Page 1 of 2 12 LastLast
Results 1 to 15 of 30
  1. #1
    Birdshit's Avatar
    Join Date
    May 2010
    Gender
    male
    Posts
    170
    Reputation
    10
    Thanks
    59
    My Mood
    Dead
    alright so same story as the last time, except I added a triggerbot and changed the white circle to a red dot (the triggerbot scans the two pixels directly diagonal to the corners of that dot, meaning the upper left and upper right pixel)

    Press INSERT to toggle head chams
    Press HOME to toggle red dot
    Press DEL to auto-shoot (triggerbot) visible chams
    Press END to autoshoot (triggerbot) through walls

    with the default brightness/contrast this should work on all levels, however I do notice a hesitation of the triggerbot to shoot at someone behind a wall while you are in some sniper scopes

    and because it is a GetPixel triggerbot, the higher your resolution, the greater the accuracy.

    [IMG]https://lh6.ggph*****m/_1Wo4KO-ZjwU/TNNtUTcl8SI/AAAAAAAAACU/YKQtrnD_FMk/s1024/moh%202010-11-04%2021-17-38-60.jpg[/IMG]

    VirusTotal

    Virscan

    (AND THEY *SHOULD* MATCH - I changed the injector and got different false positves / )

    video is uploading.

    VIDEO:





    full source code for

    d3d9dev.cpp (Azorbix StarterKit)


    Code:
    /*	Direct3D9 Device */
    
    #include <windows.h>
    #include "main.h"
    #include "d3d9.h"
    #include "stdio.h"
    
    #define D3DHOOK_TEXTURES //comment this to disable texture hooking
    #define PI 3.14159265
    
    bool shoot;
    bool shootwall;
    bool xhair;
    bool Chams;
    UINT m_Stride;
    UINT modelrec;
    
    ID3DXLine *pLine; 
    
    LPD3DXFONT pFont;
    LPDIRECT3DDEVICE9 pDevice;  
    
    IDirect3DPixelShader9* shaderRed;
    IDirect3DPixelShader9* shaderBlue;
    
    D3DVIEWPORT9 Viewport;
    D3DCOLOR dCIRCLE		= D3DCOLOR_ARGB( 255, 0, 255, 0);//green
    D3DCOLOR dCIRCLE2		= D3DCOLOR_ARGB( 255, 255, 0, 0);//red
    
    void TriggerBotWall()
    {
    	COLORREF		        cPixelb;
    	COLORREF		        cPixelb2;
    
    	HWND			d3dhwnd2;
    	HDC				d3ddc2;
    
    	d3dhwnd2 = GetForegroundWindow();
        d3ddc2 = GetDC(d3dhwnd2);
    
    	{
    	cPixelb = GetPixel( d3ddc2, (Viewport.Width/2)-3, (Viewport.Height/2)-2);
    	cPixelb2 = GetPixel( d3ddc2, (Viewport.Width/2)+3, (Viewport.Height/2)-2);
    
    	// shootAT BLUE Chams (thru walls)
    	if(GetRValue(cPixelb)<= 100
    	&& GetGValue(cPixelb)<= 100
    	&& GetBValue(cPixelb)>= 200
    	&& GetRValue(cPixelb2)<= 100
    	&& GetGValue(cPixelb2)<= 100
    	&& GetBValue(cPixelb2)>= 200)
    
    	
    	{
    	// QUICKSCOPE METHOD -  SORT of works
    	 // keybd_event(VK_RCONTROL, 0xA3, KEYEVENTF_EXTENDEDKEY | 0,0);// assign Right CTRL to scope and toggle aim off
    		mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, NULL, NULL); // Simulate click
    		mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, NULL, NULL);
    	 // keybd_event(VK_RCONTROL, 0xA3, KEYEVENTF_EXTENDEDKEY | KEYEVENTF_KEYUP,0);
    	
    		//mouse_event(MOUSEEVENTF_ABSOLUTE,((Viewport.Width/2)* (65535/Viewport.Width)),((Viewport.Height/2)-4* (65535/Viewport.Height)), NULL, NULL);
    	}
    	} // End X loop
    	ReleaseDC(d3dhwnd2,d3ddc2);
    }
    void TriggerBot()
    {
    	COLORREF		        cPixelr;
    	COLORREF		        cPixelr2;
    
    	HWND			d3dhwnd;
    	HDC				d3ddc;
    
    	d3dhwnd = GetForegroundWindow();
        d3ddc = GetDC(d3dhwnd);
    
    	{
    	cPixelr = GetPixel( d3ddc, (Viewport.Width/2)-3, (Viewport.Height/2)-2);
    	cPixelr2 = GetPixel( d3ddc, (Viewport.Width/2)+3, (Viewport.Height/2)-2);
    
    	
    	// AIM AT BLUE Chams
    	//if(GetRValue(cPixel)<= 74
    	//&& GetGValue(cPixel)<= 74
    	//&& GetBValue(cPixel)>= 250)
    
