Results 1 to 14 of 14
  1. #1
    muzymuzy's Avatar
    Join Date
    Oct 2007
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    0

    HHHHELPPP !!! im a noob hack-maker :(

    i need someone to fix it.. i tried everything... but useless... i'd be thankful if you'd fix it and post it back here.

    #include <windows.h>
    #include "main.h"
    #include "d3d8.h"
    #include "graphic_adds.h"
    #include <fstream> //
    #include <stdio.h> //these are for your sprintf
    #include "d3dfont.h" //this is for the font
    #define D3DHOOK_TEXTURES //comment this to disable texture hooking
    #define ABCPlayer (m_Stride == 44 || m_Stride == 44) // we declared our Player Body

    HANDLE phandle;
    HANDLE Wrrk;

    CD3DFont* m_pFont_new = NULL;//one for menu
    CD3DFont* m_pFont_INFO = NULL;////one for other text (such as a header)
    char Display_Line[256];///256 is the max text it will pass
    const D3DCOLOR txtRed = D3DCOLOR_ARGB(255, 255, 0, 0);
    const D3DCOLOR txtGreen = D3DCOLOR_ARGB(255, 0,255, 0);


    void Write_D3Dmem( void* pxAddress, void* pxBuffer )
    {
    unsigned long Protection;
    VirtualProtect((void*)pxAddress, sizeof( pxBuffer ), PAGE_READWRITE, &Protection);
    memcpy((void*)pxAddress, (const void*)pxBuffer, sizeof( pxBuffer ));
    VirtualProtect((void*)pxAddress, sizeof( pxBuffer ), Protection, 0);
    }

    ///////////////////////////////////////////////// Addies Here!
    // Example : #define yourhack_Addie 0x000000
    //Add your next hack like the rest
    #define uammo_Addie2 0x50E1F7
    #define uammo_Addie3 0x50E1FD
    #define scope_Addie1 0xC3E63A
    #define ADR_Quickspawn1 0xEF9B38
    #define ADR_Quickspawn2 0x123D424
    #define ADR_Quickspawn3 0x123D420
    #define playerpointer_Addie1 0x150FFA0
    #define bounds_Addie1 0xF1C10C
    #define bounds_Addie2 0xF1C110
    #define nospread_Addie1 0xC3E690
    #define fastall_Addie1 0xC3E644
    #define fastall_Addie2 0xC3E648
    #define fastall_Addie3 0xC3E64C
    #define fastall_Addie4 0xC3E650
    #define ADR_INVIS 0x514370
    #define ADR_NAMEESP 0x512F94
    #define ADR_NOKICK 0x4F4205
    #define ADR_AUTOMEDIC 0x51A30F
    #define bone_Addie1 0x4B3D64




    ///////////////////////////////////////////////// End of addies


    UINT m_Stride;

    bool CH_Menu = true;
    //-------------------------------------
    //You have to add your hack like thses here!
    bool CH_Scope = false;
    bool CH_ADR_Quickspawn = false;
    bool CH_Playerpointer = false;
    bool CH_Bounds = false;
    bool CH_Nospread = false;
    bool CH_Fastall = false;
    bool CH_ADR_INVIS = false;
    bool CH_ADR_NAMEESP = false;
    bool CH_ADR_NOKICK = false;
    bool CH_ADR_AUTOMEDIC = false;
    bool CH_Bone = false;



    //-------------------------------------
    // Add a +1 with every hack in the[*] now its [2] next hack = [3]
    // Also add a ,0 - so were {1,0} your next hack = {1,0,0}
    int highlight[19] = {1,0,0,0,0,0,0,0,0,0,0,0};
    //So for next hack it would be - int highlight[3] = {1,0,0}; EASY!




    // Declare a string here everytime you add a Hack
    //Just add your hack like these here! keeping it at 20
    char scopestring[40] = {NULL};
    char ADR_Quickspawnstring[40] = {NULL};
    char playerpointerstring[40] = {NULL};
    char Boundsstring[40] = {NULL};
    char Nospreadstring[40] = {NULL};
    char Fastallstring[40] = {NULL};
    char ADR_INVISstring[40] = {NULL};
    char ADR_NAMEESPstring[40] = {NULL};
    char ADR_NOKICKstring[40] = {NULL};
    char ADR_AUTOMEDICstring[40] = {NULL};
    char Bonestring[40] = {NULL};



    //After you have added to here scroll down untill you find ADD HACKS HERE
    //While you scroll also look at the code on way down to get use to it!

