Download Teleport Hack

  • Thread starter wtlyons
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wtlyons

Here is a small hack I made. There are many others like this but I figured I would share mine too. Hit F1 to display or stop displaying your players coordinates and rotation.
Hit numpad 7, 8, 9 to save your location and numpad 1, 2, and 3, to teleport to your saved locations (1 goes with 7, 2 goes with 8, 3 goes with 9). The teleport
saves the direction you were looking when you pressed the save key so you don't get teleported facing walls unless you choose to :p Also sorry for sloppy code
I am cleaning it up and this will be a feature in a multi hack I make later on. Thank you to Rake for helping me when needed and guidedhacking in general ;)

links to virus scans: https://www.virustotal.com/en/file/6bcb0b30871311b1431d2d7ce1c23ef29b24ecfd46bc2000b15f77364855764d/analysis/1447469210/

https://virusscan.jotti.org/en-US/filescanjob/wld8l7bpkk



C++:
#include <iostream>
#include <Windows.h>
#include <string>
#include <ctime>
//Function Declerations
void displayCoordinates(HANDLE hProcHandle);

std::string GameStatus;

bool IsGameAvail;
bool UpdateOnNextRun;

/*Teleport feature variables*/
float savedX;	//save set 1
float savedY;
float savedZ;
float savedRotation;

float savedX2;	//save set 2
float savedY2;
float savedZ2;
float savedRotation2;

float savedX3;	//save set 3
float savedY3;
float savedZ3;
float savedRotation3;

DWORD pLocalPlayer = { 0x509B74 };	//local player pointer
DWORD xAxisAddress = 0;	//x axis display variable
DWORD yAxisAddress = 0;	//y axis display variable
DWORD zAxisAddress = 0;	//z axis display variable
DWORD rotation = 0;
DWORD playerObjectAddress = 0;
float xAxisValue = 0;
float yAxisValue = 0;
float zAxisValue = 0;
float rotationValue = 0;
bool displayStatus;
std::string sdisplayStatus;

int main()
{

	HWND hGameWindow = NULL;
	int timeSinceLastUpdate = clock();
	int GameAvailTMR = clock();
	int onePressTMR = clock();
	DWORD dwProcID = NULL;
	HANDLE hProcHandle = NULL;
	UpdateOnNextRun = true;

	while (!GetAsyncKeyState(VK_INSERT))
	{

		if (clock() - GameAvailTMR > 100)
		{
			GameAvailTMR = clock();
			IsGameAvail = false;

			hGameWindow = FindWindowA(NULL, "AssaultCube");
			if (hGameWindow)
			{
				dwProcID = 0;
				GetWindowThreadProcessId(hGameWindow, &dwProcID);
				if (dwProcID != 0)
				{
					if (hProcHandle != NULL)
					{
						CloseHandle(hProcHandle);
					}
					hProcHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, dwProcID);
					if ((hProcHandle == INVALID_HANDLE_VALUE) || (hProcHandle == NULL))
					{
						GameStatus = "Failed To Open Process For Valid Handle";
					}
					else
					{
						GameStatus = "AssaultCube Ready To Hack";
						IsGameAvail = true;
					}

				}
				else
				{
					GameStatus = "Failed To Get Process ID";
				}

			}
			else
			{
				GameStatus = "Failed To Get Process ID";
			}

		}

		if ((UpdateOnNextRun) || (clock() - timeSinceLastUpdate > 100))
		{
			system("cls");
			std::cout << "GAME STATUS: " << GameStatus << std::endl << std::endl;
			std::cout << "[F1] Display Cords: " << sdisplayStatus << std::endl;
			std::cout << "NUMPAD 7, 8, 9 Save Location" << std::endl;
			std::cout << "NUMPAD 1, 2, 3 Teleport to Location" << std::endl << std::endl;
			std::cout << "X: " << xAxisValue << std::endl;
			std::cout << "y: " << yAxisValue << std::endl;
			std::cout << "z: " << zAxisValue << std::endl;
			std::cout << "Rotation: " << rotationValue << std::endl;
			std::cout << "[INSERT] Exit" << std::endl;
			std::cout << std::endl;
			UpdateOnNextRun = false;
			timeSinceLastUpdate = clock();

