEnemySkeleton);
}
if (bLines)
{
if (bFriendLine && Players[i].bSameTeam) DrawPlayerLine(pUCanvas,i,cFriendFront,cFriendBack);
if (bEnemyLine  && !Players[i].bSameTeam) DrawPlayerLine(pUCanvas,i,cEnemyFront, cEnemyBack);
}
if (b2DBox)
{
if (bFriendBox && Players[i].bSameTeam)  Draw2DBox(pUCanvas,i,cFriendFront,cFriendBack);
if (bEnemyBox  && !Players[i].bSameTeam) Draw2DBox(pUCanvas,i,cEnemyFront, cEnemyBack);
}
if (bCrosshair)
{
pCanvas->Line(pUCanvas->SizeX/2, pUCanvas->SizeY/2-10, pUCanvas->SizeX/2, pUCanvas->SizeY/2+10 ,cCrosshair);
pCanvas->Line(pUCanvas->SizeX/2-10, pUCanvas->SizeY/2, pUCanvas->SizeX/2+10, pUCanvas->SizeY/2 ,cCrosshair);
}
}
pCanvas->End();
}

wstring TargetName;
bool bHaveTarget = false;
bool bTargetVisible = false;

bool IsValidTarget(int i)
{
if (bVisibleOnly && !Players[i].bVisible) return false;
if (!bFriendly && Players[i].bSameTeam) return false;
return true;
}

void inline GetAxes (FRotator R, FVector &X, FVector &Y, FVector &Z)
{
X = R.Vector();
X.Normalize();
R.Yaw += 16384;

FRotator R2 = R;
R2.Pitch = 0.f;

Y = R2.Vector();
Y.Normalize();
Y.Z = 0.f;
R.Yaw -= 16384;
R.Pitch += 16384;
Z = R.Vector();
Z.Normalize();
}
float inline Dot (const FVector& V1,const FVector& V2)
{
return( V1.X*V2.X + V1.Y*V2.Y + V1.Z*V2.Z );
};

void PlayerPreRender(AavaPlayerController* pPC)
{
Players.clear();
if (bHackDisabled) return;
if (!pPC->Pawn) return;

int bone = 7;
if (rbBone == 0) bone = 7;
if (rbBone == 1) bone = 5;

APawn_execGetPawnViewLocation_parms pv;
pPC->Pawn->GetPawnViewLocation(&pv);
LocalPosition = pv.ReturnValue;
LocalRotation = pPC->Pawn->Rotation;

if (bNoRecoil)
{
AavaPawn* pPawn = (AavaPawn*)pPC->Pawn;
pPawn->PunchAngle = FVector(0,0,0);
pPawn->PunchAngleVel = FVector(0,0,0);
}

if (pPC->WorldInfo)
{
if (pPC->WorldInfo->PawnList)
{
APawn* pPawn = pPC->WorldInfo->PawnList;
while(pPawn)
{
if (pPawn->Mesh && pPawn->PlayerReplicationInfo && (pPawn->PlayerReplicationInfo != pPC->PlayerReplicationInfo) )
{
PlayerInfo pi;
ZeroMemory(&pi,sizeof(pi));

pi.pPawn = pPawn;
pi.Name = pPawn->PlayerReplicationInfo->PlayerName.Data;
pi.Location = pPawn->Location;
pi.Health = pPawn->Health;
pi.bSameTeam = pPawn->PlayerReplicationInfo->Team == pPC->PlayerReplicationInfo->Team;
//if (pPawn->Mesh)
{
for (int i=0; i < 66;i++)
{
USkeletalMeshComponent_execGetBoneNameByIndex_parms pbn;
pbn.Index = i;
pPawn->Mesh->GetBoneNameByIndex(&pbn);

USkeletalMeshComponent_execGetBoneLocation_parms pbl;
pbl.BoneName = pbn.ReturnValue;
pbl.Space = 0;
pPawn->Mesh->GetBoneLocation(&pbl);
pi.bones[i] = pbl.ReturnValue;
}
}

