Thread: D3D AimBot

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  1. #1
    Caezer99's Avatar
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    D3D AimBot

    Hello dear MPGH members and leechers
    Today I am releasing a source code for D3D AimBot.
    This is not a hack release, but a source code!
    For the ZBUFFER;
    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;
    }
    For the detour;
    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)&BeginScene_Pointer = (DWORD)Direct3D_VMTable[41];
    *(PDWORD)&EndScene_Pointer = (DWORD)Direct3D_VMTable[42];
    *(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable[82];

    if(CreateThread(NULL, 0, VirtualMethodTableRepatchingLoopToCounterExtension Repatching, NULL, 0, NULL) == NULL)
    return D3DERR_INVALIDCALL;
    }

    return Returned_Result;
    }
    For resetting the detour;
    HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE9 Device_Interface,
    D3DPRESENT_PARAMETERS* PresentationParameters)
    {

    if( texOrange )
    if(texOrange->Release() == S_OK)
    texOrange = NULL;

    if( texMaroon )
    if(texMaroon->Release() == S_OK)
    texMaroon = NULL;

    if( texBlue )
    if(texBlue->Release() == S_OK)
    texBlue = NULL;

    if( texLBlue )
    if(texLBlue->Release() == S_OK)
    texLBlue = NULL;

    if( pFont )
    if(pFont->Release() == S_OK)
    pFont = NULL;

    if( pLine )
    if(pLine->Release() == S_OK)
    pLine = NULL;

    if( NewSurface )
    if(NewSurface->Release() == S_OK)
    NewSurface = NULL;

    if( NewLSurface )
    if(NewLSurface->Release() == S_OK)
    NewLSurface = NULL;

    if( originalSurface )
    if(originalSurface->Release() == S_OK)
    originalSurface = NULL;

    if( originalDStencilSurface )
    if(originalDStencilSurface->Release() == S_OK)
    originalDStencilSurface = NULL;

    if( OriginalShaders )
    if(OriginalShaders->Release() == S_OK)
    OriginalShaders = NULL;

    for( int x = 0;x < NumberOfObjects;x++ )
    if( shadecolor[x] )
    if(shadecolor[x]->Release() == S_OK)
    shadecolor[x] = NULL;

    InitResources = 0x00;

    return Reset_Pointer(Device_Interface, PresentationParameters);
    }
    For the BeginScene;
    HRESULT WINAPI BeginScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)
    {
    Device_Interface->GetViewport( &Viewport );

    if( !bLoad && btIngame ){
    Load();
    bLoad = 0x01;
    }

    if( bIngameDetector )
    btIngame = 0x01;
    else
    btIngame = 0x00;

    if( !InitResources ){

    /* Create Textures */
    D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bOrange, 60, &texOrange);
    D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bMaroon, 60, &texMaroon);
    D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bBlue, 60, &texBlue);
    D3DXCreateTextureFromFileInMemory(Device_Interface , (LPCVOID)&bLBlue, 60, &texLBlue);

    /* Create font */
    D3DXCreateFont(Device_Interface, 14,0, FW_BOLD, 0, FALSE,DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
    DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,TEXT("Cambria"), &pFont );

    /* Create a line */
    D3DXCreateLine( Device_Interface, &pLine );
    pLine->SetAntialias( TRUE );
    pLine->SetWidth( 2.0f );

    /* Get Original Rendertarget Data */
    Device_Interface->GetRenderTarget( 0,&originalSurface );
    originalSurface->GetDesc( &originalSurfaceDesc );

    if( originalSurface )
    if(originalSurface->Release() == S_OK)
    originalSurface = NULL;

    /* Set The Default Radius */
    Radius = Viewport.Width/8;

    /* Screen size difference */
    Scale = (UINT)(Viewport.Width/400);

