C++/D3D Help

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C++/D3D Help
This is probably a long shot as everyones so "reserved", but I was wondering if anyone could share a a project I could fuck around with (idc if the offsets are outdated, just looking for a little head start) for CF?

Used to code hacks for cs 1.6, came across this game a couple of days ago and it looks fairly simple.. ill share any discoveries on this forum
Anyone?
You're going to have to be more specific. The offsets for what? The player classes?
Quote Originally Posted by radnomguywfq3 View Post
You're going to have to be more specific. The offsets for what? The player classes?
Yea for esp, but what i really meant was i was just looking for anyone who has a project they dont mind sharing with me that i could fuck around with in mc++.. its saturday, im high as fuck and feel like releasin somethin
bumpin this up
Quote Originally Posted by breeze View Post
Yea for esp, but what i really meant was i was just looking for anyone who has a project they dont mind sharing with me that i could fuck around with in mc++.. its saturday, im high as fuck and feel like releasin somethin
So you are saying

Give our project to you so you can release it under your name?

Quote Originally Posted by Synns View Post
So you are saying

Give our project to you so you can release it under your name?

What?? No, I'm really only interested in the hooking process :-/
Quote Originally Posted by breeze View Post
What?? No, I'm really only interested in the hooking process :-/
Code:
class _player;
class _Object;

class _player
{ 
public:
__int32 Get;
_Object* Object;
BYTE ClientID;  
__int8 Team;     
char Name[12]; 
__int16 check;  
__int8 check1;
__int8 check2;
__int32 PlayerSlotTeam;
__int32 Tester; 
bool Has_C4; 
__int32 State; 
__int32 Rank;
__int32 Tester2; 
__int32 CheckAgain1;
__int8 SpecHealth;
__int8 SpecHealthOB;
//===============dont touch above =====================//
char Pad9[184];
__int16 pad;
__int16 pad1;
__int16 pad2;

};

class _Object
{
public:
char pad0[4];
vect Origin;
vec3_t Unknown;	
vec3_t Unknown1;
};


_player  * player = (_player * )(CShellBase + 0x5A1554);

 for( unsigned int i = 0; i < 16; i++ ){

 
         playerAddy  = (CShellBase + 0x5A1554) + (i * 0x1AC);
	 player = (_player*)(playerAddy);
	 
	 if(player->Object !=NULL ){ 




                              D3DXVECTOR3 vScreenCoord,vScreenCoord2;
			      D3DXMATRIX projection, view, world;
                              D3DXVECTOR3 vWorldLocation = player->Object->Origin;
			      D3DVIEWPORT9 viewPort;
    
			      pDevice->GetTransform(D3DTS_VIEW, &view);
    
			      pDevice->GetTransform(D3DTS_PROJECTION, &projection);
    
			      pDevice->GetTransform(D3DTS_WORLD, &world);
    
			      pDevice->GetViewport(&viewPort);

			      D3DXVec3Project(&vScreenCoord, &vWorldLocation, &viewPort, &projection, &view, &world);	 
		 
			      if(vScreenCoord.z <= 1){
		 
		              if(player->Team == Me->Team)
			      {
                                sprintf(szName,"%s[%.1f]",player->Name,playerDistance);
			        DrawEngineString(ulBase, szName, vScreenCoord.x, vScreenCoord.y, D3DCOLOR_XRGB(0, 120, 255), true);
				  
                              }
			      else
			      {
				sprintf(szName,"%s[%.1f]",player->Name,playerDistance); 
			        DrawEngineString(ulBase, szName, vScreenCoord.x, vScreenCoord.y, D3DCOLOR_XRGB(255,120,0), true);
			      }
				  
                              if(player->Has_C4 == 1 )
			      {
                               DrawEngineString(ulBase, "[C4]", vScreenCoord.x, vScreenCoord.y+10, D3DCOLOR_XRGB(255, 0, 0), true);
			      }








typedef int (__thiscall *lpGetMeIdxInPlayerInfoList)(unsigned long ulCL***ientShell);
lpGetMeIdxInPlayerInfoList GetMeIdxInPlayerInfoList;


GetMeIdxInPlayerInfoList = (lpGetMeIdxInPlayerInfoList)(CShellBase + 0x17DA0);


typedef void (__thiscall *lpDrawEngineString)(unsigned long ulBase, char *String, int x, int y, unsigned long Color, bool Shadow);
lpDrawEngineString DrawEngineString;