AActor_execFastTrace_parms pft;
ZeroMemory(&pft,sizeof(pft));
pft.TraceStart = LocalPosition;
pft.TraceEnd = pi.bones[bone];
pPC->FastTrace(&pft);
pi.bVisible = pft.ReturnValue;

Players.push_back(pi);
}
pPawn = pPawn->NextPawn;
}
}
}

if (!bTargetLock) bHaveTarget = false;

if (GetKeyState(GetMenuValue(_keyAimbot))&0x8000)
{
FVector AxisX,AxisY,AxisZ;
GetAxes(LocalRotation,AxisX,AxisY,AxisZ);

if (bHaveTarget)
{
bool bStillValidTarget = false;
for (UINT i=0; i < Players.size();i++)
{
if (Players[i].Name == TargetName && IsValidTarget(i))
{
bStillValidTarget = true;
TargetPosition = Players[i].bones[bone];
bTargetVisible = Players[i].bVisible;
break;
}
}
bHaveTarget = bStillValidTarget;
}
if (!bHaveTarget)
{
float BestDistance = 1000000;

for (UINT i=0; i < Players.size();i++)
{
if (!IsValidTarget(i)) continue;

if (rbTarget == 0)//Distance
{
float TargetDist = (Players[i].bones[bone] - LocalPosition).Size();
if (TargetDist < BestDistance)
{
BestDistance = TargetDist;
TargetName = Players[i].Name;
TargetPosition = Players[i].bones[bone];
bTargetVisible = Players[i].bVisible;
bHaveTarget = true;
}
}
if (rbTarget == 1)//XHair
{
FVector AxisD = (Players[i].bones[bone] - LocalPosition);
AxisD /= AxisD.Size();
float TargetAngle = acos(Dot(AxisD,AxisX));
if (TargetAngle < BestDistance)
{
BestDistance = TargetAngle;
TargetName = Players[i].Name;
TargetPosition = Players[i].bones[bone];
bTargetVisible = Players[i].bVisible;
bHaveTarget = true;
}
}
//if (rbTarget == 2)//FOV
//{
// FVector AxisD = (Players[i].bones[bone] - LocalPosition);
// AxisD /= AxisD.Size();
// float TargetAngle = acos(Dot(AxisD,AxisX));
// float MaxAngle = (float)iFOV * 0.0174532925;
// if (TargetAngle < MaxAngle && TargetAngle < BestDistance)
// {
// BestDistance = TargetAngle;
// TargetName = Players[i].Name;
// TargetPosition = Players[i].bones[bone];
// bTargetVisible = Players[i].bVisible;
// bHaveTarget = true;
// }
//}
}
}
if (bHaveTarget)
{
FRotator Final = (TargetPosition - LocalPosition).Rotation();
NormalizeRotation(Final);

AActor_execSetRotation_parms pr;
ZeroMemory(&pr,sizeof(pr));
pr.NewRotation = Final;
pPC->SetRotation(&pr);

if (bAutoFire && bTargetVisible)
{
mouse_event(MOUSEEVENTF_LEFTDOWN,0,0,0,NULL);
mouse_event(MOUSEEVENTF_LEFTUP,0,0,0,NULL);
}
}
}
else
bHaveTarget = false;
}

UObject* pCallObject = NULL;
UFunction* pFunction = NULL;
void* pParms = NULL;
void HandleEvents()
{
static UFunction* pfnViewportPostRender = NULL;
if (!pfnViewportPostRender) pfnViewportPostRender = (UFunction*)UObject::FindObject(L"Function avaGame.avaGameViewportClient.PostRender");
if ( pFunction == pfnViewportPostRender)
{
UavaGameViewportClient_execPostRender_parms* pGVPParms = (UavaGameViewportClient_execPostRender_parms*)pParms;
ViewportPostRender(pGVPParms->Canvas);
return;
}

