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Bf Heroes [Dev C++]


ZiolkoJr

Rekomendowane odpowiedzi

Opublikowano

siema. wie ktoś jak użyć tego kodu z Dev C++?? ten kod daje Esp itp. w grze Battlefiled Heroes ale ja nie mam pojęcia jak tego użyć czy mam to kompilować w .dll czy co no jestem zielony ;p Proszę o Pomoc!

 

a tutaj ten kod -

 

 

/* Credits go to Patrick, zoomgod, R4z8r, learn_more, doobie, GetModuleHandle, KozmoK, and Sparten for originally reversing the BFH classes.

* Credits go to Freaky123, smoochy, and Winslow for further reversing and updating the classes.

*

* This is a UC-Forum-ONLY public release.

* Please do not discuss or share this outside of the UnKnoWnCheaTs forum.

* This information or any part of it may only be distributed outside of

* UnKnoWnCheaTs forum in binary/compiled form.

* Please credit all of the above UC-Forum members for this information.

*

* This information is distributed in the hope that it will be useful,

* but WITHOUT ANY WARRANTY, without even the implied warranty of

* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

*

*/

 

#include <windows.h>

#include <string>

#include <d3d9.h>

#include <d3dx9.h>

#pragma comment(lib, "d3d9.lib")

#pragma comment(lib, "d3dx9.lib")

using namespace std;

 

 

//Classes list

class CClassManager;

class CGame;

class CRayTest;

class CObjectManager;

class CRenderer;

class CPlayerManager;

class CInfo;

class CPlayerInfo;

class CHealth;

class CNameInfo;

class CObject;

class CBone;

class CSkeleton;

class CScoreBoard;

class CPlayer;

class CActionBuffer;

class CInputManager;

class CViewMatrix;

class CMainConsole;

class CConsole;

class CConsoleInput;

class CDebugTextWriter;

class CPhysicsNode;

class CStealthed;

class CTemplate;

class CWeapon;

class CSettingsRepostitory;

 

struct CSpreadTable

{

float table[1024];

};

 

class CClassManager

{

public:

virtual void function0(); //

virtual void function1(); //

virtual void function2(); //

virtual void function3(); //

virtual void function4(); //

virtual void function5(); //

virtual void function6(); //

virtual void function7(); //

virtual void function8(); //

virtual void function9(); //

virtual void function10(); //

virtual void function11(); //

virtual void function12(); //

virtual void function13(); //

virtual void function14(); //

virtual void function15(); //

virtual void function16(); //

virtual void function17(); //

virtual void* GetClassPointerByName(string* pszClassname);

virtual void function19(); //

virtual void function20(); //

virtual void function21(); //

virtual void function22(); //

virtual void function23(); //

virtual void function24(); //

virtual void function25(); //

char unknown4[60]; //0x0004

};//Size=0x0040(64)

 

class CGame

{

public:

virtual void function0(); //

virtual void function1(); //

virtual void function2(); //

virtual void function3(); //

virtual void function4(); //

virtual void function5(); //

virtual void function6(); //

virtual void function7(); //

virtual void function8(); //

virtual void function9(); //

virtual void function10(); //

virtual void function11(); //

virtual void function12(); //

virtual void function13(); //

virtual void function14(); //

virtual void function15(); //

virtual void function16(); //

virtual void function17(); //

virtual void function18(); //

virtual void function19(); //

virtual void function20(); //

virtual void function21(); //

virtual void function22(); //

virtual void function23(); //

virtual void function24(); //

virtual void function25(); //

virtual int getCounter( void ); //

virtual void function27(); //

virtual void function28(); //

virtual void function29(); //

virtual void function30(); //

virtual void function31(); //

virtual void function32(); //

virtual void function33(); //

virtual void function34(); //

virtual void function35(); //

virtual void function36(); //

virtual void function37(); //

virtual void function38(); //

virtual void function39(); //

virtual void function40(); //

virtual void function41(); //

virtual void function42(); //

virtual void function43(); //

virtual void function44(); //

virtual void function45(); //

virtual void function46(); //

virtual void function47(); //

virtual void function48(); //

virtual void function49(); //

virtual void function50(); //

virtual void function51(); //

virtual void function52(); //

virtual void function53(); //

virtual void function54(); //

virtual void function55(); //

virtual void function56(); //

virtual void function57(); //

virtual void function58(); //

virtual void function59(); //

virtual void function60(); //

virtual string* getMapName( void ); //

virtual string* getGameMode( void ); //

};//Size=0x0004(4)

