TheGunzKidz_Public.dll
Autor: Alexandre | Publicado: 2011-12-15T12:52:00-08:00



Oi Galera, vim trazer outra source, espero que gostem.Usem e abusem :D
Code:/**************************************************************TheGunzKidz_Public.dll Source Code Reversed By GunZeR 7/17/2011***************************************************************/#include &lt;windows.h&gt;
DWORD g_dwEnterCriticalSection;
bool g_bLawnmower = false;bool g_bDashmower = false;bool g_bEgomower = false;bool g_bDantasticMode = false;bool g_bButterflyHack = false;bool g_bAdvertiseSpam = false;
struct MUID{&nbsp; &nbsp; unsigned long Low;&nbsp; &nbsp; unsigned long High;};
float *GetPosition( DWORD ZCharacter ){&nbsp; &nbsp; DWORD dwEcx = *(DWORD*)( ZCharacter + 0x4B0 );&nbsp; &nbsp; DWORD dwEdx = ZCharacter + 0x4B0;&nbsp; &nbsp; dwEcx -= dwEdx;&nbsp; &nbsp; return (float*)( dwEcx - 0x66D6 );}
float *GetDirection( DWORD ZCharacter ){&nbsp; &nbsp; return (float*)( ZCharacter + 0x4B8 );}
DWORD ZGetGame( ){&nbsp; &nbsp; DWORD dwEax = *(DWORD*)0x727FC8;&nbsp; &nbsp; dwEax ? dwEax = *(DWORD*)dwEax : dwEax = 0;&nbsp; &nbsp; dwEax ? dwEax = *(DWORD*)( dwEax + 0x2EC ) : dwEax = 0;
&nbsp; &nbsp; return dwEax;}
DWORD ZMyCharacter( ){&nbsp; &nbsp; if( ZGetGame( ) )&nbsp; &nbsp; &nbsp; &nbsp; return *(DWORD*)( ZGetGame( ) + 0x58 );
&nbsp; &nbsp; return 0;}
DWORD ZGetCharacterManager( ){&nbsp; &nbsp; return ZGetGame( ) + 0x68;}
DWORD ZGetGameClient( ){&nbsp; &nbsp; return *(DWORD*)0x722B34;}
MUID *GetPlayer( ){&nbsp; &nbsp; return (MUID*)( ZGetGameClient( ) + 0x198 );}
MUID *GetAttacker( ){&nbsp; &nbsp; DWORD dwEax = *(DWORD*)( ZMyCharacter( ) + 0x3A8 );&nbsp; &nbsp; return (MUID*)( dwEax + 0x2C );}
MUID *GetStage( ){&nbsp; &nbsp; return (MUID*)( ZGetGameClient( ) + 0x23C );}
MUID *GetChannel( ){&nbsp; &nbsp; return (MUID*)( ZGetGameClient( ) + 0x1D0 );}
char *GetKickString( ){&nbsp; &nbsp; return (char*)( ZGetGameClient( ) + 0x7ED );}
void SetPosition( float X, float Y, float Z ){&nbsp; &nbsp; GetPosition( ZMyCharacter( ) )[0] = X;&nbsp; &nbsp; GetPosition( ZMyCharacter( ) )[1] = Y;&nbsp; &nbsp; GetPosition( ZMyCharacter( ) )[2] = Z;}
DWORD ZCharacterManager__Find( DWORD dwLow, DWORD dwHigh ){&nbsp; &nbsp; DWORD ZCharacter = 0;
&nbsp; &nbsp; __asm&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; call ZGetCharacterManager&nbsp; &nbsp; &nbsp; &nbsp; mov ecx, eax&nbsp; &nbsp; &nbsp; &nbsp; push dwHigh&nbsp; &nbsp; &nbsp; &nbsp; push dwLow&nbsp; &nbsp; &nbsp; &nbsp; push 0x5E0F67&nbsp; &nbsp; &nbsp; &nbsp; mov eax, 0x49FE40&nbsp; &nbsp; &nbsp; &nbsp; jmp eax&nbsp; &nbsp; &nbsp; &nbsp; mov ZCharacter, eax&nbsp; &nbsp; }
&nbsp; &nbsp; return ZCharacter;}
DWORD UIDS[16];
void RefreshCharacters( ){&nbsp; &nbsp; memset( UIDS, 0, sizeof( DWORD ) * 15 );
&nbsp; &nbsp; DWORD Local8 = **(DWORD**)( ZGetGameClient( ) + 0x51C );&nbsp; &nbsp; int Local10 = 0;
&nbsp; &nbsp; for( ; Local8 != *(DWORD*)( ZGetGameClient( ) + 0x51C ), Local10 != 16; Local10++ )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; DWORD dwEax = *(DWORD*)( Local8 + 0x14 );&nbsp; &nbsp; &nbsp; &nbsp; DWORD dwEdx = *(DWORD*)( dwEax + 0x8 );
