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  1. #1
    akinator's Avatar
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    antireport and screenshot cleaner

    So, i've been thinking and i've got 2 ideas on how to block the report screenshots:

    1) clear the screenshot before it's taken
    2) block the screenshot sending procedure
    3) send fake screenshot
    4) take a clean screenshot every 5 seconds, and send it when reported

    What do you think?
    Last edited by akinator; 10-12-2012 at 07:03 AM.

  2. #2
    Jabberwock's Avatar
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    The best is of course to clear it. But more difficult I think.
    Even familiar landscapes will
    reveal a different kind of beauty
    if you change your viewpoint.
    Where these new encounters
    and new bonds will lead you...
    Such dazzling golden days.
    I, too, look forward to
    what I might behold.

  3. #3
    akinator's Avatar
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    Quote Originally Posted by Jabberwo0ck View Post
    The best is of course to clear it. But more difficult I think.
    well if the game sends it tru the udp server blocking the sending procedure would also be fine.

    or maybe the best is send a pre-made screenshot LOL

  4. #4
    Jabberwock's Avatar
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    hahah pre-made SS...

    No, it shouldn't send the SS through UDP but TCP... This is to ensure the packets were sent successfully. Where UDP just send without confirming that the packets got received.

    You still haven't given me your skype.
    Even familiar landscapes will
    reveal a different kind of beauty
    if you change your viewpoint.
    Where these new encounters
    and new bonds will lead you...
    Such dazzling golden days.
    I, too, look forward to
    what I might behold.

  5. #5
    akinator's Avatar
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    new ideas ............


    EDIT: im on the laptop now no skype xD (dont remember my id)

  6. #6
    DarkSt0rmX's Avatar
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    Hmmm.... We can just register the packet when we send a screenshot, an unique screenshot. And then register the universal packet for all SS sent and we change it to our screenshot. (maybe stupid idea)
    Quote Originally Posted by akinator View Post
    new ideas ............


    EDIT: im on the laptop now no skype xD (dont remember my id)

     
    Skype: vituzzzu21

     
    Quote Originally Posted by Nuuma View Post
    he added me amd65 i got it , legit guy i vouch him
    Quote Originally Posted by .Cereal View Post
    People these 3 guys are trusted and safe, no harm for you .
    Quote Originally Posted by Kailani View Post
    thanks for gun adding for me
    Quote Originally Posted by kurtdampire View Post
    Really fast ! I vouch for this guy. Thanks again.
    Quote Originally Posted by GtxRive123 View Post
    THIS GUY IS SO LEGIT.! HE DOES THE GUNADD SO FAST.! HE IS 100% LEGIT no SCAM.!! Fastest gunadder in MPGH.NET in my oppinion I VOUCH FOR HIM !
    Quote Originally Posted by FreaZzer View Post
    Thanks for adding ! He's legit and fast !

  7. #7
    Jabberwock's Avatar
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    I prefer the order like this:
    1.
    4.
    2.
    3.
    Even familiar landscapes will
    reveal a different kind of beauty
    if you change your viewpoint.
    Where these new encounters
    and new bonds will lead you...
    Such dazzling golden days.
    I, too, look forward to
    what I might behold.

  8. #8
    DarkSt0rmX's Avatar
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    Hmm ok.. Perchè non rilasci il tuo hack però in public version? (Cioè sarebbe con meno hack e meno funzionalità in modo che non sia troppo...)

    //

    Hmm ok.. Why don't you release your hack but in public version? (It should be with less hacks and less functions so it can't be so...)
    Quote Originally Posted by akinator View Post
    più o meno è la stessa cosa che ho già detto io con il fatto del fake screenshot.

     
    Skype: vituzzzu21

     
    Quote Originally Posted by Nuuma View Post
    he added me amd65 i got it , legit guy i vouch him
    Quote Originally Posted by .Cereal View Post
    People these 3 guys are trusted and safe, no harm for you .
    Quote Originally Posted by Kailani View Post
    thanks for gun adding for me
    Quote Originally Posted by kurtdampire View Post
    Really fast ! I vouch for this guy. Thanks again.
    Quote Originally Posted by GtxRive123 View Post
    THIS GUY IS SO LEGIT.! HE DOES THE GUNADD SO FAST.! HE IS 100% LEGIT no SCAM.!! Fastest gunadder in MPGH.NET in my oppinion I VOUCH FOR HIM !
    Quote Originally Posted by FreaZzer View Post
    Thanks for adding ! He's legit and fast !

  9. #9
    akinator's Avatar
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    Quote Originally Posted by darkstormx View Post
    Hmm ok.. Perchè non rilasci il tuo hack però in public version? (Cioè sarebbe con meno hack e meno funzionalità in modo che non sia troppo...)

    //

    Hmm ok.. Why don't you release your hack but in public version? (It should be with less hacks and less functions so it can't be so...)
    bah non saprei.. ci sto pensando

    -

    im thinking about it

  10. #10
    DarkSt0rmX's Avatar
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    Ok.. Just do what your heart say you to do lol ♥

    //

    Ok.. Basta fare quella che il cuore ti dice di fare lol ♥
    Quote Originally Posted by akinator View Post
    bah non saprei.. ci sto pensando

    -

    im thinking about it

     
    Skype: vituzzzu21

     
    Quote Originally Posted by Nuuma View Post
    he added me amd65 i got it , legit guy i vouch him
    Quote Originally Posted by .Cereal View Post
    People these 3 guys are trusted and safe, no harm for you .
    Quote Originally Posted by Kailani View Post
    thanks for gun adding for me
    Quote Originally Posted by kurtdampire View Post
    Really fast ! I vouch for this guy. Thanks again.
    Quote Originally Posted by GtxRive123 View Post
    THIS GUY IS SO LEGIT.! HE DOES THE GUNADD SO FAST.! HE IS 100% LEGIT no SCAM.!! Fastest gunadder in MPGH.NET in my oppinion I VOUCH FOR HIM !
    Quote Originally Posted by FreaZzer View Post
    Thanks for adding ! He's legit and fast !

  11. #11
    Frought's Avatar
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    Well this Codes Is the Chams but it's Patched
    So Someone Could Update it
    Code:
    #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;
    }
    
    /


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