d3d8 Device pointer offsets
Here are the device pointer offsets for you d3d8
Useful for making a wallhack.
Credz: *** gaming
Me for going into d3d api
Useful for making a wallhack.
Code:
ApplyStateBlock = 0x6D9D22A0; BeginScene = 0x6D9D9250; BeginStateBlock = 0x6D9D4160; CaptureStateBlock = 0x6D9D2400; Clear = 0x6D9D7C10; CopyRects = 0x6D9EE650; CreateAdditionalSwapChain = 0x6D9EC830; CreateCubeTexture = 0x6D9ED950; CreateDepthStencilSurface = 0x6D9EDA60; CreateImageSurface = 0x6D9EDAE0; CreateIndexBuffer = 0x6D9EDBC0; CreatePixelShader = 0x6D9DA450; CreateRenderTarget = 0x6D9ED9D0; CreateStateBlock = 0x6D9D4780; CreateTexture = 0x6D9ED830; CreateVertexBuffer = 0x6D9EDB40; CreateVertexShader = 0x6D9DB190; CreateVolumeTexture = 0x6D9ED8C0; DeletePatch = 0x6D9D7600; DeletePixelShader = 0x6D9D7080; DeleteStateBlock = 0x6D9D21C0; DeleteVertexShader = 0x6D9D6C90; DrawIndexedPrimitive = 0x6D9D73A0; DrawIndexedPrimitiveUP = 0x6D9D7890; DrawPrimitive = 0x6D9D72C0; DrawPrimitiveUP = 0x6D9D76F0; DrawRectPatch = 0x6D9D7480; DrawTriPatch = 0x6D9D7540; EndScene = 0x6D9D93A0; EndStateBlock = 0x6D9D4320; GetAvailableTextureMem = 0x6D9ED050; GetBackBuffer = 0x6D9ECBC0; Ge***ipPlane = 0x6D9D87B0; Ge***ipStatus = 0x6D9D5E90; GetCreationParameters = 0x6D9ECF70; GetCurrentTexturePalette = 0x6D9D6370; GetDepthStencilSurface = 0x6D9D9970; GetDeviceCaps = 0x6D9EDCC0; GetDirect3D = 0x6D9ECEF0; GetDisplayMode = 0x6D9ECFE0; GetFrontBuffer = 0x6D9EDE40; GetGammaRamp = 0x6D9ECB60; GetIndices = 0x6D9D6AE0; GetInfo = 0x6D9D9EF0; GetLight = 0x6D9D87B0; GetLightEnable = 0x6D9D87B0; GetMaterial = 0x6D9D8770; GetPaletteEntries = 0x6D9D6420; GetPixelShader = 0x6D9D8770; GetPixelShaderConstant = 0x6D9D8830; GetPixelShaderFunction = 0x6D9D8CE0; GetRasterStatus = 0x6D9ECE00; GetRenderState = 0x6D9D87B0; GetRenderTarget = 0x6D9D98B0; GetStreamSource = 0x6D9D6830; GetTexture = 0x6D9D6060; GetTextureStageState = 0x6D9D87F0; GetTransform = 0x6D9D87B0; GetVertexShader = 0x6D9D8770; GetVertexShaderConstant = 0x6D9D8830; GetVertexShaderDeclaration = 0x6D9D8870; GetVertexShaderFunction = 0x6D9D8B00; GetViewport = 0x6D9D8770; LightEnable = 0x6D9D9D50; MultiplyTransform = 0x6D9D94B0; Present = 0x6D9ECC50; ProcessVertices = 0x6D9D5ED0; Release = 0x6D9EC750; Reset = 0x6D9EE3B0; ResourceManagerDiscardBytes = 0x6D9DB0A0; Se***ipPlane = 0x6D9D5E90; Se***ipStatus = 0x6D9D5E90; SetCurrentTexturePalette = 0x6D9D6290; SetCursorPosition = 0x6D9ECA30; SetCursorProperties = 0x6D9EC980; SetGammaRamp = 0x6D9ECB00; SetIndices = 0x6D9D68E0; SetLight = 0x6D9D9A50; SetMaterial = 0x6D9D5C80; SetPaletteEntries = 0x6D9DA0F0; SetPixelShader = 0x6D9D6F10; SetPixelShaderConstant = 0x6D9D7160; SetRenderState = 0x6D9D9BE0; SetRenderTarget = 0x6D9D9670; SetStreamSource = 0x6D9D65A0; SetTexture = 0x6D9D5F70; SetTextureStageState = 0x6D9D6130; SetTransform = 0x6D9D9560; SetVertexShader = 0x6D9DA2C0; SetVertexShaderConstant = 0x6D9D6D90; SetViewport = 0x6D9D5B90; ShowCursor = 0x6D9ECA90; TestCooperativeLevel = 0x6D9ECCE0; UpdateTexture = 0x6D9ED770; ValidateDevice = 0x6D9D91A0;
Me for going into d3d api
