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    Question D3D hook (wallhack+aimbot)

    só compilar e se divertir...

    Code:
    #include "stdafx.h"
    
    #include "D3dx9math.h"
    #include "SDK.h"
    #include "DX.h"
    #include "CMenu.h"
    
    
     #include <fstream>
    using namespace std;
    
    typedef HRESULT (WINAPI *CreateQuery_t)                (LPDIRECT3DDEVICE9 pDevice, D3DQUERYTYPE Type, IDirect3DQuery9** ppQuery);
    typedef HRESULT (WINAPI *Reset_t)                    (LPDIRECT3DDEVICE9 pDevice,D3DPRESENT_PARAMETERS* pPresentationParameters);
    typedef HRESULT (WINAPI *EndScene_t)                (LPDIRECT3DDEVICE9 pDevice);
    typedef HRESULT (WINAPI *BeginScene_t)                (LPDIRECT3DDEVICE9 pDevice);
    typedef HRESULT (WINAPI *DrawIndexedPrimitive_t)    (LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE PrimType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount);
    typedef HRESULT (WINAPI *Lock_t)                    ( UINT OffsetToLock, UINT SizeToLock, VOID **data, DWORD Flags );
    
    CreateQuery_t            _CreateQuery;
    BeginScene_t            _BeginScene;
    EndScene_t                _EndScene;
    Reset_t                    _Reset;
    DrawIndexedPrimitive_t    _DrawIndexedPrimitive;
    Lock_t                    _Lock;
    
    void Log(const char *fmt, ...);
    
    CDX9Canvas                Canvas;
    D3DVIEWPORT9            Viewport;
    
    Menu* menu;
    
    UINT m_Stride;
    LPDIRECT3DVERTEXBUFFER9 m_StreamData;
    UINT m_OffsetInBytes;
    
    #define FOV_MULTI 20
    
    
    bool
    
    method = false,
    g_bMenu = false,
    init = false,
    
    fullbright = false,
    chams = true,        // **
    loging = false,
    wallhack = true,    // **
    crossHair = true,    // **
    removals = true,    // **
    lambert = true,        // **
    NoFog = false,
    walls = false,
    ESP = true,            // **
    AIM = true,            // **
    AimThru = false,
    AimKey = false,
    Shooting = true,    // **
    IsPressed = false,
    AimZombies = false,
    ShowBotFov = false,
    AllVisOff = true;
    UINT 
    
    curr=0,
    curl=0,
    stri[50000],
    vert[50000],
    prim[50000];
    
    D3DCOLOR *pColor;
    
    LPDIRECT3DSURFACE9 
    
    originalSurface            = NULL,
    originalDStencilSurface = NULL,
    NewLSurface                = NULL,
    NewSurface                = NULL;
    D3DSURFACE_DESC 
    originalSurfaceDesc,
    originalDepthSurfaceDesc;
    
    DWORD
    TempX[220]  = {NULL},
    TempY[220]  = {NULL},
    color[220]    = {NULL},
    ColorArray[400000] = {0};
    
    UINT 
    Scale   = 0,
    Radius    = 0;
    BYTE ColorDetector    = 0x00;
    ID3DXBuffer *MyBuffer    = NULL;
    
    D3DLOCKED_RECT LOCKEDRECT;
    LPBYTE pBits = NULL;
    POINT AimAt[400000] = {-1};
    LPDIRECT3DPIXELSHADER9 
    shadecolor[220] = {NULL},
    OriginalShaders = NULL;
    char MyShader    [MAX_PATH];
    
    float 
        
    View = 1.0f,
    Step  = 0.0f,
    circ1 = 0.0f,
    circ2 = 0.0f,
    circ3 = 0.0f,
    circ4 = 0.0f;
        
    
    int 
    
    recoil            = 2,
    FOV                = 0,
    Count            = 0,
    FirstPos        = 0,
    LastPos            = 0,
    NumberOfObjects = 0,
    NumberOfShaders = 0,
    BITSPERPIXEL    = 32;
    
    
    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 );
    }
    
    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(Device_Interface, Type, Base, Min, Num, start, prim);
        
        if(AimThru)
            Device_Interface->SetRenderState( D3DRS_ZENABLE,D3DZB_TRUE );
    
        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;
    }
    
    void Log(const char *fmt, ...)
    {
        char logbuf[256]="";
    #ifdef __TIME
        char time[9]="";
    #endif
        va_list va_alist;
        ofstream logfile ("C:\\**************\\HOOK_LOG.TXT", ios::app);
    #ifdef __TIME
        SYSTEMTIME systime;
        GetLocalTime(&systime);
        wsprintf(time, "%02d:%02d:%02d", systime.wHour, systime.wMinute, systime.wSecond);
    #endif
        va_start (va_alist, fmt);
        _vsnprintf_s(logbuf+strlen(logbuf),512,511, fmt, va_alist);
        va_end (va_alist);
    #ifdef __TIME
        logfile << time << ": " << logbuf << endl;
    #else
        logfile << logbuf << endl;
    #endif
    }
    
    HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
    {
        if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) )
            return E_FAIL;
         
        WORD colour16 =    ((WORD)((colour32>>28)&0xF)<<12)
                |(WORD)(((colour32>>20)&0xF)<<8)
                |(WORD)(((colour32>>12)&0xF)<<4)
                |(WORD)(((colour32>>4)&0xF)<<0);
     
        D3DLOCKED_RECT d3dlr;   
        (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
        WORD *pDst16 = (WORD*)d3dlr.pBits;
     
        for(int xy=0; xy < 8*8; xy++)
            *pDst16++ = colour16;
     
        (*ppD3Dtex)->UnlockRect(0);
     
        return S_OK;
    }
    
    void PrintText(int x,int y,int r,int g,int b,int a, const char *fmt, ...)
    {
        char draw[99]="";
        va_list va_alist;
        va_start (va_alist, fmt);
        //RECT Rectangle = {x, y, 1000+x, 1000+y};
        _vsnprintf_s(draw+strlen(draw),512,511, fmt, va_alist);
        va_end (va_alist);
        menu->drawText(x,y, r,g,b,    draw);
        //m_font->DrawText(NULL, draw , -1, &Rectangle, 0, D3DCOLOR_ARGB(r,g,b,a) );
    }
    
    void SetModelColor(LPDIRECT3DDEVICE9 pDevice, float r, float g, float b, float a, float glowr, float glowg, float glowb, float glowa)
    {
        float lightValues[4] = {r, g, b, a};
        float glowValues[4] = {glowr, glowg, glowb, glowa};
    
        pDevice->SetPixelShaderConstantF(1, lightValues, 1);
        pDevice->SetPixelShaderConstantF(3, glowValues, 1);
    } 
    
    HRESULT WINAPI MyReset(LPDIRECT3DDEVICE9 pDevice,D3DPRESENT_PARAMETERS* pPresentationParameters)
    {
        pCanvas->Reset();
        //Log("MyReset");
        return _Reset(pDevice,pPresentationParameters);
    }
    
    HRESULT WINAPI MyDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE PrimType, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount)
    {
        //Log("MyDrawIndexedPrimitive");
    
        bool gotPlayer = false;
        bool gotWeapon = false;
        bool gotZombie = false;
        bool gotTarget = false;
    
        if(pDevice->GetStreamSource(0, &m_StreamData, &m_OffsetInBytes, &m_Stride) == D3D_OK) m_StreamData->Release();
    
        if(removals && !AllVisOff)
        {
            if((NumVertices == 1652 && primCount == 826) ||
                (NumVertices == 2124 && primCount == 1062) ||
                (NumVertices == 812 && primCount == 406) ||
                (NumVertices == 575 && primCount == 299) ||
                (NumVertices == 928 && primCount == 464) ||
                (NumVertices == 160 && primCount == 80) ||
                (NumVertices == 5600 && primCount == 2800) ||
                (NumVertices == 288 && primCount == 144) ||
                (NumVertices == 1428 && primCount == 714) ||
                (NumVertices == 4284 && primCount == 2142) ||
                (NumVertices == 1175 && primCount == 611) ||
                (NumVertices == 1888 && primCount == 944) ||
                (NumVertices == 7996 && primCount == 4424) || // trees
                (NumVertices == 44 && primCount == 24) || // trees
                //(NumVertices == 8 && primCount == 4) || // trees
                (NumVertices == 352 && primCount == 176) ||
                (NumVertices == 11200 && primCount == 5600) ||
                (NumVertices == 576 && primCount == 288) ||
                (NumVertices == 480 && primCount == 240) ||
                (NumVertices == 320 && primCount == 160) ||
                (NumVertices == 32880 && primCount == 16440) ||
                (NumVertices == 8224 && primCount == 4112) ||
                (NumVertices == 1408 && primCount == 704) ||
                (NumVertices == 5120 && primCount == 2560) ||
                (NumVertices == 2856 && primCount == 1428) ||
                (NumVertices == 1421 && primCount == 1106) || // scope m4
                (NumVertices == 1670 && primCount == 1028) ) // scope m16
                return D3D_OK;
        }
    