            // AIM AT RED Chams
    
    	if(GetRValue(cPixelr)>= 220
    	&& GetGValue(cPixelr)<= 100
    	&& GetBValue(cPixelr)<= 100
    	&& GetRValue(cPixelr2)>= 220
    	&& GetGValue(cPixelr2)<= 100
    	&& GetBValue(cPixelr2)<= 100)
    	{
    	//keybd_event(VK_RCONTROL, 0xA3, KEYEVENTF_EXTENDEDKEY | 0,0);// bad quickscope attempt assign Right CTRL to scope and toggle aim off
    	//keybd_event(VK_RCONTROL, 0xA3, KEYEVENTF_EXTENDEDKEY | KEYEVENTF_KEYUP,0);mouse_event(MOUSEEVENTF_LEFTDOW  N, 0, 0, NULL, NULL); // Simulate click
    		
    		mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, NULL, NULL); // Simulate click
    		mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, NULL, NULL);
    		
    		//mouse_event(MOUSEEVENTF_ABSOLUTE,((Viewport.Width/2)* (65535/Viewport.Width)),((Viewport.Height/2)* (65535/Viewport.Height)), NULL, NULL);
    		//mouse_event(MOUSEEVENTF_ABSOLUTE,((Viewport.Width/2)* (65535/Viewport.Width)),((Viewport.Height/2+2)* (65535/Viewport.Height)), NULL, NULL);
    	//mouse_event(MOUSEEVENTF_ABSOLUTE,(Viewport.Width/2)+4,(Viewport.Height/2)-4, NULL, NULL);
    	//mouse_event(MOUSEEVENTF_ABSOLUTE,(Viewport.Width/2)-4,(Viewport.Height/2)+4, NULL, NULL);
    	//mouse_event(MOUSEEVENTF_ABSOLUTE,(Viewport.Width/2),(Viewport.Height/2)-4, NULL, NULL);
    		//mouse_event(MOUSEEVENTF_MOVE,0,20,0,0);
    		//mouse_event(MOUSEEVENTF_MOVE,20,-20,0,0); 
    		//mouse_event(MOUSEEVENTF_MOVE,-20,20,0,0); 
    		//mouse_event(MOUSEEVENTF_MOVE,-20,-20,0,0);
    		//mouse_event(MOUSEEVENTF_MOVE,20,20,0,0); 
    		//mouse_event(MOUSEEVENTF_MOVE,0,-20,0,0)
    
    	}
    	}
     ReleaseDC(d3dhwnd,d3ddc);
    } // End X loop
    //void DrawCircle(int X, int Y, int radius, int numSides, DWORD Color)
    //{
    //    D3DXVECTOR2 Line[128];
    //    float Step = PI * 2.0 / numSides;
    //    int Count = 0;
    //    for (float a=0; a < PI*2.0; a += Step)
    //    {
    //        float X1 = radius * cos(a) + X;
    //        float Y1 = radius * sin(a) + Y;
    //        float X2 = radius * cos(a+Step) + X;
    //        float Y2 = radius * sin(a+Step) + Y;
    //        Line[Count].x = X1;
    //        Line[Count].y = Y1;
    //        Line[Count+1].x = X2;
    //        Line[Count+1].y = Y2;
    //        Count += 2;
    //    }
    //    pLine->Begin();
    //    pLine->Draw(Line,Count,Color);
    //    pLine->End();
    //	pLine->Release();
    //}  
    HRESULT GenerateShader(IDirect3DDevice9 *pD3Ddev, IDirect3DPixelShader9 **pShader, float r, float g, float b, float a)
    {
    	char szShader[256];
    	ID3DXBuffer *pShaderBuf = NULL;
    	sprintf_s (szShader, "ps_2_0\ndef c0, %f, %f, %f, %f\nmov oC0, c0", r, g, b, a);
    	D3DXAssembleShader(szShader, sizeof(szShader), NULL, NULL, 0, &pShaderBuf, NULL);
    
    	if(FAILED(pD3Ddev->CreatePixelShader((const DWORD*)pShaderBuf->GetBufferPointer(), pShader)))
    		return E_FAIL;
    
    	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);
        */
      GenerateShader(m_pD3Ddev, &shaderRed,  255, 0, 0, 255);
      GenerateShader(m_pD3Ddev, &shaderBlue,  0, 0, 255, 255);
    
        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 hkIDirect3DDevice9::QueryInterface(REFIID riid, LPVOID *ppvObj) 
    {
    	return m_pD3Ddev->QueryInterface(riid, ppvObj);
    }
    