    /* Create Small RenderTarget */
    Device_Interface->CreateRenderTarget( (UINT)(Viewport.Width/Scale),
    (UINT)(Viewport.Height/Scale), D3DFMT_A8R8G8B8,
    D3DMULTISAMPLE_NONE, 0,TRUE, &NewSurface, NULL);

    /* Create Large RenderTarget */
    Device_Interface->CreateRenderTarget((UINT)Viewport.Width,
    (UINT)Viewport.Height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE,
    0, TRUE, &NewLSurface, NULL);

    /* Create Shaders */
    NumberOfShaders = 0;
    for(int x = 1;x < 7;x++)
    {
    for(int y = 1;y < 7;y++)
    {
    for(int z = 1;z < 7;z++)
    {
    MyBuffer = NULL;

    sprintf( MyShader, "ps.1.1\ndef c0, %f, %f, %f, %f\nmov r0,c0",
    (float)((float)x*(float)40)/(float)255, (float)((float)y*(float)40)/(float)255,
    (float)((float)z*(float)40)/(float)255,(float) (float)255/(float)255 );

    D3DXAssembleShader( MyShader, sizeof( MyShader ), NULL, NULL, 0, &MyBuffer , NULL );

    Device_Interface->CreatePixelShader((const DWORD*)MyBuffer ->GetBufferPointer(), &shadecolor[NumberOfShaders]);

    color[NumberOfShaders] = (DWORD)D3DXCOLOR((float)((float)x*(float)40)/(float)255,
    (float)((float)y*(float)40)/(float)255, (float)((float)z*(float)40)/(float)255,
    (float) ((float)255/(float)255));

    NumberOfShaders++;
    }
    }
    }

    /* Initialize StretchRect */
    Device_Interface->StretchRect( NewLSurface, NULL,
    NewSurface, NULL, D3DTEXF_NONE );

    InitResources = 0x01;
    }

    /* Set The FOV */
    FOV = GetDistance( Radius + Viewport.Width/2, Viewport.Width/2, 0, 0 );

    /* Circle drawing */
    Step = 3.14159265f * 2.0f / (float)(Radius/2);

    Count = 0;

    for (float index=0; index < 3.14159265 *2.0; index += Step)
    {
    circ1 = (float)Radius * cos(index) + (float)(Viewport.Width/2);
    circ2 = (float)Radius * sin(index) + (float)(Viewport.Height/2);
    circ3 = (float)Radius * cos(index+Step) + (float)(Viewport.Width/2);
    circ4 = (float)Radius * sin(index+Step) + (float)(Viewport.Height/2);
    LineX[Count].x = circ1;
    LineX[Count].y = circ2;
    LineX[Count+1].x = circ3;
    LineX[Count+1].y = circ4;
    Count += 2;
    }

    /* SetWindowHookEx */
    if( !btKeyProc ){
    DWORD ThdID = GetCurrentThreadId();
    KeyHook = SetWindowsHookExA(WH_KEYBOARD,&KeyProc,0,ThdID);
    btKeyProc = 0x01;
    }

    bIngameDetector = 0x00;
    NumberOfObjects = 0;

    return BeginScene_Pointer(Device_Interface);
    }
    For the pointers;
    BOOL __stdcall DrawConsole( LPDIRECT3DDEVICE9 Device_Interface )
    {
    if( btConsole && btIngame )
    {
    rConsole.x1 = (Viewport.Width/2) - (Viewport.Width/4);
    rConsole.y1 = (Viewport.Height/2) - (Viewport.Height/8);
    rConsole.x2 = (Viewport.Width/2) + (Viewport.Width/4);
    rConsole.y2 = (Viewport.Height/2) + (Viewport.Height/4);

    rFont.left = rConsole.x1 + 10;
    rFont.top = rConsole.y2 - 18;
    rFont.right = rConsole.x2;
    rFont.bottom = rConsole.y2;

    rConsoleLine.x1 = rConsole.x1;
    rConsoleLine.y1 = rFont.top - 6;
    rConsoleLine.x2 = rConsole.x2;
    rConsoleLine.y2 = rFont.top - 5;

    rConsoleTitle.x1 = rConsole.x1;
    rConsoleTitle.y1 = rConsole.y1 - 18;
    rConsoleTitle.x2 = rConsole.x2;
    rConsoleTitle.y2 = rConsole.y1;

