UnhappyPB PH Strides/NumVertices/PrimeCount

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PB PH Strides/NumVertices/PrimeCount
Hi actually im working on a wallhack + chams if someone can help me get
the Strides/NumVertices/PrimeCount from PB ph since i dont have any logger
i am working on one too. the thing is no one really knows these numbers cuz no one has a working hackshield bypass or a working logger. so we will have to wait untill the summer when i start coding again. xD
Quote Originally Posted by aabbccddee420 View Post
Hi actually im working on a wallhack + chams if someone can help me get
the Strides/NumVertices/PrimeCount from PB ph since i dont have any logger
well i can work on a working logger thing is im not familiar with pb's strides like the nearest number if you want i can provide you a working logger and help me out a bit for the strides

Quote Originally Posted by brokim View Post
i am working on one too. the thing is no one really knows these numbers cuz no one has a working hackshield bypass or a working logger. so we will have to wait untill the summer when i start coding again. xD

Edit...
Here is the logger i made but the question is how to others log all the models?




im used to logging mw3 chars so the way im logging mw3 is pure numvertices and primecount
hey bro email me your addy logger plz. my email is mr.marik.ishtar@gmail.com

and btw what point blank are you playing in?
Quote Originally Posted by aabbccddee420 View Post
well i can work on a working logger thing is im not familiar with pb's strides like the nearest number if you want i can provide you a working logger and help me out a bit for the strides




Edit...
Here is the logger i made but the question is how to others log all the models?




im used to logging mw3 chars so the way im logging mw3 is pure numvertices and primecount
im playing pointblank PH ill send you my logger once i get home from work.. i hope you can help me too logging strides


...Edited
im just waiting for pb ph to finish maintenance after maintenance ill send you the logger need to test it again i have added colors and cleaned up the pixelshader cham engine.


....Sent to your email

Quote Originally Posted by brokim View Post
hey bro email me your addy logger plz. my email is mr.marik.ishtar@gmail.com

and btw what point blank are you playing in?
thanks bro! xD i will test it with project blackout to see if it works xD
Quote Originally Posted by aabbccddee420 View Post
im playing pointblank PH ill send you my logger once i get home from work.. i hope you can help me too logging strides


...Edited
im just waiting for pb ph to finish maintenance after maintenance ill send you the logger need to test it again i have added colors and cleaned up the pixelshader cham engine.


....Sent to your email
Quote Originally Posted by aabbccddee420 View Post
Hi actually im working on a wallhack + chams if someone can help me get
the Strides/NumVertices/PrimeCount from PB ph since i dont have any logger
Make own logger,,,
here :
Code:
unsigned int filt_index = 0;
UINT filt_stride = 52;

struct dip_stru {
    UINT NumVertices;
    UINT startIndex;
    UINT primCount;
};

vector<dip_stru> dip_table;

HRESULT __stdcall my_DrawIndexedPrimitive(IDirect3DDevice9 *dev, D3DPRIMITIVETYPE dprim,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
    if( m_stride == filt_stride ) {
        if( bIsLogging == 2 ) {
            unsigned int n = 0;
            for( n = 0 ; n < dip_table.size(); n++ )
                if( dip_table[n].NumVertices == NumVertices && dip_table[n].primCount == primCount && dip_table[n].startIndex == startIndex )
                    break;
            if( n == dip_table.size() ) {
                dip_stru stru;
                str*****mVertices = NumVertices; stru.primCount = primCount; stru.startIndex = startIndex;
                dip_table.push_back( stru );
            }
        }
        if( (filt_index < dip_table.size() && dip_table[filt_index].NumVertices == NumVertices && dip_table[filt_index].primCount == primCount && dip_table[filt_index].startIndex == startIndex) )
        {
            dev->SetRenderState( D3DRS_ZENABLE, 0 );
            dev->SetPixelShader( psRed );
            return or_DrawIndexedPrimitive(dev, dprim, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount );
        }        
    }
    return or_DrawIndexedPrimitive( dev, dprim, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount );
}

HRESULT __stdcall my_BeginScene(IDirect3DDevice9 *dev)
{
    if( bIsLogging == 1 ) {
        dip_table.clear();
        bIsLogging = 2;
    }
    return or_BeginScene(dev);
}

HRESULT __stdcall my_EndScene(IDirect3DDevice9 *dev)
{
    if( bSetup == 2 )
        bSetup = 0;

    char tmpStr[512];
    sprintf_s( tmpStr, 512, "stride: %u\ncur ind:%u\nnum ind:%u", filt_stride, filt_index, dip_table.size() );

    D3DCOLOR fontColor = D3DCOLOR_XRGB(255,0,0);

    RECT rct;
    rct.left=20;
    rct.right=rct.left+1;
    rct.top=120;
    rct.bottom=rct.top+1;

    m_font->DrawText(NULL, tmpStr, -1, &rct, DT_NOCLIP, fontColor );
    return or_EndScene(dev);
}

