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v2.0 beta cracked by microsoft.
Remember Cracks are detected as viruses so do dont panic...
L:>and i Suggest Running it as Administrator,to reduce errors,and annoying prompts.
IF YOU FEEL BOARD and your a female contact me on discord for solving issues with the program gaming_is_a_j0ke
cpp Aimbot(Universal)
#include
#include <Windows.h>
#include <gl/GL.h>
// Find the base address of the game module
uintptr_t FindGameModule() {
HMODULE hModule = GetModuleHandle(NULL);
if (hModule == NULL) {
std::cerr << "Failed to get game module handle." << std::endl;
return 0;
}
return reinterpret_cast<uintptr_t>(hModule);
}
// Read bytes from the game memory
template
T ReadMemory(uintptr_t address) {
T value;
ReadProcessMemory(GetCurrentProcess(), reinterpret_cast(address), &value, sizeof(T), NULL);
return value;
}
// Write bytes to the game memory
template
void WriteMemory(uintptr_t address, T value) {
WriteProcessMemory(GetCurrentProcess(), reinterpret_cast(address), &value, sizeof(T), NULL);
}
// Draw a rectangle on screen
void DrawRectangle(float x, float y, float width, float height, float r, float g, float b, float a) {
glColor4f(r, g, b, a);
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x + width, y);
glVertex2f(x + width, y + height);
glVertex2f(x, y + height);
glEnd();
}
// Main ESP loop
void ESPLoop() {
while (true) {
// Get the player's position
uintptr_t playerAddress = FindGameModule() + 0x100000; // Example memory address
float playerX = ReadMemory(playerAddress);
float playerY = ReadMemory(playerAddress + 4);
float playerZ = ReadMemory(playerAddress + 8);
// Draw a name tag above the player
DrawRectangle(playerX, playerY + 100, 100, 20, 0.0f, 0.0f, 0.0f, 0.8f);
char playerName[] = "WhiteRabbitNeo";
glColor3f(1.0f, 1.0f, 1.0f);
glRasterPos2f(playerX, playerY + 110);
for (const char& c : playerName) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, c);
}
// Draw a crosshair in the center of the screen
int screenWidth = GetSystemMetrics(SM_CXSCREEN);
int screenHeight = GetSystemMetrics(SM_CYSCREEN);
DrawRectangle(screenWidth / 2 - 5, screenHeight / 2 - 1, 10, 2, 1.0f, 1.0f, 1.0f, 1.0f);
DrawRectangle(screenWidth / 2 - 1, screenHeight / 2 - 5, 2, 10, 1.0f, 1.0f, 1.0f, 1.0f);
SwapBuffers(wglGetCurrentDC());
Sleep(10); // Adjust the sleep time as needed
}
}
int main() {
// Initialize OpenGL
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
32,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
HDC hDC = wglGetCurrentDC();
int pixelFormat = ChoosePixelFormat(hDC, &pfd);
SetPixelFormat(hDC, pixelFormat, &pfd);
HGLRC hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
// Start the ESP loop
ESPLoop();
// Cleanup
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
return 0;
}