ShadowFon 1
ShadowFon
D 1
delimuratt
PrimeAC 1
PrimeAC
noisiv 1
noisiv
Manwe Work 1
Manwe Work
Best Studio 2
Best Studio
kralhakan2009 1
kralhakan2009
Vahsi Uzman 1
Vahsi Uzman
romegames 1
romegames
Bvural41 1
Bvural41
BlackFullMoon 1
BlackFullMoon
Hikaye Ekle
Reklam vermek için turkmmo@gmail.com

Aimbot Hack .dll yapmak!

  • Konuyu başlatan Konuyu başlatan K0MUT4N
  • Başlangıç tarihi Başlangıç tarihi
  • Cevaplar Cevaplar 2
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Üzgünüz bu konu cevaplar için kapatılmıştır...

K0MUT4N

Level 5
TM Üye
Katılım
15 Tem 2011
Konular
79
Mesajlar
672
Reaksiyon Skoru
53
Altın Konu
0
TM Yaşı
14 Yıl 11 Ay 3 Gün
Başarım Puanı
93
MmoLira
2
DevLira
0
Ticaret - 0%
0   0   0

ROHAN2 WORLD 1-120 TR TİPİ OFFICIAL YOHARA, BALATHOR VE AMON! 80. GÜNÜNDE! +10.000 ONLİNE! HİLE VE BOT %100 ENGELLİ HEMEN TIKLA!

ÇOK KONUŞMADAN KONUYA GEÇMEK İSTİYORUM :)ALIN KODLAR..

=================================================
// Credits
// Call Me Eclipse
// Reunion
// Monkey 666
// More ...
// Etc . can't recall

#define _CRT_SECURE_NO_WARNINGS

#include <windows.h>
#include <iostream>
#include <fstream>
#include <stdio.h>
#include <stdlib.h>
#include <conio.h>
#include <atlbase.h>
#include <atlstr.h>
#include <math.h>
#include <time.h>
#include <psapi.h>

using namespace std;

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

#include <d3d9.h>
#pragma comment(lib, "d3d9.lib")

#include <d3dx9.h>
#pragma comment(lib, "d3dx9.lib")

//================================================== ===================================

const BYTE bMaroon[60] =
{
0x42, 0x4D, 0x3C, 0x00,0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x36, 0x00,
0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01,0x00,
0x00, 0x00, 0x01, 0x00, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00,
0x12, 0x0B, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x15, 0x00, 0x88, 0x00, 0x00, 0x00
};

const BYTE bOrange[60] =
{
0x42, 0x4D, 0x3C, 0x00,0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x36, 0x00,
0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01,0x00,
0x00, 0x00, 0x01, 0x00, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00,
0x12, 0x0B, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x71, 0xFF, 0x00, 0x00, 0x00
};

const BYTE bBlue[60] =
{
0x42, 0x4D, 0x3C, 0x00,0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x36, 0x00,
0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01,0x00,
0x00, 0x00, 0x01, 0x00, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00,
0x12, 0x0B, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x80, 0x00, 0x00, 0x00, 0x00, 0x00
};

const BYTE bLBlue[60] =
{
0x42, 0x4D, 0x3C, 0x00,0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x36, 0x00,
0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01,0x00,
0x00, 0x00, 0x01, 0x00, 0x20, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00,
0x12, 0x0B, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0x80, 0x00, 0x00, 0x00, 0x00
};

typedef HRESULT (WINAPI* CreateDevice_Prototype) (LPDIRECT3D9, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE9*);
typedef HRESULT (WINAPI* Reset_Prototype) (LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS*);
typedef HRESULT (WINAPI* BeginScene_Prototype) (LPDIRECT3DDEVICE9);
typedef HRESULT (WINAPI* EndScene_Prototype) (LPDIRECT3DDEVICE9);
typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);

CreateDevice_Prototype CreateDevice_Pointer = NULL;
Reset_Prototype Reset_Pointer = NULL;
BeginScene_Prototype BeginScene_Pointer = NULL;
EndScene_Prototype EndScene_Pointer = NULL;
DrawIndexedPrimitive_Prototype DrawIndexedPrimitive_Pointer = NULL;

HRESULT WINAPI Direct3DCreate9_VMTable (VOID);
HRESULT WINAPI CreateDevice_Detour (LPDIRECT3D9, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE9*);
HRESULT WINAPI Reset_Detour (LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS*);
HRESULT WINAPI EndScene_Detour (LPDIRECT3DDEVICE9);
HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);

D3DCOLOR

FontColor = D3DCOLOR_ARGB(150, 20, 20, 20),
ESPColor = D3DCOLOR_ARGB(150, 20, 255, 20),
XHairColor = D3DCOLOR_ARGB(150, 255, 255, 20),
ConsoleColor = D3DCOLOR_ARGB(150, 255, 255, 255),
ConsoleLineColor = D3DCOLOR_ARGB(150, 20, 20, 20),
ConsoleTitleColor = D3DCOLOR_ARGB(150, 255, 255, 255),
WhiteColor = D3DCOLOR_ARGB(255,255,255,255),

*pColor;

LPDIRECT3DSURFACE9

originalSurface = NULL,
originalDStencilSurface = NULL,
NewLSurface = NULL,
NewSurface = NULL;

D3DSURFACE_DESC

originalSurfaceDesc,
originalDepthSurfaceDesc;

LPDIRECT3DTEXTURE9

texMaroon = NULL,
texOrange = NULL,
texBlue = NULL,
texLBlue = NULL;

