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Foxxxynz
05-07-2010, 01:26 AM
this IS A LITTLE BIT OF MY MW2 HACK



#define APPNAME L"External 4.2"
#define MUTEXNAME L"External 4.2"


#include <d3d9.h>
#include <d3dx9.h>
#include <dwmapi.h>
#include <stdio.h>
#include <math.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "dwmapi.lib")

#define CALIBRATING 0
#define DEBUG_HQ 0
#define MOTION 0
#define ARGB_TRANS 0x00000000
#define COLOR_FRIEND 0x800000FF
#define COLOR_ENEMY 0x80C00000
#define COLOR_ENEMY_COLDBLOODED
#define COLOR_DEAD 0x80444444
#define COLOR_SENTRY 0x8000B050
#define COLOR_EXPLOSIVE 0x407F7F7F
#define MAP_COLOR_FRIEND 0xFF4444FF
#define MAP_COLOR_ENEMY 0XFFFF4444
#define MAP_COLOR_ENEMY_COLDBLOODED 0XFFFFBF44
#define MAP_COLOR_SENTRY 0xFF00B050
#define MAP_COLOR_EXPLOSIVE 0xFFFFFF00
#define REFDEF 0x85F030
#define ENTITY 0x8F7AF8
#define CLIENTINFO 0x8EB2C8
#define CG_T 0x7F49BC
#define CGS_T 0x7F0CF8

#define ISINGAME 0x7F48C8
#define VIEWANGLEY 0xB35A40

#define PLAYERMAX 18
#define ENTITIESMAX 2048

#define M_PI 3.1415f


#define FLAGS_CROUCHED 0x0004
#define FLAGS_PRONE 0x0008
#define FLAGS_FIRING 0x0200


class Vector
{
public:
Vector() { x = y = z = 0.0f; }
Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; }
Vector(const Vector &v) { x = v.x; y = v.y; z = v.z; }

float length() { return sqrt(x*x+y*y+z*z); }
void substract(Vector sub) { x-=sub.x; y -= sub.y; z -= sub.z; }
float dotproduct(Vector dot) { return (x*dot.x+y*dot.y+z*dot.z); }
void normalize() { float l = 1/length(); x *= l; y *= l; z *= l; }
float vectodegree(Vector to) { return ((180.0f/3.1415f)*(asinf(dotproduct(to)))); }
Vector RotateX(Vector in, float angle) { float a,c,s; Vector out; a = (float) (angle * M_PI/180); c = (float) cos(a); s = (float) sin(a); out.x = in.x; out.y = c*in.y - s*in.z; out.z = s*in.y + c*in.z; return out; }
Vector RotateY(Vector in, float angle) { float a,c,s; Vector out; a = (float) (angle * M_PI/180); c = (float) cos(a); s = (float) sin(a); out.x = c*in.x + s*in.z; out.y = in.y; out.z = -s*in.x + c*in.z; return out; }
Vector RotateZ(Vector in, float angle) { float a,c,s; Vector out; a = (float) (angle * M_PI/180); c = (float) cos(a); s = (float) sin(a); out.x = c*in.x - s*in.y; out.y = s*in.x + c*in.y; out.z = in.z; return out; }
void nullvec() { x = y = z = 0; }

void operator = (const float *farray) { x = farray[0]; y = farray[1]; z = farray[2]; }
void operator = (const float &val) { x = y = z = val; }

float operator [] (unsigned int element) { switch(element) { case 1: return y; case 2: return z; default: return x; } }

Vector operator + (const Vector& add) const { return Vector(x+add.x,y+add.y,z+add.z); }
void operator += (const Vector& add) { x += add.x; y += add.y; z += add.z; }
Vector operator - (const Vector& sub) const { return Vector(x-sub.x,y-sub.y,z-sub.z); }
void operator -= (const Vector& sub) { x -= sub.x; y -= sub.y; z -= sub.z; }
Vector operator * (const float mul) const { return Vector(x*mul,y*mul,z*mul); }
void operator *= (const float mul) { x *= mul; y *= mul; z *= mul; }
Vector operator / (const float mul) const { return Vector(x/mul,y/mul,z/mul); }
void operator /= (const float mul) { x /= mul; y /= mul; z /= mul; }

bool operator == (const Vector& eqal) { return ((x == eqal.x) && (y == eqal.y) && (z == eqal.z)); }
bool operator != (const Vector& eqal) { return ((x != eqal.x) && (y != eqal.y) && (z != eqal.z)); }
bool operator > (const Vector& eqal) { return ((x > eqal.x) && (y > eqal.y) && (z > eqal.z)); }
bool operator < (const Vector& eqal) { return ((x < eqal.x) && (y < eqal.y) && (z < eqal.z)); }
bool operator >= (const Vector& eqal) { return ((x >= eqal.x) && (y >= eqal.y) && (z >= eqal.z)); }
bool operator <= (const Vector& eqal) { return ((x <= eqal.x) && (y <= eqal.y) && (z <= eqal.z)); }

float x;
float y;
float z;
};

Demon X
05-07-2010, 01:27 AM
this IS A LITTLE BIT OF MY MW2 HACK



#define APPNAME L"External 4.2"
#define MUTEXNAME L"External 4.2"


