darkemon (03-16-2013),demaldox1234 (03-16-2013)
in DIP hook
GlassCode:if ( ChamsMain && hack5 ) { //Device_Interface->SetTexture ( 0 , Engine.SkyBlueTexture ); Device_Interface->SetPixelShader ( Blue ); Device_Interface->SetRenderState ( D3DRS_ZENABLE , FALSE ); Engine.DrawIndexedPrimitive ( Device_Interface , Type , BaseIndex , MinIndex , uiNumVertices , StartIndex , uiPrimitiveCount ); Device_Interface->SetRenderState ( D3DRS_ZENABLE , TRUE ); }
WireFrameCode:Device_Interface->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); Device_Interface->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR); Device_Interface->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);
in EndSceneCode:Device_Interface->SetRenderState(D3DRS_FILLMODE, oldfill);
and at the top of functionCode:if (!done) { Engine.GenerateTexture ( pDevice , &Engine.RedTexture , D3D_RED ); Engine.GenerateTexture ( pDevice , &Engine.SkyBlueTexture , D3D_SKYBLUE ); Engine.GenerateTexture ( pDevice , &Engine.YellowTexture , D3D_YELLOW ); Engine.GenerateTexture ( pDevice , &Engine.GreenTexture , D3D_GREEN ); Engine.GenerateTexture ( pDevice , &Engine.BlackTexture , D3D_BLACK ); Engine.GenerateTexture ( pDevice , &Engine.TealTexture , D3D_TEAL ); Engine.GenerateTexture ( pDevice , &Engine.OrangeTexture , D3D_ORANGE ); Draw.GenerateShader( pDevice , &Blue , 0.0f, 0.0f, 1.0f ); Draw.GenerateShader( pDevice, &Orange, 1.0f, 0.5f, 0.0f ); Draw.GenerateShader( pDevice, &Purple, 1.0f, 0.0f, 1.0f ); Draw.GenerateShader( pDevice, &White, 1.0f, 1.0f, 1.0f ); Draw.GenerateShader( pDevice, &Yellow, 1.0f, 1.0f, 0.0f ); Draw.GenerateShader( pDevice, &Teal, 0.0f, 1.0f, 1.0f ); Draw.GenerateShader( pDevice, &Red, 1.0f, 0.0f, 0.0f ); Draw.GenerateShader( pDevice, &Green, 0.0f, 1.0f, 0.0f ); done = true; }
more coming soon.Code:bool gentex = false; #define Chams ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==280) && (StartIndex==1257408) && (uiPrimitiveCount==156)) #define Chams2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==110) && (StartIndex==1296112) && (uiPrimitiveCount==160)) #define Chams3 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==81) && (StartIndex==1166568) && (uiPrimitiveCount==104)) #define Chams4 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==1097) && (StartIndex==155976) && (uiPrimitiveCount==1582)) #define Chams5 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2263) && (StartIndex==1604528) && (uiPrimitiveCount==1782)) #define Chams6 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2730) && (StartIndex==1804008) && (uiPrimitiveCount==4312)) #define Sniper ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3039) && (StartIndex==1674544) && (uiPrimitiveCount==4894)) #define Scope ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==1921) && (StartIndex==1232328) && (uiPrimitiveCount==1708)) #define Sniper2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==964) && (StartIndex==1672072) && (uiPrimitiveCount==824)) #define ChamsMain Chams || Chams2 || Chams3 || Chams4 || Chams5 || Chams6 || Sniper || Scope || Sniper2
Credits : me , zooom , rawr im a tiger , JackD , author of D3DProLogger (don't remember the name) and Qmo
darkemon (03-16-2013),demaldox1234 (03-16-2013)
Very nice thks but chams dont work here
mwxplayer (03-16-2013)
moar
Code:#define Chams ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==280) && (StartIndex==1257408) && (uiPrimitiveCount==156)) #define Chams2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==110) && (StartIndex==1296112) && (uiPrimitiveCount==160)) #define Chams3 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==81) && (StartIndex==1166568) && (uiPrimitiveCount==104)) #define Chams4 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==1097) && (StartIndex==155976) && (uiPrimitiveCount==1582)) #define Chams5 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2263) && (StartIndex==1604528) && (uiPrimitiveCount==1782)) #define Chams6 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2730) && (StartIndex==1804008) && (uiPrimitiveCount==4312)) #define Sniper ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3039) && (StartIndex==1674544) && (uiPrimitiveCount==4894)) #define Scope ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==1921) && (StartIndex==1232328) && (uiPrimitiveCount==1708)) #define Sniper2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==964) && (StartIndex==1672072) && (uiPrimitiveCount==824)) #define Chams7 ((uiStride==32) && (uiNumVertices==68) && (uiPrimitiveCount==60 )) #define OverWatch ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3652) && (StartIndex==1528800) && (uiPrimitiveCount==2738)) #define Chams8 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3652) && (StartIndex==1528800) && (uiPrimitiveCount==2738)) #define Hands_ ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2716) && (StartIndex==1383328) && (uiPrimitiveCount==4498)) #define G3G6 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2982) && (StartIndex==1308072) && (uiPrimitiveCount==2324)) #define UMP45 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3097) && (StartIndex==1463312) && (uiPrimitiveCount==2396)) #define UMP45_Crosshair ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==188) && (StartIndex==1470896) && (uiPrimitiveCount==122)) #define MilitiaHands_1 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==292) && (StartIndex==1396824) && (uiPrimitiveCount==302)) #define MilitiaHands_2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2716) && (StartIndex==1383328) && (uiPrimitiveCount==4498)) #define Striker ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3156) && (StartIndex==1777760) && (uiPrimitiveCount==2656)) #define Chams8 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3156) && (StartIndex==1777760) && (uiPrimitiveCount==2656)) #define M4A1 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2831) && (StartIndex==1251224) && (uiPrimitiveCount==2060)) #define Launcher ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3524) && (StartIndex==843584) && (uiPrimitiveCount==2874)) #define ChamsMain Chams || Chams2 || Chams3 || Chams4 || Chams5 || Chams6 || Sniper || Scope || Sniper2 || Chams7 || Chams8 #define Gun OverWatch || UMP45 || UMP45_Crosshair || G3G6 || Striker || M4A1 || Launcher #define Hands Hands_ || MilitiaHands_1 || MilitiaHands_2
Last edited by mwxplayer; 03-16-2013 at 11:24 AM.
Just to whoever's reading, mwxplayer's a God. Any normal person who had an error in their DIP hook would cause their game to crash.
But no, not the new Jesus here, he had an error (That he corrected after) and his game didn't crash!!
I wish I had those powers
mwxplayer (03-16-2013)
These screenshots really looks like a aimbot that I saw on youtube with marked Iw5m bot by @Kenshin13 at the top right.
But, all the same nice work Jesus ! =Ð
Sorry for my crap english, i'm French.
Google translate is my best friend.
La vitesse de la lumière étant supérieure à celle du son,
Beaucoup de gens paraissent brillants,
Jusqu'à ce qu'ils ouvrent leur gueule.
credits : me and rawr im a tiger.Code:#define Chams ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==280) && (StartIndex==1257408) && (uiPrimitiveCount==156)) #define Chams2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==110) && (StartIndex==1296112) && (uiPrimitiveCount==160)) #define Chams3 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==81) && (StartIndex==1166568) && (uiPrimitiveCount==104)) #define Chams4 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==1097) && (StartIndex==155976) && (uiPrimitiveCount==1582)) #define Chams5 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2263) && (StartIndex==1604528) && (uiPrimitiveCount==1782)) #define Chams6 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2730) && (StartIndex==1804008) && (uiPrimitiveCount==4312)) #define Sniper ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3039) && (StartIndex==1674544) && (uiPrimitiveCount==4894)) #define Scope ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==1921) && (StartIndex==1232328) && (uiPrimitiveCount==1708)) #define Sniper2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==964) && (StartIndex==1672072) && (uiPrimitiveCount==824)) #define Chams7 ((uiStride==32) && (uiNumVertices==68) && (uiPrimitiveCount==60 )) #define Chams9 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==72)) #define Chams10 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==86)) #define Chams11 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==90)) #define Chams12 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==124)) #define Chams13 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==130)) #define Chams14 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==163)) #define Chams15 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==234)) #define Chams16 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==240)) #define