    // Below for your FONT text color
    const D3DCOLOR textOrange = D3DCOLOR_ARGB(255, 255, 140, 0);
    const D3DCOLOR textRed = D3DCOLOR_ARGB(255, 255, 0, 0);
    const D3DCOLOR textGreen = D3DCOLOR_ARGB(255,0,255,0);
    const D3DCOLOR textWhite = D3DCOLOR_ARGB(255,255,255,255);
    const D3DCOLOR textBlue = D3DCOLOR_ARGB(255,0,0,255);
    const D3DCOLOR textYellow = D3DCOLOR_ARGB(255,255,255,0);
    const D3DCOLOR textPink = D3DCOLOR_ARGB(255,255,192,203);
    const D3DCOLOR textBlack = D3DCOLOR_ARGB(255,0,0,0);
    const D3DCOLOR textPurple = D3DCOLOR_ARGB(255,160,32,240);

    /////////////// Colors ///////////////
    LPDIRECT3DTEXTURE8 texRed;
    LPDIRECT3DTEXTURE8 texBlue;
    LPDIRECT3DTEXTURE8 texGreen;
    LPDIRECT3DTEXTURE8 texYellow;
    LPDIRECT3DTEXTURE8 texPink;
    LPDIRECT3DTEXTURE8 texTur;
    LPDIRECT3DTEXTURE8 texOrange;
    LPDIRECT3DTEXTURE8 texWhite;
    LPDIRECT3DTEXTURE8 texGrenade;
    LPDIRECT3DTEXTURE8 texBlack;

    //////////////////////////////////////////

    void DrawRect(IDirect3DDevice8* Unidade, int baseX, int baseY, int baseW, int baseH, D3DCOLOR Cor)
    {
    D3DRECT BarRect = { baseX, baseY, baseX + baseW, baseY + baseH };
    Unidade->Clear(1, &BarRect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Cor, 0, 0);
    }


    HRESULT CD3DManager::Initialize()
    {
    /*
    initialize Resources such as textures
    (managed and unmanaged [D3DPOOL]),
    vertex buffers, and other D3D rendering resources
    ...
    m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
    */
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bRed, 60, &texRed);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bBlue, 60, &texBlue);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bGreen, 60, &texGreen);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bYellow, 60, &texYellow);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bPink, 60, &texPink);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bTur, 60, &texTur);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bOrange, 60, &texOrange);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bWhite, 60, &texWhite);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bYellow, 60, &texGrenade); //bGrenade
    ///////////these are for creating cham colors(incase you didnt know)

    // Fonts to show text
    m_pFont_new = new CD3DFont("Arial", 13, D3DFONT_BOLD);
    m_pFont_new->InitDeviceObjects(m_pD3Ddev);
    m_pFont_new->RestoreDeviceObjects();
    m_pFont_INFO = new CD3DFont("Arial", 8, D3DFONT_BOLD);
    m_pFont_INFO->InitDeviceObjects(m_pD3Ddev);
    m_pFont_INFO->RestoreDeviceObjects();

    //CH_Chams = true;
    phandle = NULL;
    Wrrk = GetCurrentProcess();

    return S_OK;
    }


    HRESULT CD3DManager::PreReset()
    {
    /*
    release all UNMANAGED [D3DPOOL_DEFAULT]
    textures, vertex buffers, and other
    volitile resources
    ...
    _SAFE_RELEASE(m_pD3Dtexture);
    */
    m_pFont_new->InvalidateDeviceObjects();
    m_pFont_new->DeleteDeviceObjects();
    m_pFont_new = NULL;
    m_pFont_INFO->InvalidateDeviceObjects();
    m_pFont_INFO->DeleteDeviceObjects();
    m_pFont_INFO = NULL;

