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  1. #1
    dugindog's Avatar
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    is this a working chams??

    } #define charbody m==char Stridenum[44];
    unsigned int m_Stride;
    unsigned int NumVertices;
    unsigned int primCount;
    int Stridelogger = false;
    int stri = 0;
    int numvert = 0;
    int primcnt = 0;



    CD3DFont *pD3DFont;

    LPDIRECT3DTEXTURE9 texRed;
    LPDIRECT3DTEXTURE9 texBlue;
    LPDIRECT3DTEXTURE9 texYellow;
    LPDIRECT3DTEXTURE9 texGreen;
    LPDIRECT3DTEXTURE9 texWhite;
    LPDIRECT3DTEXTURE9 texAqua;
    //LPDIRECT3DTEXTURE9 texDarkBlue;
    //LPDIRECT3DTEXTURE9 texPink;
    //LPDIRECT3DTEXTURE9 texOrange;
    LPDIRECT3DTEXTURE9 texPurple;
    const BYTE bRed[60] =
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00
    };
    const BYTE bBlue[60] =
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0xFF, 0x00, 0x00, 0x00, 0x00, 0x00
    };

    const BYTE bGreen[60] =
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x9E, 0x00, 0x00, 0x00, 0x00
    };
    const BYTE bYellow[60] =
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00
    };
    const BYTE bAqua[58] =
    {
    0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0xFF, 0xFF, 0x00, 0x00
    };
    const BYTE bPurple[58] =
    {
    0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0xFF, 0x00, 0xFF, 0x00
    };
    .r{}
    const BYTE bWhite[58] =
    {
    0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0xFF, 0xFF, 0xFF, 0x00
    };

    #define D3DHOOK_TEXTURES
    HRESULT CD3DManager::Initialize()
    {
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bRed, 60, &texRed);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bBlue, 60, &texBlue);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bGreen, 60, &texGreen);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bYellow, 60, &texYellow);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bWhite, 60, &texWhite);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bAqua, 60, &texAqua);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bPurple, 60, &texPurple);

    pD3DFont = new CD3DFont("Comic Sans MS", 12);
    pD3DFont->InitDeviceObjects(m_pD3Ddev);
    pD3DFont->RestoreDeviceObjects();
    return S_OK;
    }


    HRESULT CD3DManager::PreReset()
    {

    return S_OK;
    }


    HRESULT CD3DManager::PostReset()
    {
    return S_OK;
    }

    HRESULT CD3DManager::Release()
    {
    delete pD3DFont;
    texRed->Release();
    texBlue->Release();
    texGreen->Release();
    texWhite->Release();
    texAqua->Release();
    texYellow->Release();
    texPurple->Release();
    return S_OK;
    }




    in DIP
    -------

    if(GetAsyncKeyState(VK_F1)&1)
    {
    Stridelogger=!Stridelogger;
    }

    if(Stridelogger)
    {
    if(GetAsyncKeyState(VK_NUMPAD7)&1)stri ;
    if(GetAsyncKeyState(VK_NUMPAD1)&1)stri--;
    if(GetAsyncKeyState(VK_NUMPAD8)&1)numvert ;
    if(GetAsyncKeyState(VK_NUMPAD2)&1)numvert--;
    if(GetAsyncKeyState(VK_NUMPAD9)&1)primcnt ;
    if(GetAsyncKeyState(VK_NUMPAD3)&1)primcnt--;
    }

    if(m_Stride == stri)
    {
    m_pD3Ddev->SetTexture(0,texRed);
    return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex,
    MinVertexIndex, NumVertices, startIndex, primCount);
    }

    if(NumVertices == numvert)
    {
    m_pD3Ddev->SetTexture(0,texBlue);
    return m_pD3Ddev->DrawIndexedPrimitive
    (Type,BaseVertexIndex,MinVertexIndex, NumVertices, startIndex, primCount);
    }

    if(primCount == primcnt)
    {
    m_pD3Ddev->SetTexture(0,texGreen);
    return m_pD3Ddev->DrawIndexedPrimitive (Type,BaseVertexIndex,MinVertexIndex, NumVertices, startIndex, primCount);
    }

    if(GetAsyncKeyState(VK_NUMPAD0)&1)
    {
    stri=0;
    numvert=0;
    primcnt=0;
    }

    if(GetAsyncKeyState(VK_NUMPAD4)&1)
    {
    add_log("Player Stride:%i",stri);
    }

    if(GetAsyncKeyState(VK_NUMPAD5)&1)
    {
    add_log("Stride:%i",stri);
    add_log("NumVertices:%i",numvert);
    add_log("primCount:%i",primcnt);
    }