		}

		if (IsGameAvail)
		{
			displayCoordinates(hProcHandle);
		}


		if (clock() - onePressTMR > 400)
		{
			ReadProcessMemory(hProcHandle, (LPCVOID)pLocalPlayer, &playerObjectAddress, sizeof(playerObjectAddress), NULL);	// get player object address
			
			if (IsGameAvail)
			{
				
				if (GetAsyncKeyState(VK_F1))
				{
					onePressTMR = clock();
					displayStatus = !displayStatus;
					UpdateOnNextRun = true;
					if (displayStatus)
						sdisplayStatus = "ON";
					else
						sdisplayStatus = "OFF";
				}
				if (GetAsyncKeyState(VK_NUMPAD7))	// save location 1
				{
					onePressTMR = clock();
					//save x cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &savedX, sizeof(savedX), NULL);
					//save y cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &savedY, sizeof(savedY), NULL);
					//save z cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x3c), &savedZ, sizeof(savedZ), NULL);
					//rotation
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x40), &savedRotation, sizeof(savedRotation), NULL);
				}
				if (GetAsyncKeyState(VK_NUMPAD8))	// save location 2
				{
					onePressTMR = clock();
					//save x cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &savedX2, sizeof(savedX2), NULL);
					//save y cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &savedY2, sizeof(savedY2), NULL);
					//save z cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x3c), &savedZ2, sizeof(savedZ2), NULL);
					//rotation
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x40), &savedRotation2, sizeof(savedRotation2), NULL);
				}
				if (GetAsyncKeyState(VK_NUMPAD9))	// save location 3
				{
					onePressTMR = clock();
					//save x cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &savedX3, sizeof(savedX2), NULL);
					//save y cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &savedY3, sizeof(savedY2), NULL);
					//save z cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x3c), &savedZ3, sizeof(savedZ2), NULL);
					//rotation
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x40), &savedRotation3, sizeof(savedRotation3), NULL);
				}
				
				
				
				if (GetAsyncKeyState(VK_NUMPAD1))	// teleport to location 1
				{
					onePressTMR = clock();
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &savedX, sizeof(savedX), NULL);	// write x cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &savedY, sizeof(savedY), NULL);	// write y cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x3c), &savedZ, sizeof(savedZ), NULL);	// write z cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x40), &savedRotation, sizeof(savedRotation), NULL);	// write rotation
				}
				if (GetAsyncKeyState(VK_NUMPAD2))	// teleport to location 2
				{
					onePressTMR = clock();
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &savedX2, sizeof(savedX2), NULL);	// write x cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &savedY2, sizeof(savedY2), NULL);	// write y cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x3c), &savedZ2, sizeof(savedZ2), NULL);	// write z cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x40), &savedRotation2, sizeof(savedRotation2), NULL);	// write rotation
				}
				if (GetAsyncKeyState(VK_NUMPAD3))	// teleport to location 3
				{
					onePressTMR = clock();
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &savedX3, sizeof(savedX3), NULL);	// write x cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &savedY3, sizeof(savedY3), NULL);	// write y cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x3c), &savedZ3, sizeof(savedZ3), NULL);	// write z cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x40), &savedRotation3, sizeof(savedRotation3), NULL);	// write rotation
				}

			}
		}
	}
	return ERROR_SUCCESS;


}



void displayCoordinates(HANDLE hProcHandle)
{

	if (displayStatus)
	{
		ReadProcessMemory(hProcHandle, (LPCVOID)pLocalPlayer, &playerObjectAddress, sizeof(playerObjectAddress), NULL);
		
		//X Cord
		xAxisAddress = playerObjectAddress + 0x34;
		ReadProcessMemory(hProcHandle, (LPCVOID)xAxisAddress, &xAxisValue, sizeof(xAxisValue), NULL);

		//Y Cord
		yAxisAddress = playerObjectAddress + 0x38;
		ReadProcessMemory(hProcHandle, (LPCVOID)yAxisAddress, &yAxisValue, sizeof(yAxisValue), NULL);

		//Z Cord
		zAxisAddress = playerObjectAddress + 0x3c;
		ReadProcessMemory(hProcHandle, (LPCVOID)zAxisAddress, &zAxisValue, sizeof(zAxisValue), NULL);