//somewhere you do your keychecking:

    if(GetAsyncKeyState(VK_PRIOR)&1) {
        filt_stride++;
    } else if(GetAsyncKeyState(VK_NEXT)&1) {
        filt_stride--;
    } else if( GetAsyncKeyState(VK_UP)&1) {
        filt_index++;
        if( dip_table.size() && filt_index >= dip_table.size() )
            filt_index = (unsigned int)dip_table.size()-1;
    } else if( GetAsyncKeyState(VK_DOWN)&1) {
        filt_index--;
    } else if( GetAsyncKeyState(VK_LEFT)&1) {
        bSetup = 1;
    } else if( GetAsyncKeyState(VK_RIGHT)&1) {
        if( filt_index < dip_table.size() )
        {
            FILE *f = fopen( getPath("log.txt"), "a+" );
            if( f ) {
                fprintf( f, "m_stride == %u && NumVertices == %u && primCount == %u && startIndex == %u\\\\\n", filt_stride,
                    dip_table[filt_index].NumVertices,
                    dip_table[filt_index].primCount,
                    dip_table[filt_index].startIndex);
                fflush( f );
                fclose( f );
            }
        }
    }
i have my own logger too XD
Quote Originally Posted by Qmo View Post


Make own logger,,,
here :
Code:
unsigned int filt_index = 0;
UINT filt_stride = 52;

struct dip_stru {
    UINT NumVertices;
    UINT startIndex;
    UINT primCount;
};

vector<dip_stru> dip_table;

HRESULT __stdcall my_DrawIndexedPrimitive(IDirect3DDevice9 *dev, D3DPRIMITIVETYPE dprim,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
    if( m_stride == filt_stride ) {
        if( bIsLogging == 2 ) {
            unsigned int n = 0;
            for( n = 0 ; n < dip_table.size(); n++ )
                if( dip_table[n].NumVertices == NumVertices && dip_table[n].primCount == primCount && dip_table[n].startIndex == startIndex )
                    break;
            if( n == dip_table.size() ) {
                dip_stru stru;
                str*****mVertices = NumVertices; stru.primCount = primCount; stru.startIndex = startIndex;
                dip_table.push_back( stru );
            }
        }
        if( (filt_index < dip_table.size() && dip_table[filt_index].NumVertices == NumVertices && dip_table[filt_index].primCount == primCount && dip_table[filt_index].startIndex == startIndex) )
        {
            dev->SetRenderState( D3DRS_ZENABLE, 0 );
            dev->SetPixelShader( psRed );
            return or_DrawIndexedPrimitive(dev, dprim, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount );
        }        
    }
    return or_DrawIndexedPrimitive( dev, dprim, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount );
}

HRESULT __stdcall my_BeginScene(IDirect3DDevice9 *dev)
{
    if( bIsLogging == 1 ) {
        dip_table.clear();
        bIsLogging = 2;
    }
    return or_BeginScene(dev);
}

HRESULT __stdcall my_EndScene(IDirect3DDevice9 *dev)
{
    if( bSetup == 2 )
        bSetup = 0;

    char tmpStr[512];
    sprintf_s( tmpStr, 512, "stride: %u\ncur ind:%u\nnum ind:%u", filt_stride, filt_index, dip_table.size() );

    D3DCOLOR fontColor = D3DCOLOR_XRGB(255,0,0);

    RECT rct;
    rct.left=20;
    rct.right=rct.left+1;
    rct.top=120;
    rct.bottom=rct.top+1;

    m_font->DrawText(NULL, tmpStr, -1, &rct, DT_NOCLIP, fontColor );
    return or_EndScene(dev);
}

//somewhere you do your keychecking:

    if(GetAsyncKeyState(VK_PRIOR)&1) {
        filt_stride++;
    } else if(GetAsyncKeyState(VK_NEXT)&1) {
        filt_stride--;
    } else if( GetAsyncKeyState(VK_UP)&1) {
        filt_index++;
        if( dip_table.size() && filt_index >= dip_table.size() )
            filt_index = (unsigned int)dip_table.size()-1;
    } else if( GetAsyncKeyState(VK_DOWN)&1) {
        filt_index--;
    } else if( GetAsyncKeyState(VK_LEFT)&1) {
        bSetup = 1;
    } else if( GetAsyncKeyState(VK_RIGHT)&1) {
        if( filt_index < dip_table.size() )
        {
            FILE *f = fopen( getPath("log.txt"), "a+" );
            if( f ) {
                fprintf( f, "m_stride == %u && NumVertices == %u && primCount == %u && startIndex == %u\\\\\n", filt_stride,
                    dip_table[filt_index].NumVertices,
                    dip_table[filt_index].primCount,
                    dip_table[filt_index].startIndex);
                fflush( f );
                fclose( f );
            }
        }
    }
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