    ULONG APIENTRY hkIDirect3DDevice9::AddRef() 
    {
    	m_refCount++;
    	return m_pD3Ddev->AddRef();
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::BeginScene() 
    	{
    		m_pD3Ddev->GetViewport(&Viewport);
    
    			if (GetAsyncKeyState(VK_INSERT)&1)
    {
    	Chams = !Chams;
    }
    			if (GetAsyncKeyState(VK_HOME)&1)
    {
    	xhair = !xhair;
    }
    			if (GetAsyncKeyState(VK_DELETE)&1)
    {
    	shoot = !shoot;
    }
    			if (GetAsyncKeyState(VK_END)&1)
    {
    	shootwall = !shootwall;
    }
    	return m_pD3Ddev->BeginScene();
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::BeginStateBlock() 
    {
    	return m_pD3Ddev->BeginStateBlock();
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::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 hkIDirect3DDevice9::ColorFill(IDirect3DSurface9* pSurface,CONST RECT* pRect, D3DCOLOR color) 
    {	
    	return m_pD3Ddev->ColorFill(pSurface,pRect,color);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateAdditionalSwapChain(D3DP  RESENT_PARAMETERS *pPresentationParameters, IDirect3DSwapChain9 **ppSwapChain) 
    {
    	return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParameters, ppSwapChain);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle) 
    {
    	return m_pD3Ddev->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture,pSharedHandle);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) 
    {
    	return m_pD3Ddev->CreateDepthStencilSurface(Width, Height, Format, MultiSample, MultisampleQuality,Discard,ppSurface, pSharedHandle);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle) 
    {
    	return m_pD3Ddev->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer,pSharedHandle);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateOffscreenPlainSurface(UI  NT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) 
    {
    	return m_pD3Ddev->CreateOffscreenPlainSurface(Width,Height,Format,Po  ol,ppSurface,pSharedHandle);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader) 
    {
    	return m_pD3Ddev->CreatePixelShader(pFunction, ppShader);
    }
    HRESULT APIENTRY hkIDirect3DDevice9::CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery) 
    {
    	if (m_Stride = 32)
    	{
        if( Type == D3DQUERYTYPE_OCCLUSION )
        {
            Type = D3DQUERYTYPE_EVENT;
        }
    	}
    	return m_pD3Ddev->CreateQuery(Type,ppQuery);
    }
    HRESULT APIENTRY hkIDirect3DDevice9::CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) 
    {
    	return m_pD3Ddev->CreateRenderTarget(Width, Height, Format, MultiSample,MultisampleQuality, Lockable, ppSurface,pSharedHandle);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateStateBlock(D3DSTATEBLOCK  TYPE Type,IDirect3DStateBlock9** ppSB) 
    {
    	return m_pD3Ddev->CreateStateBlock(Type, ppSB);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle) 
    {
    	HRESULT ret = m_pD3Ddev->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture, pSharedHandle);
    
    #ifdef D3DHOOK_TEXTURES
    	if(ret == D3D_OK) { new hkIDirect3DTexture9(ppTexture, this, Width, Height, Format); }
    #endif
    
    	return ret;
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle) 
    {
    	return m_pD3Ddev->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer,pSharedHandle);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl) 
    {
    	return m_pD3Ddev->CreateVertexDeclaration(pVertexElements,ppDecl);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader) 
    {
    	return m_pD3Ddev->CreateVertexShader(pFunction, ppShader);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle) 
    {
    	return m_pD3Ddev->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture,pSharedHandle);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::DeletePatch(UINT Handle) 
    {
    	return m_pD3Ddev->DeletePatch(Handle);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::DrawIndexedPrimitive(D3DPRIMIT  IVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
    {
    UINT modelrec;
    modelrec = ((m_Stride == 32 && ((primCount != 0)||(primCount <= 18) ||(primCount == 25) || (primCount == 53)|| (primCount == 76)|| (primCount == 80)|| (primCount == 104)|| (primCount == 107)|| (primCount == 125)|| (primCount == 131)|| (primCount == 145)|| (primCount == 166)|| (primCount == 190)|| (primCount == 292)|| (primCount == 361)|| (primCount == 389)|| (primCount == 417)|| (primCount == 436)|| (primCount == 452)|| (primCount == 471)|| (primCount == 597)|| (primCount == 874)|| (primCount == 1101)|| (primCount == 1333)|| (primCount == 1446)|| (primCount == 2836))));
    		if (Chams) 
    	{
    //EXTRA FAR LOD HEADS (primCount): TO DO
    //		FAR LOD HEADS (primCount): 25, 36(ALSOREDDOT), 125(skimask), 131(towel),145,166(towel2),190,292 
    //   MEDIUM LOD HEADS (primCount): 76, 104,107,361(skimask),389(towel2),436(towel),597,87  4,1446
    //	  CLOSE LOD HEADS (primCount): 417,452,471,1101(skimask),1333,1376(towel),1437(to  wel2),2836
    