static UFunction* pfnHUDPostRender = NULL;
if (!pfnHUDPostRender) pfnHUDPostRender = (UFunction*)UObject::FindObject(L"Function avaGame.avaHUD.PostRender");
if ( pFunction == pfnHUDPostRender)
{
AavaHUD* pHud = (AavaHUD*)pCallObject;
HUDPostRender(pHud->Canvas);
return;
}

static UFunction* pfnPlayerPreRender = NULL;
if (!pfnPlayerPreRender) pfnPlayerPreRender = (UFunction*)UObject::FindObject(L"Function avaGame.avaPlayerController.PreRender");
if ( pFunction == pfnPlayerPreRender )
{
AavaPlayerController* pPC = (AavaPlayerController*)pCallObject;
PlayerPreRender(pPC);
return;
}
}

DWORD _memcpy = NULL;
void __declspec(naked) MyHook()
{
static DWORD _ret = NULL;
static DWORD _EAX = NULL;
static bool bInHandleEvents = false;
_asm
{
mov _EAX,eax;
mov eax, [esp];
mov _ret, eax;
mov eax, _EAX;
}
__asm pushad;
if (!bInHandleEvents && _ret == EVENTHOOK)//Called from ProcessEvent?
{
_asm mov eax,[ebp-0x14];
_asm mov pCallObject,eax;
_asm mov eax,[ebp+8];
_asm mov pFunction,eax;
_asm mov eax,[ebp+12];
_asm mov pParms,eax;

bInHandleEvents = true;
if ( pCallObject && pFunction) HandleEvents();
bInHandleEvents = false;
}
_asm popad;
__asm jmp [_memcpy];
}

BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved )
{
if ( dwReason == DLL_PROCESS_ATTACH )
{
DeleteFileA(LogFile);

DWORD _hook = (DWORD)&MyHook;
PATCH_ReadMemory((void*)MEMCPYHOOK,(void*)&_memcpy,4);
PATCH_WriteMemory((void*)MEMCPYHOOK,(void*)&_hook,4);

HackPath = (char*)lpReserved;
sprintf(SettingsFile,_CXR(sSettings),HackPath);
sprintf(SettingsFileDefault,_CXR(sDefaultSettings),HackPath);
InitMenu();
strcpy(DragWindow0.VarName,sMenu);
strcpy(Clock.VarName,sClock);
Windows.push_back(&Clock);
ctrls.push_back(&Clock);
Load();
pCanvas = &Canvas;
winamp.InitWinamp();
}

return TRUE;
}
http://pastebin.com/GY0KmBbd



VisualStudio

Re: request to DC
« Reply #5 on: February 20, 2017, 09:28:40 PM »
anything specific?
I would like the contract wars wallhack + aimbot source code. I can easily fix it. I'm guessing you removed it because it has multiple targets? I can remove them so it will work correctly.



kaiux70

Re: request to DC
« Reply #6 on: February 21, 2017, 10:27:52 PM »
I would like the contract wars wallhack + aimbot source code. I can easily fix it. I'm guessing you removed it because it has multiple targets? I can remove them so it will work correctly.

visualStudio do u have a bypass for xigncode 3?



DrUnKeN ChEeTaH

Re: request to DC
« Reply #7 on: February 21, 2017, 11:43:54 PM »
I would like the contract wars wallhack + aimbot source code. I can easily fix it. I'm guessing you removed it because it has multiple targets? I can remove them so it will work correctly.

ok....
not going to take the time to clean up the code...and no clue how much even applies to the current version.
only thing interesting, I was learning how to hook in c#...

http://pastebin.com/PSkMwBQx
« Last Edit: February 21, 2017, 11:46:26 PM by DrUnKeN ChEeTaH »



kaiux70

Re: request to DC
« Reply #8 on: February 22, 2017, 12:32:10 AM »
DC you could post your bypass to xigncode plsss



VisualStudio

Re: request to DC
« Reply #9 on: February 24, 2017, 11:59:56 PM »
thanks. you're amazing!!



zyadgold

Re: request to DC
« Reply #10 on: March 12, 2017, 05:25:47 PM »
hey all i'm new here and i want hck for cross fire :)



 

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