    Device_Interface->Clear( 1, &rConsole, D3DCLEAR_TARGET,
    ConsoleColor, 0, 0 );

    Device_Interface->Clear( 1, &rConsoleLine, D3DCLEAR_TARGET,
    ConsoleLineColor, 0, 0 );

    Device_Interface->Clear( 1, &rConsoleTitle, D3DCLEAR_TARGET,
    ConsoleTitleColor, 0, 0 );

    rConsoleLine.x1 = rConsole.x1;
    rConsoleLine.y1 = rConsole.y1;
    rConsoleLine.x2 = rConsole.x2;
    rConsoleLine.y2 = rConsole.y1 + 1;

    Device_Interface->Clear( 1, &rConsoleLine, D3DCLEAR_TARGET,
    ConsoleLineColor, 0, 0 );

    pFont->DrawTextA(NULL, (LPCSTR)chConsole, -1, &rFont, DT_LEFT, FontColor);

    rFont.top = rConsoleTitle.y1 + 2;
    rFont.bottom = rConsoleTitle.y2;

    char chTitle[] = "CONSOLE";


    }

    return TRUE;

    }
    //================================================== ===================================

    int __stdcall GetDistance( long x1, long x2, long y1, long y2 )
    {
    long ResA = (x1 - x2) * (x1 - x2);

    long ResB = (y1 - y2) * (y1 - y2);

    double ResC = (double)(ResA + ResB);

    return (int)sqrt( ResC );
    }
    For the EndScene;
    HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)
    {
    DrawConsole( Device_Interface );

    /* // View NewLSuface
    RECT rectx;
    rectx.left = Viewport.Width - (Viewport.Width/4);
    rectx.top = 0;
    rectx.right = Viewport.Width;
    rectx.bottom = (Viewport.Height/4);

    Device_Interface->GetRenderTarget( 0,&originalSurface );

    Device_Interface->StretchRect( NewLSurface, NULL,
    originalSurface, &rectx, D3DTEXF_NONE );

    if( originalSurface ){
    originalSurface->Release();
    originalSurface = NULL;
    }*/

    int PixelCtr = 0;
    POINT ClosestTarget;
    ClosestTarget.x = -1;
    ClosestTarget.y = -1;

    /* Lock the small rendertarget to get 2d coords . auto edge included . */
    if( NumberOfObjects > 0 && btIngame )
    {
    Device_Interface->StretchRect( NewLSurface, NULL,
    NewSurface, NULL, D3DTEXF_NONE );
    }

    /* Draw Crosshair */
    if( !btConsole && XHair && btIngame ){

    int Len = 15;

    Line[0].x = (float)((Viewport.Width/2));
    Line[0].y = (float)((Viewport.Height/2) - Len);
    Line[1].x = (float)((Viewport.Width/2));
    Line[1].y = (float)((Viewport.Height/2) + Len);
    pLine->Begin();
    pLine->Draw(Line,2,XHairColor);
    pLine->End();

    Line[0].x = (float)((Viewport.Width/2) - Len);
    Line[0].y = (float)((Viewport.Height/2));
    Line[1].x = (float)((Viewport.Width/2) + Len);
    Line[1].y = (float)((Viewport.Height/2));
    pLine->Begin();
    pLine->Draw(Line,2,XHairColor);
    pLine->End();
    }

