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  1. #1
    cardoow's Avatar
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    Engine wallhack src

    In the hope my mailbox doesnt get flooded, a possibility for you guys to create your own engine wallhack

    The flags
    Code:
    enum whMasks
    {
    	mask_wh = 0x1,
    	mask_outline_white = 0x2,
    	mask_outline_red = 0x4,
    	mask_outline_green = 0x6,
    	mask_outline_blue = 0x8,
    	mask_outline_orange = 0xA,
    	mask_outline_yellow = 0xC,
    };
    Gets the wallhack mask for an object
    Code:
    DWORD ObjectWallhack(CEntity * pEnt, CClientInfo * pLocalClient)
    {
    	CClientInfo * pClient = GetClientByIndex(pEnt->clientNum);	
    	CEntity * pLocalEnt = GetEntityByIndex(cg->clientNum);
    	if(pClient != NULL && pLocalClient != NULL)
    	{
    		if(pClient->Team == pLocalClient->Team)
    			return outlineblue;
    		else
    		{
    			if(!CanSeePlayer(pEnt, 0x280F823))
    				return outlinered;
    			else
    				return outlinegreen;
    		}
    	}
    	return NULL;
    }
    Gets the mask for an object with an important parent
    Code:
    DWORD ParentWallhack(CEntity * pEnt, CClientInfo * pLocalClient)
    {
    	CClientInfo * pClient = GetClientByIndex(pEnt->ParentIndex);
    	if(pClient != NULL && pLocalClient != NULL)
    	{
    		if(pClient->Team == pLocalClient->Team)
    			return outlineblue;
    		else
    			return outlinered;
    	}
    	return NULL;
    }
    Entity loop trough all types you want to show on screen
    Code:
    DWORD GetWallhackMask(CEntity * pEnt)
    {		
    	CClientInfo * pLocalClient = GetClientByIndex(cg->clientNum);
    
    	if(pEnt != NULL && pEnt->isAlive & 1)
    	{
    		switch (pEnt->Type)
    		{
    			case ET_PLAYER:
    			{					
    				return ObjectWallhack(pEnt, pLocalClient);					
    			} break;
    
    			case ET_MISSILE:
    			{
    				return ParentWallhack(pEnt, pLocalClient);	
    			} break;
    
    			case ET_ITEM:
    			{
    				return outlinewhite;	
    			} break;
    
    			case ET_TURRET:
    			{
    				return ParentWallhack(pEnt, pLocalClient);	
    			} break;
    
    			case ET_HELICOPTER:
    			{							
    				return ParentWallhack(pEnt, pLocalClient);	
    			} break;
    
    			case ET_PLANE:
    			{	
    				return ParentWallhack(pEnt, pLocalClient);	
    			} break;
    
    			case ET_VEHICLE:
    			{
    				return ParentWallhack(pEnt, pLocalClient);	
    			} break;
    
    			case ET_AGENT:
    			{
    				return ObjectWallhack(pEnt, pLocalClient);	
    			} break;
    		}
    	}
    	return NULL;
    }
    Sample pseudo hook, you have to write this yourself
    Code:
    void SampleAddRefEntityToScene_Hook()
    {
    	CEntity * pEnt = (CEntity*)GrabEntityFromStack(); //hint: entity is the second param
    	DWORD dwMask = GetWallhackMask(pEnt);
    
    	//pseudo
    	rsi register = dwMask;
    	jumpback to original addrefentitytoscene	
        //
    }
    *edit, some extra info

    Code:
    typedef bool (*CanSeePlayer_)(int unknown, CEntity * pEnt, DWORD mask);
    CanSeePlayer_ CanSeePlayer = (CanSeePlayer_)0x1402A65B0;
    
    AddCEntity jumptable - 0x140264B30
    gl & hf
    Last edited by cardoow; 04-19-2014 at 02:09 PM.

  2. The Following 3 Users Say Thank You to cardoow For This Useful Post:

    hekc0211 (04-19-2014),Lovroman (04-19-2014),SammyDoge1 (04-20-2014)

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