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Home › Forum › Programming › C++/C Programming › Source code for any d3d/memory hack

Source code for any d3d/memory hack

Posts 1–7 of 7 · Page 1 of 1
Ragehax
Ragehax
Source code for any d3d/memory hack
hi, i need a source code for any d3d or memory hack for combat arms, i need to show it to my dad, he codes C++, but would like to see a source code for a hack... therefore he can make it easier... thanks!
#1 · 16y ago
ST
startdriveturn
Lol, if we had a source code we would debug the hack and release it,
BTW no one will give you....

it doesnt work like that
#2 · 16y ago
ac1d_buRn
ac1d_buRn
This tut will hopefully help u learn how to make d3d chams i will show yellow and red player chams.

open up starter kit and put this under your include files.


Quote:
int m_Stride;



bool onetime = true; // Boolean to only init textures once
LPDIRECT3DTEXTURE8 texRed; //texture
LPDIRECT3DTEXTURE8 texYellow; //texture

next put this


Quote:
const BYTE bRed[60] =
{
0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0xFF, 0x00, 0x00, 0x50};

const BYTE bGold[60] = //yellow
{
0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0xFF, 0xFF, 0x00, 0x00, 0x01 };

that will add the colors to the players. next u gotta do this


Quote:
HRESULT APIENTRY hkIDirect3DDevice8::BeginScene(void)
{
if(onetime)
{
//create our textures
onetime = false;
D3DXCreateTextureFromFileInMemory(m_pD3Ddev,(LPCVO ID)&bRed,60,&texRed) ;
D3DXCreateTextureFromFileInMemory(m_pD3Ddev,(LPCVO ID)&bGold,60,&texYel low);

}
return m_pD3Ddev->BeginScene();
}


next its time to do the cham code in the

hkIDirect3DDevice8:rawIndexedPrimitive(D3DPRIMITIV ETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)

put this


Quote:
if(m_Stride == 80)
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);//Disable
m_pD3Ddev->SetTexture(0, texYellow);//behind wall color
m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount); //return
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);//Re enable
m_pD3Ddev->SetTexture(0, texRed);//front of wall color
m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
it should now look like this


Quote:
HRESULT APIENTRY hkIDirect3DDevice8:rawIndexedPrimitive(D3DPRIMITIV ETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
if(m_Stride == 80)
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);//Disable
m_pD3Ddev->SetTexture(0, texYellow);//behind wall color
m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount); //return
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);//Re enable
m_pD3Ddev->SetTexture(0, texRed);//front of wall color
m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount


thats for chams
#3 · 16y ago
Ragehax
Ragehax
omg... you rule thanks!!!

hopefully you can teach me a little bit about coding
#4 · 16y ago
WH
whobansme??
Quote Originally Posted by ac1d_buRn View Post
This tut will hopefully help u learn how to make d3d chams i will show yellow and red player chams.

open up starter kit and put this under your include files.


Quote:
int m_Stride;



bool onetime = true; // Boolean to only init textures once
LPDIRECT3DTEXTURE8 texRed; //texture
LPDIRECT3DTEXTURE8 texYellow; //texture

next put this


Quote:
const BYTE bRed[60] =
{
0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0xFF, 0x00, 0x00, 0x50};

const BYTE bGold[60] = //yellow
{
0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0xFF, 0xFF, 0x00, 0x00, 0x01 };

that will add the colors to the players. next u gotta do this


Quote:
HRESULT APIENTRY hkIDirect3DDevice8::BeginScene(void)
{
if(onetime)
{
//create our textures
onetime = false;
D3DXCreateTextureFromFileInMemory(m_pD3Ddev,(LPCVO ID)&bRed,60,&texRed) ;
D3DXCreateTextureFromFileInMemory(m_pD3Ddev,(LPCVO ID)&bGold,60,&texYel low);

}
return m_pD3Ddev->BeginScene();
}


next its time to do the cham code in the

hkIDirect3DDevice8:rawIndexedPrimitive(D3DPRIMITIV ETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)

put this


Quote:
if(m_Stride == 80)
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);//Disable
m_pD3Ddev->SetTexture(0, texYellow);//behind wall color
m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount); //return
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);//Re enable
m_pD3Ddev->SetTexture(0, texRed);//front of wall color
m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
it should now look like this


Quote:
HRESULT APIENTRY hkIDirect3DDevice8:rawIndexedPrimitive(D3DPRIMITIV ETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
if(m_Stride == 80)
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);//Disable
m_pD3Ddev->SetTexture(0, texYellow);//behind wall color
m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount); //return
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);//Re enable
m_pD3Ddev->SetTexture(0, texRed);//front of wall color
m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount


thats for chams

want to give some CREDIT?
i can tell you who, but i;ll get banned
also i bet you dont know what HALF of this shit means,
#5 · edited 16y ago · 16y ago
why06
why06
Your dad won't be able to understand any of that. It makes no sense and it's not specific to Combat Arms. At least post the full source Acid.

Not to mention there's the whole deal of bypassing Hacksheild. What does your dad do exactly? Because I might be making assumptions.
#6 · edited 16y ago · 16y ago
Disturbed
[MPGH]Disturbed
WriteProcessMemory() & ReadProcessMemory()

Have fun on MSDN, but you need a bypass to use this method.
#7 · 16y ago
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Tags for this Thread

#code#d3d or memory#hack#source