&nbsp; &nbsp; &nbsp; &nbsp; UIDS[Local10] = dwEdx;
&nbsp; &nbsp; &nbsp; &nbsp; ( ( void( __thiscall * )( DWORD * ) )0x478A40 )( &amp;Local8 );&nbsp; &nbsp; }}
void SetHP( DWORD ZModuleHPAP, float fHP ){&nbsp; &nbsp; DWORD Local8 = ZModuleHPAP + 0x18;&nbsp; &nbsp; DWORD Local4 = *(DWORD*)( ZModuleHPAP + 0x18 );&nbsp; &nbsp; ZModuleHPAP += 0x8;&nbsp; &nbsp; Local4 -= Local8;&nbsp; &nbsp; Local8 = *(DWORD*)ZModuleHPAP;&nbsp; &nbsp; *(float*)( Local4 - 0x66D6 ) = fHP + 999.9f;&nbsp; &nbsp; Local8 -= ZModuleHPAP;&nbsp; &nbsp; *(float*)( Local8 - 0x66D6 ) = 999.9f;}
void SetAP( DWORD ZModuleHPAP, float fAP ){&nbsp; &nbsp; DWORD Local8 = ZModuleHPAP + 0x24;&nbsp; &nbsp; DWORD Local4 = *(DWORD*)( ZModuleHPAP + 0x24 );&nbsp; &nbsp; ZModuleHPAP += 0x8;&nbsp; &nbsp; Local4 -= Local8;&nbsp; &nbsp; Local8 = *(DWORD*)ZModuleHPAP;&nbsp; &nbsp; *(float*)( Local4 - 0x66D6 ) = fAP + 999.9f;&nbsp; &nbsp; Local8 -= ZModuleHPAP;&nbsp; &nbsp; *(float*)( Local8 - 0x66D6 ) = 999.9f;}
void GodMode( ){&nbsp; &nbsp; SetHP( *(DWORD*)( ZMyCharacter( ) + 0x52C ), 999.9f );&nbsp; &nbsp; SetAP( *(DWORD*)( ZMyCharacter( ) + 0x52C ), 999.9f );}
void BonusHealth( ){&nbsp; &nbsp; __asm&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; call ZMyCharacter&nbsp; &nbsp; &nbsp; &nbsp; add eax, 4&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 5&nbsp; &nbsp; &nbsp; &nbsp; add eax, 1&nbsp; &nbsp; &nbsp; &nbsp; push eax&nbsp; &nbsp; &nbsp; &nbsp; add eax, 6&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 8&nbsp; &nbsp; &nbsp; &nbsp; add eax, 2&nbsp; &nbsp; &nbsp; &nbsp; push 0x5E0F67&nbsp; &nbsp; &nbsp; &nbsp; mov eax, 0x4EAAA0&nbsp; &nbsp; &nbsp; &nbsp; jmp eax&nbsp; &nbsp; }}
void SetAnimationUpper( int iAnimation ){&nbsp; &nbsp; __asm&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; call ZMyCharacter&nbsp; &nbsp; &nbsp; &nbsp; mov ecx, eax&nbsp; &nbsp; &nbsp; &nbsp; add eax, 5&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 5&nbsp; &nbsp; &nbsp; &nbsp; add eax, 0xA&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 0xA&nbsp; &nbsp; &nbsp; &nbsp; mov eax, 0x49DE40&nbsp; &nbsp; &nbsp; &nbsp; push iAnimation&nbsp; &nbsp; &nbsp; &nbsp; call eax&nbsp; &nbsp; }}
void SetAnimationLower( int iAnimation ){&nbsp; &nbsp; __asm&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; call ZMyCharacter&nbsp; &nbsp; &nbsp; &nbsp; mov ecx, eax&nbsp; &nbsp; &nbsp; &nbsp; add eax, 5&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 5&nbsp; &nbsp; &nbsp; &nbsp; add eax, 0xA&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 0xA&nbsp; &nbsp; &nbsp; &nbsp; mov eax, 0x49DD70&nbsp; &nbsp; &nbsp; &nbsp; push iAnimation&nbsp; &nbsp; &nbsp; &nbsp; call eax&nbsp; &nbsp; }}