    return S_OK;
    }



    HRESULT CD3DManager::PostReset()
    {
    /*
    re-initialize all UNMANAGED [D3DPOOL_DEFAULT]
    textures, vertex buffers, and other volitile
    resources
    ...
    m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
    */
    m_pFont_new = new CD3DFont("Arial", 13, D3DFONT_BOLD);
    m_pFont_new->InitDeviceObjects(m_pD3Ddev);
    m_pFont_new->RestoreDeviceObjects();
    m_pFont_INFO = new CD3DFont("Arial", 8, D3DFONT_BOLD);
    m_pFont_INFO->InitDeviceObjects(m_pD3Ddev);
    m_pFont_INFO->RestoreDeviceObjects();

    return S_OK;
    }

    //-------------functions-----------------------------------
    void D3D_NOPING( void* pxAddress, int size )
    {
    unsigned long Protection;
    BYTE IWriteNoFunctions[ ] = {0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90};
    VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);
    memcpy((void*)pxAddress, (const void*)IWriteNoFunctions, size);
    VirtualProtect((void*)pxAddress, size, Protection, 0);
    }

    void D3D_NOP( void* pxAddress, int size )
    {
    unsigned long Protection;
    BYTE IWriteNoFunctions[ ] = {0x1C};
    VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);
    memcpy((void*)pxAddress, (const void*)IWriteNoFunctions, size);
    VirtualProtect((void*)pxAddress, size, Protection, 0);
    }

    void D3D_NOPINGS( void* pxAddress, int size )
    {
    unsigned long Protection;
    BYTE IWriteNoFunctions[ ] = {0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99};
    VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);
    memcpy((void*)pxAddress, (const void*)IWriteNoFunctions, size);
    VirtualProtect((void*)pxAddress, size, Protection, 0);
    }
    //----------------------------------------------------------------

    HRESULT CD3DManager::Release()
    {
    /*
    Release all textures, vertex buffers, and
    other resources
    ...
    _SAFE_RELEASE(m_pD3Dtexture);
    */
    m_pFont_new->InvalidateDeviceObjects();
    m_pFont_new->DeleteDeviceObjects();
    m_pFont_new = NULL;
    m_pFont_INFO->InvalidateDeviceObjects();
    m_pFont_INFO->DeleteDeviceObjects();
    m_pFont_INFO = NULL;

    CloseHandle(phandle);
    phandle = NULL;

    return S_OK;
    }



    //-----------------------------------------------------------------------------SteeL
    //ok watch now everything under this is waht u were missing...
    //-----------------------------------------------------------------------------

    HRESULT APIENTRY hkIDirect3DDevice8::QueryInterface(REFIID riid, void** ppvObj)
    {
    return m_pD3Ddev->QueryInterface(riid, ppvObj);
    }

    ULONG APIENTRY hkIDirect3DDevice8::AddRef(void)
    {
    m_refCount++;
    return m_pD3Ddev->AddRef();
    }

    ULONG APIENTRY hkIDirect3DDevice8::Release(void)
    {
    if( --m_refCount == 0 )
    m_pManager->Release();

    return m_pD3Ddev->Release();
    }

    HRESULT APIENTRY hkIDirect3DDevice8::TestCooperativeLevel(void)
    {
    return m_pD3Ddev->TestCooperativeLevel();
    }

    UINT APIENTRY hkIDirect3DDevice8::GetAvailableTextureMem(void)
    {
    return m_pD3Ddev->GetAvailableTextureMem();
    }

    HRESULT APIENTRY hkIDirect3DDevice8::ResourceManagerDiscardBytes(DW ORD Bytes)
    {
    return m_pD3Ddev->ResourceManagerDiscardBytes(Bytes);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetDirect3D(IDirect3D8** ppD3D8)
    {
    HRESULT hRet = m_pD3Ddev->GetDirect3D(ppD3D8);
    if( SUCCEEDED(hRet) )
    *ppD3D8 = m_pD3Dint;
    return hRet;
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetDeviceCaps(D3DCAPS8* pCaps)
    {
    return m_pD3Ddev->GetDeviceCaps(pCaps);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetDisplayMode(D3DDISPLAYMODE* pMode)
    {
    return m_pD3Ddev->GetDisplayMode(pMode);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetCreationParameters(D3DDEVIC E_CREATION_PARAMETERS *pParameters)
    {
    return m_pD3Ddev->GetCreationParameters(pParameters);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetCursorProperties(UINT XHotSpot,UINT YHotSpot,IDirect3DSurface8* pCursorBitmap)
    {
    return m_pD3Ddev->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap);
    }

    void APIENTRY hkIDirect3DDevice8::SetCursorPosition(int X,int Y,DWORD Flags)
    {
    m_pD3Ddev->SetCursorPosition(X, Y, Flags);
    }

