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  1. #1
    zmansquared's Avatar
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    Question Code question

    Hey guys, i got this code off of another site and i try to compile it and i get one error. i know how to code hacks in c++ for ca and mw2. but for some reason i cant get this. can anyone help?

    this is what i get

    [PHP]#include "stdafx.h"





    #include <windows.h>
    #include <stdlib.h>
    #include "main.h"
    #include "d3d9.h"
    int m_stride= 64;
    int a=1;
    float ScreenCenterX = 0.0f;//Horizontal Position
    float ScreenCenterY = 0.0f;//Vertical Position
    bool xhair = true;
    bool chams = true;
    int loggerstrideint = 64;
    char loggerstridestr[5];
    int loggernumvertint = 0;
    char loggernumvertstr[5];


    bool logger = false;
    bool wallhack = false;
    bool bigchams = true;
    bool once = true;
    D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
    LPDIRECT3DTEXTURE9 xxxPink = NULL;
    UINT m_Stride;

    LPDIRECT3DTEXTURE9 texRed,texGreen,texYellow,texOrange,texBlue,texCya n,texPink,texPurple,texWhite,texBlack,texOra,texLi la,texTur;
    const BYTE bPink[58] =
    {
    0x42, 0x4D, 0x3A, 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, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x80, 0x00, 0xFF, 0x00
    };
    //model rec start-->
    #define DEFENDER_ASSAULT (( NumVertices == 10858 && primCount == 738) || (NumVertices == 9810 && primCount == 1174)||(NumVertices == 8752 && primCount == 1250)||(NumVertices == 7374 && primCount == 1500)||(NumVertices == 1884 && primCount == 612)||(NumVertices == 1818 && primCount == 965)||(NumVertices == 2231 && primCount == 282)||(NumVertices == 836 && primCount == 360)||(NumVertices == 866 && primCount == 28)||(NumVertices == 4015 && primCount == 675)||(NumVertices == 8878 && primCount == 116))
    #define DEFENDER_ENGINEER ((NumVertices == 13537 && primCount == 1454) || (NumVertices == 1994 && primCount == 906) || (NumVertices == 1148 && primCount == 218) || (NumVertices == 279 && primCount == 64) || (NumVertices == 464 && primCount == 134) || (NumVertices == 464 && primCount == 134) || (NumVertices == 2899 && primCount == 2462) || (NumVertices == 1393 && primCount == 466) || (NumVertices == 1093 && primCount == 88) || (NumVertices == 1015 && primCount == 481) || (NumVertices == 13537 && primCount == 1454) || (NumVertices == 12015 && primCount == 950) || (NumVertices == 8082 && primCount == 240) || (NumVertices == 3022 && primCount == 876) || (NumVertices == 9439 && primCount == 1227) || (NumVertices == 10681 && primCount == 517) || (NumVertices == 8456 && primCount == 412) || (NumVertices == 7129 && primCount == 612))
    #define DEFENDER_MEDIC ((NumVertices == 13972 && primCount == 930) || (NumVertices == 577 && primCount == 436) || (NumVertices == 8070 && primCount == 1206) || (NumVertices == 12831 && primCount == 895) || (NumVertices == 11324 && primCount == 744) || (NumVertices == 10664 && primCount == 1087) || (NumVertices == 11459 && primCount == 160) || (NumVertices == 3519 && primCount == 1142) || (NumVertices == 6169 && primCount == 253) || (NumVertices == 6687 && primCount == 612) )
    #define DEFENDER_RECON ((NumVertices == 14077 && primCount == 436) || (NumVertices == 12227 && primCount == 1717) || (NumVertices == 971 && primCount == 481) || (NumVertices == 3442 && primCount == 802) || (NumVertices == 2824 && primCount == 2462) || (NumVertices == 1319 && primCount == 88) || (NumVertices == 1241 && primCount == 442) || (NumVertices == 6440 && primCount == 1012) || (NumVertices == 4760 && primCount == 772) || (NumVertices == 2345 && primCount == 328) || (NumVertices == 5463 && primCount == 1010) || (NumVertices == 9423 && primCount == 252))

