Thread: EndScene

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  1. #1
    qcethe's Avatar
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    EndScene

    How can i endscene this so the hack works

    if(GetAsyncKeyState(VK_NUMPAD1)<0)
    if(Tracers){
    PushToConsole("ShowFirePath 1" );
    Tracers = true;
    }else{
    PushToConsole("ShowFirePath 0" );
    Tracers = false;

    Im confused where the endscene goes!

    new for codding, i know its newbie, srry

  2. #2
    Fabolous's Avatar
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    Quote Originally Posted by qcethe View Post
    How can i endscene this so the hack works

    if(GetAsyncKeyState(VK_NUMPAD1)<0)
    if(Tracers){
    PushToConsole("ShowFirePath 1" );
    Tracers = true;
    }else{
    PushToConsole("ShowFirePath 0" );
    Tracers = false;

    Im confused where the endscene goes!

    new for codding, i know its newbie, srry
    You cant because you don't have the endscene in your hotkey base.

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    qcethe (12-05-2010)

  4. #3
    qcethe's Avatar
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    and how do i get it there

    my base:[html]#include "stdafx.h"
    #include <windows.h>
    #define Engine 0x3780AB70

    bool IsGameReadyForHook()
    {
    if( GetModuleHandleA( "d3d9.dll" ) != NULL
    && GetModuleHandleA( "ClientFX.fxd" ) != NULL
    && GetModuleHandleA( "CShell.dll" ) != NULL )
    return true;
    return false;
    }
    void __cdecl PushToConsole(char *szCommand)
    {
    typedef int (__cdecl* RunConsoleCommand_T)(const char* szCommand);
    static RunConsoleCommand_T RCC = (RunConsoleCommand_T) 0x485E10;

    RCC(szCommand);
    }





    void main()
    {


    while(!IsGameReadyForHook()){
    Sleep(200);
    }
    bool Tracers = false;

    while(true)
    {
    if(GetAsyncKeyState(VK_NUMPAD1)<0)
    if(Tracers){
    PushToConsole("ShowFirePath 1" );
    Tracers = true;
    }else{
    PushToConsole("ShowFirePath 0" );
    Tracers = false;
    EndScene();
    }
    }


    }
    DWORD WINAPI dwHackThread(LPVOID) {
    while( !IsGameReadyForHook() )
    Sleep(300);
    main();
    return 0;
    }
    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    DisableThreadLibraryCalls(hDll);
    if ( dwReason == DLL_PROCESS_ATTACH )
    MessageBoxA( NULL, "qcethe Hoyt Key V.1|\n" "qcethe @ MPGH ONLY", "MPGH qcethe", MB_YESNO| MB_ICONWARNING);
    {
    CreateThread(NULL, NULL, dwHackThread, NULL, NULL, NULL);
    }
    return TRUE;
    }

    [/html]

  5. #4
    Fabolous's Avatar
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    I render my menu and put it there. Make a D3D Base.

    or....

    Use whit's base releases.

  6. #5
    _Fk127_'s Avatar
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    #include "stdafx.h"
    #include <windows.h>
    #define Engine 0x3780AB70

    bool IsGameReadyForHook()
    {
    if( GetModuleHandleA( "d3d9.dll" ) != NULL
    && GetModuleHandleA( "ClientFX.fxd" ) != NULL
    && GetModuleHandleA( "CShell.dll" ) != NULL )
    return true;
    return false;
    }
    void __cdecl PushToConsole(char *szCommand,char *hookplace)
    {
    typedef int (__cdecl* RunConsoleCommand_T)(const char* szCommand, const char* hookplace);
    static RunConsoleCommand_T RCC = (RunConsoleCommand_T) 0x485E10;

    RCC(szCommand);
    }





    void main()
    {


    while(!IsGameReadyForHook()){
    Sleep(200);
    }
    bool Tracers = false;

    while(true)
    {
    if(GetAsyncKeyState(VK_NUMPAD1)<0)
    if(Tracers){
    PushToConsole("ShowFirePath 1", "Endscene" );
    Tracers = true;
    }else{
    PushToConsole("ShowFirePath 0", "Endscene" );
    Tracers = false;
    }
    }


    }
    DWORD WINAPI dwHackThread(LPVOID) {
    while( !IsGameReadyForHook() )
    Sleep(300);
    main();
    return 0;
    }
    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    DisableThreadLibraryCalls(hDll);
    if ( dwReason == DLL_PROCESS_ATTACH )
    MessageBoxA( NULL, "qcethe Hoyt Key V.1|\n" "qcethe @ MPGH ONLY", "MPGH qcethe", MB_YESNO| MB_ICONWARNING);
    {
    CreateThread(NULL, NULL, dwHackThread, NULL, NULL, NULL);
    }
    return TRUE;
    }

    //fixed, endscene put in
    Last edited by _Fk127_; 12-05-2010 at 08:09 PM.



