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  1. #1
    juniocsa123's Avatar
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    problema no hack

    Alguem poderia me ajuda
    o hack ta ficando com tela preta no jogo e o chams ta entrando ja ativado no game





    me desculpe ser o post tiver feio sei mecher em forum muito n


    codigo e esse



    #include <windows.h>
    #include "main.h"
    #include "d3d8.h"
    #include <d3dx8.h>
    #include "texto.h"
    #include <stdio.h>

    //define funcao para stride
    unsigned int mStride = NULL;

    bool FullBrilho = false;
    bool SEMFOG = false;
    bool Wireframe = false;
    bool AsusWallhack = false;
    bool xray = false;
    bool wallhack = false;



    //define valores da textura para chams
    #define CHAMS (( mStride == 44) || (mStride == 40))


    //constante para cor
    const D3DCOLOR CorAmarelo = D3DCOLOR_ARGB(255, 255, 255, 0);


    //cor é definida pelo birario de imagem com cor vermelha
    const BYTE byteVermelho[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, 0x00
    };

    //cor é definida pelo birario de imagem com cor azul
    const BYTE byteAzul[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,
    0xFF, 0x00, 0x00, 0x00, 0x00, 0x00
    };


    //define para criar textura
    LPDIRECT3DTEXTURE8 TexturaAzul;
    LPDIRECT3DTEXTURE8 TexturaVermelho;


    HRESULT CD3DManager::Initialize()
    {


    return S_OK;
    }

    HRESULT CD3DManager::PreReset()
    {
    /*
    release all UNMANAGED [D3DPOOL_DEFAULT]
    textures, vertex buffers, and other
    volitile resources
    ...
    _SAFE_RELEASE(m_pD3Dtexture);
    */
    return S_OK;
    }

    HRESULT CD3DManager::PostReset()
    {
    /*
    re-initialize all UNMANAGED [D3DPOOL_DEFAULT]
    textures, vertex buffers, and other volitile
    resources
    ...
    m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
    */
    return S_OK;
    }

    HRESULT CD3DManager::Release()
    {
    /*
    Release all textures, vertex buffers, and
    other resources
    ...
    _SAFE_RELEASE(m_pD3Dtexture);
    */
    return S_OK;
    }

    //-----------------------------------------------------------------------------

    HRESULT APIENTRY hkIDirect3DDevice8::QueryInterface(REFIID riid, void** ppvObj)
    {
    return m_pD3Ddev->QueryInterface(riid, ppvObj);
    }

    ULONG APIENTRY hkIDirect3DDevice8::AddRef(void)
    {
    m_refCount++;
    return m_pD3Ddev->AddRef();
    }

    ULONG APIENTRY hkIDirect3DDevice8::Release(void)
    {
    if( --m_refCount == 0 )
    m_pManager->Release();

    return m_pD3Ddev->Release();
    }

    HRESULT APIENTRY hkIDirect3DDevice8::TestCooperativeLevel(void)
    {
    return m_pD3Ddev->TestCooperativeLevel();
    }

    UINT APIENTRY hkIDirect3DDevice8::GetAvailableTextureMem(void)
    {
    return m_pD3Ddev->GetAvailableTextureMem();
    }

    HRESULT APIENTRY hkIDirect3DDevice8::ResourceManagerDiscardBytes(DW ORD Bytes)
    {
    return m_pD3Ddev->ResourceManagerDiscardBytes(Bytes);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetDirect3D(IDirect3D8** ppD3D8)
    {
    HRESULT hRet = m_pD3Ddev->GetDirect3D(ppD3D8);
    if( SUCCEEDED(hRet) )
    *ppD3D8 = m_pD3Dint;
    return hRet;
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetDeviceCaps(D3DCAPS8* pCaps)
    {
    return m_pD3Ddev->GetDeviceCaps(pCaps);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetDisplayMode(D3DDISPLAYMODE* pMode)
    {
    return m_pD3Ddev->GetDisplayMode(pMode);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetCreationParameters(D3DDEVIC E_CREATION_PARAMETERS *pParameters)
    {
    return m_pD3Ddev->GetCreationParameters(pParameters);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetCursorProperties(UINT XHotSpot,UINT YHotSpot,IDirect3DSurface8* pCursorBitmap)
    {
    return m_pD3Ddev->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap);
    }

    void APIENTRY hkIDirect3DDevice8::SetCursorPosition(int X,int Y,DWORD Flags)
    {
    m_pD3Ddev->SetCursorPosition(X, Y, Flags);
    }

