Dying Light Cheat Table - Teleporter

Dying Light Cheat Table - Teleporter 2020-07-27

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Dying Light is a survival horror video game developed by Techland. The game development began in early 2012 and was successfully released by 2015. Soon after the release, the game received positive reviews and praises due to its unique selling points that include combats, graphics, navigation, and co-operative multiplayer mode.

The game location features an open-world environment called ‘Harran’ later in the game second area unfolds named ‘Old Town’. Player then wander in these lands of zombies, the land of the dead, where he can perform multiple actions and stunts such as climbing up the buildings, jumping, sliding and the most exciting of these all zip lining to travel the maximum. As the player roams around the city he can utilize his survival sense to unlock chests of treasure or he can also pick various collectibles that can be used in-game to survive longer.

Dying Light fascinates teenagers the most as it offers a unique blend of flight and fight. However, you don’t need to run you can always fight if you have Dying Light cheat table by your side.

Let everybody know that you are not a quitter when you enter a battleground you always win be it by hook or by crook. These hacks are specially drafted to meet the needs of players just think of it and it has it. Don’t believe me? Have a look for yourself download it immediately and gain access to teleport, you can even save, load, and undo position by using this Dying Light trainer table. Isn’t it the best of best, make yourself look smarter than your mates and enemies, only a gamer can think of cheats and utilizing them to make them unbeatable in the game. Yes, you have got the cheats and no one can stop you from winning.

You can download the cheat table by clicking the green button at the top right of the page.

Dying Light Cheat Table - Teleporter
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Cheat Trainer Features
  • Teleporter
Cheat Engine Scripts
Teleporter Script:
[ENABLE]
aobscanmodule(_TeleportCode,engine_x64_rwdi.dll,F3 0F 58 83 C4 00 00 00 48)
aobscanmodule(_GetWaypointCoord,gamedll_x64_rwdi.dll,F3 0F 10 83 38 08 00 00 F3)
alloc(teleportmem,$1000,engine_x64_rwdi.dll)
alloc(newmem,$1000,gamedll_x64_rwdi.dll)
registersymbol(z_coord)
registersymbol(x_coord)
registersymbol(y_coord)
registersymbol(z_coord_undo)
registersymbol(x_coord_undo)
registersymbol(y_coord_undo)
registersymbol(s_enable)
registersymbol(l_enable)
registersymbol(u_enable)
Registersymbol(_TeleportCode)
Registersymbol(_GetWayPointCoord_X)
Registersymbol(_GetWayPointCoord_Y)
Registersymbol(_GetWayPointCoord_Z)
registersymbol(_GetWaypointCoord)
Registersymbol(_WriteWayPointCoordsToPlayerLocation)

alloc(s_enable,4)
alloc(l_enable,4)
alloc(u_enable,4)
alloc(z_coord,4)
alloc(x_coord,4)
alloc(y_coord,4)
alloc(z_coord_undo,4)
alloc(x_coord_undo,4)
alloc(y_coord_undo,4)
alloc(_GetWayPointCoord_X,4)
alloc(_GetWayPointCoord_Y,4)
alloc(_GetWayPointCoord_Z,4)
alloc(_WriteWayPointCoordsToPlayerLocation,4)

label(returnteleport)
label(originalcodeteleport)
label(exitteleport)
label(save_coord)
label(load_coord)
label(undo_coord)
label(returnhere)
label(originalcode)
label(exit)
label(WriteWayPointCoordsToPlayerLocation)

newmem: //this is allocated memory, you have read,write,execute access
movss xmm12,[rbx+00000838]
movss [_GetWayPointCoord_X],xmm12
movss xmm12,[rbx+0000083C]
movss [_GetWayPointCoord_Y],xmm12
movss xmm12,[rbx+00000840]
movss [_GetWayPointCoord_Z],xmm12

originalcode:
movss xmm0,[rbx+00000838]
exit:
jmp returnhere



teleportmem:
cmp [s_enable],1
je save_coord
cmp [l_enable],1
je load_coord
cmp [u_enable],1
je undo_coord
cmp [_WriteWayPointCoordsToPlayerLocation],1
je WriteWayPointCoordsToPlayerLocation
jmp originalcodeteleport

save_coord:
mov [s_enable],0
cmp r9,0
jne originalcodeteleport
movss xmm12,[rbx+BC] // Save Value of X-Coordinate into xmm12
movss [x_coord],xmm12// Load Value of xmm12 into x_coord
movss xmm12,[rbx+C0] // Save Value of Z-Coordinate into xmm12
movss [z_coord],xmm12// Load Value of xmm12 into z_coord
movss xmm12,[rbx+C4] // Save Value of Y-Coordinate into xmm12
movss [y_coord],xmm12// Load Value of xmm12 into y_coord
jmp originalcodeteleport

load_coord:
mov [l_enable],0
cmp [z_coord],0
je originalcodeteleport
cmp r9,0
jne originalcodeteleport
// Save current Player position again for UNDO TELEPORT
movss xmm12,[rbx+BC] // Save Value of X-Coordinate into xmm12
movss [x_coord_undo],xmm12// Load Value of xmm12 into x_coord_undo
movss xmm12,[rbx+C0] // Save Value of Z-Coordinate into xmm12
movss [z_coord_undo],xmm12// Load Value of xmm12 into z_coord_undo
movss xmm12,[rbx+C4] // Save Value of Y-Coordinate into xmm12
movss [y_coord_undo],xmm12// Load Value of xmm12 into y_coord_undo

