Download Teleport Infront

  • Thread starter wtlyons
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wtlyons

Hi guys I just finished making a teleport hack that teleports you 15 feet in the direction your facing. To use it start the game then hit F2 to teleport. Feel free to change the source code to
change the key-bind or use this in your hack. It will be included in my multi hack I make later on. It works by getting your view angle and solving for the X value using the (sin of the angle) x (travelDistance) then taking that and using Pythagorean Theorem to find the Y axis value. Look through the code and you will see it more in depth! Here is an image of the view angle corresponding
to the x and y axis and might help you get a better understanding of the general concept i used.

https://prntscr.com/92qv9c

Virus Scans: https://www.virustotal.com/en/file/e4717c5a6255c3fe367db3adcc38f52d51ef7f2d6158f3106d9c1bf8fc7b48eb/analysis/1447527258/

https://www.metascan-online.com/#!/results/file/29dbd0b982414dcf8deda68a35730e78/extracted

Here are 2 pictures showing teleporting through a wall
https://prntscr.com/92qjnh
https://prntscr.com/92ql0i

C++:
#include <iostream>
#include <Windows.h>
#include <string>
#include <ctime>
#include <cmath>

#define PI 3.14159265

//Function Declerations
void displayCoordinates(HANDLE hProcHandle);

std::string GameStatus;

bool IsGameAvail;
bool UpdateOnNextRun;

DWORD pLocalPlayer = { 0x509B74 };	//local player pointer
DWORD playerObjectAddress = 0;
float xAxisValue = 0;
float yAxisValue = 0;
float zAxisValue = 0;
float rotationValue = 0;




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 > 5000))
		{
			system("cls");
			std::cout << "GAME STATUS: " << GameStatus << std::endl << std::endl;
			std::cout << "[F2] Teleport" << std::endl;
			std::cout << "[INSERT] Exit" << std::endl;
			std::cout << std::endl;
			UpdateOnNextRun = false;
			timeSinceLastUpdate = clock();

		}

		if (clock() - onePressTMR > 400)
		{
			ReadProcessMemory(hProcHandle, (LPCVOID)pLocalPlayer, &playerObjectAddress, sizeof(playerObjectAddress), NULL);	// get player object address

			if (IsGameAvail)
			{

				if (GetAsyncKeyState(VK_F2))
				{
					float xValue = 0;
					float yValue = 0;
					float travelDistance = 15;
					onePressTMR = clock();
					ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x40), &rotationValue, sizeof(rotationValue), NULL);		//read rotation value

					if (rotationValue == 0)
					{
						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &yAxisValue, sizeof(yAxisValue), NULL);	//reads current y value
						yValue = yAxisValue - travelDistance;
						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &yValue, sizeof(yValue), NULL);	// writes new y position to memory
					}
					if ((rotationValue > 0) && (rotationValue < 90))
					{
						xValue = travelDistance * sin(rotationValue*PI / 180);				//calculates travel distance of x
						yValue = sqrt(abs(pow(travelDistance, 2.0) - pow(xValue, 2.0)));	//calculates travel distance of y

						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &xAxisValue, sizeof(xAxisValue), NULL);	//reads current x value
						xValue = xAxisValue + xValue;	// calculate x teleport position

						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &yAxisValue, sizeof(yAxisValue), NULL);	//reads current y value
						yValue = yAxisValue - yValue;	// calculate y teleport position


						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &xValue, sizeof(xValue), NULL);	//writes new x position to memory
						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &yValue, sizeof(yValue), NULL);	// writes new y position to memory
					}
					if (rotationValue == 90)
					{
						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &xAxisValue, sizeof(xAxisValue), NULL);	//reads current x value
						xValue = xAxisValue + travelDistance;
						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &xValue, sizeof(xValue), NULL);	// writes new x position to memory
					}
					if ((rotationValue > 90) && (rotationValue < 180))
					{
						rotationValue = 180 - rotationValue;
						xValue = travelDistance * sin(rotationValue*PI / 180);				//calculates travel distance of x
						yValue = sqrt(abs(pow(travelDistance, 2.0) - pow(xValue, 2.0)));	//calculates travel distance of y

						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &xAxisValue, sizeof(xAxisValue), NULL);	//reads current x value
						xValue = xAxisValue + xValue;	// calculate x teleport position

						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &yAxisValue, sizeof(yAxisValue), NULL);	//reads current y value
						yValue = yAxisValue + yValue;	// calculate y teleport position


						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &xValue, sizeof(xValue), NULL);	//writes new x position to memory
						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &yValue, sizeof(yValue), NULL);	// writes new y position to memory
					}
					if (rotationValue == 180)
					{
						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &yAxisValue, sizeof(yAxisValue), NULL);	//reads current y value
						yValue = yAxisValue + travelDistance;
						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &yValue, sizeof(yValue), NULL);	// writes new y position to memory
					}
					if ((rotationValue > 180) && (rotationValue < 270))
					{
						rotationValue = rotationValue - 180;
						xValue = travelDistance * sin(rotationValue*PI / 180);				//calculates travel distance of x
						yValue = sqrt(abs(pow(travelDistance, 2.0) - pow(xValue, 2.0)));	//calculates travel distance of y

						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &xAxisValue, sizeof(xAxisValue), NULL);	//reads current x value
						xValue = xAxisValue - xValue;	// calculate x teleport position

						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &yAxisValue, sizeof(yAxisValue), NULL);	//reads current y value
						yValue = yAxisValue + yValue;	// calculate y teleport position


						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &xValue, sizeof(xValue), NULL);	//writes new x position to memory
						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &yValue, sizeof(yValue), NULL);	// writes new y position to memory
					}
					if (rotationValue == 270)
					{
						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &xAxisValue, sizeof(xAxisValue), NULL);	//reads current x value
						xValue = xAxisValue - travelDistance;
						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &xValue, sizeof(xValue), NULL);	// writes new x position to memory
					}
					if ((rotationValue > 270) && (rotationValue < 360))
					{
						rotationValue = 360 - rotationValue;
						xValue = travelDistance * sin(rotationValue*PI / 180);				//calculates travel distance of x
						yValue = sqrt(abs(pow(travelDistance, 2.0) - pow(xValue, 2.0)));	//calculates travel distance of y

						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x34), &xAxisValue, sizeof(xAxisValue), NULL);	//reads current x value
						xValue = xAxisValue - xValue;	// calculate x teleport position

						ReadProcessMemory(hProcHandle, (LPCVOID)(playerObjectAddress + 0x38), &yAxisValue, sizeof(yAxisValue), NULL);	//reads current y value
						yValue = yAxisValue - yValue;	// calculate y teleport position


						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x34), &xValue, sizeof(xValue), NULL);	//writes new x position to memory
						WriteProcessMemory(hProcHandle, (LPVOID)(playerObjectAddress + 0x38), &yValue, sizeof(yValue), NULL);	// writes new y position to memory
					}
				}

			}
		}
	}
	return ERROR_SUCCESS;


}
 

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