1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. FYI - Your missing Content - your only seeing non-registered Guest Information... Quickly register and sign on to see more! (Shoutbox, current activity etc, more forums)
    Dismiss Notice
  3. Hi There Guest! If your not sure about buying from us at HackersAdvantage, or unsure of our Detection Rates - Please Register and make a post asking! Our Staff and Members will reply to every question! We have the longest non-detection streaks in the industry! We offer a 3 day refund on hacks that you can not get to work on your PC. NO OTHER SITE DOES THIS!
    Dismiss Notice

Question Bf4 Phantom Box Finder Source Code!

Discussion in 'General Chatter' started by BombaKing, Nov 26, 2014.

  1. BombaKing

    BombaKing NOOBLET

    I have found a source code too find the Phantom boxes are i cant C++ now my Quastion can anyone use it for make a exe or dll file?

    Pictures: http://imgur.com/a/K0Qnn

    #include "hacklib/Main.h"
    #include "hacklib/Drawer.h"
    #include "hacklib/WindowOverlay.h"
    #include "hacklib/ImplementMember.h"
    #include "hacklib/PatternScanner.h"
    namespace BF4
        class Cam
            IMPLMEMBER(D3DXMATRIX, Transform, 0x40);
            IMPLMEMBER(D3DXVECTOR3, ViewVec, 0x60);
            IMPLMEMBER(D3DXVECTOR3, Pos, 0x70);
            IMPLMEMBER(float, Fovy, 0xb4);
            IMPLMEMBER(D3DXMATRIX, ViewMat, 0x260);
        class CamHolder
            IMPLMEMBER(Cam*, CamData, 0x60);
        class MeshAsset
            IMPLMEMBER(char*, Name, 0x10);
        class StaticModelEntityData
            IMPLMEMBER(MeshAsset*, Asset, 0x98);
        class ClientStaticModelEntity
            IMPLMEMBER(StaticModelEntityData*, Data, 0x30);
            IMPLMEMBER(ClientStaticModelEntity*, Next, 0x40);
            IMPLMEMBER(D3DXVECTOR3, Pos, 0x240);
    class BF4BoxMain : public hl::Main
        bool init() override;
        bool step() override;
        hl::Drawer m_drawer;
        hl::WindowOverlay m_overlay;
        struct Mems {
            BF4::CamHolder *pCamHolder;
        } m_mems;
        static const uintptr_t m_typeInfoStaticModel = 0x1427f8850;
    hl::StaticInit<BF4BoxMain> g_initObj;
    bool BF4BoxMain::init()
        uintptr_t sigCam = hl::FindPattern("\x84\xc0\x75\x00\x48\x8b\x0d\x00\x00\x00\x00\x48\x8b\x01\xff\x50\x00\xf3\x0f\x10\x0d", "xxx?xxx????xxxxx?xxxx");
        if (!sigCam) {
            hl::MsgBox("Error", "Invalid patterns");
            return false;
        auto camAdr = *(std::uint32_t*)(sigCam + 0x7);
        m_mems.pCamHolder = *(BF4::CamHolder**)(camAdr + sigCam + 0x7 + 0x4);
        if (m_overlay.create() != hl::WindowOverlay::Error::Success)
            return false;
        m_overlay.registerResetHandlers(std::bind(&hl::Drawer::OnLostDevice, &m_drawer), std::bind(&hl::Drawer::OnResetDevice, &m_drawer));
        return true;
    bool BF4BoxMain::step()
        if (GetAsyncKeyState(VK_HOME) < 0)
            return false;
        D3DXMATRIX viewMat, projMat;
        D3DXVECTOR3 camPos;
        auto pCamHolder = m_mems.pCamHolder;
        if (pCamHolder)
            auto pCam = pCamHolder->getCamData();
            if (pCam)
                viewMat = pCam->getViewMat();
                viewMat._11 = -viewMat._11; // negate x
                viewMat._12 = -viewMat._12;
                viewMat._13 = -viewMat._13;
                std::swap(viewMat._21, viewMat._31); // swap y and z
                std::swap(viewMat._22, viewMat._32);
                std::swap(viewMat._23, viewMat._33);
                camPos = D3DXVECTOR3(-pCam->getPos().x, pCam->getPos().z, pCam->getPos().y);
                D3DXMatrixPerspectiveFovRH(&projMat, pCam->getFovy(), (float)m_overlay.getWidth()/m_overlay.getHeight(), 0.1f, 100000.0f);
                m_drawer.Update(viewMat, projMat);
        } else {
            return true;
        auto pDevice = m_overlay.getDev();
        if (pDevice->BeginScene() == D3D_OK)
            uintptr_t itEntity = m_typeInfoStaticModel + 0x60;
            auto pEntity = (BF4::ClientStaticModelEntity*)(itEntity - 0x40);
            while (itEntity)
                std::string name = pEntity->getData()->getAsset()->getName();
                if (name.find("glasswin") != std::string::npos ||
                    name.find("ammobox") != std::string::npos ||
                    name.find("rubble_01_large_snow") != std::string::npos ||
                    name.find("officedivider") != std::string::npos)
                    D3DXVECTOR3 worldPos = pEntity->getPos();
                    worldPos = D3DXVECTOR3(-worldPos.x, worldPos.z, worldPos.y);
                    D3DXVECTOR3 screenPos;
                    m_drawer.Project(worldPos, screenPos);
                    if (m_drawer.IsInfrontCam(screenPos))
                        float dist = D3DXVec3Length(&(camPos - worldPos));
                        m_drawer.DrawCircle(screenPos.x, screenPos.y, 2000*(1/dist), 0xff00ff00);
                        m_drawer.DrawCircle(screenPos.x, screenPos.y, 1500*(1/dist), 0xffff0000);
                itEntity = *(uintptr_t*)itEntity;
                pEntity = (BF4::ClientStaticModelEntity*)(itEntity - 0x40);
            pDevice->Present(NULL, NULL, NULL, NULL);
        return true;
  2. KozmoK

    KozmoK Hacker Cracker Staff Member Admin

    My Hack already has that option in it.
    jpmagnum and RACtivision like this.

Share This Page