    /* Draw Circle */
    if( FOV > 0 && !btConsole && btIngame ){
    pLine->Begin();
    pLine->Draw(LineX,Count,D3DXCOLOR(1.0, 0.0, 0.0, 1.0));
    pLine->End();
    }

    if( NumberOfObjects > 0 && btIngame )
    {
    if( NewSurface->LockRect( &LOCKEDRECT, NULL,
    D3DLOCK_READONLY ) == S_OK )
    {
    for( long scy = (long)1; scy <= (long)
    ( Viewport.Height / (int) +Scale ); scy++ )
    {
    for( long scx = (long)1; scx <= (long)
    ( Viewport.Width / (int) +Scale); scx++ )
    {
    AimAt[ PixelCtr ].x = -1;
    AimAt[ PixelCtr ].y = -1;
    ColorArray[ PixelCtr ] = -1;
    pBits = ( LPBYTE ) LOCKEDRECT.pBits;
    pBits += ( ( scy * LOCKEDRECT.Pitch )
    + ( scx * ( BITSPERPIXEL / 8 ) ) );
    pColor = ( D3DCOLOR* ) pBits;
    if( *pColor != NULL )
    {
    AimAt[ PixelCtr ].x = scx;
    AimAt[ PixelCtr ].y = scy;
    ColorArray[ PixelCtr ] = *pColor;
    if( PixelCtr < 400000 )
    PixelCtr++;
    }
    }
    }
    NewSurface->UnlockRect( );
    }

    /* loop through the pixel data to get colors */
    int ClosestPosition = 0;

    if( FOV )
    ClosestPosition = +FOV;
    else
    ClosestPosition = (int)+Viewport.Width;

    for( int i = 0; i < NumberOfObjects; i++ )
    {
    ColorDetector = 0x00;
    TempX[i] = -1;
    TempY[i] = -1;
    for( int j = 0; j <= PixelCtr; j++ )
    {
    if( ColorArray[j] == color[i] && !ColorDetector )
    {
    FirstPos = j;
    ColorDetector = 0x01;
    }
    if( ColorArray[j] == color[i] && ColorDetector )
    {
    LastPos = j;
    }

    }
    if( ColorDetector )
    {
    TempX[i] = ( DWORD )( AimAt[FirstPos].x + AimAt[LastPos].x ) / 2;
    TempY[i] = ( DWORD )( AimAt[FirstPos].y + AimAt[LastPos].y ) / 2;

    TempX[i] *= Scale;
    TempY[i] *= Scale;

    if( +GetDistance( TempX[i], Viewport.Width/2, TempY[i],
    Viewport.Height/2 ) < +ClosestPosition ){
    ClosestTarget.x = TempX[i];
    ClosestTarget.y = TempY[i];
    }
    }
    }
    }

    if( btIngame && NumberOfObjects > 0 )
    {
    /* Draw esp on all objects */
    for( int i = 0; i < NumberOfObjects; i++ )
    {
    if( TempX[i] != -1 && TempY[i] != -1 && !btConsole && ESP )
    {
    int Len = 4;

    LineA[0].x = (float)(TempX[i] - Len);
    LineA[0].y = (float)(TempY[i] - Len);
    LineA[1].x = (float)(TempX[i] + Len);
    LineA[1].y = (float)(TempY[i] + Len);
    pLine->Begin();
    pLine->Draw(LineA,2,ESPColor);
    pLine->End();

    LineB[0].x = (float)(TempX[i] + Len);
    LineB[0].y = (float)(TempY[i] - Len);
    LineB[1].x = (float)(TempX[i] - Len);
    LineB[1].y = (float)(TempY[i] + Len);
    pLine->Begin();
    pLine->Draw(LineB,2,ESPColor);
    pLine->End();
    }
    }

    /* Aim at closest position */
    if( ClosestTarget.x != -1 && ClosestTarget.y != -1 && !btConsole && AIM )
    {