OverWatch ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3652) && (StartIndex==1528800) && (uiPrimitiveCount==2738)) #define Chams8 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3652) && (StartIndex==1528800) && (uiPrimitiveCount==2738)) #define Hands_ ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2716) && (StartIndex==1383328) && (uiPrimitiveCount==4498)) #define G3G6 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2982) && (StartIndex==1308072) && (uiPrimitiveCount==2324)) #define UMP45 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3097) && (StartIndex==1463312) && (uiPrimitiveCount==2396)) #define UMP45_Crosshair ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==188) && (StartIndex==1470896) && (uiPrimitiveCount==122)) #define MilitiaHands_1 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==292) && (StartIndex==1396824) && (uiPrimitiveCount==302)) #define MilitiaHands_2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2716) && (StartIndex==1383328) && (uiPrimitiveCount==4498)) #define Striker ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3156) && (StartIndex==1777760) && (uiPrimitiveCount==2656)) #define Chams8 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3156) && (StartIndex==1777760) && (uiPrimitiveCount==2656)) #define M4A1 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2831) && (StartIndex==1251224) && (uiPrimitiveCount==2060)) #define Launcher ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3524) && (StartIndex==843584) && (uiPrimitiveCount==2874)) #define MSR_Stands ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==832) && (StartIndex==1692984) && (uiPrimitiveCount==544)) #define mtl_viewmodel_russian_glove (uiNumVertices == 2730 && uiPrimitiveCount == 4312) #define mtl_viewmodel_russian_sleeve_a (uiNumVertices == 1046 && uiPrimitiveCount == 1364) #define mtl_russian_military_boots_a (uiNumVertices == 314 && uiPrimitiveCount == 436) #define mtl_russian_military_sidearm_a (uiNumVertices == 195 && uiPrimitiveCount == 146) #define mtl_russian_military_head_a (uiNumVertices == 295 && uiPrimitiveCount == 378) #define mtl_russian_military_head_a (uiNumVertices == 925 && uiPrimitiveCount == 1522) #define mtl_russian_military_headgear_a (uiNumVertices == 85 && uiPrimitiveCount == 54) #define mtl_russian_military_headgear_a (uiNumVertices == 160 && uiPrimitiveCount == 128) #define mtl_russian_military_head_d (uiNumVertices == 201 && uiPrimitiveCount == 180) #define mtl_russian_military_head_d (uiNumVertices == 295 && uiPrimitiveCount == 382) #define mtl_russian_military_lower_body_a (uiNumVertices == 176 && uiPrimitiveCount == 236) #define mtl_russian_military_lower_body_a (uiNumVertices == 873 && uiPrimitiveCount == 1194) #define mtl_russian_military_upper_body_a (uiNumVertices == 460 && uiPrimitiveCount == 442) #define mtl_russian_military_upper_body_a (uiNumVertices == 1973 && uiPrimitiveCount == 2116) #define mtl_russian_military_rpg_a (uiNumVertices == 292 && uiPrimitiveCount == 210) #define mtl_russian_military_rpg_a (uiNumVertices == 498 && uiPrimitiveCount == 430) #define mtl_russian_military_hands_a (uiNumVertices == 353 && uiPrimitiveCount == 418) #define mtl_russian_military_hands_a (uiNumVertices == 701 && uiPrimitiveCount == 1096) #define mtl_russian_military_assault_a (uiNumVertices == 139 && uiPrimitiveCount == 110) #define mtl_russian_military_assault_a (uiNumVertices == 412 && uiPrimitiveCount == 440) #define mtl_russian_military_lmg_a (uiNumVertices == 109 && uiPrimitiveCount == 84) #define mtl_russian_military_lmg_a (uiNumVertices == 220 && uiPrimitiveCount == 214) #define Team_Model mtl_viewmodel_russian_glove || mtl_viewmodel_russian_sleeve_a || mtl_russian_military_boots_a || mtl_russian_military_boots_a || mtl_russian_military_sidearm_a || mtl_russian_military_head_a || mtl_russian_military_headgear_a || mtl_russian_military_head_d || mtl_russian_military_lower_body_a || mtl_russian_military_upper_body_a || mtl_russian_military_rpg_a || mtl_russian_military_hands_a || mtl_russian_military_assault_a || mtl_russian_military_lmg_a || Chams9 || Chams11 || Chams12 || Chams13 || Chams14 || Chams15 || Chams16 #define ChamsMain Chams || Chams2 || Chams3 || Chams4 || Chams5 || Chams6 || Sniper || Scope || Sniper2 || Chams7 || Chams8 #define Gun OverWatch || UMP45 || UMP45_Crosshair || G3G6 || Striker || M4A1 || Launcher || MSR_Stands #define Hands Hands_ || MilitiaHands_1 || MilitiaHands_2