 

class CRenderer

{

public:

char ID046FB408[8]; //0x0000

IDirect3D9* pDirect3D; //0x0008

IDirect3DDevice9* pDirect3Ddev; //0x000C

char ID0388B360[20]; //0x0010

__int32 vid_width; //0x0024

__int32 vid_height; //0x0028

char ID0388B1E0[1240]; //0x002C

float viewDistance; //0x0504

char ID046FB388[400]; //0x0508

char unknown1688[20]; //0x0698

BYTE drawObjects; //0x06AC Stops Drawing Nearly Everything

char unknown1709[3]; //0x06AD

BYTE drawBundledMeshes; //0x06B0 Stops Drawing Guns + Some Tiny Terrain

char unknown1713[1]; //0x06B1

BYTE drawSoldier1; //0x06B2 Removes the players

BYTE drawRoads; //0x06B3 Removes some Road Tracks

BYTE drawTerrain; //0x06B4 Removes Ground

char unknown1717[1]; //0x06B5

BYTE drawUndergrowth; //0x06B6 Removes Grass

BYTE drawOvergrowth; //0x06B7 Removes Most Trees

BYTE drawTags; //0x06B8 Removes nametags and arrows

BYTE drawTrees; //0x06B9 Removes rest of trees

BYTE drawDirectXInfo; //0x06BA Draws some information

BYTE drawSoldier2; //0x06BB Also removes the soldier

BYTE drawFPS; //0x06BC

char unknown1725[3]; //0x06BD

BYTE drawGraphs; //0x06C0 ?

BYTE drawHUD; //0x06C1

BYTE drawSky; //0x06C2 Stops Drawing Sky

BYTE drawSunFlare; //0x06C3 Removes Some Glare from the Sun

char unknown1732[1]; //0x06C4

BYTE drawPostProduction; //0x06C5

char unknown1734[2]; //try to get undetected(A)

};//Size=0x06C6(1734)

 

class CPlayerManager

{

public:

virtual void AddRef();

virtual int GetRef();

virtual void Release();

virtual void Function3();

virtual void Function4();

virtual void Function5();

virtual void Function6();

virtual void Function7();

virtual CPlayer* GetPlayerByIndex(int Index);

virtual void Function9();

virtual void Function10();

virtual void Function11();

virtual CPlayer* GetLocalPlayer();

char unknown0[14]; //0x0000

DWORD AmountOfPlayers; //0x0014

char unknown24[84]; //0x0018

CPlayer* LocalPlayer; //0x006C

};//Size=0x0070(112)

 

class CInfo

{

public:

char unknown0[4]; //0x0000

CPlayerInfo* PlayerInfo; //0x0004

};//Size=0x0008(8)

 

 

class CPlayerInfo

{

public:

char ID03E2C4F0[28]; //0x0000

CObject* object_root; //0x001C

char ID037ED600[4]; //0x0020

CTemplate* object_template; //0x0024

char ID03E2D570[32]; //0x0028

CHealth* Health; //0x0048

char ID03E2C670[4]; //0x004C

CPhysicsNode* object_physics; //0x0050

char ID03E92D70[96]; //0x0054

D3DXMATRIX object_matrix; //0x00AC

char ID03E2D870[268]; //0x00EC

CWeapon* player_weapon; //0x01F8

char ID038908E0[4]; //0x01FC

CStealthed* ActiveAbility; //0x0200

char ID03890DE0[68]; //0x0204

__int32 activeWeapon; //0x0248

__int32 activeAbility1; //0x024C 1 elixir, -1 nothing

__int32 activeAbility2; //0x0250 3 stealthed, -1 nothing

char ID0388BEE0[68]; //0x0254

float body_yaw; //0x0298

float LeftRightForce; //0x029C

float ForwardBackwardForce; //0x02A0

__int32 posture; //0x02A4 1 crouched, 0 standing

__int32 posture2; //0x02A8 same

float DegreesUp; //0x02AC

float HeadPitchChange; //0x02B0

float HeadYaw; //0x02B4

float HeadYawChange; //0x02B8

char ID0388C3E0[4]; //0x02BC

__int32 posture3; //0x02C0 same

char ID0388C4E0[56]; //0x02C4

CSkeleton* Skeleton1p; //0x02FC

char ID13CE1500[4]; //0x0300

CSkeleton* Skeleton3p; //0x0304

char ID03849A78[16]; //0x0308

__int32 iStance; //0x0318 posture4, same

char ID13CE1480[10]; //0x031C

__int32 IsJumping; //0x0326

};//Size=0x032A(810)