    BOOL APIENTRY hkIDirect3DDevice8::ShowCursor(BOOL bShow)
    {
    return m_pD3Ddev->ShowCursor(bShow);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateAdditionalSwapChain(D3DP RESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain8** pSwapChain)
    {
    return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParamete rs , pSwapChain);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::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 hkIDirect3DDevice8::Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion)
    {
    return m_pD3Ddev->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetBackBuffer(UINT BackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer)
    {
    return m_pD3Ddev->GetBackBuffer(BackBuffer, Type, ppBackBuffer);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetRasterStatus(D3DRASTER_STAT US* pRasterStatus)
    {
    return m_pD3Ddev->GetRasterStatus(pRasterStatus);
    }

    void APIENTRY hkIDirect3DDevice8::SetGammaRamp(DWORD Flags,CONST D3DGAMMARAMP* pRamp)
    {
    m_pD3Ddev->SetGammaRamp(Flags, pRamp);
    }

    void APIENTRY hkIDirect3DDevice8::GetGammaRamp(D3DGAMMARAMP* pRamp)
    {
    m_pD3Ddev->GetGammaRamp(pRamp);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture8** ppTexture)
    {
    HRESULT hRet = m_pD3Ddev->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture);

    #ifdef D3DHOOK_TEXTURES
    if(hRet == D3D_OK) { *ppTexture = new hkIDirect3DTexture8(ppTexture, this, Width, Height, Format); }
    #endif

    return hRet;
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture8** ppVolumeTexture)
    {
    return m_pD3Ddev->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture8** ppCubeTexture)
    {
    return m_pD3Ddev->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer8** ppVertexBuffer)
    {
    return m_pD3Ddev->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer8** ppIndexBuffer)
    {
    return m_pD3Ddev->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,BOOL Lockable,IDirect3DSurface8** ppSurface)
    {
    return m_pD3Ddev->CreateRenderTarget(Width, Height, Format, MultiSample, Lockable, ppSurface);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,IDirect3DSurface8** ppSurface)
    {
    return m_pD3Ddev->CreateDepthStencilSurface(Width, Height, Format, MultiSample, ppSurface);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateImageSurface(UINT Width,UINT Height,D3DFORMAT Format,IDirect3DSurface8** ppSurface)
    {
    return m_pD3Ddev->CreateImageSurface(Width, Height, Format, ppSurface);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CopyRects(IDirect3DSurface8* pSourceSurface,CONST RECT* pSourceRectsArray,UINT cRects,IDirect3DSurface8* pDestinationSurface,CONST POINT* pDestPointsArray)
    {
    return m_pD3Ddev->CopyRects(pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::UpdateTexture(IDirect3DBaseTex ture8* pSourceTexture,IDirect3DBaseTexture8* pDestinationTexture)
    {
    return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetFrontBuffer(IDirect3DSurfac e8* pDestSurface)
    {
    return m_pD3Ddev->GetFrontBuffer(pDestSurface);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetRenderTarget(IDirect3DSurfa ce8* pRenderTarget,IDirect3DSurface8* pNewZStencil)
    {
    return m_pD3Ddev->SetRenderTarget(pRenderTarget, pNewZStencil);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetRenderTarget(IDirect3DSurfa ce8** ppRenderTarget)
    {
    return m_pD3Ddev->GetRenderTarget(ppRenderTarget);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetDepthStencilSurface(IDirect 3DSurface8** ppZStencilSurface)
    {
    return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::BeginScene(void)
    //----------------------------------------------
    //-----------ADD HACKS HERE---------------------
    {
    if( CH_Scope )//Scope
    {
    if (GetAsyncKeyState(VK_RBUTTON)&1)
    {
    *(int*)0xC3E63A = 2,4
    ;}

    }
    }


    {

    if( CH_Quickspawn )//quickspawn

    {
    D3D_NOPING( ( void* )ADR_Quickspawn1, 3);
    D3D_NOPING( ( void* )ADR_Quickspawn2, 3);
    D3D_NOPING( ( void* )ADR_Quickspawn3, 3);
    }
    }