void ZCharacter__WallJump2( ){&nbsp; &nbsp; __asm&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; push label&nbsp; &nbsp; &nbsp; &nbsp; call ZMyCharacter&nbsp; &nbsp; &nbsp; &nbsp; mov ecx, eax&nbsp; &nbsp; &nbsp; &nbsp; add eax, 5&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 5&nbsp; &nbsp; &nbsp; &nbsp; add eax, 0xA&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 0xA&nbsp; &nbsp; &nbsp; &nbsp; push 0x5E0F67&nbsp; &nbsp; &nbsp; &nbsp; mov eax, 0x4A6FC0&nbsp; &nbsp; &nbsp; &nbsp; jmp eax&nbsp; &nbsp; &nbsp; &nbsp; label:&nbsp; &nbsp; }}
void ZPostPeerChat( char *szMsg ){&nbsp; &nbsp; __asm&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; push label&nbsp; &nbsp; &nbsp; &nbsp; add eax, 5&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 5&nbsp; &nbsp; &nbsp; &nbsp; add eax, 0xA&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 0xA&nbsp; &nbsp; &nbsp; &nbsp; push 0&nbsp; &nbsp; &nbsp; &nbsp; push szMsg&nbsp; &nbsp; &nbsp; &nbsp; push 0x5E0F67&nbsp; &nbsp; &nbsp; &nbsp; mov eax, 0x432650&nbsp; &nbsp; &nbsp; &nbsp; jmp eax&nbsp; &nbsp; &nbsp; &nbsp; label:&nbsp; &nbsp; }}
void ZChatOutput( char *szMsg ){&nbsp; &nbsp; __asm&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; push label&nbsp; &nbsp; &nbsp; &nbsp; add eax, 5&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 5&nbsp; &nbsp; &nbsp; &nbsp; add eax, 0xA&nbsp; &nbsp; &nbsp; &nbsp; sub eax, 0xA&nbsp; &nbsp; &nbsp; &nbsp; push szMsg&nbsp; &nbsp; &nbsp; &nbsp; push 0x5E0F67&nbsp; &nbsp; &nbsp; &nbsp; mov eax, 0x432C00&nbsp; &nbsp; &nbsp; &nbsp; jmp eax&nbsp; &nbsp; &nbsp; &nbsp; label:&nbsp; &nbsp; }}
class MCommandParameter{public:&nbsp; &nbsp; void *operator new( unsigned int nSize )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; return ( ( void*( * )( unsigned int ) )0x67F427 )( nSize );&nbsp; &nbsp; }
&nbsp; &nbsp; void *VTable;&nbsp; &nbsp; int m_nType;&nbsp; &nbsp; void *pData;};
class MCommand{public:&nbsp; &nbsp; void AddParameter( MCommandParameter *pCmdParam )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; ( ( void( __thiscall * )( void *, MCommandParameter * ) )0x54CED0 )( this, pCmdParam );&nbsp; &nbsp; }
&nbsp; &nbsp; void *VTable;&nbsp; &nbsp; MCommand *next;&nbsp; &nbsp; MUID m_Sender;&nbsp; &nbsp; MUID m_Receiver;};
class MCommandParameterInt : public MCommandParameter{public:&nbsp; &nbsp; int m_Value;
&nbsp; &nbsp; MCommandParameterInt( int nParam )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; ( ( void( __thiscall * )( void *, int ) )0x549D50 )( this, nParam );&nbsp; &nbsp; }};
class MCommandParameterVector_1 : public MCommandParameter{public:&nbsp; &nbsp; float X, Y, Z;
&nbsp; &nbsp; MCommandParameterVector_1( float X, float Y, float Z )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; ( ( void( __thiscall * )( void *, float, float, float ) )0x497530 )( this, X, Y, Z );&nbsp; &nbsp; }};
class MCommandParameterVector_3 : public MCommandParameter{public:&nbsp; &nbsp; float X, Y, Z;
&nbsp; &nbsp; MCommandParameterVector_3( float X, float Y, float Z )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; ( ( void( __thiscall * )( void *, float, float, float ) )0x4E8990 )( this, X, Y, Z );&nbsp; &nbsp; }};
class MCommandParameterUID : public MCommandParameter{public:&nbsp; &nbsp; MUID mValue;