    BOOL APIENTRY hkIDirect3DDevice8::ShowCursor(BOOL bShow)
    {
    return m_pD3Ddev->ShowCursor(bShow);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateAdditionalSwapChain(D3DP RESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain8** pSwapChain)
    {
    return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParameters , pSwapChain);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::Reset(D3DPRESENT_PARAMETERS* pPresentationParameters)
    {
    m_pManager->PreReset();

    HRESULT hRet = m_pD3Ddev->Reset(pPresentationParameters);

    if( SUCCEEDED(hRet) )
    {
    m_PresentParam = *pPresentationParameters;
    m_pManager->PostReset();
    }

    return hRet;
    }


    HRESULT APIENTRY hkIDirect3DDevice8::Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion)
    {

    GravaTexto(m_pD3Ddev,"Hack Simples Sudden Attack evo - Shield ","Arial",1,1,10,10,CorAmarelo);
    return m_pD3Ddev->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetBackBuffer(UINT BackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer)
    {
    return m_pD3Ddev->GetBackBuffer(BackBuffer, Type, ppBackBuffer);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetRasterStatus(D3DRASTER_STAT US* pRasterStatus)
    {
    return m_pD3Ddev->GetRasterStatus(pRasterStatus);
    }

    void APIENTRY hkIDirect3DDevice8::SetGammaRamp(DWORD Flags,CONST D3DGAMMARAMP* pRamp)
    {
    m_pD3Ddev->SetGammaRamp(Flags, pRamp);
    }

    void APIENTRY hkIDirect3DDevice8::GetGammaRamp(D3DGAMMARAMP* pRamp)
    {
    m_pD3Ddev->GetGammaRamp(pRamp);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture8** ppTexture)
    {
    HRESULT hRet = m_pD3Ddev->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture);

    #ifdef D3DHOOK_TEXTURES
    if(hRet == D3D_OK) { *ppTexture = new hkIDirect3DTexture8(ppTexture, this, Width, Height, Format); }
    #endif

    return hRet;
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture8** ppVolumeTexture)
    {
    return m_pD3Ddev->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture8** ppCubeTexture)
    {
    return m_pD3Ddev->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer8** ppVertexBuffer)
    {
    return m_pD3Ddev->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer8** ppIndexBuffer)
    {
    return m_pD3Ddev->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,BOOL Lockable,IDirect3DSurface8** ppSurface)
    {
    return m_pD3Ddev->CreateRenderTarget(Width, Height, Format, MultiSample, Lockable, ppSurface);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,IDirect3DSurface8** ppSurface)
    {
    return m_pD3Ddev->CreateDepthStencilSurface(Width, Height, Format, MultiSample, ppSurface);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateImageSurface(UINT Width,UINT Height,D3DFORMAT Format,IDirect3DSurface8** ppSurface)
    {
    return m_pD3Ddev->CreateImageSurface(Width, Height, Format, ppSurface);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CopyRects(IDirect3DSurface8* pSourceSurface,CONST RECT* pSourceRectsArray,UINT cRects,IDirect3DSurface8* pDestinationSurface,CONST POINT* pDestPointsArray)
    {
    return m_pD3Ddev->CopyRects(pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::UpdateTexture(IDirect3DBaseTex ture8* pSourceTexture,IDirect3DBaseTexture8* pDestinationTexture)
    {
    return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetFrontBuffer(IDirect3DSurfac e8* pDestSurface)
    {
    return m_pD3Ddev->GetFrontBuffer(pDestSurface);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetRenderTarget(IDirect3DSurfa ce8* pRenderTarget,IDirect3DSurface8* pNewZStencil)
    {
    return m_pD3Ddev->SetRenderTarget(pRenderTarget, pNewZStencil);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetRenderTarget(IDirect3DSurfa ce8** ppRenderTarget)
    {
    return m_pD3Ddev->GetRenderTarget(ppRenderTarget);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetDepthStencilSurface(IDirect 3DSurface8** ppZStencilSurface)
    {
    return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::BeginScene(void)
    {

