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    CREATING D3D WALLHACK

    ADDING DIRECT-X INCLUDE FILES IN VC++

    STEP 1. Install Direct-X SDK
    STEP 2. Open VC++
    STEP 3. Select Tools -> Option -> Projects and Solutions -> VC++ Directories
    STEP 4. In VC ++ Directories, go to the drop-down menu and select Include Files
    STEP 5. Add the code below



    Code:
    Code:
    C:\Program Files\Microsoft DirectX 9.0 SDK (Summer 2004)\Include
    ADDING DIRECT-X LIBRARY FILES IN VC++

    STEP 1. Install Direct-X SDK
    STEP 2. Open VC++
    STEP 3. Select Tools -> Option -> Projects and Solutions -> VC++ Directories
    STEP 4. In VC ++ Directories, go to the drop-down menu and select Library Files
    STEP 5. Add the code below



    Code:
    Code:
    C:\Program Files\Microsoft DirectX 9.0 SDK (Summer 2004)\Lib
    Here's a tutorial on how to create a d3d8 / Sudden attack base!

    Open up Visual C++ 2008
    Create: Project...
    Choose Win32 Console Application
    If you do not see it, look at Project types and click on Visual C++


    Screenshot




    You should see the picture below be presented on your Visual C++
    Press NEXT


    Screenshot



    Do not touch anything else. Application type - Select "DLL"
    Press FINISH

    Screenshot



    You should see the screenshot below presented on your Visual C++
    Right click and remove dllmain.cpp*
    * - Remove because it is already defined in the base source I will give you.

    Screenshot



    Click the green arrow on the top to debug / release. Alternately, you can just build / rebuild (for those who know how to use C++ IDE)

    Screenshot



    Base Source Code

    [CODE]
    #include"stdafx.h"
    #include <windows.h>

    #include <d3d8.h>
    #pragma comment(lib, "d3d8.lib")

    typedef HRESULT (WINAPI* CreateDevice_Prototype) (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*);
    typedef HRESULT (WINAPI* Reset_Prototype) (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*);
    typedef HRESULT (WINAPI* EndScene_Prototype) (LPDIRECT3DDEVICE8);
    typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, 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 Direct3DCreate8_VMTable (VOID);
    HRESULT WINAPI CreateDevice_Detour (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*);
    HRESULT WINAPI Reset_Detour (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*);
    HRESULT WINAPI EndScene_Detour (LPDIRECT3DDEVICE8);
    HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT);

    PDWORD Direct3D_VMTable = NULL;

    BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved)
    {
    if(dwReason == DLL_PROCESS_ATTACH)
    {
    DisableThreadLibraryCalls(hinstModule);

    if(Direct3DCreate8_VMTable() == D3D_OK)
    return TRUE;
    }

    return FALSE;
    }

    HRESULT WINAPI Direct3DCreate8_VMTable(VOID)
    {
    LPDIRECT3D8 Direct3D_Object = Direct3DCreate8(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[15], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
    {
    *(PDWORD)&CreateDevice_Pointer = Direct3D_VMTable[15];
    *(PDWORD)&Direct3D_VMTable[15] = (DWORD)CreateDevice_Detour;

    if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), dwProtect, &dwProtect) == 0)
    return D3DERR_INVALIDCALL;
    }
    else
    return D3DERR_INVALIDCALL;

    return D3D_OK;
    }

    HRESULT WINAPI CreateDevice_Detour(LPDIRECT3D8 Direct3D_Object, UINT Adapter, D3DDEVTYPE DeviceType, HWND FocusWindow,
    DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* PresentationParameters,
    LPDIRECT3DDEVICE8* Returned_Device_Interface)
    {
    HRESULT Returned_Result = CreateDevice_Pointer(Direct3D_Object, Adapter, DeviceType, FocusWindow, BehaviorFlags,
    PresentationParameters, Returned_Device_Interface);

    DWORD dwProtect;

    if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
    {
    *(PDWORD)&Direct3D_VMTable[15] = *(PDWORD)&CreateDevice_Pointer;
    CreateDevice_Pointer = NULL;

    if(VirtualProtect(&Direct3D_VMTable[15], 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[14];
    *(PDWORD)&EndScene_Pointer = (DWORD)Direct3D_VMTable[35];
    *(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable[71];

    *(PDWORD)&Direct3D_VMTable[14] = (DWORD)Reset_Detour;
    *(PDWORD)&Direct3D_VMTable[35] = (DWORD)EndScene_Detour;
    *(PDWORD)&Direct3D_VMTable[71] = (DWORD)DrawIndexedPrimitive_Detour;
    }

    return Returned_Result;
    }

    HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters)
    {
    return Reset_Pointer(Device_Interface, PresentationParameters);
    }

    HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE8 Device_Interface)
    {
    return EndScene_Pointer(Device_Interface);
    }

    HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRIMITIVETYPE Type,
    UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
    {
    LPDIRECT3DVERTEXBUFFER8 Stream_Data;
    UINT Stride = 0;

    if(Device_Interface->GetStreamSource(0, &Stream_Data, &Stride) == D3D_OK)
    Stream_Data->Release();
    //code
    return DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
    }[CODE]

    How to add WALLHACK
    Look at this piece of code right here in the base


    [CODE]HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRIMITIVETYPE Type,
    UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
    {
    LPDIRECT3DVERTEXBUFFER8 Stream_Data;
    UINT Stride;

    if(Device_Interface->GetStreamSource(0, &Stream_Data, &Stride) == D3D_OK)
    Stream_Data->Release();
    //code
    return DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
    }
    [CODE]

    Now, look more closely at the following.
    Code:

    Code:
    //code


    INFO
    Stride 40 and 44 are the body model of Sudden Attack. (One's upper, one's lower)
    WALL HACK ---
    Add this below the "//code"
    Code:
    bool wallhack;
    Code:
    
    
    Code:
    if(Stride == 40 && wallhack || Stride == 44 && wallhack)
    {
       Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); 
    
    }


    To make this work, you need to add a hotkey.

    Add this below the wallhack code.

    Code:
    if((GetAsyncKeyState(VK_NUMPAD1)&1)==1)//Numpad 1 wallhack =!wallhack;//Start Wallhack
    
    Code:
    
    


    If you press NUMPAD 1, wallhack will start.
    Everything you need to learn is here follow this step

    Credit by: Marra
    Last edited by COD3RIN; 11-11-2013 at 03:30 AM.
    ᚛C☢dℝin3᚜
    Love you.
    ~Kenshit13
    Quote Originally Posted by cheaterman26 View Post
    COD3RIN PUT A BACKDOOR ON HIS OWN CHEAT HE HACK MY COMPUTER AND MY STEAM, DON'T TRUST THIS GUYS !



  2. The Following 15 Users Say Thank You to COD3RIN For This Useful Post:

    aimanzulkifli (11-11-2013),atit (12-06-2013),bunkface (11-10-2013),cfm1997 (11-12-2013),EchoSystems (11-10-2013),[MPGH]Mayion (11-10-2013),Munched (12-08-2013),mustapha00 (03-01-2014),oretutnak (11-10-2013),Ritster (03-18-2014),SH4Z4M (11-30-2013),shahir1 (11-10-2013),sjekx (12-19-2013),Sychia (02-07-2014),VeViDo (11-10-2013)

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