         if(
            (NumVertices == 5650 && primCount == 2886) ||// zombies
            (NumVertices == 5046 && primCount == 2862) ||
            (NumVertices == 5037 && primCount == 2738) ||
            (NumVertices == 5043 && primCount == 2838) ||
            (NumVertices == 3709 && primCount == 2979) ||
            (NumVertices == 5640 && primCount == 2886) ||
            (NumVertices == 5125 && primCount == 2888) ||
            (NumVertices == 5905 && primCount == 2892) ||
            (NumVertices == 4987 && primCount == 2846) ||
            (NumVertices == 3873 && primCount == 3032) ||
            (NumVertices == 5438 && primCount == 2954) ||
            (NumVertices == 3840 && primCount == 3439) ||
            (NumVertices == 3500 && primCount == 3164) ||
            (NumVertices == 5300 && primCount == 4209) ||
            (NumVertices == 3875 && primCount == 3032) ||
            (NumVertices == 5045 && primCount == 2862) ||
            (NumVertices == 5438 && primCount == 2954) ||
            (NumVertices == 3380 && primCount == 3169) ||
            (NumVertices == 4987 && primCount == 2846) ||
            (NumVertices == 3873 && primCount == 3032) ||
            (NumVertices == 5438 && primCount == 2954) ||
            (NumVertices == 5045 && primCount == 2862) ||
            (NumVertices == 5864 && primCount == 2892) ||
            (NumVertices == 3500 && primCount == 3164) ||
            (NumVertices == 3978 && primCount == 3546) ||
            (NumVertices == 3403 && primCount == 2859) ||
            (NumVertices == 4112 && primCount == 3649) )
        {
            gotZombie = true;
    
            if(AimZombies)
                gotTarget = true;
        }
        
        if(
        (NumVertices == 3989 && primCount == 2014) || // Packpackmodels
        (NumVertices == 3557 && primCount == 1672) ||
        (NumVertices == 4404 && primCount == 2285) ||
        (NumVertices == 4510 && primCount == 2285) || // Player models
        (NumVertices == 1898 && primCount == 1683) ||
        (NumVertices == 4185 && primCount == 2668) || // new
        (NumVertices == 8862 && primCount == 4748) || // new
        (NumVertices == 3339 && primCount == 2236) ||
        (NumVertices == 1336 && primCount == 1683) ||
        (NumVertices == 3323 && primCount == 3603) ||
        (NumVertices == 3955 && primCount == 2588) ||
        (NumVertices == 3555 && primCount == 1958) ||
        (NumVertices == 5643 && primCount == 3989) ||
        (NumVertices == 7796 && primCount == 5111) ||
        (NumVertices == 6088 && primCount == 4044) ||
        (NumVertices == 7771 && primCount == 5111) ||
        (NumVertices == 4868 && primCount == 3407) ||
        (NumVertices == 9023 && primCount == 5547) ||
        (NumVertices == 3555 && primCount == 38)   ||
        (NumVertices == 5224 && primCount == 3603) ||
        (NumVertices == 7769 && primCount == 5111) ||
        (NumVertices == 7805 && primCount == 5111)
        )
        {
            gotPlayer = true;
    
        }
    
        if( // Heads
            (NumVertices == 3339 && primCount == 2236) ||
            (NumVertices == 3955 && primCount == 2588) ||
            (NumVertices == 3555 && primCount == 1958) ||
            (NumVertices == 4236 && primCount == 2475) ||
            (NumVertices == 5182 && primCount == 2889) ||
            (NumVertices == 8830 && primCount == 4587) ||
            (NumVertices == 4528 && primCount == 2525) ||
            (NumVertices == 4759 && primCount == 2650) ||
            (NumVertices == 8862 && primCount == 4748) ||
            (NumVertices == 7007 && primCount == 3744) ||
            (NumVertices == 3823 && primCount == 2194) )
    
            // Bodys
            //(NumVertices == 5224 && primCount == 3603) ||
            //(NumVertices == 3323 && primCount == 3603) ||
            //(NumVertices == 7796 && primCount == 5111) ||
            //(NumVertices == 7769 && primCount == 5111) ||
            //(NumVertices == 7771 && primCount == 5111) ||
            //(NumVertices == 7805 && primCount == 5111) ||
            //(NumVertices == 5643 && primCount == 3989) ||
            //(NumVertices == 8674 && primCount == 5302) ||
            //(NumVertices == 8952 && primCount == 5430) ||
            //(NumVertices == 8690 && primCount == 5302) ||
            //(NumVertices == 6115 && primCount == 4616) ||
            //(NumVertices == 6304 && primCount == 4768) ||
            //(NumVertices == 6575 && primCount == 4848) ||
            //(NumVertices == 6152 && primCount == 4680) )
    