    //criar por baseada em textura de imagem
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&byteAzul, 60, &TexturaAzul);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&byteVermelho, 60, &TexturaVermelho);

    return m_pD3Ddev->BeginScene();
    }

    HRESULT APIENTRY hkIDirect3DDevice8::EndScene(void)
    {
    return m_pD3Ddev->EndScene();
    }

    HRESULT APIENTRY hkIDirect3DDevice8::Clear(DWORD Count,CONST D3DRECT* pRects,DWORD Flags,D3DCOLOR Color,float Z,DWORD Stencil)
    {
    return m_pD3Ddev->Clear(Count, pRects, Flags, Color, Z, Stencil);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetTransform(D3DTRANSFORMSTATE TYPE State,CONST D3DMATRIX* pMatrix)
    {
    return m_pD3Ddev->SetTransform(State, pMatrix);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetTransform(D3DTRANSFORMSTATE TYPE State,D3DMATRIX* pMatrix)
    {
    return m_pD3Ddev->GetTransform(State, pMatrix);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::MultiplyTransform( D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix)
    {
    return m_pD3Ddev->MultiplyTransform(State,pMatrix);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetViewport( CONST D3DVIEWPORT8* pViewport)
    {
    return m_pD3Ddev->SetViewport(pViewport);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetViewport( D3DVIEWPORT8* pViewport)
    {
    return m_pD3Ddev->GetViewport(pViewport);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetMaterial( CONST D3DMATERIAL8* pMaterial)
    {
    return m_pD3Ddev->SetMaterial(pMaterial);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetMaterial( D3DMATERIAL8* pMaterial)
    {
    return m_pD3Ddev->GetMaterial(pMaterial);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetLight( DWORD Index,CONST D3DLIGHT8* pLight)
    {
    return m_pD3Ddev->SetLight(Index,pLight);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetLight( DWORD Index,D3DLIGHT8* pLight)
    {
    return m_pD3Ddev->GetLight(Index,pLight);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::LightEnable( DWORD Index,BOOL Enable)
    {
    return m_pD3Ddev->LightEnable(Index,Enable);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetLightEnable( DWORD Index,BOOL* pEnable)
    {
    return m_pD3Ddev->GetLightEnable(Index,pEnable);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetClipPlane( DWORD Index,CONST float* pPlane)
    {
    return m_pD3Ddev->SetClipPlane(Index,pPlane);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetClipPlane( DWORD Index,float* pPlane)
    {
    return m_pD3Ddev->GetClipPlane(Index,pPlane);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetRenderState( D3DRENDERSTATETYPE State,DWORD Value)
    {
    return m_pD3Ddev->SetRenderState(State,Value);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetRenderState( D3DRENDERSTATETYPE State,DWORD* pValue)
    {
    return m_pD3Ddev->GetRenderState(State,pValue);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::BeginStateBlock(void)
    {
    return m_pD3Ddev->BeginStateBlock();
    }

    HRESULT APIENTRY hkIDirect3DDevice8::EndStateBlock( DWORD* pToken)
    {
    return m_pD3Ddev->EndStateBlock(pToken);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::ApplyStateBlock( DWORD Token)
    {
    return m_pD3Ddev->ApplyStateBlock(Token);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CaptureStateBlock( DWORD Token)
    {
    return m_pD3Ddev->CaptureStateBlock(Token);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:eleteStateBlock( DWORD Token)
    {
    return m_pD3Ddev->DeleteStateBlock(Token);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateStateBlock( D3DSTATEBLOCKTYPE Type,DWORD* pToken)
    {
    return m_pD3Ddev->CreateStateBlock(Type,pToken);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetClipStatus( CONST D3DCLIPSTATUS8* pClipStatus)
    {
    return m_pD3Ddev->SetClipStatus(pClipStatus);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetClipStatus( D3DCLIPSTATUS8* pClipStatus)
    {
    return m_pD3Ddev->GetClipStatus(pClipStatus);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetTexture( DWORD Stage,IDirect3DBaseTexture8** ppTexture)
    {
    return m_pD3Ddev->GetTexture(Stage,ppTexture);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetTexture(DWORD Stage,IDirect3DBaseTexture8* pTexture)
    {
    #ifdef D3DHOOK_TEXTURES
    IDirect3DDevice8 *dev = NULL;
    if(pTexture != NULL && ((hkIDirect3DTexture8*)(pTexture))->GetDevice(&dev) == D3D_OK)
    {
    if(dev == this)
    return m_pD3Ddev->SetTexture(Stage, ((hkIDirect3DTexture8*)(pTexture))->m_D3Dtex);
    }
    #endif

