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  1. #1
    noleash's Avatar
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    [Kinda Release]AVA Chams Source Code

    Hey guys, I found this in another forum, and I was wondering if it can be used, it might be detected/patched cuz this is from 10-22-2009... I hope I can help some coders, and if someone knows how to code this, please tell me, I wanna learn

    Source Code:
    Code:
    //=====================================================================================
    
    // Credz to CallMeEclipse
    
    #include <windows.h>
    
    #include <d3d9.h>
    #pragma comment(lib, "d3d9.lib")
    
    #include <d3dx9.h>
    #pragma comment(lib, "d3dx9.lib")
    #include <time.h>
    #include <stdlib.h>
    #include <fstream>
    #include <vector>    
    #include <D3dx9tex.h>
    #include <stdio.h> 
    #include <time.h>
    #include <tchar.h>
    #include <iostream>
    #pragma warning(disable:4996)//to disable the sprintf warning in VC++ 2008
    //-----------//
    bool fCall = true;
    bool Chams = false;
    IDirect3DPixelShader9 *Front,
                          *Back;
    //----------//
    
    
    
    
    HRESULT CreateMyShader(IDirect3DPixelShader9 **pShader, IDirect3DDevice9 *Device, float red, float green, float blue, float alpha )
    {
        ID3DXBuffer *MyBuffer = NULL;
        char MyShader[ 256 ];
        sprintf( MyShader, "ps.1.1\ndef c0, %f, %f, %f, %f\nmov r0,c0", red/255, green/255, blue/255, alpha/255 );
        D3DXAssembleShader( MyShader, sizeof( MyShader ), NULL, NULL, 0, &MyBuffer , NULL );
        if( FAILED( Device->CreatePixelShader((const DWORD*)MyBuffer ->GetBufferPointer(), pShader)) )return E_FAIL;
        return S_OK;
    }
    
    //=====================================================================================
    
    typedef HRESULT (WINAPI* CreateDevice_Prototype)        (LPDIRECT3D9, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE9*);
    typedef HRESULT (WINAPI* Reset_Prototype)               (LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS*);
    typedef HRESULT (WINAPI* EndScene_Prototype)            (LPDIRECT3DDEVICE9);
    typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);
    
    CreateDevice_Prototype         CreateDevice_Pointer         = NULL;
    Reset_Prototype                Reset_Pointer                = NULL;
    EndScene_Prototype             EndScene_Pointer             = NULL;
    DrawIndexedPrimitive_Prototype DrawIndexedPrimitive_Pointer = NULL;
    
    HRESULT WINAPI Direct3DCreate9_VMTable    (VOID);
    HRESULT WINAPI CreateDevice_Detour        (LPDIRECT3D9, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE9*);
    HRESULT WINAPI Reset_Detour               (LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS*);
    HRESULT WINAPI EndScene_Detour            (LPDIRECT3DDEVICE9);
    HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);
    
    DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtensionRepatching(LPVOID);
    PDWORD Direct3D_VMTable = NULL;
    
    //=====================================================================================
    
    BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved)
    {
      if(dwReason == DLL_PROCESS_ATTACH)
      {
        DisableThreadLibraryCalls(hinstModule);
    
        if(Direct3DCreate9_VMTable() == D3D_OK)
        return TRUE;
      }
    
      return FALSE;
    }
    
    //=====================================================================================
    
    HRESULT WINAPI Direct3DCreate9_VMTable(VOID)
    {
      LPDIRECT3D9 Direct3D_Object = Direct3DCreate9(D3D_SDK_VERSION);
    
      if(Direct3D_Object == NULL)
      return D3DERR_INVALIDCALL;
      
      Direct3D_VMTable = (PDWORD)*(PDWORD)Direct3D_Object;
      Direct3D_Object->Release();
    
      DWORD dwProtect;
    
      if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
      {
        *(PDWORD)&CreateDevice_Pointer = Direct3D_VMTable[16];
        *(PDWORD)&Direct3D_VMTable[16] = (DWORD)CreateDevice_Detour;
    
        if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), dwProtect, &dwProtect) == 0)
        return D3DERR_INVALIDCALL;
      }
      else
      return D3DERR_INVALIDCALL;
    
      return D3D_OK;
    }
    
    //=====================================================================================
    
    HRESULT WINAPI CreateDevice_Detour(LPDIRECT3D9 Direct3D_Object, UINT Adapter, D3DDEVTYPE DeviceType, HWND FocusWindow, 
                        DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* PresentationParameters, 
                        LPDIRECT3DDEVICE9* Returned_Device_Interface)
    {
      HRESULT Returned_Result = CreateDevice_Pointer(Direct3D_Object, Adapter, DeviceType, FocusWindow, BehaviorFlags, 
                                                  PresentationParameters, Returned_Device_Interface);
       
      DWORD dwProtect;
    
      if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
      {
        *(PDWORD)&Direct3D_VMTable[16] = *(PDWORD)&CreateDevice_Pointer;
        CreateDevice_Pointer           = NULL;
    
        if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), dwProtect, &dwProtect) == 0)
        return D3DERR_INVALIDCALL;
      }
      else
      return D3DERR_INVALIDCALL;
    
      if(Returned_Result == D3D_OK)
      {
        Direct3D_VMTable = (PDWORD)*(PDWORD)*Returned_Device_Interface;
    