    #define ATTACKER_ASSAULT ((NumVertices == 2991 && primCount == 1052) || (NumVertices == 1327 && primCount == 168) || (NumVertices == 8180 && primCount == 281) || (NumVertices == 2073 && primCount == 1105) || (NumVertices == 3132 && primCount == 160) || (NumVertices == 6876 && primCount == 1374) || (NumVertices == 9229 && primCount == 995) || (NumVertices == 8398 && primCount == 165) || (NumVertices == 4447 && primCount == 1326) || (NumVertices == 5399 && primCount == 1310) || (NumVertices == 2046 && primCount == 700) || (NumVertices == 4707 && primCount == 2448) || (NumVertices == 681 && primCount == 28) || (NumVertices == 1200 && primCount == 360) || (NumVertices == 1165 && primCount == 17) || (NumVertices == 1447 && primCount == 149) )
    #define ATTACKER_ENGINEER ((NumVertices == 8332 && primCount == 1052) || (NumVertices == 8967 && primCount == 706) || (NumVertices == 12486 && primCount == 365) || (NumVertices == 3701 && primCount == 160) || (NumVertices == 11958 && primCount == 958) || (NumVertices == 2271 && primCount == 1112) || (NumVertices == 3563 && primCount == 57) || (NumVertices == 12785 && primCount == 142) || (NumVertices == 8967 && primCount == 706) || (NumVertices == 9945 && primCount == 1258) || (NumVertices == 7155 && primCount == 346) || (NumVertices == 11075 && primCount == 1326) || (NumVertices == 3488 && primCount == 186) || (NumVertices == 1573 && primCount == 1856) )
    #define ATTACKER_MEDIC ((NumVertices == 11098 && primCount == 1065) || (NumVertices == 2581 && primCount == 450) || (NumVertices == 2019 && primCount == 2448) || (NumVertices == 2312 && primCount == 204) || (NumVertices == 3460 && primCount == 518) || (NumVertices == 2883 && primCount == 466) || (NumVertices == 10047 && primCount == 320) || (NumVertices == 6639 && primCount == 228) || (NumVertices == 5505 && primCount == 1260) || (NumVertices == 6339 && primCount == 902) || (NumVertices == 4525 && primCount == 1262) || (NumVertices == 8075 && primCount == 1326) || (NumVertices == 3395 && primCount == 1052) || (NumVertices == 9185 && primCount == 1132))
    #define ATTACKER_RECON ((NumVertices == 14077 && primCount == 436) || (NumVertices == 12227 && primCount == 1717) || (NumVertices == 971 && primCount == 481) || (NumVertices == 3442 && primCount == 802) || (NumVertices == 2824 && primCount == 2462) || (NumVertices == 1319 && primCount == 88) || (NumVertices == 1241 && primCount == 442) || (NumVertices == 6440 && primCount == 1012) || (NumVertices == 4760 && primCount == 772) || (NumVertices == 2345 && primCount == 328) || (NumVertices == 5463 && primCount == 1010) || (NumVertices == 9423 && primCount == 252))

    #define Team1 (ATTACKER_ASSAULT) || (ATTACKER_ENGINEER) || (ATTACKER_MEDIC) || (ATTACKER_RECON)
    #define Team2 (DEFENDER_ASSAULT) || (DEFENDER_ENGINEER) || (DEFENDER_MEDIC) || (DEFENDER_RECON)
    #define Teamall (Team1 || Team2)

    #define ammobox (m_Stride == 32 && (NumVertices == 592 && primCount == 277))
    #define tow (m_Stride == 48 && (NumVertices == 11215 && primCount == 6561))
    #define mg (m_Stride == 48 && (NumVertices == 8107 && primCount == 1877) || m_Stride == 48 && (NumVertices == 3257 && primCount == 1886) || m_Stride == 48 && (NumVertices == 13798 && primCount == 7226))
    #define tank (m_Stride == 64 && (NumVertices == 1899 && primCount == 867) || m_Stride == 64 && (NumVertices == 1282 && primCount == 990) || m_Stride == 64 && (NumVertices == 27096 && primCount == 14941) || m_Stride == 64 && (NumVertices == 27096 && primCount == 627))
    #define apc (m_Stride == 48 && (NumVertices == 24978 && primCount == 15289) || m_Stride == 48 && (NumVertices == 764 && primCount == 740))
    #define heli (m_Stride == 48 && (NumVertices == 29045 && primCount == 9738) || m_Stride == 48 && (NumVertices == 29045 && primCount == 4597) || m_Stride == 48 && (NumVertices == 294 && primCount == 360) || m_Stride == 48 && (NumVertices == 42110 && primCount == 12604) || m_Stride == 48 && (NumVertices == 42110 && primCount == 4235) || m_Stride == 48 && (NumVertices == 42110 && primCount == 2958) || m_Stride == 48 && (NumVertices == 42110 && primCount == 817))