    {
    if( CH_Playerpointer )//player pointer
    {
    D3D_NOPING( ( void* )playerpointer_Addie1, 3);

    }
    }

    {
    if( CH_Bounds )//no bounds
    {
    D3D_NOPING( ( void* )bounds_Addie1, 3);
    D3D_NOPING( ( void* )bounds_Addie2, 3);
    }
    }



    {
    if( CH_Nospread )//no spread
    {
    D3D_NOPING( ( void* )nospread_Addie1, 3);
    }
    }


    {
    if( CH_Fastall )//fast all
    {
    D3D_NOPING( ( void* )fastall_Addie1, 3);
    D3D_NOPING( ( void* )fastall_Addie2, 3);
    D3D_NOPING( ( void* )fastall_Addie3, 3);
    D3D_NOPING( ( void* )fastall_Addie4, 3);
    }
    }

    {
    if( CH_ADR_INVIS )//invisible
    {
    D3D_NOPING( ( void* )ADR_INVIS, 3);
    }
    }

    {
    if( CH_ADR_NAMEESP )//esp
    {
    D3D_NOPING( ( void* )ADR_NAMEESP, 3);
    }
    }

    {
    if( CH_ADR_NOKICK )//antikick
    {
    D3D_NOPING( ( void* )ADR_NOKICK, 3);
    }
    }

    {
    if( CH_ADR_AUTOMEDIC )//automedic
    {
    D3D_NOPING( ( void* )ADR_AUTOMEDIC, 3);
    }
    }

    {
    if( CH_Bone )//boneshot
    {
    D3D_NOPING( ( void* )bone_Addie1, 3);
    }
    }


    //Add hack above here
    {
    return m_pD3Ddev->BeginScene();
    }
    }
    }
    }
    }
    }
    }
    }
    }
    }
    }
    }

    //Add anouther } with every hack!

    HRESULT APIENTRY hkIDirect3DDevice8::EndScene(void)

    ; {
    if (GetAsyncKeyState(VK_INSERT)&1)

    if (m_pFont_new)
    m_pFont_new->DrawText(15.0f, 100.0f, txtRed, "Muzymuzy's D3D");//Rename Your Hack

    if (m_pFont_INFO)
    {
    if (CH_Menu)
    {
    //-----------------------
    //-------OK below here just copy ONE of the lines and change to the hack your adding!
    sprintf(unlimammostring, "%s", (CH_Unlimammo ? "Unlim ammo ON" : "Unlim ammo OFF"));
    sprintf(scopestring, "%s", (CH_Scope ? "Scope ON" : "Scope OFF"));
    sprintf(ADR_Quickspawnstring, "%s", (CH_ADR_Quickspawn ? "CH_ADR_Quickspawn ON" : "CH_ADR_Quickspawn OFF"));
    sprintf(playerpointerstring, "%s", (CH_playerpointer ? "CH_playerpointer ON" : "CH_playerpointer OFF"));
    sprintf(Boundsstring, "%s", (CH_Bounds ? "CH_Bounds ON" : "CH_Bounds OFF"));
    sprintf(Nospreadstring, "%s", (CH_Nospread ? "CH_Nospread ON" : "CH_Nospread OFF"));
    sprintf(Fastallstring, "%s", (CH_Fastall ? "CH_Fastall ON" : "CH_Fastall OFF"));
    sprintf(ADR_INVISstring, "%s", (CH_ADR_INVIS ? "CH_ADR_INVIS ON" : "CH_ADR_INVIS OFF"));
    sprintf(ADR_NAMEESPstring, "%s", (CH_ADR_NAMEESP ? "CH_ADR_NAMEESP ON" : "CH_ADR_NAMEESP OFF"));
    sprintf(ADR_NOKICKstring, "%s", (CH_ADR_NOKICK ? "CH_ADR_NOKICK ON" : "CH_ADR_NOKICK OFF"));
    sprintf(ADR_AUTOMEDICstring, "%s", (CH_ADR_AUTOMEDIC ? "CH_ADR_AUTOMEDIC ON" : "CH_ADR_AUTOMEDIC OFF"));
    sprintf(Bonestring, "%s", (CH_Bone ? "CH_Bone ON" : "CH_Bone OFF"));