// Load last saved Player Position
movss xmm12,[x_coord]
movss [rbx+BC],xmm12
movss xmm12,[z_coord]
movss [rbx+C0],xmm12
movss xmm12,[y_coord]
movss [rbx+C4],xmm12
jmp originalcodeteleport


undo_coord:
mov [l_enable],0
mov [s_enable],0
mov [u_enable],0
cmp [z_coord_undo],0
je originalcodeteleport
cmp r9,0
jne originalcodeteleport
// Do undo teleportation here
movss xmm12,[x_coord_undo]
movss [rbx+BC],xmm12
movss xmm12,[z_coord_undo]
movss [rbx+C0],xmm12
movss xmm12,[y_coord_undo]
movss [rbx+C4],xmm12
jmp originalcodeteleport


///////////////TELEPORT TO WAYPOiNT//////////////
WriteWayPointCoordsToPlayerLocation:
mov byte ptr [_WriteWayPointCoordsToPlayerLocation],0
cmp r9,0
jne originalcodeteleport
// Save current Player position again for UNDO TELEPORT
movss xmm12,[rbx+BC] // Save Value of X-Coordinate into xmm12
movss [x_coord_undo],xmm12// Load Value of xmm12 into x_coord_undo
movss xmm12,[rbx+C0] // Save Value of Z-Coordinate into xmm12
movss [z_coord_undo],xmm12// Load Value of xmm12 into z_coord_undo
movss xmm12,[rbx+C4] // Save Value of Y-Coordinate into xmm12
movss [y_coord_undo],xmm12// Load Value of xmm12 into y_coord_undo

// Do Waypoint Teleportation here
movss xmm11,[_GetWayPointCoord_X]
movss [rbx+BC],xmm11
movss xmm11,[_GetWayPointCoord_Y]
movss [rbx+C0],xmm11
movss xmm11,[_GetWayPointCoord_Z]
movss [rbx+C4],xmm11

//Fix teleporting into ground (adds +3.0 to our Up/Down Axis on Teleport)
fld [rbx+C0]
fld1
faddp
fld1
faddp
fld1
faddp
fstp [rbx+C0]
jmp originalcodeteleport



originalcodeteleport:
addss xmm0,[rbx+000000C4]

exitteleport:
jmp returnteleport


_TeleportCode:
jmp teleportmem
nop
nop
nop
returnteleport:

_GetWaypointCoord:
jmp newmem
nop
nop
nop
returnhere:


x_coord:
dd 0
z_coord:
dd 0
y_coord:
dd 0
s_enable:
dd 0
l_enable:
dd 0
x_coord_undo:
dd 0
z_coord_undo:
dd 0
y_coord_undo:
dd 0
u_enable:
dd 0


[DISABLE]
Unregistersymbol(z_coord)
Unregistersymbol(x_coord)
Unregistersymbol(y_coord)
Unregistersymbol(z_coord_undo)
Unregistersymbol(x_coord_undo)
Unregistersymbol(y_coord_undo)
Unregistersymbol(s_enable)
Unregistersymbol(l_enable)
Unregistersymbol(u_enable)
Unregistersymbol(_TeleportCode)
Unregistersymbol(_GetWayPointCoord_X)
Unregistersymbol(_GetWayPointCoord_Y)
Unregistersymbol(_GetWayPointCoord_Z)
Unregistersymbol(_GetWaypointCoord)
Unregistersymbol(_WriteWayPointCoordsToPlayerLocation)

dealloc(z_coord)
dealloc(x_coord)
dealloc(y_coord)
dealloc(z_coord_undo)
dealloc(x_coord_undo)
dealloc(y_coord_undo)
dealloc(s_enable)
dealloc(l_enable)
dealloc(u_enable)
dealloc(teleportmem)
dealloc(_GetWayPointCoord_X)
dealloc(_GetWayPointCoord_Y)
dealloc(_GetWayPointCoord_Z)
dealloc(newmem)
dealloc(_WriteWayPointCoordsToPlayerLocation)


_TeleportCode:
addss xmm0,[rbx+000000C4]

_GetWaypointCoord:
movss xmm0,[rbx+00000838]
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Author
l0wb1t
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Views
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