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  1. #1
    EDWINSEE's Avatar
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    I need some help with color charms they crashes mine ca after 1 minute.

    I been working on color charms for Gellin`s base I almost got them to work but they crashes ca after 1 minute. here the DIP source I been working on.

    Code:
    IDirect3DVertexBuffer9  * pStreamData;
    int StreamNumber= 0;
    int Stride = 0;
    int OffsetInBytes = 0;
    
    typedef HRESULT(WINAPI* tSetStreamSource)(LPDIRECT3DDEVICE9 pDevice, UINT StreamNumber, IDirect3DVertexBuffer9 * pStreamData, UINT OffsetInBytes, UINT Stride);
    tSetStreamSource oSetStreamSource;
    HRESULT WINAPI nSetStreamSource(LPDIRECT3DDEVICE9 pDevice, UINT StreamNumber,  IDirect3DVertexBuffer9  * pStreamData, UINT OffsetInBytes, UINT Stride)
    {
    	HRESULT hRet = oSetStreamSource(pDevice, StreamNumber, pStreamData, OffsetInBytes, Stride);
    	return hRet;
    }
    	typedef HRESULT (WINAPI* oDIP)(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE,int,UINT,UINT,UINT,UINT); 
    	oDIP pDIP;
    HRESULT __stdcall DIP(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,int BaseVertexIndex,UINT MinIndex,UINT NumVertices,UINT StartIndex,UINT PrimCount)
    {
    	if(pDevice->SetStreamSource(StreamNumber, pStreamData, OffsetInBytes, Stride) == D3D_OK)
    
    	if(Stride == 20 || Stride == 32 ||Stride == 36 || Stride == 44 || (Stride == 40 && NumVertices == 436))
    	{
    		pDevice->SetRenderState(D3DRS_ZENABLE,false);
    		switch( Menu.mOpt[1].nopt )
    		{
    		case 1:
    			//Ghost Chams
    			pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);////
    			pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);////
    			pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);////
    			pDevice->SetRenderState(D3DRS_ZENABLE,false);
    		
    			pDIP;
    
    			pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);////
    			pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);////
    			pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);////
    			pDevice->SetRenderState(D3DRS_ZENABLE,true);
    		case 2:
    			//Phantom Chams
    			pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
    			pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
    			pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
    			pDevice->SetRenderState(D3DRS_ZENABLE,false);
    
    			pDIP;
    
    			pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
    			pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
    			pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
    			pDevice->SetRenderState(D3DRS_ZENABLE,true);
    		case 3:
    			//Wallhack
    		    pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));
    	        pDevice->SetRenderState(D3DRS_ZENABLE,false);
    	        pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,255));
    	        pDevice->SetRenderState(D3DRS_LIGHTING, true);
    
                pDIP;
    
                pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,255,0));
    	        pDevice->SetRenderState(D3DRS_ZENABLE,false);
    	        pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,0,0,255));
      	        pDevice->SetRenderState(D3DRS_LIGHTING, true);
    		case 4:
    			pDevice->SetRenderState(D3DRS_ZENABLE,false);
    		case 5:
                pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(0,0,0,0));
    		}
    		Sleep(iRenderSpeed);
    	}
    			
    	return pDIP(pDevice, Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimCount);
    }
    and what is this I find this in Gellin`s base that I search on google:

    Code:
    void UnlinkModule(HINSTANCE hModule)
    {
    	DWORD dwPEB_LDR_DATA = 0;
    	_asm
    	{
    		pushad;
    		pushfd;
    		mov eax, fs:[30h]                   // PEB
    		mov eax, [eax+0Ch]               // PEB->ProcessModuleInfo
    		mov dwPEB_LDR_DATA, eax	 // Save ProcessModuleInfo
    
    InLoadOrderModuleList:
    		mov esi, [eax+0Ch]	       // ProcessModuleInfo->InLoadOrderModuleList[FORWARD]
    		mov edx, [eax+10h]	      //  ProcessModuleInfo->InLoadOrderModuleList[BACKWARD]
    