DWORD

TempX[220] = {NULL},
TempY[220] = {NULL},
color[220] = {NULL},

ColorArray[400000] = {0};

BOOL

TeamUSA = FALSE,
TeamMEC = FALSE,
NotInc = FALSE,
SRGBE = FALSE,
FGE = FALSE,

btKeyProc = FALSE;

UINT

Scale = 0,
XStride = 0,
Radius = 0;

BYTE

InitResources = 0x00,
bIngameDetector = 0x00,
btIngame = 0x00,
Aim_US_MEC = 0x01,

bKeyBstate[256] = {0x00},

btConsole = 0x00,
ConKey = 0x00,
wall = 0x00,
NoFog = 0x00,
AimThru = 0x00,
ColorDetector = 0x00,
AIM = 0x00,
XHair = 0x00,
ESP = 0x00,
bLoad = 0x00,
bInitDX = 0x00;

D3DRECT

rConsole,
rConsoleLine,
rConsoleTitle;

D3DVIEWPORT9
Viewport;

ID3DXBuffer
*MyBuffer = NULL;

ID3DXFont
* pFont = NULL;

ID3DXLine
* pLine = NULL;

HHOOK
KeyHook;

D3DXVECTOR2

LineX[1024],
Line[2],
LineA[2],
LineB[2];

RECT
rFont;

HANDLE
hProc;

D3DLOCKED_RECT
LOCKEDRECT;

LPBYTE
pBits = NULL;

POINT
AimAt[400000] = {-1};

LPDIRECT3DPIXELSHADER9

shadecolor[220] = {NULL},
OriginalShaders = NULL;

char

MyShader [MAX_PATH],
ConBuffer [MAX_PATH],
DLL_PATH [MAX_PATH],
chConsole [MAX_PATH],
chCvars [512];

float

Step = 0.0f,
circ1 = 0.0f,
circ2 = 0.0f,
circ3 = 0.0f,
circ4 = 0.0f,

View = 1.0f;

int

FOV = 0,
Count = 0,
FirstPos = 0,
LastPos = 0,
NumberOfObjects = 0,
NumberOfShaders = 0,
BITSPERPIXEL = 32;

BOOL __stdcall Save( );
BOOL __stdcall Load( );

LRESULT CALLBACK KeyProc
(int code,WPARAM wParam,LPARAM lParam);

int __stdcall GetDistance
( long x1, long x2, long y1, long y2 );

DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtension Repatching(LPVOID);
PDWORD Direct3D_VMTable = NULL;

//================================================== ===================================

BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved)
{
if(dwReason == DLL_PROCESS_ATTACH)
{
DisableThreadLibraryCalls(hinstModule);

GetModuleFileNameA(hinstModule, DLL_PATH, MAX_PATH);
DLL_PATH[strlen(DLL_PATH)-3] = 0;
strcat(DLL_PATH, "ini");

ConKey = (BYTE)VkKeyScan('`');

if(Direct3DCreate9_VMTable() == D3D_OK){
return TRUE;
}
}

return FALSE;
}

//================================================== ===================================

HRESULT WINAPI Direct3DCreate9_VMTable(VOID)
{
LPDIRECT3D9 Direct3D_Object = Direct3DCreate9(D3D_SDK_VERSION);

if(Direct3D_Object == NULL)
return D3DERR_INVALIDCALL;

Direct3D_VMTable = (PDWORD)*(PDWORD)Direct3D_Object;
Direct3D_Object->Release();

DWORD dwProtect;

if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
{
*(PDWORD)&CreateDevice_Pointer = Direct3D_VMTable[16];
*(PDWORD)&Direct3D_VMTable[16] = (DWORD)CreateDevice_Detour;

if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), dwProtect, &dwProtect) == 0)
return D3DERR_INVALIDCALL;
}
else
return D3DERR_INVALIDCALL;

return D3D_OK;
}

//================================================== ===================================

HRESULT WINAPI CreateDevice_Detour(LPDIRECT3D9 Direct3D_Object, UINT Adapter, D3DDEVTYPE DeviceType, HWND FocusWindow,
DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* PresentationParameters,
LPDIRECT3DDEVICE9* Returned_Device_Interface)
{
HRESULT Returned_Result = CreateDevice_Pointer(Direct3D_Object, Adapter, DeviceType, FocusWindow, BehaviorFlags,
PresentationParameters, Returned_Device_Interface);

DWORD dwProtect;

if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
{
*(PDWORD)&Direct3D_VMTable[16] = *(PDWORD)&CreateDevice_Pointer;
CreateDevice_Pointer = NULL;

if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), dwProtect, &dwProtect) == 0)
return D3DERR_INVALIDCALL;
}
else
return D3DERR_INVALIDCALL;

if(Returned_Result == D3D_OK)
{
Direct3D_VMTable = (PDWORD)*(PDWORD)*Returned_Device_Interface;

*(PDWORD)&Reset_Pointer = (DWORD)Direct3D_VMTable[16];
*(PDWORD)&BeginScene_Pointer = (DWORD)Direct3D_VMTable[41];
*(PDWORD)&EndScene_Pointer = (DWORD)Direct3D_VMTable[42];
*(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable[82];

if(CreateThread(NULL, 0, VirtualMethodTableRepatchingLoopToCounterExtension Repatching, NULL, 0, NULL) == NULL)
return D3DERR_INVALIDCALL;
}

return Returned_Result;
}

//================================================== ===================================

HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE9 Device_Interface,
D3DPRESENT_PARAMETERS* PresentationParameters)
{

if( texOrange )
if(texOrange->Release() == S_OK)
texOrange = NULL;

if( texMaroon )
if(texMaroon->Release() == S_OK)
texMaroon = NULL;

if( texBlue )
if(texBlue->Release() == S_OK)
texBlue = NULL;

if( texLBlue )
if(texLBlue->Release() == S_OK)
texLBlue = NULL;

if( pFont )
if(pFont->Release() == S_OK)
pFont = NULL;

if( pLine )
if(pLine->Release() == S_OK)
pLine = NULL;

if( NewSurface )
if(NewSurface->Release() == S_OK)
NewSurface = NULL;

if( NewLSurface )
if(NewLSurface->Release() == S_OK)
NewLSurface = NULL;

if( originalSurface )
if(originalSurface->Release() == S_OK)
originalSurface = NULL;

if( originalDStencilSurface )
if(originalDStencilSurface->Release() == S_OK)
originalDStencilSurface = NULL;

if( OriginalShaders )
if(OriginalShaders->Release() == S_OK)
OriginalShaders = NULL;

for( int x = 0;x < NumberOfObjects;x++ )
if( shadecolor[x] )
if(shadecolor[x]->Release() == S_OK)
shadecolor[x] = NULL;

InitResources = 0x00;

return Reset_Pointer(Device_Interface, PresentationParameters);
}

//================================================== ===================================

HRESULT WINAPI BeginScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)
{
Device_Interface->GetViewport( &Viewport );

if( !bLoad && btIngame ){
Load();
bLoad = 0x01;
}

if( bIngameDetector )
btIngame = 0x01;
else
btIngame = 0x00;

if( !InitResources ){

/* Create Textures */
D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bOrange, 60, &texOrange);
D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bMaroon, 60, &texMaroon);
D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bBlue, 60, &texBlue);
D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bLBlue, 60, &texLBlue);

/* Create font */
D3DXCreateFont(Device_Interface, 14,0, FW_BOLD, 0, FALSE,DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,TEXT("Cambria"), &pFont );

/* Create a line */
D3DXCreateLine( Device_Interface, &pLine );
pLine->SetAntialias( TRUE );
pLine->SetWidth( 2.0f );

/* Get Original Rendertarget Data */
Device_Interface->GetRenderTarget( 0,&originalSurface );
originalSurface->GetDesc( &originalSurfaceDesc );

if( originalSurface )
if(originalSurface->Release() == S_OK)
originalSurface = NULL;

/* Set The Default Radius */
Radius = Viewport.Width/8;

/* Screen size difference */
Scale = (UINT)(Viewport.Width/400);

/* Create Small RenderTarget */
Device_Interface->CreateRenderTarget( (UINT)(Viewport.Width/Scale),
(UINT)(Viewport.Height/Scale), D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0,TRUE, &NewSurface, NULL);

/* Create Large RenderTarget */
Device_Interface->CreateRenderTarget((UINT)Viewport.Width,
(UINT)Viewport.Height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE,
0, TRUE, &NewLSurface, NULL);

/* Create Shaders */
NumberOfShaders = 0;
for(int x = 1;x < 7;x++)
{
for(int y = 1;y < 7;y++)
{
for(int z = 1;z < 7;z++)
{
MyBuffer = NULL;

sprintf( MyShader, "ps.1.1\ndef c0, %f, %f, %f, %f\nmov r0,c0",
(float)((float)x*(float)40)/(float)255, (float)((float)y*(float)40)/(float)255,
(float)((float)z*(float)40)/(float)255,(float) (float)255/(float)255 );

D3DXAssembleShader( MyShader, sizeof( MyShader ), NULL, NULL, 0, &MyBuffer , NULL );

Device_Interface->CreatePixelShader((const DWORD*)MyBuffer ->GetBufferPointer(), &shadecolor[NumberOfShaders]);

color[NumberOfShaders] = (DWORD)D3DXCOLOR((float)((float)x*(float)40)/(float)255,
(float)((float)y*(float)40)/(float)255, (float)((float)z*(float)40)/(float)255,
(float) ((float)255/(float)255));

NumberOfShaders++;
}
}
}

/* Initialize StretchRect */
Device_Interface->StretchRect( NewLSurface, NULL,
NewSurface, NULL, D3DTEXF_NONE );

InitResources = 0x01;
}

/* Set The FOV */
FOV = GetDistance( Radius + Viewport.Width/2, Viewport.Width/2, 0, 0 );

/* Circle drawing */
Step = 3.14159265f * 2.0f / (float)(Radius/2);

Count = 0;

for (float index=0; index < 3.14159265 *2.0; index += Step)
{
circ1 = (float)Radius * cos(index) + (float)(Viewport.Width/2);
circ2 = (float)Radius * sin(index) + (float)(Viewport.Height/2);
circ3 = (float)Radius * cos(index+Step) + (float)(Viewport.Width/2);
circ4 = (float)Radius * sin(index+Step) + (float)(Viewport.Height/2);
LineX[Count].x = circ1;
LineX[Count].y = circ2;
LineX[Count+1].x = circ3;
LineX[Count+1].y = circ4;
Count += 2;
}

/* SetWindowHookEx */
if( !btKeyProc ){
DWORD ThdID = GetCurrentThreadId();
KeyHook = SetWindowsHookExA(WH_KEYBOARD,&KeyProc,0,ThdID);
btKeyProc = 0x01;
}

bIngameDetector = 0x00;
NumberOfObjects = 0;

return BeginScene_Pointer(Device_Interface);
}

//================================================== ===================================