    return m_pD3Ddev->SetTexture(Stage,pTexture);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetTextureStageState( DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue)
    {
    return m_pD3Ddev->GetTextureStageState(Stage,Type,pValue);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetTextureStageState( DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value)
    {
    return m_pD3Ddev->SetTextureStageState(Stage,Type,Value);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::ValidateDevice( DWORD* pNumPasses)
    {
    return m_pD3Ddev->ValidateDevice(pNumPasses);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetInfo( DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize)
    {
    return m_pD3Ddev->GetInfo(DevInfoID,pDevInfoStruct,DevInfoStructSiz e);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetPaletteEntries( UINT PaletteNumber,CONST PALETTEENTRY* pEntries)
    {
    return m_pD3Ddev->SetPaletteEntries(PaletteNumber,pEntries);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetPaletteEntries(UINT PaletteNumber,PALETTEENTRY* pEntries)
    {
    return m_pD3Ddev->GetPaletteEntries(PaletteNumber, pEntries);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetCurrentTexturePalette(UINT PaletteNumber)
    {
    return m_pD3Ddev->SetCurrentTexturePalette(PaletteNumber);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetCurrentTexturePalette(UINT *PaletteNumber)
    {
    return m_pD3Ddev->GetCurrentTexturePalette(PaletteNumber);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount)
    {
    return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)
    {
    DWORD dwOldZEnable = D3DZB_TRUE;
    //funcao chams, os playes estao em valor mstride = 44
    if(CHAMS){
    m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    m_pD3Ddev->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    m_pD3Ddev->SetTexture(0, TexturaAzul);
    m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    m_pD3Ddev->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    m_pD3Ddev->SetTexture(0, TexturaVermelho);
    //em dip
    if(GetAsyncKeyState(VK_NUMPAD0)&1){FullBrilho =!FullBrilho ;}

    if(FullBrilho){
    m_pD3Ddev->SetRenderState(D3DRS_LIGHTING, false); //d3d lighting off
    m_pD3Ddev->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,25 5,255,255)); // use all colors to glow up the lighting ingame
    }

    if(GetAsyncKeyState(VK_NUMPAD2)&1){SEMFOG =!SEMFOG;}
    if(SEMFOG){
    m_pD3Ddev->SetRenderState(D3DRS_FOGENABLE, false); // Disable the Fog
    }

    if(GetAsyncKeyState(VK_NUMPAD3)&1){Wireframe =!Wireframe;}
    if(Wireframe){
    if(( mStride == 44) || (mStride == 40))
    m_pD3Ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
    }

    if(GetAsyncKeyState(VK_NUMPAD5)&1){xray =!xray;}
    if(xray){
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }

    if(GetAsyncKeyState(VK_NUMPAD7)&1){wallhack =!wallhack;}
    if(wallhack){
    if(( mStride == 44) || (mStride == 40))
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    else
    {
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    }

    if(GetAsyncKeyState(VK_NUMPAD4)&1){AsusWallhack =!AsusWallhack;}
    if(AsusWallhack){
    m_pD3Ddev->SetRenderState( D3DRS_SRCBLEND, 3 );
    m_pD3Ddev->SetRenderState( D3DRS_DESTBLEND, 4 );
    m_pD3Ddev->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
    }