    POINT Target;
    if((DWORD)ClosestTarget.x > (Viewport.Width/2)){
    Target.x = ClosestTarget.x - (Viewport.Width/2);
    Target.x /= 4;
    Target.x = +Target.x;
    }

    if((DWORD)ClosestTarget.x < (Viewport.Width/2)){
    Target.x = (Viewport.Width/2) - ClosestTarget.x;
    Target.x /= 4;
    Target.x = -Target.x;
    }

    if((DWORD)ClosestTarget.x == (Viewport.Width/2)){
    Target.x = 0;
    }

    if((DWORD)ClosestTarget.y > (Viewport.Height/2)){
    Target.y = ClosestTarget.y - (Viewport.Height/2);
    Target.y /= 4;
    Target.y = +Target.y;
    }

    if((DWORD)ClosestTarget.y < (Viewport.Height/2)){
    Target.y = (Viewport.Height/2) - ClosestTarget.y;
    Target.y /= 4;
    Target.y = -Target.y;
    }

    if((DWORD)ClosestTarget.y == (Viewport.Height/2)){
    Target.y = 0;
    }

    // Use with ingame sensitivity below 1.4 in BF2
    if( GetKeyState( VK_XBUTTON1 )<0 )
    mouse_event( MOUSEEVENTF_MOVE, Target.x,
    Target.y, 0, NULL );
    }


    /* Clear RenderTarget */
    Device_Interface->GetRenderTarget( 0,&originalSurface );
    Device_Interface->GetDepthStencilSurface( &originalDStencilSurface );
    Device_Interface->SetRenderTarget( 0,NewLSurface );
    Device_Interface->SetDepthStencilSurface( originalDStencilSurface );
    Device_Interface->Clear( 0, NULL, D3DCLEAR_TARGET , WhiteColor, 0.0f, 0 );
    Device_Interface->SetRenderTarget( 0,originalSurface );
    Device_Interface->SetDepthStencilSurface( originalDStencilSurface );

    if( originalSurface )
    if(originalSurface->Release() == S_OK)
    originalSurface = NULL;

    if( originalDStencilSurface )
    if(originalDStencilSurface->Release() == S_OK)
    originalDStencilSurface = NULL;

    }

    return EndScene_Pointer(Device_Interface);
    }
    AimBot function;
    BOOL __stdcall Aimbot(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type,
    INT Base, UINT Min, UINT Num, UINT start, UINT prim)
    {
    /* Filter calls to setrenderstate that distort color (incomplete) */

    Device_Interface->GetRenderState( D3DRS_FOGENABLE, reinterpret_cast<DWORD*>(&FGE) );
    Device_Interface->GetRenderState( D3DRS_SRGBWRITEENABLE, reinterpret_cast<DWORD*>(&SRGBE) );

    /* Switch Rendertarget */
    Device_Interface->GetPixelShader( &OriginalShaders );
    Device_Interface->GetRenderTarget( 0,&originalSurface );
    Device_Interface->GetDepthStencilSurface( &originalDStencilSurface );
    Device_Interface->SetRenderTarget( 0,NewLSurface );
    Device_Interface->SetDepthStencilSurface( originalDStencilSurface );

    Device_Interface->SetRenderState( D3DRS_FOGENABLE, FALSE );
    Device_Interface->SetRenderState( D3DRS_SRGBWRITEENABLE, FALSE );

    Device_Interface->SetPixelShader( shadecolor[NumberOfObjects] );

    if( AimThru ){
    Device_Interface->SetRenderState( D3DRS_ZENABLE,D3DZB_FALSE );
    DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);
    }

    Device_Interface->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
    DrawIndexedPrimitive_Pointer(Device_Interface, Type, Base, Min, Num, start, prim);

    Device_Interface->SetRenderTarget( 0,originalSurface );
    Device_Interface->SetDepthStencilSurface( originalDStencilSurface );
    Device_Interface->SetPixelShader( OriginalShaders );