    #define vehicles (apc || heli || tank || ammobox || tow || mg)








    #define D3DHOOK_TEXTURES //comment this to disable texture hooking
    LPD3DXFONT m_font;

    void DisplayText()
    {

    // Create a colour for the text - in this case blue
    D3DCOLOR fontColor = D3DCOLOR_ARGB(255,0,0,255);
    D3DCOLOR offColor = D3DCOLOR_ARGB(255,255,0,0);
    D3DCOLOR onColor = D3DCOLOR_ARGB(255,0,255,0);

    // Create a rectangle to indicate where on the screen it should be drawn
    RECT rct;
    rct.left=2;
    rct.right=780;
    rct.top=10;
    rct.bottom=rct.top+20;


    // Draw some text
    m_font->DrawText(NULL, "Pohead Hax v15.1 Injected Successfully! - Note: Hack hotkeys will only work once in a server!", -1, &rct, 0, fontColor );


    rct.top=100;
    rct.bottom=rct.top+20;
    if (logger) {
    m_font->DrawText(NULL, "D3D Logger = ON (press HOME to turn off)", -1, &rct, 0, onColor );

    rct.top=120;
    rct.bottom=rct.top+20;


    m_font->DrawText(NULL, "Stride: ", -1, &rct, 0, onColor );

    rct.left=65;

    itoa(loggerstrideint, loggerstridestr, 5);
    m_font->DrawText(NULL, loggerstridestr, -1, &rct, 0, offColor );

    rct.top=140;
    rct.bottom=rct.top+20;
    rct.left=2;
    m_font->DrawText(NULL, "Numvert: ", -1, &rct, 0, onColor );
    rct.left=65;
    itoa(loggernumvertint, loggernumvertstr, 5);
    m_font->DrawText(NULL, loggernumvertstr, -1, &rct, 0, offColor );



    }
    else
    {
    //for now, logger disabled
    // m_font->DrawText(NULL, "D3D Logger = OFF (press HOME to turn on - advanced users only)", -1, &rct, 0, offColor );
    }

    rct.top=380;
    rct.bottom=rct.top+20;
    if (xhair) {
    m_font->DrawText(NULL, "Crosshair = ON (press DELETE to toggle)", -1, &rct, 0, onColor );
    }
    else
    {
    m_font->DrawText(NULL, "Crosshair = OFF (press DELETE to toggle)", -1, &rct, 0, offColor );
    }

    rct.top=400;
    rct.bottom=rct.top+20;

    if (chams){
    m_font->DrawText(NULL, "Chams = ON (press INSERT to toggle)", -1, &rct, 0, onColor );
    }
    else {
    m_font->DrawText(NULL, "Chams = OFF (press INSERT to toggle)", -1, &rct, 0, offColor );
    }
    rct.top=420;
    rct.bottom=rct.top+20;

    if (wallhack){
    m_font->DrawText(NULL, "Wallhack = ON (press END to toggle)", -1, &rct, 0, onColor );
    }
    else {
    m_font->DrawText(NULL, "Wallhack = OFF (press END to toggle)", -1, &rct, 0, offColor );
    }


    }

    HRESULT GenerateTexture(IDirect3DDevice9 *m_pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
    {
    if( FAILED(m_pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) )
    return E_FAIL;

    WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
    |(WORD)(((colour32>>20)&0xF)<<8)
    |(WORD)(((colour32>>12)&0xF)<<4)
    |(WORD)(((colour32>>4)&0xF)<<0);