    return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
    }
    }
    HRESULT APIENTRY hkIDirect3DDevice8:rawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)
    {
    return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)
    {
    return m_pD3Ddev->DrawIndexedPrimitiveUP(PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags)
    {
    return m_pD3Ddev->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer, Flags);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateVertexShader(CONST DWORD* pDeclaration,CONST DWORD* pFunction,DWORD* pHandle,DWORD Usage)
    {
    return m_pD3Ddev->CreateVertexShader(pDeclaration, pFunction, pHandle, Usage);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetVertexShader(DWORD Handle)
    {
    return m_pD3Ddev->SetVertexShader(Handle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShader(DWORD* pHandle)
    {
    return m_pD3Ddev->GetVertexShader(pHandle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:eleteVertexShader(DWORD Handle)
    {
    return m_pD3Ddev->DeleteVertexShader(Handle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetVertexShaderConstant(DWORD Register,CONST void* pConstantData,DWORD ConstantCount)
    {
    return m_pD3Ddev->SetVertexShaderConstant(Register, pConstantData, ConstantCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderConstant(DWORD Register,void* pConstantData,DWORD ConstantCount)
    {
    return m_pD3Ddev->GetVertexShaderConstant(Register, pConstantData, ConstantCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderDeclaration(DWO RD Handle,void* pData,DWORD* pSizeOfData)
    {
    return m_pD3Ddev->GetVertexShaderDeclaration(Handle, pData, pSizeOfData);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderFunction(DWORD Handle,void* pData,DWORD* pSizeOfData)
    {
    return m_pD3Ddev->GetVertexShaderFunction(Handle, pData, pSizeOfData);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride)
    {
    if(StreamNumber==0) mStride=Stride;

    return m_pD3Ddev->SetStreamSource(StreamNumber, pStreamData, Stride);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer8** ppStreamData,UINT* pStride)
    {
    return m_pD3Ddev->GetStreamSource(StreamNumber, ppStreamData, pStride);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetIndices(IDirect3DIndexBuffe r8* pIndexData,UINT BaseVertexIndex)
    {
    return m_pD3Ddev->SetIndices(pIndexData, BaseVertexIndex);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetIndices(IDirect3DIndexBuffe r8** ppIndexData,UINT* pBaseVertexIndex)
    {
    return m_pD3Ddev->GetIndices(ppIndexData, pBaseVertexIndex);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreatePixelShader(CONST DWORD* pFunction,DWORD* pHandle)
    {
    return m_pD3Ddev->CreatePixelShader(pFunction, pHandle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetPixelShader(DWORD Handle)
    {
    return m_pD3Ddev->SetPixelShader(Handle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShader(DWORD* pHandle)
    {
    return m_pD3Ddev->GetPixelShader(pHandle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:eletePixelShader(DWORD Handle)
    {
    return m_pD3Ddev->DeletePixelShader(Handle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetPixelShaderConstant(DWORD Register,CONST void* pConstantData,DWORD ConstantCount)
    {
    return m_pD3Ddev->SetPixelShaderConstant(Register, pConstantData, ConstantCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShaderConstant(DWORD Register,void* pConstantData,DWORD ConstantCount)
    {
    return m_pD3Ddev->GetPixelShaderConstant(Register, pConstantData, ConstantCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShaderFunction(DWORD Handle,void* pData,DWORD* pSizeOfData)
    {
    return m_pD3Ddev->GetPixelShaderFunction(Handle, pData, pSizeOfData);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawRectPatch(UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo)
    {
    return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawTriPatch(UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo)
    {
    return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:eletePatch(UINT Handle)
    {
    return m_pD3Ddev->DeletePatch(Handle);
    }

    //Maked by Bandolero
    //Special Thanks KIDEBR

    [/CENTER][/LEFT]
    Attached Thumbnails Attached Thumbnails
    bandicam 2021-09-07 15-27-51-823.jpg  

    Last edited by juniocsa123; 09-07-2021 at 12:47 PM.

  2. The Following 2 Users Say Thank You to juniocsa123 For This Useful Post:

    dlssk7 (04-28-2022),evolve2 (02-27-2022)

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