 

class CHealth

{

public:

char unknown0[16]; //0x0000

float Health; //0x0010

};//Size=0x0014(20)

 

class CNameInfo

{

public:

char unknown0[12]; //0x0000

string NameInformation; //0x0010

};//Size=0x0464(1124)

 

class CObject

{

public:

virtual void function0(); //

char unknown0[16]; //0x0004

__int32 flags;

D3DXMATRIX* mUnknown0; //0x0018

CObject* object_root; //0x001C

__int32 object_id; //0x0020

CTemplate* object_template; //0x0024

char unknown2[12]; //0x0028

CObject* object_hierarchy_root; //0x0034

CObject* object_hierarchy_left; //0x0038

CObject* object_hierarchy_right; //0x003C

char unknown3[8]; //0x0040

CHealth* Armor; //0x0048

char unknown4[4]; //0x004C

CPhysicsNode* Physics; //0x0050

char unknown5[96]; //0x0054

D3DXMATRIX Matrix; //0x00AC

char unknown6[32]; //0x00F4

float boundingSphereRadius; //0x010C

char unknown7[28]; //0x0110

string Name; //0x012C

char unknown8[56]; //0x0148

};//Size=0x0040(64)

 

class CTemplate

{

public:

char unknown0[32];

__int32 object_id; //0x0020

__int32 template_type; //0x0024

char unknown40[28]; //0x0028

__int32 template_id; //0x0044

char unknown72[696]; //0x0048

float weapon_velocity; //0x0300 only if CObject is a weapon

};

 

class CDeviation

{

public:

char unknown0[4]; //0x0000

float total_deviation; //0x0004

char unknown8[4]; //0x0008

float up_devi_add; //0x000C

float right_devi_add; //0x0010

};//Size=0x0014(20)

 

class CBreathingComponent

{

public:

char ID03A622F0[20]; //0x0000

float breathing_counter1; //0x0014

char ID03A64170[8]; //0x0018

float breathing_direction; //0x0020

char ID03A64470[4]; //0x0024

float breathing_time; //0x0028

char ID03A64570[8]; //0x002C

float breathing_counter2; //0x0034

};//Size=0x0038(56)

 

class CWeapon

{

public:

char ID03E2D970[36]; //0x0000

CTemplate* weapon_template; //0x0024

char unknown40[464]; //0x0028

CDeviation* weapon_deviation; //0x01F4

char unknown504[4]; //0x01F8

CBreathingComponent* weapon_breathing; //0x01FC

};//Size=0x0200(512)

 

class CRayTest

{

public:

CRayTest(CObject* obj);

virtual BYTE TestObject(CObject* obj);

virtual int iGetMask(void);

virtual BYTE function2(int a);

virtual BYTE TestMaterial(int material);

virtual BYTE function3(int unknown);

 

CObject* ignore_object;

int mask;

};

 

class CObjectManager

{

public:

virtual void Function0();

virtual void Function1();

virtual void Function2();

virtual void Function3();

virtual void Function4();

virtual void Function5();

virtual void Function6();

virtual void Function7();

virtual void Function8();

virtual void Function9();

virtual void Function10();

virtual void Function11();

virtual void Function12();

virtual CObject* GetObjectByIndex(int Index);

virtual void Function14();

virtual void Function15();

virtual void Function16();

virtual void Function17();

virtual void Function18();

virtual void Function19();

virtual void Function20();

virtual void Function21();

virtual void Function22();

virtual void Function23();

virtual void Function24();

virtual void Function25();

virtual void Function26();

virtual void Function27();

virtual BYTE Intersect( CObject** inter_obj, D3DXVECTOR3* inter_point, D3DXVECTOR3* inter_angle, int* inter_mat, D3DXVECTOR3* ray_start, D3DXVECTOR3* ray_end, CRayTest* ray, BOOL unk1, BOOL unk2, BOOL unk3, BOOL unk4, BOOL unk5 );

virtual void Function73();

virtual void Function74();

virtual void Function75();

virtual void Function76();

virtual void Function77();

virtual void Function78();

virtual void Function79();

virtual void Function80();

virtual void Function81();

virtual void Function82();

virtual void Function83();

virtual void Function84();

virtual void Function85();

virtual void Function86();

virtual void Function87();

virtual void Function88();

virtual void Function89();

virtual void Function90();