            // Heads + Bodys
        //(NumVertices == 3339 && primCount == 2236) ||
        //(NumVertices == 5224 && primCount == 3603) ||
        //(NumVertices == 3323 && primCount == 3603) ||
        //(NumVertices == 3955 && primCount == 2588) ||
        //(NumVertices == 3555 && primCount == 1958) ||
        //(NumVertices == 4236 && primCount == 2475) ||
        //(NumVertices == 5182 && primCount == 2889) ||
        //(NumVertices == 5182 && primCount == 170)  ||
        //(NumVertices == 8830 && primCount == 4587) ||
        //(NumVertices == 4528 && primCount == 2525) ||
        //(NumVertices == 4759 && primCount == 2650) ||
        //(NumVertices == 8862 && primCount == 4748) ||
        //(NumVertices == 7007 && primCount == 288)  ||
        //(NumVertices == 7007 && primCount == 3744) ||
        //(NumVertices == 3823 && primCount == 288)  ||
        //(NumVertices == 3823 && primCount == 2194) ||
        //(NumVertices == 7796 && primCount == 5111) ||
        //(NumVertices == 7769 && primCount == 5111) ||
        //(NumVertices == 7771 && primCount == 5111) ||
        //(NumVertices == 7805 && primCount == 5111) ||
        //(NumVertices == 5643 && primCount == 3989) ||
        //(NumVertices == 8674 && primCount == 5302) ||
        //(NumVertices == 8952 && primCount == 5430) ||
        //(NumVertices == 8690 && primCount == 5302) ||
        //(NumVertices == 6115 && primCount == 4616) ||
        //(NumVertices == 6304 && primCount == 4768) ||
        //(NumVertices == 6575 && primCount == 4848) ||
        //(NumVertices == 6152 && primCount == 4680) )
        {
                    gotTarget = true;
        }
    
        if( (NumVertices == 3379 && primCount == 2224) || // Moosberg
            (NumVertices == 7159 && primCount == 3527) || // Mauser
            (NumVertices == 5178 && primCount == 3303) || // M4
            (NumVertices == 5748 && primCount == 2785) || // Mp5
            (NumVertices == 4793 && primCount == 2753) || // Saiga
            (NumVertices == 4968 && primCount == 2502) || // AA-12
            (NumVertices == 3689 && primCount == 2080) || // M16
            (NumVertices == 4847 && primCount == 2502) || // AKS
            (NumVertices == 4878 && primCount == 2520) || // AKH
            (NumVertices == 4851 && primCount == 3142) || // M4G
            (NumVertices == 4891 && primCount == 2962) ) // WESTE
        {
            gotWeapon = true;
        }
        
    
        if(((wallhack || chams) && (gotPlayer || gotWeapon || gotZombie) && !AllVisOff))
        {
            if(wallhack)// invisible 
            {
                pDevice->SetRenderState(D3DRS_ZENABLE,D3DZB_FALSE);
            }
            if(chams)
            {
                if(lambert)
                {
                    if(gotZombie)
                        SetModelColor(pDevice, 0.0f, 255.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);  // green
    
                    if(gotPlayer)
                        SetModelColor(pDevice, 200.0f, 165.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);  // orange
    
                    if(gotWeapon)
                        SetModelColor(pDevice, 0.0f, 0.0f, 255.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);  // blue
                }
                else
                {
                    if(gotZombie)
                        SetModelColor(pDevice, 0.0f, 255.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);  // green
    
                    if(gotPlayer)
                        SetModelColor(pDevice, 200.0f, 165.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);  // orange
    
                    if(gotWeapon)
                        SetModelColor(pDevice, 0.0f, 0.0f, 255.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);  // blue
                }
            }
    
            _DrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    
            if(wallhack)// visible 
            {
                pDevice->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE);
            }
            if(chams)
            {
                if(lambert)
                {
                    if(gotZombie)
                        SetModelColor(pDevice, 0.0f, 255.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);  // green
    
                    if(gotPlayer)
                        SetModelColor(pDevice, 255.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);  // red
    
                    if(gotWeapon)
                        SetModelColor(pDevice, 0.0f, 0.0f, 255.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);  // blue
                }
                else
                {
    
                    if(gotZombie)
                        SetModelColor(pDevice, 0.0f, 255.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);  // green
    
                    if(gotPlayer)
                        SetModelColor(pDevice, 255.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);  // red
    
                    if(gotWeapon)
                        SetModelColor(pDevice, 0.0f, 0.0f, 255.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);  // blue
                }
            }
        }
    
        if( NoFog && !AllVisOff)
            pDevice->SetRenderState(D3DRS_FOGENABLE, false);
        
        if(fullbright && !AllVisOff)
        {
            pDevice->SetRenderState(D3DRS_LIGHTING, true);
            pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255,255,255));
        }
    
        if((m_Stride == 32) && walls && !AllVisOff)
        {
                pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE); 
                pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA); // Transparency
        }
    
        if(AIM)
        {    
            if(AIM && gotTarget)
            {
                Aimbot(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    
                if(!AllVisOff)
                {
                    if(lambert)
                        SetModelColor(pDevice, 148.0f, 0.0f, 211.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f); // purple
                    
                    else
                        SetModelColor(pDevice, 148.0f, 0.0f, 211.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); // purple
                }
                    