    ////--------------------------- this determines if the hack is highlighted -------------//
    ///--Same again Copy ONE of these and paste under the last one and change to your hack!
    if(highlight[1]==1)
    m_pFont_INFO->DrawText(15.0f, 120.0f, txtRed, unlimammostring);
    else
    m_pFont_INFO->DrawText(15.0f,120.0f, txtGreen, unlimammostring);

    if(highlight[2]==1)
    m_pFont_INFO->DrawText(15.0f, 130.0f, txtRed, scopestring);
    else
    m_pFont_INFO->DrawText(15.0f,130.0f, txtGreen, scopestring);

    if(highlight[3]==1)
    m_pFont_INFO->DrawText(15.0f, 140.0f, txtRed, ADR_Quickspawnstring);
    else
    m_pFont_INFO->DrawText(15.0f,140.0f, txtGreen, ADR_Quickspawnstring);

    if(highlight[4]==1)
    m_pFont_INFO->DrawText(15.0f, 150.0f, txtRed, playerpointerstring);
    else
    m_pFont_INFO->DrawText(15.0f,150.0f, txtGreen, playerpointerstring);

    if(highlight[5]==1)
    m_pFont_INFO->DrawText(15.0f, 160.0f, txtRed, Boundsstring);
    else
    m_pFont_INFO->DrawText(15.0f,160.0f, txtGreen, Boundsstring);

    if(highlight[6]==1)
    m_pFont_INFO->DrawText(15.0f, 170.0f, txtRed, Nospreadstring);
    else
    m_pFont_INFO->DrawText(15.0f,170.0f, txtGreen, Nospreadstring);

    if(highlight[7]==1)
    m_pFont_INFO->DrawText(15.0f, 180.0f, txtRed, Fastallstring);
    else
    m_pFont_INFO->DrawText(15.0f,180.0f, txtGreen, Fastallstring);

    if(highlight[8]==1)
    m_pFont_INFO->DrawText(15.0f, 190.0f, txtRed, ADR_INVISstring);
    else
    m_pFont_INFO->DrawText(15.0f,190.0f, txtGreen, ADR_INVISstring);

    if(highlight[9]==1)
    m_pFont_INFO->DrawText(15.0f, 200.0f, txtRed, ADR_NAMEESPstring);
    else
    m_pFont_INFO->DrawText(15.0f,200.0f, txtGreen, ADR_NAMEESPstring);

    if(highlight[10]==1)
    m_pFont_INFO->DrawText(15.0f, 210.0f, txtRed, ADR_NOKICKstring);
    else
    m_pFont_INFO->DrawText(15.0f,210.0f, txtGreen, ADR_NOKICKstring);

    if(highlight[11]==1)
    m_pFont_INFO->DrawText(15.0f, 220.0f, txtRed, ADR_AUTOMEDICstring);
    else
    m_pFont_INFO->DrawText(15.0f,220.0f, txtGreen, ADR_AUTOMEDICstring);

    if(highlight[12]==1)
    m_pFont_INFO->DrawText(15.0f, 230.0f, txtRed, Bonestring);
    else
    m_pFont_INFO->DrawText(15.0f,230.0f, txtGreen, Bonestring);






    ////-------------------------------------------------------------------------------------------------//


    ////------------------------This is how to use our menu ----------------------------------//

    if(GetAsyncKeyState(VK_UP)&1)
    {
    //ADD +1 to were the 3 is so if its a new hack the 3 will be 4
    for(int i=0; i < 12; i++)
    {
    if (highlight[i] == 1)
    {
    int a = i-1;

    if(a < 1)
    break;

    else
    {
    highlight[a]=1;
    highlight[i]=0;
    break;
    }
    }
    }
    }

    if(GetAsyncKeyState(VK_DOWN)&1)
    {
    for(int i=0; i < 12; i++) //Same again with the 3 add +1 with every hack!
    {
    if (highlight[i] == 1)
    {
    int a = i+1;

    if(a > 12) //Same with the 2 add +1 with every hack
    break;

    else
    {
    highlight[a]=1;
    highlight[i]=0;
    break;
    }
    }
    }
    }