};

 

class CBone

{

public:

__int32 bone_num; //0000

__int16 bone_code; //0004

__int16 parent; //0006

__int32 unknown; //0008

float offset_x; //000C

float offset_y; //0010

float offset_z; //0014

float length; //0018

float radius; //001C

__int32 material; //0020

};

class CSkeleton

{

public:

char unknown0[8];

CBone* bones; //0008

char unknown1[4];//000C

D3DXMATRIX* matrices; //0010

__int32 number_of_bones;

};

 

class CScoreBoard

{

public:

char unknown0[4]; //0x0000

__int32 Score; //0x0004

__int32 TotalScore; //0x0008

char unknown12[36]; //0x000C

__int32 Deaths; //0x0030

__int32 Kills; //0x0034

char unknown56[16]; //0x0038

__int32 Rank; //0x0048

char unknown76[60]; //0x004C

};//Size=0x0088(136)

 

class CPlayer

{

public:

char unknown0[96]; //0x0000

__int32 Kit; //0x0060

char unknown100[4]; //0x0064

string Name; //0x006C

char unknown[28];//

char unknown1[4];//

CInfo* Soldier; //0080

CViewMatrix* ViewMatrix; //0084

char unknown144[24]; //0x0090 -->A0

BYTE ID047F9648; //0x00A8

BYTE ID026459E8; //0x00A9

BYTE ID047F94F8; //0x00AA

BYTE ID047F95A0; //0x00AB

char unknown172[120]; //0x00AC

__int8 ID0486FD00; //0x0124

__int8 ID047F9088; //0x0125

__int8 ID0264E2B0; //0x0126

__int8 ID0486FE50; //0x0127

char unknown296[4]; //0x0128

float zoom; //0x012C FOV

float zoom2; //0x0130

char unknown308[4]; //0x0134

CInfo* SoldierObj; //0x0138

char unknown309[4]; //??

BYTE ID026458C0; //0x0140

BYTE Alive; //0x0141

BYTE ID0264E7C8; //0x0142

BYTE ID0486FC58; //0x0143

char unknown324[4]; //0x0144

__int32 Team; //0x0148

char unknown332[28]; //0x014C

__int32 Ping; //0x0168

char unknown364[12]; //0x016C

CScoreBoard* ScoreBoard; //0x0178

char unknown380[160]; //0x017C

__int32 InVehicle; //0x0220 1 = not in vehicle | 2 = inside vehicle

char unknown548[80]; //0x0224

__int32 Bullets; //0x0274

char unknown632[8]; //0x0278

__int32 BulletsInClip; //0x0280

};//Size=0x016C(364)

 

class CActionBuffer

{

public:

float InputFlags[64]; //0000

};

 

class CInputManager

{

public:

virtual void Function0();

virtual void Function1();

virtual void Function2();

virtual void Function3();

virtual void Function4();

virtual void Function5();

virtual void Function6();

virtual void Function7();

virtual void Function8();

virtual void Function9();

virtual void Function10();

virtual void Function11();

virtual void Function12();

virtual CActionBuffer* GetNextActionBuffer();

virtual CActionBuffer* GetCurrentActionBuffer();

};

 

class CViewMatrix

{

public:

virtual void Function0();

virtual void Function1();

virtual void Function2();

virtual void Function3();

virtual void Function4();

virtual void Function5();

virtual void Function6();

virtual void Function7();

virtual void Function8();

virtual void Function9();

virtual void Function10();

virtual void Function11();

virtual void Function12();

virtual void Function13();

virtual void Function14();

virtual void Function15();

virtual void Function16();

virtual void Function17();

virtual void Function18();

virtual void Function19();

virtual void Function20();

virtual void Function21();

virtual void Function22();

virtual void Function23();

virtual float GetInsideFieldOfView();

 

char unknown0[248]; //0x0004

D3DXMATRIX Matrix; //0x00FC

};//Size=0x0138(312)

