[Source] Player Teleport C++ Save / Teleport
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[Source] Player Teleport C++ Save / Teleport
- Código:
#include <windows.h>
#include <stdio.h>
/*Creditz goes to ZeaS*/
DWORD *PlayerIsInamge = (DWORD*)0xPLAYER_POINTER;
int ArrayX[100];
int ArrayY[100];
int ArrayZ[100];
int curx, cury, curz;
int ArraySwitch=0, ArraySwitch2=0;
DWORD X, Y, Z;
DWORD WINAPI SaveTeleportCoor(LPVOID);
DWORD WINAPI ArrayTeleport(LPVOID);
BOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)SaveTeleportCoor, NULL, NULL, NULL);
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)SetTeleportCoor, NULL, NULL, NULL);
}
return TRUE;
}
DWORD WINAPI SetTeleportCoor(LPVOID)
{
for(;;)
{
if(*PlayerIsIngame)
{
X = ( /*Player Pointer*/ );
X = *(DWORD*)X;
X += 0x18c; //Offset X
curx = *(int*)X;
Y = ( /*Player Pointer*/ );
Y = *(DWORD*)ab;
Y += 0x194; //Offset Y
cury = *(int*)Y;
Z = ( /*Player Pointer*/ );
Z = *(DWORD*)Z;
Z += 0x190; //Offset Z
curz = *(int*)Z;
if(GetAsyncKeyState(VK_NUMPAD8)&1) // Saving Current Possition
{
ArrayX[ArraySwitch] = curx;
ArrayY[ArraySwitch] = cury;
ArrayZ[ArraySwitch] = curz;
ArraySwitch++;
Sleep(2);
}
}
}
return 0;
}
DWORD WINAPI ArrayTeleport(LPVOID)
{
for(;;)
{
if(GetAsyncKeyState(VK_NUMPAD1)&1) //Teleport Forward
{
DWORD *first = (DWORD*)X;
*(int*)X = ArrayX[ArraySwitch2];
DWORD *secound = (DWORD*)Y;
*(int*)Y = ArrayY[ArraySwitch2];
DWORD *third = (DWORD*)Z;
*(int*)Z = ArrayZ[ArraySwitch2];
Sleep(1);
ArraySwitch2++;
}
if(GetAsyncKeyState(VK_NUMPAD2)&1) //Teleport Backward
{
ArraySwitch2--;
DWORD *first = (DWORD*)X;
*(int*)X = ArrayX[ArraySwitch2];
DWORD *secound = (DWORD*)Y;
*(int*)Y = ArrayY[ArraySwitch2];
DWORD *third = (DWORD*)Z;
*(int*)Z = ArrayZ[ArraySwitch2];
Sleep(1);
}
Sleep(21);
}
return 0;
}
Crédit:ZeaS
uNreal- ADM
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