		//Rotation
		rotation = playerObjectAddress + 0x40;
		ReadProcessMemory(hProcHandle, (LPCVOID)rotation, &rotationValue, sizeof(rotationValue), NULL);
	}
}
 

lukaluka

Coder
Meme Tier VIP
Jul 6, 2015
285
1,213
3
Here is a small hack I made. There are many others like this but I figured I would share mine too. Hit F1 to display or stop displaying your players coordinates and rotation.
Hit numpad 7, 8, 9 to save your location and numpad 1, 2, and 3, to teleport to your saved locations (1 goes with 7, 2 goes with 8, 3 goes with 9). The teleport
saves the direction you were looking when you pressed the save key so you don't get teleported facing walls unless you choose to :p Also sorry for sloppy code
I am cleaning it up and this will be a feature in a multi hack I make later on. Thank you to Rake for helping me when needed and guidedhacking in general ;)

links to virus scans: https://www.virustotal.com/en/file/6bcb0b30871311b1431d2d7ce1c23ef29b24ecfd46bc2000b15f77364855764d/analysis/1447469210/

https://virusscan.jotti.org/en-US/filescanjob/wld8l7bpkk



C++:
#include <iostream>
#include <Windows.h>
#include <string>
#include <ctime>
//Function Declerations
void displayCoordinates(HANDLE hProcHandle);

std::string GameStatus;

bool IsGameAvail;
bool UpdateOnNextRun;

/*Teleport feature variables*/
float savedX;	//save set 1
float savedY;
float savedZ;
float savedRotation;

float savedX2;	//save set 2
float savedY2;
float savedZ2;
float savedRotation2;

float savedX3;	//save set 3
float savedY3;
float savedZ3;
float savedRotation3;

DWORD pLocalPlayer = { 0x509B74 };	//local player pointer
DWORD xAxisAddress = 0;	//x axis display variable
DWORD yAxisAddress = 0;	//y axis display variable
DWORD zAxisAddress = 0;	//z axis display variable
DWORD rotation = 0;
DWORD playerObjectAddress = 0;
float xAxisValue = 0;
float yAxisValue = 0;
float zAxisValue = 0;
float rotationValue = 0;
bool displayStatus;
std::string sdisplayStatus;

int main()
{

	HWND hGameWindow = NULL;
	int timeSinceLastUpdate = clock();
	int GameAvailTMR = clock();
	int onePressTMR = clock();
	DWORD dwProcID = NULL;
	HANDLE hProcHandle = NULL;
	UpdateOnNextRun = true;

	while (!GetAsyncKeyState(VK_INSERT))
	{

		if (clock() - GameAvailTMR > 100)
		{
			GameAvailTMR = clock();
			IsGameAvail = false;

			hGameWindow = FindWindowA(NULL, "AssaultCube");
			if (hGameWindow)
			{
				dwProcID = 0;
				GetWindowThreadProcessId(hGameWindow, &dwProcID);
				if (dwProcID != 0)
				{
					if (hProcHandle != NULL)
					{
						CloseHandle(hProcHandle);
					}
					hProcHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, dwProcID);
					if ((hProcHandle == INVALID_HANDLE_VALUE) || (hProcHandle == NULL))
					{
						GameStatus = "Failed To Open Process For Valid Handle";
					}
					else
					{
						GameStatus = "AssaultCube Ready To Hack";
						IsGameAvail = true;
					}

				}
				else
				{
					GameStatus = "Failed To Get Process ID";
				}

			}
			else
			{
				GameStatus = "Failed To Get Process ID";
			}

		}

		if ((UpdateOnNextRun) || (clock() - timeSinceLastUpdate > 100))
		{
			system("cls");
			std::cout << "GAME STATUS: " << GameStatus << std::endl << std::endl;
			std::cout << "[F1] Display Cords: " << sdisplayStatus << std::endl;
			std::cout << "NUMPAD 7, 8, 9 Save Location" << std::endl;
			std::cout << "NUMPAD 1, 2, 3 Teleport to Location" << std::endl << std::endl;
			std::cout << "X: " << xAxisValue << std::endl;
			std::cout << "y: " << yAxisValue << std::endl;
			std::cout << "z: " << zAxisValue << std::endl;
			std::cout << "Rotation: " << rotationValue << std::endl;
			std::cout << "[INSERT] Exit" << std::endl;
			std::cout << std::endl;
			UpdateOnNextRun = false;
			timeSinceLastUpdate = clock();