 

class CMainConsole

{

public:

virtual void Function0();

virtual void Function1();

virtual void execCommand( string* command, string* result, BYTE echocommand, BYTE echoresult, BYTE addcommandtolist, BYTE unknown, BYTE adminusage );

 

BYTE m_bOpen; //0004

};

 

class CConsole

{

public:

bool ProcessInputs;

};

 

class CConsoleInput

{

public:

char unknown0[20];

CConsole* Console; //0014

};

 

class CDebugTextWriter

{

public:

virtual void AddRef( void ); //4

virtual int GetRef( void ); //8

virtual void Destructor( void ); //12

virtual bool bVerifyGUID( DWORD dwId ); //16

virtual bool bSetFontNeedsReload( bool bTest ); //20

virtual bool bIsFontLoaded( void ); //24

virtual bool bSetVisible( bool bVisible ); //28

virtual DWORD dwGetTextColor(); //32

virtual void SetColor( DWORD dwColor ); //36

 

virtual void DrawColouredTextin3dSpaceEX( void ); //40

virtual void DrawColouredTextin3dSpace( D3DXVECTOR3* pPos, DWORD dwColor, string* strText, float flTest ); //44 = 2C

 

virtual void DrawTextColouredEX(); //48

virtual void DrawTextColoured( int x, int y, DWORD dwTextColor, string* strText, BOOL bIsConFont = 0 ); //52

 

virtual void DrawTextCenteredin3dSpaceEX(); //56

virtual void DrawTextCenteredin3dSpace( D3DXVECTOR3* pPos, string* strText, float flTest ); //60 = 3C

 

virtual void DrawTextEx( int x, int y, BOOL bIsConFont, BOOL bIsUnknown = 0, string* strText = NULL, BOOL bIsUnknown2 = 0 );

virtual void DrawText( int x, int y, string* strText, BOOL bIsConFont = 0 );

 

virtual void LoadFont();

virtual void DestroyFont();

DWORD m_dwUnknown;

void* m_pOverlay;

 

void LoadNewFont( string* pstrFont ) // Fonts/BF1942.font // Fonts/system_8x11

{

// if( m_pOverlay )

// m_pOverlay->Load( pstrFont );

}

// 2D is font loaded

// 30 is color

};

 

class CPhysicsNode

{

public:

char unknown0[32]; //0x0000

D3DXVECTOR3 impulse_force; //0x0020

float ID0E59C948; //0x002C

float ID0E59B448; //0x0030

float ID0E59C3C8; //0x0034

char unknown56[52]; //0x0038

D3DXVECTOR3 position; //0x006C

D3DXVECTOR3 speed; //0x0078

char unknown132[56]; //0x0084

D3DXVECTOR3 rotation; //0x00BC

char unknown200[28]; //0x00C8

};//Size=0x00E4(228)

 

class CStealthed

{

public:

char unknown0[556];

BYTE Stealthed; //0224

};

 

class CSettingsRepostitory

{

public:

virtual void function0();

virtual void function1();

virtual void function2();

virtual void function3();

virtual UINT* Get_UINT(string* name, UINT* def);

virtual int Set_UINT(string* name, UINT* val);

virtual void function6();

virtual void function7();

virtual float* Get_float(string* name, float* def);

virtual int Set_float(string* name, float* val);

virtual void function10();

virtual void function11();

virtual int* Get_int(string* name, int* def);

virtual int Set_int(string* name, int* val);

virtual void function14();

virtual void function15();

virtual string* Get_string(string* name, string* def);

virtual int Set_string(string* name, string* val);

virtual void function18();

virtual void function19();

virtual bool* Get_bool(string* name, bool* def);

virtual int Set_bool(string* name, bool* val);

};

Opublikowano

tak masz kompilować w .Dll a potem odpalić to jakimś injectorem. co do twoich pytań z tego i tamtego tematu, pisz w odpowiednich tematach jak możesz ...

Odpowiedni temat

Opublikowano

tak masz kompilować w .Dll a potem odpalić to jakimś injectorem. co do twoich pytań z tego i tamtego tematu, pisz w odpowiednich tematach jak możesz ...

Odpowiedni temat

no dobra daje tam .dll wklejam cały kod i daje zakładkę uruchom >> kompiluj czy jakoś tak no i robię tak a na pulpicie nie ma żadnego pliku .dll tylko same z dev'a nie wiem co jest...

  • 5 miesięcy temu...
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