    D3DLOCKED_RECT d3dlr;
    (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
    WORD *pDst16 = (WORD*)d3dlr.pBits;

    for(int xy=0; xy < 8*8; xy++)
    *pDst16++ = colour16;

    (*ppD3Dtex)->UnlockRect(0);
    //f
    return S_OK;
    }

    HRESULT CD3DManager::Initialize()
    {
    /*
    initialize Resources such as textures
    (managed and unmanaged [D3DPOOL]),
    vertex buffers, and other D3D rendering resources
    ...
    m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
    */

    return S_OK;
    }

    HRESULT APIENTRY hkIDirect3DDevice9::BeginScene()
    {
    if (once) {
    once = false;
    D3DXCreateFont( m_pD3Ddev, 20, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &m_font );

    GenerateTexture(m_pD3Ddev, &texGreen, D3DCOLOR_ARGB(255,0,255,0));
    GenerateTexture(m_pD3Ddev, &texRed, D3DCOLOR_ARGB(255,255,0,0));
    GenerateTexture(m_pD3Ddev, &texBlue, D3DCOLOR_ARGB(255,0,0,255));
    GenerateTexture(m_pD3Ddev, &texOrange, D3DCOLOR_ARGB(255,255,165,0));
    GenerateTexture(m_pD3Ddev, &texYellow, D3DCOLOR_ARGB(255,255,255,0));
    GenerateTexture(m_pD3Ddev, &texPink, D3DCOLOR_ARGB(255,255,192,203));
    GenerateTexture(m_pD3Ddev, &texCyan, D3DCOLOR_ARGB(255,0,255,255));
    GenerateTexture(m_pD3Ddev, &texPurple, D3DCOLOR_ARGB(255,160,32,240));
    GenerateTexture(m_pD3Ddev, &texBlack, D3DCOLOR_ARGB(255,0,0,0));
    GenerateTexture(m_pD3Ddev, &texWhite, D3DCOLOR_ARGB(255,255,255,255));
    GenerateTexture(m_pD3Ddev, &texLila,D3DCOLOR_ARGB(255,138,43,226));
    GenerateTexture(m_pD3Ddev, &texOra,D3DCOLOR_ARGB(255,255,140,0));
    }

    return m_pD3Ddev->BeginScene();
    }


    HRESULT APIENTRY hkIDirect3DDevice9:rawIndexedPrimitive(D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
    {
    //HERE DO SHIZNIT
    if( GetAsyncKeyState( VK_INSERT ) & 1 )
    {
    if (chams) {
    chams = false;
    }
    else if (!logger) {


    chams = true;


    }
    }
    if( GetAsyncKeyState( VK_DELETE ) & 1 )
    {
    if (xhair)
    {
    xhair = false;
    }
    else {
    xhair = true;
    }
    }

    if( GetAsyncKeyState( VK_END ) & 1 )
    {
    if (wallhack)
    {
    wallhack = false;
    }
    else {
    wallhack = true;
    }
    }

    if( GetAsyncKeyState( VK_HOME ) & 1 )
    {
    if (logger)
    {
    loggerstrideint = 64; //reset back to proper value for wallhack
    logger = false;
    }
    else {
    loggerstrideint = 64;
    chams = false;
    wallhack = false;
    xhair = false;
    //logger = true; disabled for now
    }
    }






    if (logger && m_Stride == loggerstrideint && NumVertices == loggernumvertint)
    {
    DWORD dwOldZEnable = D3DZB_TRUE;
    if (wallhack) {


    m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    for(int i = 0; i <6; i++)
    {
    m_pD3Ddev->SetTexture(i,texRed); //0 should be i if enabled
    }
    m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

    }
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
    for(int i = 0; i <6; i++)
    {
    m_pD3Ddev->SetTexture(i,texYellow);
    }
    return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

    }
    else if (chams) {



    if(m_Stride == 64)
    {

    DWORD dwOldZEnable = D3DZB_TRUE;
    if (wallhack) {


    m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    for(int i = 0; i <6; i++)
    {
    m_pD3Ddev->SetTexture(i,texRed); //0 should be i if enabled
    }
    m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

    }
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
    for(int i = 0; i <6; i++)
    {
    m_pD3Ddev->SetTexture(i,texYellow);
    }
    return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

