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
qcethe (12-05-2010)
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]
I render my menu and put it there. Make a D3D Base.
or....
Use whit's base releases.
#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
qcethe (12-05-2010)
is endscene perm patched??? because i cant add the const char* hookplace, 2 many arguments?!?
#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
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
NOOB (12-16-2010)
Help section is 5 cm to meters north from this thread!
HOOK PRESENT AND RESET
doneCode:Present(); Reset(); PushtoConsoleThread();
Member since September 25, 2010
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Or he could modify PTC function like this-
then-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); }
Code:PushToConsole("ShowFps 1", "Endscene");