    		if ((m_Stride == 32 && ((primCount <= 25) || (primCount == 53)|| (primCount == 76)|| (primCount == 80)|| (primCount == 104)|| (primCount == 107)|| (primCount == 125)|| (primCount == 131)|| (primCount == 145)|| (primCount == 166)|| (primCount == 190)|| (primCount == 292)|| (primCount == 361)|| (primCount == 389)|| (primCount == 417)|| (primCount == 436)|| (primCount == 452)|| (primCount == 471)|| (primCount == 597)|| (primCount == 874)|| (primCount == 1101)|| (primCount == 1333)|| (primCount == 1446)|| (primCount == 2836))))//FIX THIS  
    		{
    			DWORD dwOldZEnable = D3DZB_TRUE;
                 m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
                 m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    			 m_pD3Ddev->SetTexture(0, NULL );
    			 m_pD3Ddev->SetPixelShader( NULL ); 
    			 m_pD3Ddev->SetPixelShader( shaderBlue );
    			 m_pD3Ddev->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
    			 m_pD3Ddev->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
                 m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
    			 m_pD3Ddev->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
    			 m_pD3Ddev->SetTexture(0, NULL );
    			 m_pD3Ddev->SetPixelShader( NULL );
    			 m_pD3Ddev->SetPixelShader( shaderRed );
    }
    	}
    
    	if (xhair)
    	{
    		if ((m_Stride == 32 && ((primCount == 34 )||(primCount == 36))))// CULL RED DOT FROM ACOG (SO COLOR TRIGGERBOTS WORK BETTER) NO FIX FOR SNIPERSCOPES
    		{
                 DWORD dwOldZEnable = D3DZB_TRUE;
    			 m_pD3Ddev->SetTexture(0, NULL );
    			 m_pD3Ddev->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    			 m_pD3Ddev->SetTexture(0, NULL );
    		}
    	}
    	return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::DrawIndexedPrimitiveUP(D3DPRIM  ITIVETYPE PrimitiveType, UINT MinIndex, UINT NumVertices, UINT PrimitiveCount, CONST void *pIndexData, D3DFORMAT IndexDataFormat, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride) 
    {	
    	return m_pD3Ddev->DrawIndexedPrimitiveUP(PrimitiveType, MinIndex, NumVertices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) 
    {
    	return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::DrawPrimitiveUP(D3DPRIMITIVETY  PE PrimitiveType, UINT PrimitiveCount, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride) 
    {
    	return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::DrawRectPatch(UINT Handle, CONST float *pNumSegs, CONST D3DRECTPATCH_INFO *pRectPatchInfo) 
    {
    	return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::DrawTriPatch(UINT Handle, CONST float *pNumSegs, CONST D3DTRIPATCH_INFO *pTriPatchInfo)
    {
    	return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::EndScene()
    {
    				if (shoot)
    	  {
    		TriggerBot();
    	  }
    		if (shootwall)
    	  {
    		TriggerBotWall();
    	  }
    	if(xhair)
    		{
    			D3DRECT aimdot3 = {(Viewport.Width/2)-1,(Viewport.Height/2)-2, (Viewport.Width/2)+1,(Viewport.Height/2)};
    		    m_pD3Ddev->Clear(1, &aimdot3, D3DCLEAR_TARGET,dCIRCLE2, 0,  0);
    		}			
    return m_pD3Ddev->EndScene();
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::EndStateBlock(IDirect3DStateBl  ock9** ppSB) 
    {
    	return m_pD3Ddev->EndStateBlock(ppSB);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::EvictManagedResources() 
    {
    	return m_pD3Ddev->EvictManagedResources();
    }
    
    UINT APIENTRY hkIDirect3DDevice9::GetAvailableTextureMem() 
    {
    	return m_pD3Ddev->GetAvailableTextureMem();
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetBackBuffer(UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer) 
    {
    	return m_pD3Ddev->GetBackBuffer(iSwapChain,iBackBuffer, Type, ppBackBuffer);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetClipPlane(DWORD Index, float *pPlane) 
    {
    	return m_pD3Ddev->GetClipPlane(Index, pPlane);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetClipStatus(D3DCLIPSTATUS9 *pClipStatus) 
    {
    	return m_pD3Ddev->GetClipStatus(pClipStatus);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetCreationParameters(D3DDEVIC  E_CREATION_PARAMETERS *pParameters) 
    {
    	return m_pD3Ddev->GetCreationParameters(pParameters);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetCurrentTexturePalette(UINT *pPaletteNumber)
    {
    	return m_pD3Ddev->GetCurrentTexturePalette(pPaletteNumber);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetDepthStencilSurface(IDirect  3DSurface9 **ppZStencilSurface) 
    {
    	return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetDeviceCaps(D3DCAPS9 *pCaps) 
    {
    	return m_pD3Ddev->GetDeviceCaps(pCaps);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetDirect3D(IDirect3D9 **ppD3D9) 
    {
    	HRESULT hRet = m_pD3Ddev->GetDirect3D(ppD3D9);
    	if( SUCCEEDED(hRet) )
    		*ppD3D9 = m_pD3Dint;
    	return hRet;
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetDisplayMode(UINT iSwapChain,D3DDISPLAYMODE* pMode) 
    {
    	return m_pD3Ddev->GetDisplayMode(iSwapChain,pMode);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface) 
    {
    	return m_pD3Ddev->GetFrontBufferData(iSwapChain,pDestSurface);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetFVF(DWORD* pFVF) 
    {
    	return m_pD3Ddev->GetFVF(pFVF);
    }
    