		}

		if (IsGameAvail)
		{
			displayCoordinates(hProcHandle);
		}


		if (clock() - onePressTMR > 400)
		{
			ReadProcessMemory(hProcHandle, (LPCVOID)pLocalPlayer, &playerObjectAddress, sizeof(playerObjectAddress), NULL);	// get player object address
			
			if (IsGameAvail)
			{
				
				if (GetAsyncKeyState(VK_F1))
				{
					onePressTMR = clock();
					displayStatus = !displayStatus;
					UpdateOnNextRun = true;
					if (displayStatus)
						sdisplayStatus = "ON";
					else
						sdisplayStatus = "OFF";
				}
				if (GetAsyncKeyState(VK_NUMPAD7))	// save location 1
				{
					onePressTMR = clock();
					//save x cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &savedX, sizeof(savedX), NULL);
					//save y cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &savedY, sizeof(savedY), NULL);
					//save z cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x3c), &savedZ, sizeof(savedZ), NULL);
					//rotation
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x40), &savedRotation, sizeof(savedRotation), NULL);
				}
				if (GetAsyncKeyState(VK_NUMPAD8))	// save location 2
				{
					onePressTMR = clock();
					//save x cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &savedX2, sizeof(savedX2), NULL);
					//save y cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &savedY2, sizeof(savedY2), NULL);
					//save z cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x3c), &savedZ2, sizeof(savedZ2), NULL);
					//rotation
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x40), &savedRotation2, sizeof(savedRotation2), NULL);
				}
				if (GetAsyncKeyState(VK_NUMPAD9))	// save location 3
				{
					onePressTMR = clock();
					//save x cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &savedX3, sizeof(savedX2), NULL);
					//save y cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &savedY3, sizeof(savedY2), NULL);
					//save z cord
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x3c), &savedZ3, sizeof(savedZ2), NULL);
					//rotation
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x40), &savedRotation3, sizeof(savedRotation3), NULL);
				}
				
				
				
				if (GetAsyncKeyState(VK_NUMPAD1))	// teleport to location 1
				{
					onePressTMR = clock();
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &savedX, sizeof(savedX), NULL);	// write x cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &savedY, sizeof(savedY), NULL);	// write y cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x3c), &savedZ, sizeof(savedZ), NULL);	// write z cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x40), &savedRotation, sizeof(savedRotation), NULL);	// write rotation
				}
				if (GetAsyncKeyState(VK_NUMPAD2))	// teleport to location 2
				{
					onePressTMR = clock();
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &savedX2, sizeof(savedX2), NULL);	// write x cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &savedY2, sizeof(savedY2), NULL);	// write y cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x3c), &savedZ2, sizeof(savedZ2), NULL);	// write z cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x40), &savedRotation2, sizeof(savedRotation2), NULL);	// write rotation
				}
				if (GetAsyncKeyState(VK_NUMPAD3))	// teleport to location 3
				{
					onePressTMR = clock();
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &savedX3, sizeof(savedX3), NULL);	// write x cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &savedY3, sizeof(savedY3), NULL);	// write y cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x3c), &savedZ3, sizeof(savedZ3), NULL);	// write z cord
					WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x40), &savedRotation3, sizeof(savedRotation3), NULL);	// write rotation
				}

			}
		}
	}
	return ERROR_SUCCESS;


}



void displayCoordinates(HANDLE hProcHandle)
{

	if (displayStatus)
	{
		ReadProcessMemory(hProcHandle, (LPCVOID)pLocalPlayer, &playerObjectAddress, sizeof(playerObjectAddress), NULL);
		
		//X Cord
		xAxisAddress = playerObjectAddress + 0x34;
		ReadProcessMemory(hProcHandle, (LPCVOID)xAxisAddress, &xAxisValue, sizeof(xAxisValue), NULL);

		//Y Cord
		yAxisAddress = playerObjectAddress + 0x38;
		ReadProcessMemory(hProcHandle, (LPCVOID)yAxisAddress, &yAxisValue, sizeof(yAxisValue), NULL);

		//Z Cord
		zAxisAddress = playerObjectAddress + 0x3c;
		ReadProcessMemory(hProcHandle, (LPCVOID)zAxisAddress, &zAxisValue, sizeof(zAxisValue), NULL);

		//Rotation
		rotation = playerObjectAddress + 0x40;
		ReadProcessMemory(hProcHandle, (LPCVOID)rotation, &rotationValue, sizeof(rotationValue), NULL);
	}
}
Nice Source, How You Use The ReadProcessMemory ?.
ReadProcessMemory Is Suck For Me.
I can hack game, but if i use ReadProcessMemory Function, The hack Is not effect.
 
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