            }
        }
    
        if(loging)
        {
            bool bHave=false;
            for(int i=0;i<50000;i++)
            { 
                if(stri[i]==m_Stride && vert[i]==NumVertices && prim[i]==primCount)
                { 
                    bHave=true;
                    break; 
                } 
            }
            if(!bHave)
            {
                stri[curr]=m_Stride;
                vert[curr]=NumVertices;
                prim[curr]=primCount;
                curr++;
            }
    
            if(stri[curl]==m_Stride && vert[curl]==NumVertices && prim[curl]==primCount)
            {
                if(method)
                    return NULL;
                else
                    SetModelColor(pDevice, 255.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);
            }
        }
    
        return _DrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    }
    
    HRESULT WINAPI MyBeginScene(LPDIRECT3DDEVICE9 pDevice)
    {    
        //Log("MyBeginScene");
        pDevice->GetViewport( &Viewport );
    
        if( !init )
        {
            init = true;
    
            pCanvas->Init(pDevice);
            //Log("Initialisation");
            menu = new Menu(pDevice,100,250);
            menu->addHack("   AllVisOff",&AllVisOff);
            menu->addHack("   Texture Log",&loging);
            menu->addHack("   Chams",&chams);
            menu->addHack("   Lambert",&lambert);
            menu->addHack("   FullBright",&fullbright);
            menu->addHack("   NoFog",&NoFog);
            menu->addHack("   Walls",&walls);
            menu->addHack("   Wallhack",&wallhack);
            menu->addHack("   Aimbot",&AIM);
            menu->addHack("   Aim Thru Walls",&AimThru);
            menu->addHack("   Aim Zombies",&AimZombies);
            menu->addHack("   AutoShoot",&Shooting);
            menu->addHack("   ESP AimTarget",&ESP);
            menu->addHack("   ShowBotFov",&ShowBotFov);
            menu->addHack("   CrossHair",&crossHair);
            menu->addHack("   Removals",&removals);
    
            /* Get Original Rendertarget Data */
            pDevice->GetRenderTarget( 0,&originalSurface );
            originalSurface->GetDesc( &originalSurfaceDesc );
    
            if( originalSurface )
                if(originalSurface->Release() == S_OK)
                    originalSurface = NULL;
    
            /* Set The Default Radius */
            Radius = Viewport.Width / FOV_MULTI;
    
            /* Screen size difference */
            Scale = (UINT)(Viewport.Width/400);
    
            /* Create Small RenderTarget */
            pDevice->CreateRenderTarget( (UINT)(Viewport.Width/Scale),(UINT)(Viewport.Height/Scale), D3DFMT_A8R8G8B8,D3DMULTISAMPLE_NONE, 0,TRUE, &NewSurface, NULL);
    
            /* Create Large RenderTarget */
            pDevice->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 );
    
                        pDevice->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 */
            pDevice->StretchRect( NewLSurface, NULL,NewSurface, NULL, D3DTEXF_NONE );
            /* Set The FOV */
            FOV = Radius;
        }
    
        NumberOfObjects = 0;
    
        // KEYS
        if( GetAsyncKeyState(VK_RBUTTON))
            AimKey = true;
        else
            AimKey = false;
    
        // 46 = F
        if( GetAsyncKeyState(0x46) &1){ AllVisOff = !AllVisOff; }
    
        if( GetAsyncKeyState(VK_DELETE) &1){ g_bMenu = !g_bMenu; }
        if( GetAsyncKeyState( VK_NUMPAD1 ) & 1 ){ method = !method; }
         
        if( GetAsyncKeyState( VK_MULTIPLY ) & 1 )
        {
            if(recoil > -10)
                recoil--;
        }
    
        if( GetAsyncKeyState( VK_DIVIDE ) & 1 )
        {
            if(recoil < 10)
                recoil++;
        }
    
        if( GetAsyncKeyState( VK_SUBTRACT ) & 1 )
        {
            if(loging)
            {
                if(curl != 0)
                    curl--; 
            }
            else
            {
                if(FOV>20)
                    FOV--;
            }
        }
    
        if( GetAsyncKeyState( VK_ADD ) & 1 )
        {
            if(loging)
            {
                if(curl < curr-1)
                    curl++; 
            }
            else
            {
                if(FOV<500)
                    FOV++;
            }
        }
    
        if( GetAsyncKeyState( VK_NUMPAD9 ) & 1 ){ if(curl != 0){ curl-=100; } }
        if( GetAsyncKeyState( VK_NUMPAD6 ) & 1 ){ if(curl < curr-1){ curl+=100; } }
        if( GetAsyncKeyState( VK_NUMPAD5 ) & 1 ){ Log("(NumVertices == %u && primCount == %u) ||",vert[curl],prim[curl]);}
    
        return _BeginScene(pDevice);
    }
    
    HRESULT WINAPI MyEndScene(LPDIRECT3DDEVICE9 pDevice)
    {
        //Log("MyEndScene");
        int ClosestPosition = 0;
        int curDistance = 0;
        int PixelCtr = 0;
    