    ////------------------------ Activate hacks on/off here ------------------------------------//

    if (GetAsyncKeyState(VK_INSERT)&1)
    CH_Menu = !CH_Menu;
    //--------------------------------------------------
    //---Copy ONE of these and paste under the last!
    //When adding a hack were the numbers are in the[*] Change it each time going in 1,2,3,4 and so on

    if(highlight[1] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_Unlimammo = !CH_Unlimammo;

    if(highlight[2] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_Scope = !CH_Scope;

    if(highlight[3] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_Quickspawn = !CH_Quickspawn;

    if(highlight[4] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_Playerpointer = !CH_Playerpointer;

    if(highlight[5] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_Bounds = !CH_Bounds;

    if(highlight[6] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_Nospread = !CH_Nospread;

    if(highlight[7] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_Fastall = !CH_Fastall;

    if(highlight[8] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_ADR_INVIS = !CH_ADR_INVIS;

    if(highlight[9] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_ADR_NAMEESP = !CH_ADR_NAMEESP;

    if(highlight[10] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_ADR_NOKICK = !CH_ADR_NOKICK;

    if(highlight[11] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_ADR_AUTOMEDIC = !CH_ADR_AUTOMEDIC;

    if(highlight[12] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))
    CH_Bone = !CH_Bone;

    //---------Paste above me!
    //Once done hit Build then Rebuild to test for erros!
    //Then build again and then Batch then rebuld all!
    //Any errors then goto www.wr.ruworth.com
    //Try to work them out b4 you do!
    ;}
    }


    return m_pD3Ddev->EndScene();
    }

    HRESULT APIENTRY hkIDirect3DDevice8::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 hkIDirect3DDevice8::SetTransform(D3DTRANSFORMSTATE TYPE State,CONST D3DMATRIX* pMatrix)
    {
    return m_pD3Ddev->SetTransform(State, pMatrix);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetTransform(D3DTRANSFORMSTATE TYPE State,D3DMATRIX* pMatrix)
    {
    return m_pD3Ddev->GetTransform(State, pMatrix);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::MultiplyTransform( D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix)
    {
    return m_pD3Ddev->MultiplyTransform(State,pMatrix);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetViewport( CONST D3DVIEWPORT8* pViewport)
    {
    return m_pD3Ddev->SetViewport(pViewport);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetViewport( D3DVIEWPORT8* pViewport)
    {
    return m_pD3Ddev->GetViewport(pViewport);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetMaterial( CONST D3DMATERIAL8* pMaterial)
    {
    return m_pD3Ddev->SetMaterial(pMaterial);
    }


    HRESULT APIENTRY hkIDirect3DDevice8::GetMaterial( D3DMATERIAL8* pMaterial)
    {
    return m_pD3Ddev->GetMaterial(pMaterial);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetLight( DWORD Index,CONST D3DLIGHT8* pLight)
    {
    return m_pD3Ddev->SetLight(Index,pLight);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetLight( DWORD Index,D3DLIGHT8* pLight)
    {
    return m_pD3Ddev->GetLight(Index,pLight);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::LightEnable( DWORD Index,BOOL Enable)
    {
    return m_pD3Ddev->LightEnable(Index,Enable);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetLightEnable( DWORD Index,BOOL* pEnable)
    {
    return m_pD3Ddev->GetLightEnable(Index,pEnable);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::Se***ipPlane( DWORD Index,CONST float* pPlane)
    {
    return m_pD3Ddev->Se***ipPlane(Index,pPlane);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::Ge***ipPlane( DWORD Index,float* pPlane)
    {
    return m_pD3Ddev->Ge***ipPlane(Index,pPlane);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetRenderState( D3DRENDERSTATETYPE State,DWORD Value)
    {
    return m_pD3Ddev->SetRenderState(State,Value);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetRenderState( D3DRENDERSTATETYPE State,DWORD* pValue)
    {
    return m_pD3Ddev->GetRenderState(State,pValue);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::BeginStateBlock(void)
    {
    return m_pD3Ddev->BeginStateBlock();
    }