    void APIENTRY hkIDirect3DDevice9::GetGammaRamp(UINT iSwapChain,D3DGAMMARAMP* pRamp) 
    {
    	m_pD3Ddev->GetGammaRamp(iSwapChain,pRamp);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetIndices(IDirect3DIndexBuffe  r9** ppIndexData) 
    {
    	return m_pD3Ddev->GetIndices(ppIndexData);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetLight(DWORD Index, D3DLIGHT9 *pLight) 
    {
    	return m_pD3Ddev->GetLight(Index, pLight);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetLightEnable(DWORD Index, BOOL *pEnable) 
    {
    	return m_pD3Ddev->GetLightEnable(Index, pEnable);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetMaterial(D3DMATERIAL9 *pMaterial) 
    {
    	return m_pD3Ddev->GetMaterial(pMaterial);
    }
    
    float APIENTRY hkIDirect3DDevice9::GetNPatchMode() 
    {
    	return m_pD3Ddev->GetNPatchMode();
    }
    
    unsigned int APIENTRY hkIDirect3DDevice9::GetNumberOfSwapChains() 
    {
    	return m_pD3Ddev->GetNumberOfSwapChains();
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY *pEntries)
    {
    	return m_pD3Ddev->GetPaletteEntries(PaletteNumber, pEntries);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShader(IDirect3DPixelS  hader9** ppShader) 
    {
    	return m_pD3Ddev->GetPixelShader(ppShader);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount) 
    {
    	return m_pD3Ddev->GetPixelShaderConstantB(StartRegister,pConstantDat  a,BoolCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount) 
    {
    	return m_pD3Ddev->GetPixelShaderConstantF(StartRegister,pConstantDat  a,Vector4fCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount)
    {
    	return m_pD3Ddev->GetPixelShaderConstantI(StartRegister,pConstantDat  a,Vector4iCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetRasterStatus(UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus) 
    {
    	return m_pD3Ddev->GetRasterStatus(iSwapChain,pRasterStatus);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetRenderState(D3DRENDERSTATET  YPE State, DWORD *pValue) 
    {
    	return m_pD3Ddev->GetRenderState(State, pValue);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget) 
    {
    	return m_pD3Ddev->GetRenderTarget(RenderTargetIndex,ppRenderTarget);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetRenderTargetData(IDirect3DS  urface9* pRenderTarget,IDirect3DSurface9* pDestSurface) 
    {
    	return m_pD3Ddev->GetRenderTargetData(pRenderTarget,pDestSurface);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue) 
    {
    	return m_pD3Ddev->GetSamplerState(Sampler,Type,pValue);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetScissorRect(RECT* pRect) 
    {
    	return m_pD3Ddev->GetScissorRect(pRect);
    }
    
    BOOL APIENTRY hkIDirect3DDevice9::GetSoftwareVertexProcessing() 
    {
    	return m_pD3Ddev->GetSoftwareVertexProcessing();
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* OffsetInBytes,UINT* pStride) 
    {
    	return m_pD3Ddev->GetStreamSource(StreamNumber, ppStreamData,OffsetInBytes, pStride);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetStreamSourceFreq(UINT StreamNumber,UINT* Divider) 
    {
    	return m_pD3Ddev->GetStreamSourceFreq(StreamNumber,Divider);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetSwapChain(UINT iSwapChain,IDirect3DSwapChain9** pSwapChain)
    {
    	return m_pD3Ddev->GetSwapChain(iSwapChain,pSwapChain);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetTexture(DWORD Stage, IDirect3DBaseTexture9 **ppTexture) 
    {
    	return m_pD3Ddev->GetTexture(Stage, ppTexture);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD *pValue) 
    {
    	return m_pD3Ddev->GetTextureStageState(Stage, Type, pValue);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetTransform(D3DTRANSFORMSTATE  TYPE State, D3DMATRIX *pMatrix) 
    {
    	return m_pD3Ddev->GetTransform(State, pMatrix);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetVertexDeclaration(IDirect3D  VertexDeclaration9** ppDecl) 
    {
    	return m_pD3Ddev->GetVertexDeclaration(ppDecl);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShader(IDirect3DVerte  xShader9** ppShader) 
    {
    	return m_pD3Ddev->GetVertexShader(ppShader);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount)
    {
    	return m_pD3Ddev->GetVertexShaderConstantB(StartRegister,pConstantDa  ta,BoolCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount) 
    {
    
    	return m_pD3Ddev->GetVertexShaderConstantF(StartRegister,pConstantDa  ta,Vector4fCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount)
    {
    	return m_pD3Ddev->GetVertexShaderConstantI(StartRegister,pConstantDa  ta,Vector4iCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::GetViewport(D3DVIEWPORT9 *pViewport) 
    {
    	return m_pD3Ddev->GetViewport(pViewport);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::LightEnable(DWORD LightIndex, BOOL bEnable) 
    {
    	return m_pD3Ddev->LightEnable(LightIndex, bEnable);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::MultiplyTransform(D3DTRANSFORM  STATETYPE State, CONST D3DMATRIX *pMatrix) 
    {
    	return m_pD3Ddev->MultiplyTransform(State, pMatrix);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::Present(CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion) 
    {	
    	return m_pD3Ddev->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags) 
    {
    	return m_pD3Ddev->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer,pVertexDecl, Flags);
    }
    
