i need update the CodeDemonD3DBase... is detected before login and the game are crash!
i have this code:
(D3DBase.cpp)
Code:
#include "DemonMenuClass.h"
#define LTClientEXE 0x7daff8
oReset pReset;
oEndScene pEndScene;
DemonMenu dMenu;
LPDIRECT3DDEVICE9 g_pDevice = 0;
int xFontOffSet = 15;
int hackopt1;
int MenuHeight = 10;
int show=1;
int b = 0;
//==================================================================
//Hack Vars
int hack1 = 1;
int hack2 = 0;
int hack3 = 0;
int hack4 = 1;
int hack5 = 0;
//==================================================================
void DemonMenu::CreateItem(int index, char * title, int *hack, int hackmaxval,int hacktype)
{
hackcount++;
HACKITEM[hackcount].index = index;
HACKITEM[hackcount].hack = hack;
HACKITEM[hackcount].hackmaxval = hackmaxval;
HACKITEM[hackcount].hacktype = hacktype;
PrintText(title, xFontOffSet, index*15,HACKITEM[hackcount].HCOLOR,pFont); //If you want to move the menu opts down do something like this (index*15)+20 and to move it left or right just add/subtract from font offset.
}
void DemonMenu::BuildMenu(char * menuname, int x, int y, int h, int w, DWORD TITLECOL, DWORD BACKCOLOR, DWORD BORDERCOLOR, LPDIRECT3DDEVICE9 pDevice)
{
if(GetAsyncKeyState(VK_INSERT)&1)show=(!show);
if(!show) {
DrawBox(0,0, w, 20, BACKCOLOR, BORDERCOLOR, pDevice);
PrintText(menuname, 5, 2, TITLECOL, pFont);
return;
}
DrawBox(x,y, w, h, BACKCOLOR, BORDERCOLOR, pDevice);
PrintText(menuname, x+10, y+2, TITLECOL, pFont);
CreateItem(1,"Hack 1", &hack1);
CreateItem(2,"Hack 2", &hack2);
CreateItem(3,"Hack 3", &hack3);
CreateItem(4,"Hack 4", &hack4);
CreateItem(5,"Hack 5", &hack5);
RenderMenu();
}
VOID CosolePush(CONST CHAR *Command)
{
__asm {
PUSHAD;
NOP;
MOV EAX, LTClientEXE;
WAIT;
MOV EBX, LTClientEXE;
WAIT;
NOP;
CMP EAX, EBX;
NOP;
add eax, 4
JZ Hello;
NOP;
Hello:
NOP;
PUSH Command;
NOP;
MOV EAX, LTClientEXE;
NOP;
CALL EAX;
NOP;
ADD ESP, 0x4;
NOP;
sub EDI, 0x5;
sub esi, 0x1;
POPAD;
}
}
void DemonMenu::RenderMenu()
{
if(GetAsyncKeyState(VK_DOWN)&1)
selector++;
if(GetAsyncKeyState(VK_UP)&1)
if(selector > 1)
selector--;
if (GetAsyncKeyState(VK_RIGHT)<0){
for(int i=0;i < (hackcount+1);i++){
if(selector == HACKITEM[i].index){
if(*HACKITEM[i].hack < HACKITEM[i].hackmaxval)
*HACKITEM[i].hack += 1;
//else
//*HACKITEM[i].hack = HACKITEM[i].hackmaxval;
// Sleep(200);
}
}
}
if (GetAsyncKeyState(VK_LEFT)<0){
for(int i=0;i < (hackcount+1);i++){
if(selector == HACKITEM[i].index){
*HACKITEM[i].hack = 0;
Sleep(200);
}
}
}
for(int i=0;i < (hackcount+1);i++){
if(selector == HACKITEM[i].index)
HACKITEM[i].HCOLOR = GREEN;
else
HACKITEM[i].HCOLOR = RED;
}
for(int i=1; i<(hackcount+1); i++){
if(HACKITEM[i].hacktype == 0){
if(*HACKITEM[i].hack == 1) //to move the opts down do something like this (HACKITEM[i].index*15)+20
PrintText("On", xFontOffSet+100, HACKITEM[i].index*15,YELLOW,pFont);
else
PrintText("Off", xFontOffSet+100, HACKITEM[i].index*15,RED,pFont);
}
}
/*for(int i=1; i<(hackcount+1); i++){
if(HACKITEM[i].hackmaxval >1 && HACKITEM[i].hacktype == 1){
sprintf_s(hackrval, "%i", *HACKITEM[i].hack);
PrintText(hackrval, xFontOffSet+100, HACKITEM[i].index*15,RED,pFont);
}
}*/ // Just something I was messing around with.