&nbsp; &nbsp; MCommandParameterUID( MUID *mParam )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; ( ( void( __thiscall * )( void *, MUID * ) )0x54A850 )( this, mParam );&nbsp; &nbsp; }};
class MCommandParameterBlob : public MCommandParameter{public:&nbsp; &nbsp; void *m_Value;
&nbsp; &nbsp; MCommandParameterBlob( void *pParam, int nSize )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; ( ( void( __thiscall * )( void *, void *, int ) )0x54AA90 )( this, pParam, nSize );&nbsp; &nbsp; }};
void __declspec(naked) WINAPI ZPostCommand( MCommand *pCmd ){&nbsp; &nbsp; __asm&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; mov ecx, dword ptr ss:[esp]&nbsp; &nbsp; &nbsp; &nbsp; mov eax, dword ptr ds:[esp+4]&nbsp; &nbsp; &nbsp; &nbsp; mov dword ptr ds:[esp+4], ecx&nbsp; &nbsp; &nbsp; &nbsp; mov dword ptr ss:[esp], eax&nbsp; &nbsp; &nbsp; &nbsp; push 0x402EBA&nbsp; &nbsp; &nbsp; &nbsp; mov eax, 0x501820&nbsp; &nbsp; &nbsp; &nbsp; jmp eax&nbsp; &nbsp; }}
MCommand *ZNewCmd( int iCmd ){&nbsp; &nbsp; return ( ( MCommand*( * )( int ) )0x501590 )( iCmd );}
struct ZPACKEDSHOTINFO{&nbsp; &nbsp; float fShotTime;&nbsp; &nbsp; short posx;&nbsp; &nbsp; short poxy;&nbsp; &nbsp; short posz;&nbsp; &nbsp; short dirx;&nbsp; &nbsp; short diry;&nbsp; &nbsp; short dirz;&nbsp; &nbsp; int sel_type;};
float fShotTime;
void ZPostShot( float *Position, float *Direction, int iSel ){&nbsp; &nbsp; MCommand *pCommand = ZNewCmd( 0x2732 );&nbsp; &nbsp; ZPACKEDSHOTINFO ShotInfo = { fShotTime++,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Position[0], Position[1], Position[2],&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Direction[0], Direction[1], Direction[2],&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;iSel };&nbsp; &nbsp; pCommand-&gt;AddParameter( new MCommandParameterBlob( &amp;ShotInfo, 20 ) );&nbsp; &nbsp; ZPostCommand( pCommand );}
struct ZDashInfo{&nbsp; &nbsp; float fShotTime;&nbsp; &nbsp; short posx;&nbsp; &nbsp; short poxy;&nbsp; &nbsp; short posz;&nbsp; &nbsp; short dirx;&nbsp; &nbsp; short diry;&nbsp; &nbsp; short dirz;&nbsp; &nbsp; char sel_type;&nbsp; &nbsp; short dash_unknown;&nbsp; &nbsp; char dash_unknown2;};
void ZPostDash( float *vPos, float *vDir, char sel_type ){&nbsp; &nbsp; MCommand *pCommand = ZNewCmd( 0x273D );&nbsp; &nbsp; ZDashInfo DashInfo = { fShotTime++,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;vPos[0], vPos[1], vPos[2],&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;vDir[0], vDir[1], vDir[2],&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;sel_type, 0, 0 };&nbsp; &nbsp; pCommand-&gt;AddParameter( new MCommandParameterBlob( &amp;DashInfo, 20 ) );&nbsp; &nbsp; ZPostCommand( pCommand );}
void ZPostSpMotion( int SelType ){&nbsp; &nbsp; MCommand *pCommand = ZNewCmd( 0x273E );&nbsp; &nbsp; pCommand-&gt;AddParameter( new MCommandParameterInt( SelType ) );&nbsp; &nbsp; ZPostCommand( pCommand );}