    ULONG APIENTRY hkIDirect3DDevice9::Release() 
    {
    	if( --m_refCount == 0 )
    		m_pManager->Release();
    
    	return m_pD3Ddev->Release();
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::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 hkIDirect3DDevice9::SetClipPlane(DWORD Index, CONST float *pPlane) 
    {
    	return m_pD3Ddev->SetClipPlane(Index, pPlane);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetClipStatus(CONST D3DCLIPSTATUS9 *pClipStatus) 
    {
    	return m_pD3Ddev->SetClipStatus(pClipStatus);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetCurrentTexturePalette(UINT PaletteNumber) 
    {
    	return m_pD3Ddev->SetCurrentTexturePalette(PaletteNumber);
    }
    
    void APIENTRY hkIDirect3DDevice9::SetCursorPosition(int X, int Y, DWORD Flags)
    {	
    	m_pD3Ddev->SetCursorPosition(X, Y, Flags);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetCursorProperties(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9 *pCursorBitmap) 
    {
    	return m_pD3Ddev->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetDepthStencilSurface(IDirect  3DSurface9* pNewZStencil) 
    {
    	return m_pD3Ddev->SetDepthStencilSurface(pNewZStencil);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetDialogBoxMode(BOOL bEnableDialogs) 
    {
    	return m_pD3Ddev->SetDialogBoxMode(bEnableDialogs);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetFVF(DWORD FVF) 
    {
    	return m_pD3Ddev->SetFVF(FVF);
    }
    
    void APIENTRY hkIDirect3DDevice9::SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp)
    {
    	m_pD3Ddev->SetGammaRamp(iSwapChain,Flags, pRamp);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetIndices(IDirect3DIndexBuffe  r9* pIndexData) 
    {
    	return m_pD3Ddev->SetIndices(pIndexData);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetLight(DWORD Index, CONST D3DLIGHT9 *pLight) 
    {
    	return m_pD3Ddev->SetLight(Index, pLight);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetMaterial(CONST D3DMATERIAL9 *pMaterial) 
    {	
    	return m_pD3Ddev->SetMaterial(pMaterial);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetNPatchMode(float nSegments) 
    {	
    	return m_pD3Ddev->SetNPatchMode(nSegments);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetPaletteEntries(UINT PaletteNumber, CONST PALETTEENTRY *pEntries) 
    {
    	return m_pD3Ddev->SetPaletteEntries(PaletteNumber, pEntries);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShader(IDirect3DPixelS  hader9* pShader) 
    {
    	return m_pD3Ddev->SetPixelShader(pShader);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT  BoolCount) 
    {
    	return m_pD3Ddev->SetPixelShaderConstantB(StartRegister,pConstantDat  a,BoolCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount) 
    {
    	return m_pD3Ddev->SetPixelShaderConstantF(StartRegister,pConstantDat  a,Vector4fCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount) 
    {
    	return m_pD3Ddev->SetPixelShaderConstantI(StartRegister,pConstantDat  a,Vector4iCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetRenderState(D3DRENDERSTATET  YPE State, DWORD Value) 
    {
    	return m_pD3Ddev->SetRenderState(State, Value);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) 
    {
    	return m_pD3Ddev->SetRenderTarget(RenderTargetIndex,pRenderTarget);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value) 
    {
    	return m_pD3Ddev->SetSamplerState(Sampler,Type,Value);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetScissorRect(CONST RECT* pRect) 
    {
    	return m_pD3Ddev->SetScissorRect(pRect);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetSoftwareVertexProcessing(BO  OL bSoftware) 
    {
    	return m_pD3Ddev->SetSoftwareVertexProcessing(bSoftware);
    }
    
    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);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetStreamSourceFreq(UINT StreamNumber,UINT Divider)
    {	
    	return m_pD3Ddev->SetStreamSourceFreq(StreamNumber,Divider);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture) 
    {
    #ifdef D3DHOOK_TEXTURES
    	IDirect3DDevice9 *dev = NULL;
    	if(pTexture != NULL && ((hkIDirect3DTexture9*)(pTexture))->GetDevice(&dev) == D3D_OK)
    	{
    		if(dev == this)
    			return m_pD3Ddev->SetTexture(Stage, ((hkIDirect3DTexture9*)(pTexture))->m_D3Dtex);
    	}
    #endif
    	