//==============================================
//==============================================
if(selector < 1)
selector = 1;
if(selector > hackcount)
selector = 1;
hackcount = 0;
}
void TestThread()
{
if( hack2 == 1)
PrintText("hack2 on", 30, 200, GREEN, dMenu.pFont);
else
PrintText("hack2 Off", 30, 200, RED, dMenu.pFont);
}
void ReFont(LPDIRECT3DDEVICE9 pDevice) // Credits for the ReFont function go to mmbob
{
if (g_pDevice != pDevice)
{
g_pDevice = pDevice;
try
{
if (dMenu.pFont != 0)
dMenu.pFont->Release();
} catch (...) {}
dMenu.pFont = 0;
D3DXCreateFontA(pDevice, 14, 0, FW_BOLD, 0, 0, DEFAULT_CHARSET, OUT_TT_ONLY_PRECIS, PROOF_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", &dMenu.pFont );
}
}
HRESULT WINAPI Reset(IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters )
{
dMenu.pFont->OnLostDevice();
HRESULT hRet = pReset(pDevice, pPresentationParameters);
dMenu.pFont->OnResetDevice();
return hRet;
}
HRESULT WINAPI EndScene(LPDIRECT3DDEVICE9 pDevice)
{
ReFont(pDevice);
dMenu.BuildMenu("CodeDemonD3D Menu Base",0,0,180,200,RED,BLACK,GREEN,pDevice);
TestThread();
return pEndScene(pDevice);
}
int D3Dinit(void) //Just a hook I used for testing, got it from Marko I believe.
{
DWORD hD3D, adr, *vtbl;
// wait for the d3dx dll
hD3D=0;
do {
hD3D = (DWORD)GetModuleHandle("d3d9.dll");
Sleep(10);
} while(!hD3D);
adr = FindPattern(hD3D, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
if (adr) {
memcpy(&vtbl,(void *)(adr+2),4);
pReset = (oReset) DetourFunction((PBYTE)vtbl[16] , (PBYTE)Reset ,5);
pEndScene = (oEndScene) DetourFunction((PBYTE)vtbl[42], (PBYTE)EndScene,5);
}
return 0;
}
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{
DisableThreadLibraryCalls(hDll);
if ( dwReason == DLL_PROCESS_ATTACH )
{
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)D3Dinit, NULL, NULL, NULL);
}
if( dwReason == DLL_PROCESS_DETACH)
{
dMenu.pFont->Release();
}
return TRUE;
}
(Functions.h)
Code:
#include "SystemIncludes.h"
//Credits to ac1d_bUrn, azorbix, and d0m1n1c here.