BOOL __stdcall DrawConsole( LPDIRECT3DDEVICE9 Device_Interface )
{
if( btConsole && btIngame )
{
rConsole.x1 = (Viewport.Width/2) - (Viewport.Width/4);
rConsole.y1 = (Viewport.Height/2) - (Viewport.Height/8);
rConsole.x2 = (Viewport.Width/2) + (Viewport.Width/4);
rConsole.y2 = (Viewport.Height/2) + (Viewport.Height/4);

rFont.left = rConsole.x1 + 10;
rFont.top = rConsole.y2 - 18;
rFont.right = rConsole.x2;
rFont.bottom = rConsole.y2;

rConsoleLine.x1 = rConsole.x1;
rConsoleLine.y1 = rFont.top - 6;
rConsoleLine.x2 = rConsole.x2;
rConsoleLine.y2 = rFont.top - 5;

rConsoleTitle.x1 = rConsole.x1;
rConsoleTitle.y1 = rConsole.y1 - 18;
rConsoleTitle.x2 = rConsole.x2;
rConsoleTitle.y2 = rConsole.y1;

Device_Interface->Clear( 1, &rConsole, D3DCLEAR_TARGET,
ConsoleColor, 0, 0 );

Device_Interface->Clear( 1, &rConsoleLine, D3DCLEAR_TARGET,
ConsoleLineColor, 0, 0 );

Device_Interface->Clear( 1, &rConsoleTitle, D3DCLEAR_TARGET,
ConsoleTitleColor, 0, 0 );

rConsoleLine.x1 = rConsole.x1;
rConsoleLine.y1 = rConsole.y1;
rConsoleLine.x2 = rConsole.x2;
rConsoleLine.y2 = rConsole.y1 + 1;

Device_Interface->Clear( 1, &rConsoleLine, D3DCLEAR_TARGET,
ConsoleLineColor, 0, 0 );

pFont->DrawTextA(NULL, (LPCSTR)chConsole, -1, &rFont, DT_LEFT, FontColor);

rFont.top = rConsoleTitle.y1 + 2;
rFont.bottom = rConsoleTitle.y2;

char chTitle[] = "CONSOLE";

pFont->DrawTextA(NULL, (LPCSTR)chTitle, -1, &rFont, DT_LEFT, FontColor);

char chUCFORUM[] = "UCFORUM D3D PROGRAMMING";

rFont.top = rConsole.y2 - 38;
rFont.bottom = rConsole.y2 - 24;

pFont->DrawTextA(NULL, (LPCSTR)chUCFORUM, -1, &rFont, DT_LEFT, FontColor);

char chAim_US_MEC[4];

if( Aim_US_MEC )
sprintf( chAim_US_MEC, "US" );
else
sprintf( chAim_US_MEC, "MEC" );

sprintf( chCvars, \
"CVARS 0/1\n\n" \
"WALL %i\n" \
"NOFOG %i\n" \
"FOV %i\n" \
"AIM %i\n" \
"AIMTHRU %i\n" \
"ESP %i\n" \
"AIM @ %s\n" \
"SAVE\n" \
"LOAD\n" \
,wall,NoFog,FOV,AIM,AimThru,ESP,chAim_US_MEC );

rFont.top = rConsole.y1 + 14;
rFont.bottom = rConsole.y2;

pFont->DrawTextA(NULL, (LPCSTR)chCvars, -1, &rFont, DT_LEFT, FontColor);

}

return TRUE;

}
//================================================== ===================================

int __stdcall GetDistance( long x1, long x2, long y1, long y2 )
{
long ResA = (x1 - x2) * (x1 - x2);

long ResB = (y1 - y2) * (y1 - y2);

double ResC = (double)(ResA + ResB);

return (int)sqrt( ResC );
}

//================================================== ===================================

HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)
{
DrawConsole( Device_Interface );

/* // View NewLSuface
RECT rectx;
rectx.left = Viewport.Width - (Viewport.Width/4);
rectx.top = 0;
rectx.right = Viewport.Width;
rectx.bottom = (Viewport.Height/4);

Device_Interface->GetRenderTarget( 0,&originalSurface );

Device_Interface->StretchRect( NewLSurface, NULL,
originalSurface, &rectx, D3DTEXF_NONE );

if( originalSurface ){
originalSurface->Release();
originalSurface = NULL;
}*/

int PixelCtr = 0;
POINT ClosestTarget;
ClosestTarget.x = -1;
ClosestTarget.y = -1;

/* Lock the small rendertarget to get 2d coords . auto edge included . */
if( NumberOfObjects > 0 && btIngame )
{
Device_Interface->StretchRect( NewLSurface, NULL,
NewSurface, NULL, D3DTEXF_NONE );
}

/* Draw Crosshair */
if( !btConsole && XHair && btIngame ){

int Len = 15;

Line[0].x = (float)((Viewport.Width/2));
Line[0].y = (float)((Viewport.Height/2) - Len);
Line[1].x = (float)((Viewport.Width/2));
Line[1].y = (float)((Viewport.Height/2) + Len);
pLine->Begin();
pLine->Draw(Line,2,XHairColor);
pLine->End();

Line[0].x = (float)((Viewport.Width/2) - Len);
Line[0].y = (float)((Viewport.Height/2));
Line[1].x = (float)((Viewport.Width/2) + Len);
Line[1].y = (float)((Viewport.Height/2));
pLine->Begin();
pLine->Draw(Line,2,XHairColor);
pLine->End();
}