DrawEngineString     = (lpDrawEngineString    )(CShellBase + 0x1A4ED0);
Snippet from fatboy88.
Quote Originally Posted by Synns View Post
Code:
class _player;
class _Object;

class _player
{ 
public:
__int32 Get;
_Object* Object;
BYTE ClientID;  
__int8 Team;     
char Name[12]; 
__int16 check;  
__int8 check1;
__int8 check2;
__int32 PlayerSlotTeam;
__int32 Tester; 
bool Has_C4; 
__int32 State; 
__int32 Rank;
__int32 Tester2; 
__int32 CheckAgain1;
__int8 SpecHealth;
__int8 SpecHealthOB;
//===============dont touch above =====================//
char Pad9[184];
__int16 pad;
__int16 pad1;
__int16 pad2;

};

class _Object
{
public:
char pad0[4];
vect Origin;
vec3_t Unknown;	
vec3_t Unknown1;
};


_player  * player = (_player * )(CShellBase + 0x5A1554);

 for( unsigned int i = 0; i < 16; i++ ){

 
         playerAddy  = (CShellBase + 0x5A1554) + (i * 0x1AC);
	 player = (_player*)(playerAddy);
	 
	 if(player->Object !=NULL ){ 




                              D3DXVECTOR3 vScreenCoord,vScreenCoord2;
			      D3DXMATRIX projection, view, world;
                              D3DXVECTOR3 vWorldLocation = player->Object->Origin;
			      D3DVIEWPORT9 viewPort;
    
			      pDevice->GetTransform(D3DTS_VIEW, &view);
    
			      pDevice->GetTransform(D3DTS_PROJECTION, &projection);
    
			      pDevice->GetTransform(D3DTS_WORLD, &world);
    
			      pDevice->GetViewport(&viewPort);

			      D3DXVec3Project(&vScreenCoord, &vWorldLocation, &viewPort, &projection, &view, &world);	 
		 
			      if(vScreenCoord.z <= 1){
		 
		              if(player->Team == Me->Team)
			      {
                                sprintf(szName,"%s[%.1f]",player->Name,playerDistance);
			        DrawEngineString(ulBase, szName, vScreenCoord.x, vScreenCoord.y, D3DCOLOR_XRGB(0, 120, 255), true);
				  
                              }
			      else
			      {
				sprintf(szName,"%s[%.1f]",player->Name,playerDistance); 
			        DrawEngineString(ulBase, szName, vScreenCoord.x, vScreenCoord.y, D3DCOLOR_XRGB(255,120,0), true);
			      }
				  
                              if(player->Has_C4 == 1 )
			      {
                               DrawEngineString(ulBase, "[C4]", vScreenCoord.x, vScreenCoord.y+10, D3DCOLOR_XRGB(255, 0, 0), true);
			      }








typedef int (__thiscall *lpGetMeIdxInPlayerInfoList)(unsigned long ulCL***ientShell);
lpGetMeIdxInPlayerInfoList GetMeIdxInPlayerInfoList;


GetMeIdxInPlayerInfoList = (lpGetMeIdxInPlayerInfoList)(CShellBase + 0x17DA0);


typedef void (__thiscall *lpDrawEngineString)(unsigned long ulBase, char *String, int x, int y, unsigned long Color, bool Shadow);
lpDrawEngineString DrawEngineString;

DrawEngineString     = (lpDrawEngineString    )(CShellBase + 0x1A4ED0);
Snippet from fatboy88.
Thanks, not entirely what I was looking for but it helped a great deal.

Also, quick question -- As far as bypassing gameguard, is it possible to get the mem address right before a detection, and get the address right after a detection, and everytime that mem addy for the detection is accessed loop it back to the one right before?
Quote Originally Posted by breeze View Post
Thanks, not entirely what I was looking for but it helped a great deal.

Also, quick question -- As far as bypassing gameguard, is it possible to get the mem address right before a detection, and get the address right after a detection, and everytime that mem addy for the detection is accessed loop it back to the one right before?
The snippet above is engine text + distance ESP.

As far as bypassing gameguard, Jetamay made a sticky about all his finds, PM him for them.
I did already, btw -- do you know if it uses detours or?
page 2 again.. quick bump, come on anyone at all?
*SIGH* dude if u want this so bad can u plz make it urself personally i think this thread is a waste of time no offence but just saying
I'm in the process of making it myself, im by no means an expert which is why I was asking for the guidance.. what's your problem? You signed up to download hacks for free, I signed up to look around and see if there were any gems I could use to code a hack, relax, bitch.
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