        POINT ClosestTarget,Target;
        ClosestTarget.x = -1;
        ClosestTarget.y = -1;
    
        pDevice->GetViewport(&Viewport);
    
    
        if( NumberOfObjects > 0 && AIM && AimKey)
        {    /* Lock the small rendertarget to get 2d coords . auto edge included . */
            pDevice->StretchRect( NewLSurface, NULL,NewSurface, NULL, D3DTEXF_NONE );
    
            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 */
    
            ClosestPosition = FOV;
        
            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;
    
                    curDistance = GetDistance( TempX[i], Viewport.Width/2, TempY[i], Viewport.Height/2 );
    
                    if(    curDistance < ClosestPosition)
                    {
                        ClosestTarget.x = TempX[i];
                        ClosestTarget.y = TempY[i];
                    }
                }
            }
            /* Aim at closest position */
            if( ClosestTarget.x != -1 && ClosestTarget.y != -1 && AIM && AimKey)
            {
                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;
                }
    
                mouse_event( MOUSEEVENTF_MOVE, Target.x, Target.y + recoil , 0 , NULL );
    
                if(Shooting)
                {
                    if(((DWORD)Target.x == 0) && ((DWORD)Target.y > 0))
                    {
                        if(!IsPressed)
                        {
                            IsPressed = true;
                            mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
                        }
                            
                    }
                }
            }
    
        }
    
        if(IsPressed && Shooting && ((DWORD)Target.x != 0) && ((DWORD)Target.y != 0))
        {
            IsPressed = false;
            mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
        }
    
        pCanvas->Begin();
        menu->updateMenu();
        menu->showMenu(g_bMenu);
    
        if(!AllVisOff)
        {    
            if(NumberOfObjects != 0)
            {
                menu->drawBox((Viewport.Width/2)-150,20,180,60,0,0,0,0,0,0);
                pCanvas->Box((Viewport.Width/2)-150,20,180,60,0xff0000);
            
                PrintText((Viewport.Width/2)-150+30,30, 255,0,0,255,"!! FOUND %i ENEMYS !!",NumberOfObjects);
                //PrintText((Viewport.Width/2)-150+30,40, 255,0,0,255,"Target.x: %i",Target.x);
                //PrintText((Viewport.Width/2)-150+30,50, 255,0,0,255,"Target.y: %i ",Target.y);
                PrintText((Viewport.Width/2)-150+30,50, 255,0,0,255,"DIS: %i FOV: %i REC: %i",curDistance,FOV,recoil);
    
                //if(AimKey)
                //    PrintText((Viewport.Width/2)-150+30,40, 255,0,0,255,"AimKey button pressed",NumberOfObjects);
                //else
                //    PrintText((Viewport.Width/2)-150+30,40, 255,0,0,255,"AimKey button released",NumberOfObjects);
    
                //if(IsPressed && Shooting)
                //    PrintText((Viewport.Width/2)-150+30,50, 255,0,0,255,"** shooting **",NumberOfObjects);
                //else
                //    PrintText((Viewport.Width/2)-150+30,50, 255,0,0,255,"not shooting",NumberOfObjects);
            }
        
            if(loging)
            {    
                menu->drawBox(0,6,300,16*13,0,0,0,0,0,0);
                PrintText(5,16*1, 255, 0, 0, 255, "[ Stride[%d]: %d ]", curl, stri[curl]);
                PrintText(5,16*2, 255, 0, 0, 255, "[ NumVertices[%d]: %d ]", curl, vert[curl]);
                PrintText(5,16*3, 255, 0, 0, 255, "[ PrimCount[%d]: %d ]", curl, prim[curl]);
                PrintText(5,16*4, 255, 0, 0, 255, "[ Logged: %d ]", curr);
    
                if(method){    PrintText(5,16*5, 255, 0, 0, 255, "[ Viewing: Remove ]"); }
                else{        PrintText(5,16*5, 255, 0, 0, 255, "[ Viewing: Color ]"); }
    
                PrintText(5,16*8, 255, 0, 0, 255, "Numpad 1 to change viewing-mode (Remove/Color).", curr);
                PrintText(5,16*9, 255, 0, 0, 255, "Numpad +/- to see next/prev. logged texture.", curr);
                PrintText(5,16*10, 255, 0, 0, 255, "Numpad 6/9 to see next/prev. by 100 logged texture.", curr);
                PrintText(5,16*11, 255, 0, 0, 255, "Numpad 5 to save current to log-file.", curr);
                PrintText(5,16*12, 255, 0, 0, 255, "Key Delete to switch menu on/off");
            }
    