    }
    else if (m_Stride = 64 && Teamall) {
    DWORD dwOldZEnable = D3DZB_TRUE;
    m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    for(int i = 0; i <6; i++)
    {
    m_pD3Ddev->SetTexture(i,texRed);
    }
    m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
    for(int i = 0; i <6; i++)
    {
    m_pD3Ddev->SetTexture(i,texYellow);
    }
    return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

    }
    else if (vehicles)
    {
    DWORD dwOldZEnable = D3DZB_TRUE;
    m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    for(int i = 0; i <6; i++)
    {
    m_pD3Ddev->SetTexture(i,texGreen);
    }
    m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
    for(int i = 0; i <6; i++)
    {
    m_pD3Ddev->SetTexture(i,texGreen);
    }
    return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

    }
    else
    {



    return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    }

    }



    else {
    return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

    }
    //d
    //if (Team1 || Team2)
    //{
    // m_pD3Ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
    //m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);
    // m_pD3Ddev->SetTexture(0, texRed);
    // m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    // m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);
    // m_pD3Ddev->SetTexture(0, texBlue);
    // return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

    //}
    }


    HRESULT APIENTRY hkIDirect3DDevice9::EndScene()
    {
    if( GetAsyncKeyState( VK_NUMPAD4 ) & 1 )
    {
    loggerstrideint = loggerstrideint++;
    }
    if( GetAsyncKeyState( VK_NUMPAD1 ) & 1 )
    {
    loggerstrideint = loggerstrideint--;
    }
    if( GetAsyncKeyState( VK_NUMPAD5 ) & 1 )
    {
    loggernumvertint = loggernumvertint++;
    }
    if( GetAsyncKeyState( VK_NUMPAD2 ) & 1 )
    {
    loggernumvertint = loggernumvertint--;
    }

    DisplayText();

    //croshair
    if (xhair) {
    D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
    D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
    m_pD3Ddev->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0, 0);
    m_pD3Ddev->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0, 0);
    //end crosshair
    }

    //chams
    if (chams) {
    if(xxxPink == NULL) D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bPink, 58, &xxxPink);


    }
    //end chams code
    return m_pD3Ddev->EndScene();
    }

    HRESULT APIENTRY hkIDirect3DDevice9::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride)
    {

    if (StreamNumber==0)
    {

    m_Stride = Stride;
    }
    return m_pD3Ddev->SetStreamSource(StreamNumber, pStreamData,OffsetInBytes, Stride);
    }
    [/PHP]
    then the error
    c:\users\\desktop\bf\agagagaga\agagagaga\agagagaga .cpp(12) : fatal error C1083: Cannot open include file: 'main.h': No such file or directory
    1>Build log was saved at "file://c:\Users\Zack\Desktop\BF\agagagaga\agagagaga\Debug \BuildLog.htm"
    1>agagagaga - 1 error(s), 0 warning(s)
    ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

    i have tired creating a new header file, no luck. any ideas?

    thanks
    Need Help With Coding or Something??? MSN me
    zmansquared@hotmail.com


    I am the one and only Microsoft Fag!!!

    Quote:
    Originally Posted by Arhk
    All games should be hacked, if we don't do it someone else will. Hackers force the progress, of better programming methods.
    ~


    Take this Pic everyone!



    next-

  2. #2
    Invidus's Avatar
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    Uhm, i don't do C++ lol.
    Try the C++ section?
    Not sure if it belongs here, i'll wait for NextGen.

  3. #3
    Blubb1337's Avatar
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    It belongs to the c++ section ^.-

    Idk any c++. Thereforce I don't understand this code... xD Just partly



  4. #4
    NextGen1's Avatar
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    /Moved to c++ section

    Probably get some more help here


     


     


     



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  5. #5
    Arhk's Avatar
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    Quote Originally Posted by zmansquared View Post
    Hey guys, i got this code off of another site and i try to compile it and i get one error. i know how to code hacks in c++ for ca and mw2. but for some reason i cant get this. can anyone help?