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    qcethe (12-05-2010)

  8. #6
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    is endscene perm patched??? because i cant add the const char* hookplace, 2 many arguments?!?

  9. #7
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    #include "stdafx.h"
    #include <windows.h>
    #define Engine 0x3780AB70

    bool IsGameReadyForHook()
    {
    if( GetModuleHandleA( "d3d9.dll" ) != NULL
    && GetModuleHandleA( "ClientFX.fxd" ) != NULL
    && GetModuleHandleA( "CShell.dll" ) != NULL )
    return true;
    return false;
    }
    void __cdecl PushToConsole(char *szCommand,char *hookplace)
    {
    typedef int (__cdecl* RunConsoleCommand_T)(const char* szCommand); static RunConsoleCommand_T RCC = (RunConsoleCommand_T) 0x485E10;

    RCC(szCommand);
    }





    void main()
    {


    while(!IsGameReadyForHook()){
    Sleep(200);
    }
    bool Tracers = false;

    while(true)
    {
    if(GetAsyncKeyState(VK_NUMPAD1)<0)
    if(Tracers){
    PushToConsole("ShowFirePath 1", "Endscene" );
    Tracers = true;
    }else{
    PushToConsole("ShowFirePath 0", "Endscene" );
    Tracers = false;
    }
    }


    }
    DWORD WINAPI dwHackThread(LPVOID) {
    while( !IsGameReadyForHook() )
    Sleep(300);
    main();
    return 0;
    }
    BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
    {
    DisableThreadLibraryCalls(hDll);
    if ( dwReason == DLL_PROCESS_ATTACH )
    MessageBoxA( NULL, "qcethe Hoyt Key V.1|\n" "qcethe @ MPGH ONLY", "MPGH qcethe", MB_YESNO| MB_ICONWARNING);
    {
    CreateThread(NULL, NULL, dwHackThread, NULL, NULL, NULL);
    }
    return TRUE;
    }

    my b, fixed



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  10. #8
    Departure's Avatar
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    Apoc91, Freedompeace and myself have been doing tests with PushToConsole, and the conclusion is you can not call PushToConsole without being in the context of a D3d9 Function(meaning you will need to hook a function), Also you will need to know that EndScene is Detected by CA, So you will need to call PushToConsole from "Present" I have tested this and hooking Present is NOT detected and should work fine for sending PushToConsole

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    NOOB (12-16-2010)

  12. #9
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    Quote Originally Posted by Departure View Post
    Apoc91, Freedompeace and myself have been doing tests with PushToConsole, and the conclusion is you can not call PushToConsole without being in the context of a D3d9 Function(meaning you will need to hook a function), Also you will need to know that EndScene is Detected by CA, So you will need to call PushToConsole from "Present" I have tested this and hooking Present is NOT detected and should work fine for sending PushToConsole
    For using hook in EndScene, you need bypass the scans on module hackshield.
    Last edited by WE11ington; 12-15-2010 at 03:24 PM.

  13. #10
    NOOBJr's Avatar
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    Help section is 5 cm to meters north from this thread!

  14. #11
    Nubzgetkillz's Avatar
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    HOOK PRESENT AND RESET

    Code:
    Present();
    Reset();
    PushtoConsoleThread();
    done

    Member since September 25, 2010

    Current Objectives:
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  15. #12
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    Or he could modify PTC function like this-
    Code:
    void __cdecl PushToConsole(char *szCommand,char *hookplace) 
    { 
    typedef int (__cdecl* RunConsoleCommand_T)(const char* szCommand); static RunConsoleCommand_T RCC = (RunConsoleCommand_T) 0x485E10;
    
    RCC(szCommand); 
    }
    then-
    Code:
    PushToConsole("ShowFps 1", "Endscene");



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  16. #13
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    beat this bitches ^^^^^^^

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  17. #14
    ac1d_buRn's Avatar
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    Quote Originally Posted by GodHack2 View Post
    [IMG]https://cdn0.knowyourmeme.com/i/000/040/759/original/Raging-Imperial-STOP--THE-OP-IS-A-******.jpg?1266600069[/IMG]
    rofllllllllll