            if(crossHair)
            {
                pCanvas->Line(Viewport.Width/2-20    ,Viewport.Height/2        ,Viewport.Width/2-5        ,Viewport.Height/2        ,0xFFFFFFFF);
                pCanvas->Line(Viewport.Width/2+5    ,Viewport.Height/2        ,Viewport.Width/2+20    ,Viewport.Height/2        ,0xFFFFFFFF);
                pCanvas->Line(Viewport.Width/2        ,Viewport.Height/2-20    ,Viewport.Width/2        ,Viewport.Height/2-5    ,0xFFFFFFFF);
                pCanvas->Line(Viewport.Width/2        ,Viewport.Height/2+5    ,Viewport.Width/2        ,Viewport.Height/2+20    ,0xFFFFFFFF);          
            }
    
            if(AIM && ShowBotFov)
            {
                if(AimKey)
                    pCanvas->Circle(Viewport.Width/2,Viewport.Height/2,FOV,FOV,0xff0000);
                else
                    pCanvas->Circle(Viewport.Width/2,Viewport.Height/2,FOV,FOV,0x00ff00ff);
    
            }
    
            /* Draw esp on all objects */
            if(ESP && AIM && AimKey)
            {
                for( int i = 0; i < NumberOfObjects; i++ )
                {
                    if( TempX[i] != -1 && TempY[i] != -1 )
                    {
                        //pCanvas->Box(TempX[i]-10,TempY[i]-10,30,40,0xff00ffff);
                        pCanvas->Circle(TempX[i],TempY[i],10,20,0xff00ffff);
                        //pCanvas->Line(TempX[i]-10    ,TempY[i]        ,TempX[i]-5        ,TempY[i]        ,0xff00ffff);
                        //pCanvas->Line(TempX[i]+5    ,TempY[i]        ,TempX[i]+10    ,TempY[i]        ,0xff00ffff);
                        //pCanvas->Line(TempX[i]        ,TempY[i]-10    ,TempX[i]        ,TempY[i]-5        ,0xff00ffff);
                        //pCanvas->Line(TempX[i]        ,TempY[i]+5        ,TempX[i]        ,TempY[i]+10    ,0xff00ffff);
                    }
                }
            }
        }
        pCanvas->End();    
    
        if( AIM && AimKey)
        {
            /* Clear RenderTarget */
            pDevice->GetRenderTarget( 0,&originalSurface );
            pDevice->GetDepthStencilSurface( &originalDStencilSurface );
            pDevice->SetRenderTarget( 0,NewLSurface );
            pDevice->SetDepthStencilSurface( originalDStencilSurface );
            pDevice->Clear( 0, NULL, D3DCLEAR_TARGET , D3DXCOLOR(0.0, 0.0, 0.0, 1.0), 0.0f,  0 );
            pDevice->SetRenderTarget( 0,originalSurface );
            pDevice->SetDepthStencilSurface( originalDStencilSurface );
    
            if(originalSurface)
                if(originalSurface->Release() == S_OK)
                    originalSurface = NULL;
    
            if(originalDStencilSurface)
                if(originalDStencilSurface->Release() == S_OK)
                    originalDStencilSurface = NULL;
        }
    
        return _EndScene(pDevice);
    }
    
    HRESULT WINAPI MyCreateQuery(LPDIRECT3DDEVICE9 pDevice, D3DQUERYTYPE Type, IDirect3DQuery9** ppQuery)
    {
        //Log("MyCreateQuery");
        if( Type == D3DQUERYTYPE_OCCLUSION )
        {
            Type = D3DQUERYTYPE_EVENT;
        }
        return _CreateQuery(pDevice, Type, ppQuery);
    } 
    HRESULT WINAPI MyLock( UINT OffsetToLock, UINT SizeToLock, VOID **data, DWORD Flags )
    {
        //Log("MyLock");
        AllVisOff = true;
        return _Lock(OffsetToLock,SizeToLock,data,Flags);
        //AllVisOff = false;
    }
    bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
    {
        for(;*szMask;++szMask,++pData,++bMask)
            if(*szMask=='x' && *pData!=*bMask ) 
                return false;
    
        return (*szMask) == NULL;
    }
    
    DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
    {
        for(DWORD i=0; i < dwLen; i++)
            if( bCompare( (BYTE*)( dwAddress+i ),bMask,szMask) )
                return (DWORD)(dwAddress+i);
    
        return 0;
    }
    
    BOOL APIENTRY DllMain( HMODULE hModule,DWORD  ul_reason_for_call,LPVOID lpReserved)
    {
        if (ul_reason_for_call == DLL_PROCESS_ATTACH)
        {
            //Log("DLL_PROCESS_ATTACH");
            //Beep(50,500);
    