  2. #2
    scorpoistak's Avatar
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    um this was already posted like 3 times and it would work if u could actually make it seen through walls and tweak the strides

  3. #3
    dugindog's Avatar
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    oh sorry guys

  4. #4
    scimmyboy's Avatar
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    this is like, a fail stride logger

  5. #5
    zmansquared's Avatar
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    this code would take so much work to fix
    Need Help With Coding or Something??? MSN me
    zmansquared@hotmail.com


    I am the one and only Microsoft Fag!!!

    Quote:
    Originally Posted by Arhk
    All games should be hacked, if we don't do it someone else will. Hackers force the progress, of better programming methods.
    ~


    Take this Pic everyone!



    next-

  6. #6
    CAFlames's Avatar
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    I'v ebeen looking for one and this one got so many errors.. by the time i fixed it it didnt evan work..

    any one got code for wallhavck? not chams?

    Current Works:
    ---Horror Game





    [IMG]https://i645.photobucke*****m/albums/uu180/drgnforce9/Siggys/signature3.jpg[/IMG]
    Special thanks to drgnforce9 for my sig picture

    Quote Originally Posted by m_t_h View Post

    CAflames is one epic coder.

    Rep and thanks him.. or you're perma banned.

  7. #7
    whatup777's Avatar
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    This stridelogger is really annoying look at voids its cool.
    Quotes I live by.


    A foolish person learns from his mistakes, I wise person learns from others.
    Quote Originally Posted by AVGN View Post



    mhm

    i live in texas

    i was at the grocery store with my son. He saw a mexican guy, and he said "Look daddy! a mower man!"

    he's 4 yrs old

  8. #8
    ^...,^'s Avatar
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    wow total c and p .... uc
    Credits:Rovorub

  9. #9
    zmansquared's Avatar
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    haha, ^...,^ your the biggest c and per ive ever seen
    Need Help With Coding or Something??? MSN me
    zmansquared@hotmail.com


    I am the one and only Microsoft Fag!!!

    Quote:
    Originally Posted by Arhk
    All games should be hacked, if we don't do it someone else will. Hackers force the progress, of better programming methods.
    ~


    Take this Pic everyone!



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  10. The Following User Says Thank You to zmansquared For This Useful Post:

    Crash (07-15-2010)

  11. #10
    Pagn's Avatar
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    Nah, it won't work...
    Maybe go to the C++ Section for more info.

  12. #11
    ^...,^'s Avatar
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    Quote Originally Posted by kingpady View Post
    go to the C++ Section for more info.
    lol Why06 Is Going To Love You For Sending Down A C & P er XD

  13. #12
    zmansquared's Avatar
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    why 06 doesnt even come here anymore
    Need Help With Coding or Something??? MSN me
    zmansquared@hotmail.com


    I am the one and only Microsoft Fag!!!

    Quote:
    Originally Posted by Arhk
    All games should be hacked, if we don't do it someone else will. Hackers force the progress, of better programming methods.
    ~


    Take this Pic everyone!



    next-

  14. #13
    ~Shadow's Avatar
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    whats stridelogger.....remeber im the nubest C++ coder in the world....

  15. #14
    whatup777's Avatar
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    A stridelogger logs the strides in D3D8/D3D9 games. Strideloggers are used to make color chams.
    Quotes I live by.


    A foolish person learns from his mistakes, I wise person learns from others.
    Quote Originally Posted by AVGN View Post



    mhm

    i live in texas

    i was at the grocery store with my son. He saw a mexican guy, and he said "Look daddy! a mower man!"

    he's 4 yrs old

  16. #15
    Polo™'s Avatar
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    Quote Originally Posted by whatup777 View Post
    A stridelogger logs the strides in D3D8/D3D9 games. Strideloggers are used to make color chams.
    Tha stridelogger sometimes causes some unhandled lagg.

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