    	return m_pD3Ddev->SetTexture(Stage, pTexture);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) 
    {
    	return m_pD3Ddev->SetTextureStageState(Stage, Type, Value);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetTransform(D3DTRANSFORMSTATE  TYPE State, CONST D3DMATRIX *pMatrix) 
    {
    	return m_pD3Ddev->SetTransform(State, pMatrix);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetVertexDeclaration(IDirect3D  VertexDeclaration9* pDecl) 
    {
    	return m_pD3Ddev->SetVertexDeclaration(pDecl);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShader(IDirect3DVerte  xShader9* pShader) 
    {
    	return m_pD3Ddev->SetVertexShader(pShader);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT  BoolCount) 
    {
    	return m_pD3Ddev->SetVertexShaderConstantB(StartRegister,pConstantDa  ta,BoolCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount) 
    {
    	return m_pD3Ddev->SetVertexShaderConstantF(StartRegister,pConstantDa  ta,Vector4fCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount) 
    {
    	return m_pD3Ddev->SetVertexShaderConstantI(StartRegister,pConstantDa  ta,Vector4iCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::SetViewport(CONST D3DVIEWPORT9 *pViewport) 
    {
    	return m_pD3Ddev->SetViewport(pViewport);
    }
    
    BOOL APIENTRY hkIDirect3DDevice9::ShowCursor(BOOL bShow) 
    {
    	return m_pD3Ddev->ShowCursor(bShow);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter) 
    {
    	return m_pD3Ddev->StretchRect(pSourceSurface,pSourceRect,pDestSurfac  e,pDestRect,Filter);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::TestCooperativeLevel() 
    {
    	return m_pD3Ddev->TestCooperativeLevel();
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::UpdateSurface(IDirect3DSurface  9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint) 
    {
    	return m_pD3Ddev->UpdateSurface(pSourceSurface,pSourceRect,pDestinat  ionSurface,pDestPoint);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::UpdateTexture(IDirect3DBaseTex  ture9 *pSourceTexture, IDirect3DBaseTexture9 *pDestinationTexture) 
    {
    	return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice9::ValidateDevice(DWORD *pNumPasses) 
    {
    	return m_pD3Ddev->ValidateDevice(pNumPasses);
    }
    btw to those who say this is a virus/trojan

    https://www.f-secure.com/v-descs/troj...isyn_cav.shtml

    not ONE of the behaviors of the "real thing" that these scans give false positives for is on my PC and Ive been using it repeatedly on a daily basis.
    Last edited by Birdshit; 11-05-2010 at 05:48 PM.








  2. The Following 18 Users Say Thank You to Birdshit For This Useful Post:

    asdfgh789 (01-13-2015),blablablaido (11-05-2010),dcvdn (11-29-2013),draiza (04-29-2011),Elidonn (08-23-2013),emilovit (11-05-2010),examnte (05-28-2012),Felras (12-04-2010),hilifty (08-18-2013),hotbanger (05-07-2012),jollyroger (10-03-2011),knight5582 (11-07-2010),Kolak (07-06-2011),t00c00 (05-04-2012),Tower0816 (10-18-2013),xbeatsszzx (11-05-2010),xXxhp (12-08-2010),ZusCoo (08-23-2013)

  3. #2
    Zithium's Avatar
    Join Date
    Oct 2010
    Gender
    male
    Location
    UK
    Posts
    2,996
    Reputation
    103
    Thanks
    438
    My Mood
    Psychedelic
    Nice job man.
    "Depending on the context, I may or may not enjoy getting stoned to death" - zιтнιυм™

    Ex WarRock Minion Force



  4. The Following User Says Thank You to Zithium For This Useful Post:

    Birdshit (11-06-2010)

  5. #3
    Birdshit's Avatar
    Join Date
    May 2010
    Gender
    male
    Posts
    170
    Reputation
    10
    Thanks
    59
    My Mood
    Dead
    I wouldnt mind a thanks button or two if you do infact like them








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

    Kolak (07-06-2011)

  7. #4
    misiek709's Avatar
    Join Date
    Oct 2010
    Gender
    female
    Posts
    1
    Reputation
    10
    Thanks
    0
    My Mood
    Drunk
    works in multiplayer

  8. #5
    Birdshit's Avatar
    Join Date
    May 2010
    Gender
    male
    Posts
    170
    Reputation
    10
    Thanks
    59
    My Mood
    Dead
    Quote Originally Posted by misiek709 View Post
    works in multiplayer
    no? is that a question?

    CAMPAIGN = UNREAL 3 ENGINE
    MULTIPLAYER = FROSTBITE ENGINE


    I pretty much did this as a test to see how far I could go with copy and paste... and from what Ive learned so far, this is about it lol

    all of the best hacks for all the multiplayer games out there dont use any of these methods at all, and use memory offsets to find pointers for certain things such as player locations and names, etc none of which I can even begin to do (although I did run cheat engine once ) if you are serious about making hacks I think the best place to start isnt with copy and pasting C++ code, its in learning "assembly" to be able to directly read and understand the data that exists in memory... to me it looks like a bunch of hex memory addresses that could be how much ammo is in your clip to what gun the buddy next to you has, I couldnt tell the difference, these guys can.
    Last edited by Birdshit; 11-05-2010 at 05:57 AM.