/* Draw Circle */
if( FOV > 0 && !btConsole && btIngame ){
pLine->Begin();
pLine->Draw(LineX,Count,D3DXCOLOR(1.0, 0.0, 0.0, 1.0));
pLine->End();
}

if( NumberOfObjects > 0 && btIngame )
{
if( NewSurface->LockRect( &LOCKEDRECT, NULL,
D3DLOCK_READONLY ) == S_OK )
{
for( long scy = (long)1; scy <= (long)
( Viewport.Height / (int) +Scale ); scy++ )
{
for( long scx = (long)1; scx <= (long)
( Viewport.Width / (int) +Scale); scx++ )
{
AimAt[ PixelCtr ].x = -1;
AimAt[ PixelCtr ].y = -1;
ColorArray[ PixelCtr ] = -1;
pBits = ( LPBYTE ) LOCKEDRECT.pBits;
pBits += ( ( scy * LOCKEDRECT.Pitch )
+ ( scx * ( BITSPERPIXEL / 8 ) ) );
pColor = ( D3DCOLOR* ) pBits;
if( *pColor != NULL )
{
AimAt[ PixelCtr ].x = scx;
AimAt[ PixelCtr ].y = scy;
ColorArray[ PixelCtr ] = *pColor;
if( PixelCtr < 400000 )
PixelCtr++;
}
}
}
NewSurface->UnlockRect( );
}

/* loop through the pixel data to get colors */
int ClosestPosition = 0;

if( FOV )
ClosestPosition = +FOV;
else
ClosestPosition = (int)+Viewport.Width;

for( int i = 0; i < NumberOfObjects; i++ )
{
ColorDetector = 0x00;
TempX = -1;
TempY = -1;
for( int j = 0; j <= PixelCtr; j++ )
{
if( ColorArray[j] == color && !ColorDetector )
{
FirstPos = j;
ColorDetector = 0x01;
}
if( ColorArray[j] == color && ColorDetector )
{
LastPos = j;
}

}
if( ColorDetector )
{
TempX = ( DWORD )( AimAt[FirstPos].x + AimAt[LastPos].x ) / 2;
TempY = ( DWORD )( AimAt[FirstPos].y + AimAt[LastPos].y ) / 2;

TempX *= Scale;
TempY *= Scale;

if( +GetDistance( TempX, Viewport.Width/2, TempY,
Viewport.Height/2 ) < +ClosestPosition ){
ClosestTarget.x = TempX;
ClosestTarget.y = TempY;
}
}
}
}

if( btIngame && NumberOfObjects > 0 )
{
/* Draw esp on all objects */
for( int i = 0; i < NumberOfObjects; i++ )
{
if( TempX != -1 && TempY != -1 && !btConsole && ESP )
{
int Len = 4;

LineA[0].x = (float)(TempX - Len);
LineA[0].y = (float)(TempY - Len);
LineA[1].x = (float)(TempX + Len);
LineA[1].y = (float)(TempY + Len);
pLine->Begin();
pLine->Draw(LineA,2,ESPColor);
pLine->End();

LineB[0].x = (float)(TempX + Len);
LineB[0].y = (float)(TempY - Len);
LineB[1].x = (float)(TempX - Len);
LineB[1].y = (float)(TempY + Len);
pLine->Begin();
pLine->Draw(LineB,2,ESPColor);
pLine->End();
}
}

/* Aim at closest position */
if( ClosestTarget.x != -1 && ClosestTarget.y != -1 && !btConsole && AIM )
{

POINT Target;
if((DWORD)ClosestTarget.x > (Viewport.Width/2)){
Target.x = ClosestTarget.x - (Viewport.Width/2);
Target.x /= 4;
Target.x = +Target.x;
}

if((DWORD)ClosestTarget.x < (Viewport.Width/2)){
Target.x = (Viewport.Width/2) - ClosestTarget.x;
Target.x /= 4;
Target.x = -Target.x;
}

if((DWORD)ClosestTarget.x == (Viewport.Width/2)){
Target.x = 0;
}

if((DWORD)ClosestTarget.y > (Viewport.Height/2)){
Target.y = ClosestTarget.y - (Viewport.Height/2);
Target.y /= 4;
Target.y = +Target.y;
}

if((DWORD)ClosestTarget.y < (Viewport.Height/2)){
Target.y = (Viewport.Height/2) - ClosestTarget.y;
Target.y /= 4;
Target.y = -Target.y;
}

if((DWORD)ClosestTarget.y == (Viewport.Height/2)){
Target.y = 0;
}

// Use with ingame sensitivity below 1.4 in BF2
if( GetKeyState( VK_XBUTTON1 )<0 )
mouse_event( MOUSEEVENTF_MOVE, Target.x,
Target.y, 0, NULL );
}


/* Clear RenderTarget */
Device_Interface->GetRenderTarget( 0,&originalSurface );
Device_Interface->GetDepthStencilSurface( &originalDStencilSurface );
Device_Interface->SetRenderTarget( 0,NewLSurface );
Device_Interface->SetDepthStencilSurface( originalDStencilSurface );
Device_Interface->Clear( 0, NULL, D3DCLEAR_TARGET , WhiteColor, 0.0f, 0 );
Device_Interface->SetRenderTarget( 0,originalSurface );
Device_Interface->SetDepthStencilSurface( originalDStencilSurface );

if( originalSurface )
if(originalSurface->Release() == S_OK)
originalSurface = NULL;

if( originalDStencilSurface )
if(originalDStencilSurface->Release() == S_OK)
originalDStencilSurface = NULL;

}

return EndScene_Pointer(Device_Interface);
}

//================================================== ===================================