void ZPostSpawn( MUID *uidPlayer, float *Position, float *Direction ){&nbsp; &nbsp; MCommand *pCommand = ZNewCmd( 0x273A );&nbsp; &nbsp; pCommand-&gt;AddParameter( new MCommandParameterUID( uidPlayer ) );&nbsp; &nbsp; pCommand-&gt;AddParameter( new MCommandParameterVector_1( Position[0], Position[1], Position[2] ) );&nbsp; &nbsp; pCommand-&gt;AddParameter( new MCommandParameterVector_3( Direction[0], Direction[1], Direction[2] ) );&nbsp; &nbsp; ZPostCommand( pCommand );}
__declspec(naked) void EnterCriticalSectionHook( ){&nbsp; &nbsp; __asm&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; cmp dword ptr ss:[esp], 0x4CF39F&nbsp; &nbsp; &nbsp; &nbsp; jnz retorig&nbsp; &nbsp; &nbsp; &nbsp; cmp dword ptr ss:[ebp+4], 0x501613&nbsp; &nbsp; &nbsp; &nbsp; jnz retorig&nbsp; &nbsp; &nbsp; &nbsp; mov eax, dword ptr ss:[ebp]&nbsp; &nbsp; &nbsp; &nbsp; cmp dword ptr ds:[eax+8], 0x238D&nbsp; &nbsp; &nbsp; &nbsp; jnz retorig&nbsp; &nbsp; &nbsp; &nbsp; mov esp, eax&nbsp; &nbsp; &nbsp; &nbsp; pop ebp&nbsp; &nbsp; &nbsp; &nbsp; add dword ptr ss:[esp], 9&nbsp; &nbsp; &nbsp; &nbsp; ret 4&nbsp; &nbsp; &nbsp; &nbsp; retorig:&nbsp; &nbsp; &nbsp; &nbsp; jmp g_dwEnterCriticalSection&nbsp; &nbsp; }}
DWORD WINAPI HotKeyThread( LPVOID ){&nbsp; &nbsp; while( 1 )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; if( GetAsyncKeyState( VK_MENU )&amp;0x8000 )&nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( GetAsyncKeyState( 'L' )&amp;0x8000 )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g_bLawnmower = !g_bLawnmower;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Beep( 500, 500 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( GetAsyncKeyState( 'X' )&amp;0x8000 )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g_bDashmower = !g_bDashmower;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Beep( 500, 500 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( GetAsyncKeyState( 'E' )&amp;0x8000 )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g_bEgomower = !g_bEgomower;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Beep( 500, 500 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( GetAsyncKeyState( 'D' )&amp;0x8000 )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g_bDantasticMode = !g_bDantasticMode;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Beep( 500, 500 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( GetAsyncKeyState( 'B' )&amp;0x8000 )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g_bButterflyHack = !g_bButterflyHack;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Beep( 500, 500 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( GetAsyncKeyState( 'A' )&amp;0x8000 )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; g_bAdvertiseSpam = !g_bAdvertiseSpam;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Beep( 500, 500 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; Sleep( 10 );&nbsp; &nbsp; }}