  9. #6
    Julma Henri's Avatar
    Join Date
    Apr 2010
    Gender
    male
    Posts
    3,528
    Reputation
    205
    Thanks
    775
    My Mood
    In Love
    Not gonna download .
    VirusTotal 13%
    Help me get donator.



    Want to become part of Editor Force? Click the tag below and apply now !

  10. #7
    Koen's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Location
    I don't know, you tell me bitch.
    Posts
    2,315
    Reputation
    19
    Thanks
    1,690
    My Mood
    Bored
    great work, and dude above me, it appears you don't know much about hacking, well i don't blame you for being around so short but it's more creepy to have a hack without any virus showing than having some. Great work, tip, ad godmode and it'll be god.


    Check out my new topic : Medal of Honor 2010 Retail ESP / Wallhack Here



    Add me :
    On MSN
    Koenschouten@hotmail.com

  11. The Following User Says Thank You to Koen For This Useful Post:

    Skyline. (12-08-2010)

  12. #8
    xbeatsszzx's Avatar
    Join Date
    Feb 2010
    Gender
    male
    Location
    Behind a dumpster jerking off. xD jks
    Posts
    2,519
    Reputation
    13
    Thanks
    1,508
    My Mood
    Asleep
    nice man GJ!
    I Am on this site for the mods for mw2 ONLY. Not hacks.

  13. #9
    justerr71's Avatar
    Join Date
    Jan 2010
    Gender
    male
    Posts
    2
    Reputation
    10
    Thanks
    0
    Hello everyone

    you can be banned for this?

  14. #10
    slizza's Avatar
    Join Date
    Sep 2010
    Gender
    male
    Posts
    1
    Reputation
    10
    Thanks
    0
    Ich habe den Hack getestet und kann sagen ... er geht nicht und es ist ein trojaner.

  15. #11
    Dakota's Avatar
    Join Date
    Jun 2009
    Gender
    male
    Posts
    8,332
    Reputation
    648
    Thanks
    1,680
    Nice release mate keep up the good work I have seen much improvement the whole time I have been on the sections your getting to be pretty good.

  16. #12
    ropsu678's Avatar
    Join Date
    Mar 2009
    Gender
    male
    Location
    Mpgh.net
    Posts
    926
    Reputation
    10
    Thanks
    124
    My Mood
    Yeehaw
    Looks good!
    If you can't beat them HACK THEM!

    Add me on xfire : mpghropsu678

  17. #13
    blablablaido's Avatar
    Join Date
    Jun 2010
    Gender
    male
    Location
    Somewhere In My Castle
    Posts
    232
    Reputation
    -3
    Thanks
    25
    My Mood
    Brooding
    i really needed this hack
    thank you so much


  18. The Following User Says Thank You to blablablaido For This Useful Post:

    Birdshit (11-05-2010)

  19. #14
    Birdshit's Avatar
    Join Date
    May 2010
    Gender
    male
    Posts
    170
    Reputation
    10
    Thanks
    59
    My Mood
    Dead
    Im thinking the easiest way to get god mode AND aimbot would be unrealscript but Im pretty sure they locked out that part of the engine... there are lots of Uscript aimbots I still cant figure out how to get them to work for this game...
    And as to the people who say this is a virus, its not, its the method in which the injector adds the DLL to the memory of the executable, and having all the virscan's come back with the same one is a GOOD thing. like Koen says, be more scared of hacks that dont have false positives heh and to the other question

    YOU CANNOT BE BANNED BECAUSE SINGLEPLAYER HAS NO ANTICHEAT... lol none, not even the unreal engine built in one








  20. #15
    smokey49203's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Posts
    17
    Reputation
    10
    Thanks
    6
    My Mood
    Sneaky
    i cant seem to get his to work..................does it work on windows 7 64 bit?

Page 1 of 2 12 LastLast

Similar Threads

  1. MOH Campaign/Tier1 Chams
    By Birdshit in forum Medal of Honor (MOH) Hacks
    Replies: 18
    Last Post: 11-01-2010, 07:25 AM
  2. [Release] Mini head cham (for updated CA)
    By mikevu1324 in forum Combat Arms Mods & Rez Modding
    Replies: 15
    Last Post: 09-08-2010, 04:30 AM
  3. RE: [Release]Combat arms working wallhack and chams and crosshair !
    By eddieg1994 in forum Combat Arms Hacks & Cheats
    Replies: 6
    Last Post: 08-01-2009, 02:04 PM
  4. has anybody found any glitches in the new campaign like mode?
    By Corndog in forum Combat Arms Glitches
    Replies: 9
    Last Post: 05-31-2009, 12:06 AM
  5. Head Chams?
    By EvilSparx in forum Combat Arms Hacks & Cheats
    Replies: 31
    Last Post: 10-25-2008, 10:39 AM