BOOL __stdcall Aimbot(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type,
INT Base, UINT Min, UINT Num, UINT start, UINT prim)
{
/* Filter calls to setrenderstate that distort color (incomplete) */

Device_Interface->GetRenderState( D3DRS_FOGENABLE, reinterpret_cast<DWORD*>(&FGE) );
Device_Interface->GetRenderState( D3DRS_SRGBWRITEENABLE, reinterpret_cast<DWORD*>(&SRGBE) );

/* Switch Rendertarget */
Device_Interface->GetPixelShader( &OriginalShaders );
Device_Interface->GetRenderTarget( 0,&originalSurface );
Device_Interface->GetDepthStencilSurface( &originalDStencilSurface );
Device_Interface->SetRenderTarget( 0,NewLSurface );
Device_Interface->SetDepthStencilSurface( originalDStencilSurface );

Device_Interface->SetRenderState( D3DRS_FOGENABLE, FALSE );
Device_Interface->SetRenderState( D3DRS_SRGBWRITEENABLE, FALSE );

Device_Interface->SetPixelShader( shadecolor[NumberOfObjects] );

if( AimThru ){
Device_Interface->SetRenderState( D3DRS_ZENABLE,D3DZB_FALSE );
DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);
}

Device_Interface->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);

Device_Interface->SetRenderTarget( 0,originalSurface );
Device_Interface->SetDepthStencilSurface( originalDStencilSurface );
Device_Interface->SetPixelShader( OriginalShaders );

Device_Interface->SetRenderState( D3DRS_FOGENABLE, *reinterpret_cast<DWORD*>(&FGE) );
Device_Interface->SetRenderState( D3DRS_SRGBWRITEENABLE, *reinterpret_cast<DWORD*>(&SRGBE) );

if( originalSurface )
if(originalSurface->Release() == S_OK)
originalSurface = NULL;

if( originalDStencilSurface )
if(originalDStencilSurface->Release() == S_OK)
originalDStencilSurface = NULL;

if( OriginalShaders )
if(OriginalShaders->Release() == S_OK)
OriginalShaders = NULL;

if( NumberOfObjects < 216 )
NumberOfObjects++;

return TRUE;
}
//================================================== ===================================

HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type,
INT Base, UINT Min, UINT Num, UINT start, UINT prim)
{
LPDIRECT3DVERTEXBUFFER9 Stream_Data;
UINT Offset = 0;
UINT XStride = 0;

if(Device_Interface->GetStreamSource(0, &Stream_Data, &Offset, &XStride) == D3D_OK)
Stream_Data->Release();

/* Disable ingame fog */
if( NoFog && btIngame ) Device_Interface->SetRenderState( D3DRS_FOGENABLE, FALSE );

/* Detect when ingame */
if( XStride == 52 ) bIngameDetector = 0x01;

/* Monkey BF2 Model Rec */
if( XStride == 52 && btIngame )
{
if( Num == 68|| Num == 70|| Num == 75|| Num == 341|| Num == 361|| Num == 398|| Num == 456|| Num == 480
|| Num == 495|| Num == 549|| Num == 662|| Num == 782|| Num == 1073|| Num == 1270|| Num == 1322|| Num == 1518
|| Num == 2148|| Num == 2240|| Num == 2303|| Num == 2414|| Num == 2675 || Num == 724|| Num == 787|| Num == 842
|| Num == 1158|| Num == 1176|| Num == 1282)
{NotInc = TRUE;}else{NotInc = FALSE;}

if(XStride == 52 && NotInc == FALSE && (Num != 154) && (Num != 1082) && (Num != 1301)
&& (Num != 1046) && (Num != 1321) && (Num != 2523) && (Num != 120) && (Num != 1279)
&& (Num != 1407) && (Num != 248) && (Num != 90) && (Num != 251)
&&(!(XStride==52 && (Num == 1643 && prim == 861) || (Num == 3313 && prim == 2065) || (Num == 306 && prim == 128)
|| (Num == 403 && prim == 153) || (Num == 2910 && prim == 1696) || (Num == 1095 && prim == 631)
|| (Num == 6613 && prim == 4987) || (Num == 953 && prim == 912) || (Num == 2624 && prim == 1682)
|| (Num == 1402 && prim == 721) || (Num == 422 && prim == 160) || (Num == 3480 && prim == 1810)
|| (Num == 1880 && prim == 824) || (Num == 563 && prim == 213) || (Num == 6745 && prim == 4595)
|| (Num == 6602 && prim == 5004)))&&(!(XStride==52 && (Num == 10 && prim == 8)))
&&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384)
|| (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439)
|| (Num == 1407 && prim == 1568))))&&(!(XStride==52 && Num == 68))
&&(!(XStride==52 && (Num == 1073 && prim == 1384) || Num == 1112 || Num == 1045 || Num == 1578))
&&(!(XStride==52 && Num == 2302))&&(!(XStride==52 &&(Num==251 && prim==248)||(Num==248 && prim==248)))
&&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384)
|| (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439) || (Num == 1407 && prim == 1568)))))
{TeamMEC = TRUE;}else{TeamMEC = FALSE;}