            DWORD* vtbl = 0;     
            DWORD table = FindPattern((DWORD)GetModuleHandle("d3d9.dll"), 0x128000,     (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
            memcpy(&vtbl, (void*)(table+2), 4);
    
            pCanvas = &Canvas;
    
            if(vtbl)
            {            
                // CreateTexture // 23
                _Reset                    = (Reset_t)                    DetourFunction((PBYTE)(vtbl[16]),(PBYTE)&MyReset);
                _Lock                    = (Lock_t)                    DetourFunction((PBYTE)(vtbl[25]),(PBYTE)&MyLock);
                _BeginScene                = (BeginScene_t)            DetourFunction((PBYTE)(vtbl[41]),(PBYTE)&MyBeginScene);
                _EndScene                = (EndScene_t)                DetourFunction((PBYTE)(vtbl[42]),(PBYTE)&MyEndScene);
                _DrawIndexedPrimitive    = (DrawIndexedPrimitive_t)    DetourFunction((PBYTE)(vtbl[82]),(PBYTE)&MyDrawIndexedPrimitive);
                _CreateQuery            = (CreateQuery_t)            DetourFunction((PBYTE)(vtbl[118]),(PBYTE)&MyCreateQuery);
            }
        }
        if (ul_reason_for_call == DLL_PROCESS_DETACH)
        {
            //Log("DLL_PROCESS_ATTACH");
            //Beep(50,500);
    
            DetourRemove((PBYTE)_CreateQuery            , (PBYTE)MyCreateQuery);
            DetourRemove((PBYTE)_Reset                    , (PBYTE)MyReset);
            DetourRemove((PBYTE)_EndScene                , (PBYTE)MyEndScene);
            DetourRemove((PBYTE)_BeginScene            , (PBYTE)MyBeginScene);
            DetourRemove((PBYTE)_DrawIndexedPrimitive    , (PBYTE)MyDrawIndexedPrimitive);
        }
    
        return TRUE;
    }

  2. The Following User Says Thank You to hawkk123 For This Useful Post:

    zolferno (12-26-2012)

  3. #2
    adimuresan96's Avatar
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    How exactly do u use this?im bad at programming so yea if anyone could make a dll out of this so we can inject it would be appreciated.

  4. #3
    KonkorFour's Avatar
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    To use this I'm guessing you'll have to have an IDE for C? So you'll need to compile this. Not sure if it works though.

  5. #4
    KAYAK's Avatar
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    you compile this into a dll and use it to inject it into WarZ

  6. #5
    tidu's Avatar
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    How do i compile this?

  7. #6
    reli1's Avatar
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    Quote Originally Posted by tidu View Post
    How do i compile this?
    Im also wondering how too compile it, can anyone find out if it works and then make a how-to ?

  8. #7
    pamcika's Avatar
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    How to make dll file?

  9. #8
    reli1's Avatar
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    Quote Originally Posted by reli1 View Post
    Im also wondering how too compile it, can anyone find out if it works and then make a how-to ?
    Ive tried too put it all in notepad, then save the file as a D3D Hook.dll, still I dont think it actually works.

  10. #9
    Ravens0824's Avatar
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    It does not inject, gets an error!

  11. #10
    tidu's Avatar
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    i've tried to compile it but half of it gives an error... maybe im overlooking something

  12. #11
    Ravens0824's Avatar
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    Quote Originally Posted by tidu View Post
    i've tried to compile it but half of it gives an error... maybe im overlooking something
    I got an error to.

  13. #12
    akke92's Avatar
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    First of all, this post is useless if we dont know what language this is in, is it "C# , C++ , F# , Visual basic?

    Also should it be compiled to an Class Library (.Dll) or should it be compiled into a Console application?

    Please leave more information before posting a post, this is totaly useless mate.....
    /Cheers


    [IMG]https://www.danasof*****m/sig/akke92389737.jpg[/IMG]

  14. #13
    051992's Avatar
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    Quote Originally Posted by akke92 View Post
    First of all, this post is useless if we dont know what language this is in, is it "C# , C++ , F# , Visual basic?

    Also should it be compiled to an Class Library (.Dll) or should it be compiled into a Console application?

    Please leave more information before posting a post, this is totaly useless mate.....
    /Cheers
    Visual C++ , .DLL

  15. #14
    TheOnlyTrueMCT's Avatar
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    Hello
    I'm very bad in this Shit.
    I dont understand C++, Notepad++ and all of this.
    Can someone help me to complite this hack ?
    Thanks D

  16. #15
    KAYAK's Avatar
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    Quote Originally Posted by akke92 View Post
    First of all, this post is useless if we dont know what language this is in, is it "C# , C++ , F# , Visual basic?

    Also should it be compiled to an Class Library (.Dll) or should it be compiled into a Console application?

    Please leave more information before posting a post, this is totaly useless mate.....
    /Cheers
    It's only useless for people who don't know how to use them.

    Quote Originally Posted by TheOnlyTrueMCT View Post
    Hello
    I'm very bad in this Shit.
    I dont understand C++, Notepad++ and all of this.
    Can someone help me to complite this hack ?
    Thanks D
    No.

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