#include <d3d9.h>
#include <d3dx9.h>
#include <dwmapi.h>
#include <stdio.h>
#include <math.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "dwmapi.lib")

#define CALIBRATING 0
#define DEBUG_HQ 0
#define MOTION 0
#define ARGB_TRANS 0x00000000
#define COLOR_FRIEND 0x800000FF
#define COLOR_ENEMY 0x80C00000
#define COLOR_ENEMY_COLDBLOODED
#define COLOR_DEAD 0x80444444
#define COLOR_SENTRY 0x8000B050
#define COLOR_EXPLOSIVE 0x407F7F7F
#define MAP_COLOR_FRIEND 0xFF4444FF
#define MAP_COLOR_ENEMY 0XFFFF4444
#define MAP_COLOR_ENEMY_COLDBLOODED 0XFFFFBF44
#define MAP_COLOR_SENTRY 0xFF00B050
#define MAP_COLOR_EXPLOSIVE 0xFFFFFF00
#define REFDEF 0x85F030
#define ENTITY 0x8F7AF8
#define CLIENTINFO 0x8EB2C8
#define CG_T 0x7F49BC
#define CGS_T 0x7F0CF8

#define ISINGAME 0x7F48C8
#define VIEWANGLEY 0xB35A40

#define PLAYERMAX 18
#define ENTITIESMAX 2048

#define M_PI 3.1415f


#define FLAGS_CROUCHED 0x0004
#define FLAGS_PRONE 0x0008
#define FLAGS_FIRING 0x0200


class Vector
{
public:
Vector() { x = y = z = 0.0f; }
Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; }
Vector(const Vector &v) { x = v.x; y = v.y; z = v.z; }

float length() { return sqrt(x*x+y*y+z*z); }
void substract(Vector sub) { x-=sub.x; y -= sub.y; z -= sub.z; }
float dotproduct(Vector dot) { return (x*dot.x+y*dot.y+z*dot.z); }
void normalize() { float l = 1/length(); x *= l; y *= l; z *= l; }
float vectodegree(Vector to) { return ((180.0f/3.1415f)*(asinf(dotproduct(to)))); }
Vector RotateX(Vector in, float angle) { float a,c,s; Vector out; a = (float) (angle * M_PI/180); c = (float) cos(a); s = (float) sin(a); out.x = in.x; out.y = c*in.y - s*in.z; out.z = s*in.y + c*in.z; return out; }
Vector RotateY(Vector in, float angle) { float a,c,s; Vector out; a = (float) (angle * M_PI/180); c = (float) cos(a); s = (float) sin(a); out.x = c*in.x + s*in.z; out.y = in.y; out.z = -s*in.x + c*in.z; return out; }
Vector RotateZ(Vector in, float angle) { float a,c,s; Vector out; a = (float) (angle * M_PI/180); c = (float) cos(a); s = (float) sin(a); out.x = c*in.x - s*in.y; out.y = s*in.x + c*in.y; out.z = in.z; return out; }
void nullvec() { x = y = z = 0; }

void operator = (const float *farray) { x = farray[0]; y = farray[1]; z = farray[2]; }
void operator = (const float &val) { x = y = z = val; }

float operator [] (unsigned int element) { switch(element) { case 1: return y; case 2: return z; default: return x; } }

Vector operator + (const Vector& add) const { return Vector(x+add.x,y+add.y,z+add.z); }
void operator += (const Vector& add) { x += add.x; y += add.y; z += add.z; }
Vector operator - (const Vector& sub) const { return Vector(x-sub.x,y-sub.y,z-sub.z); }
void operator -= (const Vector& sub) { x -= sub.x; y -= sub.y; z -= sub.z; }
Vector operator * (const float mul) const { return Vector(x*mul,y*mul,z*mul); }
void operator *= (const float mul) { x *= mul; y *= mul; z *= mul; }
Vector operator / (const float mul) const { return Vector(x/mul,y/mul,z/mul); }
void operator /= (const float mul) { x /= mul; y /= mul; z /= mul; }

bool operator == (const Vector& eqal) { return ((x == eqal.x) && (y == eqal.y) && (z == eqal.z)); }
bool operator != (const Vector& eqal) { return ((x != eqal.x) && (y != eqal.y) && (z != eqal.z)); }
bool operator > (const Vector& eqal) { return ((x > eqal.x) && (y > eqal.y) && (z > eqal.z)); }
bool operator < (const Vector& eqal) { return ((x < eqal.x) && (y < eqal.y) && (z < eqal.z)); }
bool operator >= (const Vector& eqal) { return ((x >= eqal.x) && (y >= eqal.y) && (z >= eqal.z)); }
bool operator <= (const Vector& eqal) { return ((x <= eqal.x) && (y <= eqal.y) && (z <= eqal.z)); }

float x;
float y;
float z;
};
wow dude i love how hard you fail

Foxxxynz
05-07-2010, 01:29 AM
wow dude i love how hard you fail



wtf this the start to my MW2 hack do guys wont a mw2 hack or not i see not so i should seel to umm.... some diffent site that need coders for new games LIKE MW2

and i'm not giveing all of my code i will to TO PROPER ADMIN

Demon X
05-07-2010, 01:30 AM
MW2 my ass, this it nothing but shit :P

/cls plz