if(XStride == 52 && TeamMEC == FALSE && (Num == 68|| Num == 70|| Num == 75|| Num == 341|| Num == 361|| Num == 398|| Num == 456|| Num == 480
|| Num == 495|| Num == 549|| Num == 662|| Num == 782|| Num == 1073|| Num == 1270|| Num == 1322|| Num == 1518
|| Num == 2148|| Num == 2240|| Num == 2303|| Num == 2414|| Num == 2675 || Num == 724|| Num == 787|| Num == 842
|| Num == 1158|| Num == 1176|| Num == 1282) &&
(!(XStride==52 && (Num == 1643 && prim == 861) || (Num == 3313 && prim == 2065) || (Num == 306 && prim == 128)
|| (Num == 403 && prim == 153) || (Num == 2910 && prim == 1696) || (Num == 1095 && prim == 631)
|| (Num == 6613 && prim == 4987) || (Num == 953 && prim == 912) || (Num == 2624 && prim == 1682)
|| (Num == 1402 && prim == 721) || (Num == 422 && prim == 160) || (Num == 3480 && prim == 1810)
|| (Num == 1880 && prim == 824) || (Num == 563 && prim == 213) || (Num == 6745 && prim == 4595)
|| (Num == 6602 && prim == 5004)))&&(!(XStride==52 && (Num == 10 && prim == 8)))
&&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384)
|| (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439)
|| (Num == 1407 && prim == 1568))))&&(!(XStride==52 && Num == 68))
&&(!(XStride==52 && (Num == 1073 && prim == 1384) || Num == 1112 || Num == 1045 || Num == 1578))
&&(!(XStride==52 && Num == 2302))&&(!(XStride==52 &&(Num==251 && prim==248)||(Num==248 && prim==248)))
&&(!(XStride == 52 && (Num == 1322 || Num == 1112 || Num == 1045 || Num == 1578 || (Num == 1073 && prim == 1384)
|| (Num == 1409 && prim == 1581) || (Num == 341 && prim == 200) || (Num == 1321 && prim == 1439) || (Num == 1407 && prim == 1568)))))
{TeamUSA = TRUE;}else{TeamUSA = FALSE;}

/* Draw wallhack and texture chams */
if( ( TeamUSA || TeamMEC ) && wall )
{
if( TeamUSA ){
Device_Interface->SetTexture( 0, texBlue );
Device_Interface->SetTexture( 2, texBlue );
}

if( !TeamUSA ){
Device_Interface->SetTexture( 0, texMaroon );
Device_Interface->SetTexture( 2, texMaroon );
}

Device_Interface->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );
DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);
Device_Interface->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );

if( TeamUSA ){
Device_Interface->SetTexture( 0, texLBlue );
Device_Interface->SetTexture( 2, texLBlue );
}

if( !TeamUSA ){
Device_Interface->SetTexture( 0, texOrange );
Device_Interface->SetTexture( 2, texOrange );
}
}

DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);

/* Call the aimbot function */
if( btIngame )
if(( Aim_US_MEC && TeamUSA ) || ( !Aim_US_MEC && TeamMEC ))
Aimbot( Device_Interface, Type, Base, Min, Num, start, prim );

return S_OK;
}

return DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);
}

//================================================== ===================================

DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtension Repatching(LPVOID Param)
{
UNREFERENCED_PARAMETER(Param);

while(1)
{
Sleep(100);

*(PDWORD)&Direct3D_VMTable[16] = (DWORD)Reset_Detour;
*(PDWORD)&Direct3D_VMTable[41] = (DWORD)BeginScene_Detour;
*(PDWORD)&Direct3D_VMTable[42] = (DWORD)EndScene_Detour;
*(PDWORD)&Direct3D_VMTable[82] = (DWORD)DrawIndexedPrimitive_Detour;
}

return 1;
}

//================================================== ===================================

LRESULT CALLBACK KeyProc(int code,WPARAM wParam,LPARAM lParam)
{
if( code < 0 )
goto EXIT;

if ( (lParam & 0x40000000) && btIngame )
{
switch (wParam)
{
// Reset the console
case VK_DELETE:
btConsole = 0x00;
break;
case VK_INSERT:
case VK_NUMPAD0:
case VK_NUMPAD1:
case VK_NUMPAD2:
default:
break;
}
// Same as Game console key ( ` / ~ ) to prevent input and sync them .
if( wParam == ConKey ){
btConsole = !btConsole;
for( UINT i = 0;i < MAX_PATH;i++)
chConsole = NULL;
return E_FAIL;
}
if( btConsole )
{
if ((wParam==VK_SPACE)||(wParam==VK_RETURN)||(wParam= =VK_BACK)||(wParam>=0x2f ) &&(wParam<=0x100))
{
if (wParam==VK_RETURN)
{
if( !strcmp( "WALL 1", chConsole ) ) wall = 0x01;
if( !strcmp( "NOFOG 1", chConsole ) ) NoFog = 0x01;

if( StrStrA( chConsole, "FOV" ) ) {
char chfov[5] =
{ chConsole[4],chConsole[5],chConsole[6],chConsole[7],0x00 };
int fov = atoi( chfov );
if( fov >= 0 && fov < (int)(+Viewport.Height/2) ) Radius = (UINT)fov;
}
if( !strcmp( "AIM 1", chConsole ) ) AIM = 0x01;
if( !strcmp( "AIMTHRU 1", chConsole ) ) AimThru = 0x01;
if( !strcmp( "XHAIR 1", chConsole ) ) XHair = 0x01;
if( !strcmp( "ESP 1", chConsole ) ) ESP = 0x01;
if( !strcmp( "AIM @ US", chConsole ) ) Aim_US_MEC = 0x01;

if( !strcmp( "SAVE", chConsole ) ) Save( );
if( !strcmp( "LOAD", chConsole ) ) Load( );

if( !strcmp( "WALL 0", chConsole ) ) wall = 0x00;
if( !strcmp( "NOFOG 0", chConsole ) ) NoFog = 0x00;
if( !strcmp( "AIM 0", chConsole ) ) AIM = 0x00;
if( !strcmp( "AIMTHRU 0", chConsole ) ) AimThru = 0x00;
if( !strcmp( "XHAIR 0", chConsole ) ) XHair = 0x00;
if( !strcmp( "ESP 0", chConsole ) ) ESP = 0x00;
if( !strcmp( "AIM @ MEC", chConsole ) ) Aim_US_MEC = 0x00;

for( UINT i = 0;i < MAX_PATH;i++)
chConsole = NULL;