        *(PDWORD)&Reset_Pointer                = (DWORD)Direct3D_VMTable[16];
        *(PDWORD)&EndScene_Pointer             = (DWORD)Direct3D_VMTable[42];
        *(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable[82];
    
        if(CreateThread(NULL, 0, VirtualMethodTableRepatchingLoopToCounterExtensionRepatching, NULL, 0, NULL) == NULL)
        return D3DERR_INVALIDCALL;
      }
        
      return Returned_Result;
    }
    
    //=====================================================================================
    
    HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters)
    {
      return Reset_Pointer(Device_Interface, PresentationParameters);
    }
    
    //=====================================================================================
    
    HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)
    {
      return EndScene_Pointer(Device_Interface);
    }
    
    //=====================================================================================
    
    HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type, INT BaseIndex, 
                                               UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
    {
      LPDIRECT3DVERTEXBUFFER9 Stream_Data;
      UINT Offset = 0;
      UINT Stride = 0;
    
      if(Device_Interface->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK)
      Stream_Data->Release();
    
      if(fCall)
      {
      CreateMyShader( &Front, Device_Interface,    255,     0,   0,   255 );
      CreateMyShader( &Back,  Device_Interface,    255,   255,   0,   255 );
      fCall = false;
      }
    
      if ( GetAsyncKeyState ( VK_NUMPAD1 ) &1 )
        {
             Chams = !Chams;
        }  
    
      if(Chams && (Stride == 32 && StartIndex == 0))
      {
            DWORD dwOldZEnable = D3DZB_TRUE; 
            Device_Interface->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable); 
            Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
            Device_Interface->SetPixelShader( Front );
            DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
            Device_Interface->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
            Device_Interface->SetPixelShader( Back );
      }
    
      return DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
    }
    
    //=====================================================================================
    
    DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtensionRepatching(LPVOID Param)
    {
      UNREFERENCED_PARAMETER(Param); 
    
      while(1)
      {
        Sleep(100);
    
        *(PDWORD)&Direct3D_VMTable[42] = (DWORD)EndScene_Detour;
        *(PDWORD)&Direct3D_VMTable[82] = (DWORD)DrawIndexedPrimitive_Detour;
        *(PDWORD)&Direct3D_VMTable[16] = (DWORD)Reset_Detour;
      }
    
      return 1;
    }
    
    //=====================================================================================




  2. The Following User Says Thank You to noleash For This Useful Post:

    /b/oss (08-26-2010)

  3. #2
    /b/oss's Avatar
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    thanks for sharing base. but it would be better if you would upload whole project... im thinking to do that.. +1

  4. The Following User Says Thank You to /b/oss For This Useful Post:

    noleash (08-27-2010)

  5. #3
    Skyline.'s Avatar
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    wow if only i could understand this technical coding, nice find


  6. The Following User Says Thank You to Skyline. For This Useful Post:

    noleash (08-27-2010)

  7. #4
    /b/oss's Avatar
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    Quote Originally Posted by toobanooba View Post
    wow if only i could understand this technical coding, nice find
    XoaX.net Video Tutorials go go go!!

  8. #5
    noleash's Avatar
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    Quote Originally Posted by m_t_h View Post
    thanks for sharing base. but it would be better if you would upload whole project... im thinking to do that.. +1
    Sorry bro, I just found this source code, I don't even know how to work with it, that's why I wanted someone to help me or teach me how to code this...




  9. #6
    /b/oss's Avatar
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    well, thanks, but this is only base

  10. #7
    noleash's Avatar
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    Ok no problem, but when you learn how to make it work tell me




  11. #8
    Phantazy's Avatar
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    we kinda need a ban hammer in AVA section ... for newphags like this ........ leecher + bumper + beggar = can't be worse
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  12. #9
    /b/oss's Avatar
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    Quote Originally Posted by flamesdevil View Post
    we kinda need a ban hammer in AVA section ... for newphags like this ........ leecher + bumper + beggar = can't be worse
    dave said i'll get it when AVA section will be more active
    Last edited by /b/oss; 09-29-2010 at 01:55 PM.

  13. #10
    Orteez's Avatar
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    Hey I'm in programming class and I know what 2/3 that shit means and stands for =D

  14. #11
    protyke's Avatar
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    I actually have CallMeEclipse's AVA hack on my computer. I could upload the files but I don't want people being like "OMG HAX CAUSE HIS LOW POST COUNT"..

    Scan if you think you need to, I didn't touch the file since I've downloaded it so on none of my part is there "viruses". My avast didn't pick it up either.


    I attached the file to this post.



    Enjoy Let me know if you get it tweaked to work with the new version of AVA or if it was to any help at all.
    Last edited by Liz; 12-01-2010 at 02:19 PM.

  15. #12
    zigi's Avatar
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    What i need to do with the hacck?

  16. #13
    Zogolor's Avatar
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    from the source code at the beginning of this thread. my compiler found an error in ID3DXBuffer *MyBuffer = NULL; but i cannot figure out why. any help? compiler is Dev-C++

  17. #14
    /b/oss's Avatar
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    Provide 2 virusscans so i can approve it.

    thanks

  18. #15
    Alen's Avatar
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    Quote Originally Posted by protyke View Post
    Scan if you think you need to
    I think he made it clear /

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