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[Source] Player Teleport C++ Save / Teleport

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[Source] Player Teleport C++ Save / Teleport Empty [Source] Player Teleport C++ Save / Teleport

Mensagem por uNreal 11/7/2020, 16:52

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
uNreal
ADM
ADM


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