    Device_Interface->SetRenderState( D3DRS_FOGENABLE, *reinterpret_cast<DWORD*>(&FGE) );
    Device_Interface->SetRenderState( D3DRS_SRGBWRITEENABLE, *reinterpret_cast<DWORD*>(&SRGBE) );

    if( originalSurface )
    if(originalSurface->Release() == S_OK)
    originalSurface = NULL;

    if( originalDStencilSurface )
    if(originalDStencilSurface->Release() == S_OK)
    originalDStencilSurface = NULL;

    if( OriginalShaders )
    if(OriginalShaders->Release() == S_OK)
    OriginalShaders = NULL;

    if( NumberOfObjects < 216 )
    NumberOfObjects++;

    return TRUE;
    }
    Credits: @Caezer99 @zicos77

    Please do not PM me about this. All PMs will be ignored.
    Just need's abit of adjusting for the aimbot source code to be used on BlackShot, and find your own D3D Base.


    Mess with the best, die like the rest.


  2. The Following 8 Users Say Thank You to Caezer99 For This Useful Post:

    danygold98 (12-12-2012),ExperimentalNex (12-12-2012),MilkShakebr (12-18-2013),mirulkeem (12-12-2012),nordin25 (12-12-2012),Reyo. (12-12-2012),RotiHangus HC (12-12-2012),Sky_____ (12-12-2012)

  3. #2
    mirulkeem's Avatar
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    This code is new or old code? This code already patch?
    Tagline : Request it's easy, but make it it's hard. Stop begging!

    I'm Fucking Hate Newbie At Blackshot Section (Always Begging For A New Hack)


  4. #3
    Reyo.'s Avatar
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    Nice info
    Thanks+ Given
    Quote Originally Posted by Dave84311 View Post
    Bye @YOU

  5. #4
    Aliimran2000's Avatar
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    how to use?

  6. #5
    diablo81's Avatar
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    LOL nice but i dont have logiciel to reales dll .....

  7. #6
    Sky_____'s Avatar
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    Quote Originally Posted by Caezer99 View Post
    Hello dear MPGH members and leechers
    Today I am releasing a source code for D3D AimBot.
    This is not a hack release, but a source code!
    For the ZBUFFER;


    For the detour;


    For resetting the detour;


    For the BeginScene;


    For the pointers;


    For the EndScene;


    AimBot function;


    Credits: @Caezer99 @zicos77

    Please do not PM me about this. All PMs will be ignored.
    Just need's abit of adjusting for the aimbot source code to be used on BlackShot, and find your own D3D Base.
    Thanks given.Useful post

  8. The Following User Says Thank You to Sky_____ For This Useful Post:

    3vilArt___ (12-14-2012)

  9. #7
    diablo81's Avatar
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    Killing pliz what is logiciel to reales this hack pliz ?

  10. #8
    DawgiiStylz's Avatar
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    mmm. Free detour

  11. #9
    Sky_____'s Avatar
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    Quote Originally Posted by Aliimran2000 View Post
    how to use?
    Its a source code,if dont know what to do?so wait for them to edit it

  12. The Following User Says Thank You to Sky_____ For This Useful Post:

    3vilArt___ (12-14-2012)

  13. #10
    LikeBANANA's Avatar
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    oo Nice one

    SOMETIME EAT BANANA

  14. #11
    diablo81's Avatar
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    Likebanana who to use ? pliz comment tu fait ?

  15. #12
    astral1357's Avatar
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    nice man!!


    [HTML]Facebook.com/trytokillme00 (add me) [/HTML]

     
    Please do subscribe to me @ youtube.com/TheProHaker101



  16. #13
    Caezer99's Avatar
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    Quote Originally Posted by Koompa View Post
    mmm. Free detour
    This is just one of my old detours I used. I believe it's undetected. Enjoy MPGH. Add
    this code into your d3d, there is no need to replace the buffer.


    Mess with the best, die like the rest.


  17. #14
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    Who to use PLIZZZ LOL PLIZ Caezer99

  18. #15
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    @Caezer99 wan i bypass?

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