void PrintText(char pString[], int x, int y, D3DCOLOR col, ID3DXFont *font)
{
RECT FontRect = { x, y, x+500, y+30 };
font->DrawText( NULL, pString, -1, &FontRect, DT_LEFT | DT_WORDBREAK, col);
}
void FillRGB( int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* pDevice )
{
if( w < 0 )w = 1;
if( h < 0 )h = 1;
if( x < 0 )x = 1;
if( y < 0 )y = 1;
D3DRECT rec = { x, y, x + w, y + h };
pDevice->Clear( 1, &rec, D3DCLEAR_TARGET, color, 0, 0 );
}
void DrawBorder( int x, int y, int w, int h, int px, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
{
FillRGB( x, (y + h - px), w, px, BorderColor, pDevice );
FillRGB( x, y, px, h, BorderColor, pDevice );
FillRGB( x, y, w, px, BorderColor, pDevice );
FillRGB( (x + w - px), y, px, h, BorderColor, pDevice );
}
void DrawBox( int x, int y, int w, int h, D3DCOLOR BoxColor, D3DCOLOR BorderColor, IDirect3DDevice9* pDevice )
{
FillRGB( x, y, w, h, BoxColor, pDevice );
DrawBorder( x, y, w, h, 1, BorderColor, pDevice );
}
bool isMouseinRegion(int x1, int y1, int x2, int y2) //Credits to IcySeal For this function, it saved me some typing time :D
{
POINT cPos;
GetCursorPos(&cPos);
if(cPos.x > x1 && cPos.x < x2 && cPos.y > y1 && cPos.y < y2){
return true;
} else {
return false;
}
}
bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
{
for(;*szMask;++szMask,++pData,++bMask)
if(*szMask=='x' && *pData!=*bMask)
return 0;
return (*szMask) == NULL;
}
DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
{
for(DWORD i=0; i<dwLen; i++)
if (bCompare((BYTE*)(dwAddress+i),bMask,szMask))
return (DWORD)(dwAddress+i);
return 0;
}
void *DetourFunction (BYTE *src, const BYTE *dst, const int len)
{
BYTE *jmp;
DWORD dwback;
DWORD jumpto, newjump;
VirtualProtect(src,len,PAGE_READWRITE,&dwback);
if(src[0] == 0xE9)
{
jmp = (BYTE*)malloc(10);
jumpto = (*(DWORD*)(src+1))+((DWORD)src)+5;
newjump = (jumpto-(DWORD)(jmp+5));
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = newjump;
jmp += 5;
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src-jmp);
}
else
{
jmp = (BYTE*)malloc(5+len);
memcpy(jmp,src,len);
jmp += len;
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src+len-jmp)-5;
}
src[0] = 0xE9;
*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;
for(int i = 5; i < len; i++)
src[i] = 0x90;
VirtualProtect(src,len,dwback,&dwback);
return (jmp-len);
}
(SystemIncludes)
Code:
#include <Windows.h>
#include <stdio.h>
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib,"d3dx9.lib")
(DemonMenuClass)
Code:
#include "Functions.h"
typedef struct{
int index;
char * title;
int *hack;
int hackmaxval;
int hacktype;
DWORD HCOLOR;
}ITEM;
class DemonMenu {
public:
LPDIRECT3DDEVICE9 pDevice;
LPD3DXFONT pFont;
int hackcount;
int selector;
int x,y,w,h;
DWORD COLOR;
ITEM HACKITEM[99];
char hackrval[256]; //something I was also messing around with.
void CreateItem(int index, char * title, int *hack,int hackmaxval=1,int hacktype=0);
void BuildMenu(char * menuname, int x, int y, int h, int w, DWORD TITLECOL, DWORD BACKCOLOR, DWORD BORDERCOLOR, LPDIRECT3DDEVICE9 pDevice);
void RenderMenu();
};
typedef HRESULT ( WINAPI* oReset )( LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters );
typedef HRESULT (WINAPI* oEndScene)(LPDIRECT3DDEVICE9 pDevice);
//Colors are A,R,G,B meaning alpha(opacity), red, green, blue
#define RED D3DCOLOR_ARGB(255, 255, 0, 0)
#define GREEN D3DCOLOR_ARGB(255, 0, 255, 0)
#define BLUE D3DCOLOR_ARGB(255, 0, 0, 255)
#define WHITE D3DCOLOR_ARGB(255, 255, 255, 255)
#define BLACK D3DCOLOR_ARGB(255, 0, 0, 0)
#define YELLOW D3DCOLOR_ARGB(255, 255, 255, 0)
#define TEAL D3DCOLOR_ARGB(255, 0, 255, 255)
#define PINK D3DCOLOR_ARGB(255, 255, 240, 0)
#define ORANGE D3DCOLOR_ARGB(255, 255, 132, 0)
#define LIME D3DCOLOR_ARGB(255, 198, 255, 0)
#define SKYBLUE D3DCOLOR_ARGB(255, 0, 180, 255)
#define MAROON D3DCOLOR_ARGB(255, 142, 30, 0)
#define LGRAY D3DCOLOR_ARGB(255, 174, 174, 174) //Light Gray
#define DGRAY D3DCOLOR_ARGB(255, 71, 65, 64) //Dark Gray
#define BROWN D3DCOLOR_ARGB(255, 77, 46, 38)
#define SHIT D3DCOLOR_ARGB(255, 74, 38, 38) //Shit and brown aint much different
I need to do to work?
please help me!!! 
@flameswor10
@CodeDemon