}
else
{
GetKeyboardState( bKeyBstate );
WORD wCharacter;
ToAscii( wParam, NULL, bKeyBstate, &wCharacter, NULL );

UINT Len;

for(Len = 0;Len < MAX_PATH;Len++){
if( chConsole[Len] == NULL )
break;
}

if( Len < MAX_PATH ){
chConsole[Len] = (char)wCharacter;
chConsole[Len+1] = 0x00;
}

}
if (wParam==VK_BACK)
{
UINT Len;

for(Len = 0;Len < MAX_PATH;Len++){
if( chConsole[Len] == NULL )
break;
}

if( Len < MAX_PATH && Len > 0 ){
chConsole[Len] = 0x00;
chConsole[Len-1] = 0x00;
chConsole[Len-2] = 0x00;
}
}
}
}
}

EXIT:

return CallNextHookEx(KeyHook,code,wParam,lParam);
}

//================================================== ===================================

BOOL __stdcall Save( )
{
HANDLE hFile = CreateFileA( DLL_PATH, GENERIC_READ|GENERIC_WRITE,
FILE_SHARE_READ|FILE_SHARE_WRITE, NULL, CREATE_ALWAYS,
FILE_ATTRIBUTE_NORMAL, NULL );

char chCvars[] = "CVARS";
char Buff[2] = {0x00};
char Buffer[5] = {0x00};

_itoa( Radius,Buffer, 10 );

if( wall ) Buff[0] = '1';
else Buff[0] = '0';

WritePrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"WALL", (LPCSTR)&Buff, DLL_PATH );

if( NoFog ) Buff[0] = '1';
else Buff[0] = '0';

WritePrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"NOFOG", (LPCSTR)&Buff, DLL_PATH );

if( AIM ) Buff[0] = '1';
else Buff[0] = '0';

WritePrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"AIM", (LPCSTR)&Buff, DLL_PATH );

WritePrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"FOV", (LPCSTR)&Buffer, DLL_PATH );

if( AimThru ) Buff[0] = '1';
else Buff[0] = '0';

WritePrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"AIMTHRU", (LPCSTR)&Buff, DLL_PATH );

if( XHair ) Buff[0] = '1';
else Buff[0] = '0';

WritePrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"XHAIR", (LPCSTR)&Buff, DLL_PATH );

if( ESP ) Buff[0] = '1';
else Buff[0] = '0';

WritePrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"ESP", (LPCSTR)&Buff, DLL_PATH );

if( Aim_US_MEC ) Buff[0] = '1';
else Buff[0] = '0';

WritePrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"AIM @", (LPCSTR)&Buff, DLL_PATH );

return TRUE;
}

//================================================== ===================================

BOOL __stdcall Load( )
{
char chCvars[] = "CVARS";
char Buff[2] = {0x00};
char Buffer[5] = {0x00};

if( GetPrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"WALL", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)
wall = atoi(Buff);

if( GetPrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"NOFOG", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)
NoFog = atoi(Buff);

if( GetPrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"AIM", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)
AIM = atoi(Buff);

if( GetPrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"FOV", "144", (LPSTR)&Buffer, 5, DLL_PATH ) < 5){
int fov = atoi(Buffer);
if( fov >= 0 && fov < 10000 ) Radius = fov;
}

if( GetPrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"AIMTHRU", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)
AimThru = atoi(Buff);

if( GetPrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"XHAIR", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)
XHair = atoi(Buff);

if( GetPrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"ESP", "0", (LPSTR)&Buff, 2, DLL_PATH ) == 1)
ESP = atoi(Buff);

if( GetPrivateProfileStringA( (LPCSTR)chCvars,
(LPCSTR)"AIMTEAM", "1", (LPSTR)&Buff, 2, DLL_PATH ) == 1)
Aim_US_MEC = atoi(Buff);

return TRUE;
}

//================================================== ===================================


VE .dll YAPMAK!! ßY K0MUT4N FARKIYLA..

-1 . İLK ÖNCE BU KODU KOPYALAYIP NOT DEFTERİNE YAPIŞTIRIYORUZ...
2- . SONRA ÇIKIŞ (X) BASIYORUZ...
3- . (KAYDET) DİYE BİR YER VAR ONUN ÜSTÜNDE *TXT. DİYE YAZI VAR ONUN YERİNE HACKIMIZIN ADINI YAZALIM(AMA SONUNA .dll KOYALIM NOT : .dll BİRLEŞİK)
4- . KOYDUKTAN SONRA ALTTA YER VAR ORAYA TIKLAYIP TÜM DOSYALAR YAPALIM...
5 - . ONDAN SONRA .dll MİZ HAZIR..
6 - . HACK YAPMAK İÇİN BİRAZ ARAŞTIRMA YAPICAM VE SUNUCAM...


ßY K0MUT4N FARKIYLA..
 
Hmm Visual Basicde Denicem Dostum Ama .dll Yaparsan Düzgün Çalışmaz Kodları Visual Basicten Ayarlamak Lazım Sağol Bu Arada
 
Not defteri yazılım programı değil :)
 
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