[Source Code] BlackShot Beta Source For All #

Discussion in 'Soma Accounts - Buy Sell Trade' started by Luffy, 12/15/16.

Thread Status:
Not open for further replies.
  1. Luffy

    Luffy
    Expand Collapse
    High Risk Status: This user has been flagged as high risk due to one or more reasons

    0   0   0

    Offline
    Hi, this is beta source code for all #. Anyway you need an updated address to make Its work. Also this is a simple source, I guess everyone will understand It.

    Ghost Mode:
    Code:
    #define ADR_BASEPOINTER 0x000000 // Updated yourself
    bool Player[5];

    if (GetAsyncKeyState(VK_INSERT) & 1)
    Player[1] = !Player[1];

    if (Player[1])
    {
    *(BYTE*)(*(DWORD*)(ADR_BASEPOINTER) + 0xB8) = 0;//On
    }
    else
    {
    *(BYTE*)(*(DWORD*)(ADR_BASEPOINTER) + 0xB8) = 1;//Off
    }
    Teleport:
    Code:
    #define ADR_POSITIONPOINTER 0x000000 //Updated yourself
    float X[3], Y[3], Z[3];

    if (GetAsyncKeyState(VK_UP)) //Save
    {
    X[0] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x0);
    X[1] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x8);
    Y[0] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x10);
    Y[1] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x18);
    Z[0] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x20);
    Z[1] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x28);
    }

    if (GetAsyncKeyState(VK_RIGHT)) //Load
    {
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x0) = X[0];
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x8) = X[1];
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x10) = Y[0];
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x18) = Y[1];
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x20) = Z[0];
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x28) = Z[1];
    }

    if (GetAsyncKeyState(VK_DOWN)) //Save

    {
    X[2] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x0);
    X[3] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x8);
    Y[2] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x10);
    Y[3] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x18);
    Z[2] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x20);
    Z[3] = *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x28);
    }

    if (GetAsyncKeyState(VK_LEFT)) //Load

    {
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x0) = X[2];
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x8) = X[3];
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x10) = Y[2];
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x18) = Y[3];
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x20) = Z[2];
    *(float*)(*(DWORD*)(ADR_POSITIONPOINTER) + 0x28) = Z[3];
    }
    Fly #:
    Code:
    #define ADR_BASEPOINTER 0x000000 // Updated yourself
    bool Player[5];

    if (GetAsyncKeyState(VK_ADD))
    Player[2] = !Player[2];

    if (Player[2])
    {
    *(BYTE*)(*(DWORD*)(*(DWORD*)(ADR_BASEPOINTER) + 0x3C) + 0x3AF) = 68;
    }
    TeamESP:
    Code:
    #define ADR_BASEPOINTER 0x000000 // Updated yourself
    #define ADR_TESP 0x000000 //Updated yourself
    bool Player[5];

    if (GetAsyncKeyState(VK_HOME) & 1)
    Player[3] = !Player[3];

    if (Player[5])
    {
    *(BYTE*)(*(DWORD*)(ADR_BASEPOINTER) + 0x61) = 0;
    *(BYTE*)(ADR_TESP) = 0;
    if (GetKeyState(VK_LBUTTON) < 0)
    {
    *(BYTE*)(*(DWORD*)(ADR_BASEPOINTER) + 0x61) = 1;
    *(BYTE*)(ADR_TESP) = 1;
    Sleep(1);
    }
    }
    else
    {
    *(BYTE*)(*(DWORD*)(ADR_BASEPOINTER) + 0x61) = 1;
    *(BYTE*)(ADR_TESP) = 1;
    if (GetKeyState(VK_LBUTTON) < 0)
    {
    *(BYTE*)(*(DWORD*)(ADR_BASEPOINTER) + 0x61) = 0;
    *(BYTE*)(ADR_TESP) = 0;
    Sleep(1);
    }
    }
    Infinity Buy Time:
    Code:
    #define ADR_OTHERPOINTER 0x000000 //Updated yourself
    bool UBT = true;

    if (UBT) //Auto On
    {
    *(BYTE*)(*(DWORD*)(ADR_OTHERPOINTER) + 0x124) = 1;
    }
    Anti-Kick:
    Code:
    #define ADR_KICK1 0x000000 // Updated yourself
    #define ADR_KICK2 0x000000 // Updated yourself
    bool Player[5];

    if (GetKeyState(VK_DELETE))
    Player[4] = !Player[4];

    if (Player[4]);
    {
    *(BYTE*)(ADR_KICK1) = 0x85;
    *(BYTE*)(ADR_KICK2) = 0x75;
    Sleep(55);
    *(BYTE*)(ADR_KICK1) = 0x84;
    *(BYTE*)(ADR_KICK2) = 0x74;
    Sleep(5);
    }
    No-Recoil:
    Code:
    #define ADR_WEAPONPOINTER 0x000000 // Updated yourself
    #define MIM 0x000000
    #define OFS_NORECOIL 0x317
    #define WeaponSize 0x220
    bool NoRecoil = true;
    bool MIM = true;

    if (NoRecoil) //Auto On
    {
    for(int i = 0; i <385; i++)
    {
    *(BYTE*)(*(DWORD*)(*(DWORD*)(ADR_WEAPONPOINTER) + OFS_NORECOIL) + (WeaponSize *i)) = 0x65;
    }
    }
    WallHack:
    Code:
    #define DIP_WallHack 0x000000 //Updated yourself
    bool WallHack = true;

    HRESULT WINAPI DrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE A, INT B, UINT C, UINT D, UINT E, UINT F)
    {
    LPDIRECT3DVERTEXBUFFER9 Stream_Data;
    UINT m_Stride; UINT OffsetsInBytes;
    if (pDevice->GetStreamSource(NULL, &Stream_Data, &OffsetsInBytes, &m_Stride) == D3D_OK) { Stream_Data->Release(); }

    if (WallHack) //Auto On
    {
    if ((DWORD)_ReturnAddress() >= DIP_WallHack && (DWORD)_ReturnAddress() <= DIP_WallHack)
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
    oDrawIndexedPrimitive(pDevice, A, B, C, D, E, F);
    pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
    }
    }

    return oDrawIndexedPrimitive(pDevice, A, B, C, D, E, F);
    }
    Credits:
    Luffy
    CyraxSector
    Bryan
    Magal
    Hacker Fail


    There's more source and will updated It soon.
     
    • This user is inactive. Hasn't logged into their account in over 60 days.
Thread Status:
Not open for further replies.