    		LoopInLoadOrderModuleList: 
    		    lodsd		             //  Load First Module
    			mov esi, eax	    //  ESI points to Next Module
    			mov ecx, [eax+18h]  //  LDR_MODULE->BaseAddress
    			cmp ecx, hModule	   //  Is it Our Module ?
    			jne SkipA		   //  If Not, Next Please (@f jumps to nearest Unamed Lable @@:)
    		    	mov ebx, [eax]	  //  [FORWARD] Module 
    		    	mov ecx, [eax+4]   //  [BACKWARD] Module
    		    	mov [ecx], ebx     //  Previous Module's [FORWARD] Notation, Points to us, Replace it with, Module++
    		    	mov [ebx+4], ecx	  //  Next Modules, [BACKWARD] Notation, Points to us, Replace it with, Module--
    			jmp InMemoryOrderModuleList  //  Hidden, so Move onto Next Set
    		SkipA:
    			cmp edx, esi       //  Reached End of Modules ?
    			jne LoopInLoadOrderModuleList  //  If Not, Re Loop
    
    InMemoryOrderModuleList:
    		mov eax, dwPEB_LDR_DATA	//  PEB->ProcessModuleInfo
    		mov esi, [eax+14h]   // ProcessModuleInfo->InMemoryOrderModuleList[START]
    		mov edx, [eax+18h]  //  ProcessModuleInfo->InMemoryOrderModuleList[FINISH]
    
    		LoopInMemoryOrderModuleList: 
    			lodsd
    			mov esi, eax
    			mov ecx, [eax+10h]
    			cmp ecx, hModule
    			jne SkipB
    				mov ebx, [eax] 
    				mov ecx, [eax+4]
    				mov [ecx], ebx
    				mov [ebx+4], ecx
    				jmp InInitializationOrderModuleList
    		SkipB:
    			cmp edx, esi
    			jne LoopInMemoryOrderModuleList
    
    InInitializationOrderModuleList:
    		mov eax, dwPEB_LDR_DATA  
    		mov esi, [eax+1Ch]	      
    		mov edx, [eax+20h]	    
    
    		LoopInInitializationOrderModuleList: 
    			lodsd
    			mov esi, eax		
    			mov ecx, [eax+08h]
    			cmp ecx, hModule		
    			jne SkipC
    				mov ebx, [eax] 
    				mov ecx, [eax+4]
    				mov [ecx], ebx
    				mov [ebx+4], ecx
    				jmp Finished
    		SkipC:
    			cmp edx, esi
    			jne LoopInInitializationOrderModuleList
    
    		Finished:
    			popfd;
    			popad;
    	}
    }

  2. #2
    Hahaz's Avatar
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  3. #3
    kotentopf's Avatar
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    i will not give u help with DIP but i say u are a noob coder cause:
    -no breaks in switch
    -not setted strides,offsets etc(SetStreamSource(&first,&second,etc.))

  4. #4
    mikecaissie's Avatar
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    u working on the menu.dll one lol works great,. hope u get it up n running soon

  5. #5
    Crash's Avatar
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    I don't think he knows what he's doing at all. =/

  6. The Following User Says Thank You to Crash For This Useful Post:

    J (09-08-2010)

  7. #6
    markoj's Avatar
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    What are color Charms/
    Dont ban me

  8. #7
    EDWINSEE's Avatar
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    sorry but I been working on them I will get them to work I been looking at bases and study them and i use google for mine errors. i want to learn how to make color chams. so i am trying mine best.

  9. #8
    Crash's Avatar
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    Quote Originally Posted by EDWINSEE View Post
    sorry but I been working on them I will get them to work I been looking at bases and study them and i use google for mine errors. i want to learn how to make color chams. so i am trying mine best.
    Trust me, you can't get D3D chams by looking at public bases. Those methods are all patched, you need to think on your own for once !

  10. #9
    CodeDemon's Avatar
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    D3DBases wont really help you if you have the chams down. You will need C++ Knowledge, Reversing Knowledge and Bypassing Skillz to construct a hook for DIP that hackshield wont detect.

  11. #10
    thegreatn00b's Avatar
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    So ur trying to make a hack and you dont know how to code?
    Quote Originally Posted by cokenmentos View Post
    If this works i will make love to you even if you refuse.
    lol
    Quote Originally Posted by CHOOBINATOR View Post
    What is an Injector
    rofl



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