DWORD WINAPI ExecuteThread( LPVOID ){&nbsp; &nbsp; while( 1 )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; if( ZMyCharacter( ) )&nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( g_bLawnmower )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostShot( GetPosition( ZMyCharacter( ) ), GetDirection( ZMyCharacter( ) ), 7 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostShot( GetPosition( ZMyCharacter( ) ), GetDirection( ZMyCharacter( ) ), 1 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( g_bDashmower )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostDash( GetPosition( ZMyCharacter( ) ), GetDirection( ZMyCharacter( ) ), 1 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostDash( GetPosition( ZMyCharacter( ) ), GetDirection( ZMyCharacter( ) ), 7 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( g_bEgomower )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostSpMotion( 3 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( g_bDantasticMode )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( GetAsyncKeyState( VK_LBUTTON )&amp;0x8000 )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostSpawn( GetPlayer( ), GetPosition( ZMyCharacter( ) ), GetDirection( ZMyCharacter( ) ) );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostShot( GetPosition( ZMyCharacter( ) ), GetDirection( ZMyCharacter( ) ), 7 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostShot( GetPosition( ZMyCharacter( ) ), GetDirection( ZMyCharacter( ) ), 1 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Sleep( 50 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( g_bButterflyHack )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( GetAsyncKeyState( VK_SHIFT )&amp;0x8000 )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostShot( GetPosition( ZMyCharacter( ) ), GetDirection( ZMyCharacter( ) ), 7 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; SetAnimationUpper( 6 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostShot( GetPosition( ZMyCharacter( ) ), GetDirection( ZMyCharacter( ) ), 1 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Sleep( 125 );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( g_bAdvertiseSpam )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostPeerChat( "^2FREE GUNZ HACKS: www.thegunzkidz.com." );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostPeerChat( "^2FREE GUNZ HACKS: www.thegunzkidz.com." );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ZPostPeerChat( "^2FREE GUNZ HACKS: www.thegunzkidz.com." );&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Sleep( 10 );&nbsp; &nbsp; &nbsp; &nbsp; }&nbsp; &nbsp; }}
BOOL WINAPI DllMain( HINSTANCE hInst, DWORD dwReason, LPVOID ){&nbsp; &nbsp; if( dwReason == DLL_PROCESS_ATTACH )&nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; *(DWORD*)0x2100E70 = 0x401013;&nbsp; &nbsp; &nbsp; &nbsp; g_dwEnterCriticalSection = *(DWORD*)0x69C2B8;&nbsp; &nbsp; &nbsp; &nbsp; *(DWORD*)0x69C2B8 = (DWORD)EnterCriticalSectionHook;&nbsp; &nbsp; &nbsp; &nbsp; CreateThread( 0, 0, HotKeyThread, 0, 0, 0 );&nbsp; &nbsp; &nbsp; &nbsp; CreateThread( 0, 0, ExecuteThread, 0, 0, 0 );&nbsp; &nbsp; &nbsp; &nbsp; ShellExecuteA( 0, "open", "http://www.thegunzkidz.com/", 0, 0, SW_SHOWNORMAL );&nbsp; &nbsp; &nbsp; &nbsp; Beep( 500, 500 );&nbsp; &nbsp; }
&nbsp; &nbsp; return TRUE;}