    this is what i get

    then the error
    c:\users\\desktop\bf\agagagaga\agagagaga\agagagaga .cpp(12) : fatal error C1083: Cannot open include file: 'main.h': No such file or directory
    1>Build log was saved at "file://c:\Users\Zack\Desktop\BF\agagagaga\agagagaga\Debug \BuildLog.htm"
    1>agagagaga - 1 error(s), 0 warning(s)
    ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

    i have tired creating a new header file, no luck. any ideas?

    thanks
    ~~~~~~~~~~~~~~~
    "If the world hates you, keep in mind that it hated me first." John 15:18

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    'Bruno's Avatar
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    Next time try not to leech and create ur own code... btw do you do hacks but you cant find out a error? xD ^^
    Light travels faster than sound. That's why most people seem bright until you hear them speak.

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    You need to have the main.h file in the include folder, if you do not have one, go look one up you will either find a code to create a new header, or you can find the file itself to DL, then throw it in your directory of visual studios folder in the include folder.
    [IMG]https://i298.photobucke*****m/albums/mm274/eatyoface11/Untitled-2-2.jpg[/IMG]

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    Atleast try and offer some form of help, he admitted it isn't his, and considering it is offered open sourse, it is intended for others to us, as long as he isn't and won't take credit for it


     


     


     



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    This is very game specific code. And I don't think it geared toward MW2, more like Warrock.

    Looks like its sorta a modded chamhack/stridelogger, a working tooled used by someone logging strides. Hard for me to tell exactly how this code is structured, but its not complete. It has a lot of dependencies, and need a DLLMain too... almost better off starting from scratch. Just focus on hooking the right D3D functions first then move on to chams, this code will need a lot of work.

    "Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone. It is spending the sweat of its laborers, the genius of its scientists, the hopes of its children. The cost of one modern heavy bomber is this: a modern brick school in more than 30 cities. It is two electric power plants, each serving a town of 60,000 population. It is two fine, fully equipped hospitals. It is some fifty miles of concrete pavement. We pay for a single fighter plane with a half million bushels of wheat. We pay for a single destroyer with new homes that could have housed more than 8,000 people. This is, I repeat, the best way of life to be found on the road the world has been taking. This is not a way of life at all, in any true sense. Under the cloud of threatening war, it is humanity hanging from a cross of iron."
    - Dwight D. Eisenhower

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    Quote Originally Posted by NextGen1 View Post
    Atleast try and offer some form of help, he admitted it isn't his, and considering it is offered open sourse, it is intended for others to us, as long as he isn't and won't take credit for it
    IMO: If you're unable to fix simple errors like that, you don't deserve to use it...
    @ OP: Do not claim u make hacks, and go be a bitch somewhere else..
    Ah we-a blaze the fyah, make it bun dem!

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    You don't know how to code, And not even how to leech,

    Lawl. I'm not helping you on this, Just read the damn error
    Love You All~

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    Quote Originally Posted by NextGen1 View Post
    Atleast try and offer some form of help, he admitted it isn't his, and considering it is offered open sourse, it is intended for others to us, as long as he isn't and won't take credit for it
    He doesn't deserve help if he claims he can make hacks for CA & MW2 in C++ but can't figure this out.

    Liars & leechers just don't deserve our help...

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    ..... Nextgen is too nice this was obviously a stupid question.
    ~
    "If the world hates you, keep in mind that it hated me first." John 15:18

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    Meh, Help him or not is your guys decision.

    My point is don't say you won't help him for leeching , cause it is not like he claimed it as his own, simply say, I don't want to help.

    Cause the OP never said it was his, he said "I Found It" I Would still like to see user credit (though not forum credit...)

    On top of that, (though wrong) his "lying" may be a attempt to "fit in", Consider that the C++ section (my section is going to kill me for this ) is really the "elite" (in a way) part of the development community on MPGH, because all of the good Hacks, Chams, and such are developed in this language, so in a comparison, C++ = Jocks (highschool football team) and the rest the geeks (High school chess club), in my opinion, the OP is just trying to get some help, through obvious manipulation, but by no means malicious.

    That's all I was saying

    However, it is your section , So help or not, let it die and offer no help if you want


     


     


     



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    I have a valid reason for not helping the OP, go here: https://www.mpgh.net/forum/31-c-c/126817-go-site.html

    Read over the whole thread, he's a failure.

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