Results 1 to 4 of 4
  1. #1
    a749041304's Avatar
    Join Date
    Feb 2011
    Gender
    female
    Posts
    11
    Reputation
    10
    Thanks
    1

    For help to a player D3D wallhack For Source Code

    I am Chinese, I just learned D3D, the great trouble to a WallHack Source Code to study

  2. The Following User Says Thank You to a749041304 For This Useful Post:

    skyline0505 (11-03-2011)

  3. #2
    darkimp1's Avatar
    Join Date
    May 2009
    Gender
    male
    Location
    The netherlands
    Posts
    114
    Reputation
    10
    Thanks
    15
    My Mood
    Aggressive
    //================================================== ===================================



    #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 VirtualMethodTableRepatchingLoopToCounterExtension Repatching(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, VirtualMethodTableRepatchingLoopToCounterExtension Repatching, 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 VirtualMethodTableRepatchingLoopToCounterExtension Repatching(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;
    }

    //================================================== ===================================






    google is your friend
    Last edited by Terell.; 11-06-2011 at 07:40 AM. Reason: Removed link.

  4. #3
    yunus6161's Avatar
    Join Date
    Dec 2011
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    8
    hey i have corssfaire source. thats 0 errors. but when i copy and paste this source code there is 1 error. can you help me?

    ---------- Post added at 06:35 AM ---------- Previous post was at 06:02 AM ----------

    darkimp that source that you send is with errors

  5. #4
    Hack_AdminV's Avatar
    Join Date
    Jan 2012
    Gender
    male
    Posts
    78
    Reputation
    10
    Thanks
    3
    My Mood
    Happy
    oh my head!!!,thanks my friend#2

Similar Threads

  1. (help) How do i use the hack source codes
    By khaisbeast in forum Combat Arms Coding Help & Discussion
    Replies: 4
    Last Post: 01-29-2011, 10:01 PM
  2. [Request] WF D3D released the source code available in the AVA WF OP7
    By Peter pan i in forum WolfTeam General
    Replies: 3
    Last Post: 10-22-2010, 08:23 AM
  3. [HELP] need help finding my old nametags visual basics source code...
    By ken53406 in forum Combat Arms Hack Coding / Programming / Source Code
    Replies: 10
    Last Post: 09-23-2010, 03:27 PM
  4. 2 Player Tic Tac Toe - source code included
    By Shark23 in forum C++/C Programming
    Replies: 0
    Last Post: 04-22-2010, 09:24 PM
  5. Replies: 7
    Last Post: 01-17-2010, 07:16 AM

Tags for this Thread