    HRESULT APIENTRY hkIDirect3DDevice8::EndStateBlock( DWORD* pToken)
    {
    return m_pD3Ddev->EndStateBlock(pToken);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::ApplyStateBlock( DWORD Token)
    {
    return m_pD3Ddev->ApplyStateBlock(Token);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CaptureStateBlock( DWORD Token)
    {
    return m_pD3Ddev->CaptureStateBlock(Token);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:eleteStateBlock( DWORD Token)
    {
    return m_pD3Ddev->DeleteStateBlock(Token);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateStateBlock( D3DSTATEBLOCKTYPE Type,DWORD* pToken)
    {
    return m_pD3Ddev->CreateStateBlock(Type,pToken);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::Se***ipStatus( CONST D3DCLIPSTATUS8* pClipStatus)
    {
    return m_pD3Ddev->Se***ipStatus(pClipStatus);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::Ge***ipStatus( D3DCLIPSTATUS8* pClipStatus)
    {
    return m_pD3Ddev->Ge***ipStatus(pClipStatus);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetTexture( DWORD Stage,IDirect3DBaseTexture8** ppTexture)
    {
    return m_pD3Ddev->GetTexture(Stage,ppTexture);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetTexture(DWORD Stage,IDirect3DBaseTexture8* pTexture)
    {
    #ifdef D3DHOOK_TEXTURES
    IDirect3DDevice8 *dev = NULL;
    if(pTexture != NULL && ((hkIDirect3DTexture8*)(pTexture))->GetDevice(&dev) == D3D_OK)
    {
    if(dev == this)
    return m_pD3Ddev->SetTexture(Stage, ((hkIDirect3DTexture8*)(pTexture))->m_D3Dtex);
    }
    #endif

    return m_pD3Ddev->SetTexture(Stage,pTexture);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetTextureStageState( DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue)
    {
    return m_pD3Ddev->GetTextureStageState(Stage,Type,pValue);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetTextureStageState( DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value)
    {
    return m_pD3Ddev->SetTextureStageState(Stage,Type,Value);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::ValidateDevice( DWORD* pNumPasses)
    {
    return m_pD3Ddev->ValidateDevice(pNumPasses);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetInfo( DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize)
    {
    return m_pD3Ddev->GetInfo(DevInfoID,pDevInfoStruct,DevInfoStructS iz e);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetPaletteEntries( UINT PaletteNumber,CONST PALETTEENTRY* pEntries)
    {
    return m_pD3Ddev->SetPaletteEntries(PaletteNumber,pEntries);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetPaletteEntries(UINT PaletteNumber,PALETTEENTRY* pEntries)
    {
    return m_pD3Ddev->GetPaletteEntries(PaletteNumber, pEntries);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetCurrentTexturePalette(UINT PaletteNumber)
    {
    return m_pD3Ddev->SetCurrentTexturePalette(PaletteNumber);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetCurrentTexturePalette(UINT *PaletteNumber)
    {
    return m_pD3Ddev->GetCurrentTexturePalette(PaletteNumber);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount)
    {
    return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawIndexedPrimitive(D3DPRIMIT IVETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)
    {
    return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawPrimitiveUP(D3DPRIMITIVETY PE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)
    {
    return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawIndexedPrimitiveUP(D3DPRIM ITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)
    {
    return m_pD3Ddev->DrawIndexedPrimitiveUP(PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags)
    {
    return m_pD3Ddev->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer, Flags);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreateVertexShader(CONST DWORD* pDeclaration,CONST DWORD* pFunction,DWORD* pHandle,DWORD Usage)
    {
    return m_pD3Ddev->CreateVertexShader(pDeclaration, pFunction, pHandle, Usage);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetVertexShader(DWORD Handle)
    {
    return m_pD3Ddev->SetVertexShader(Handle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShader(DWORD* pHandle)
    {
    return m_pD3Ddev->GetVertexShader(pHandle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:eleteVertexShader(DWORD Handle)
    {
    return m_pD3Ddev->DeleteVertexShader(Handle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetVertexShaderConstant(DWORD Register,CONST void* pConstantData,DWORD ConstantCount)
    {
    return m_pD3Ddev->SetVertexShaderConstant(Register, pConstantData, ConstantCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderConstant(DWORD Register,void* pConstantData,DWORD ConstantCount)
    {
    return m_pD3Ddev->GetVertexShaderConstant(Register, pConstantData, ConstantCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderDeclaration(DWO RD Handle,void* pData,DWORD* pSizeOfData)
    {
    return m_pD3Ddev->GetVertexShaderDeclaration(Handle, pData, pSizeOfData);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderFunction(DWORD Handle,void* pData,DWORD* pSizeOfData)
    {
    return m_pD3Ddev->GetVertexShaderFunction(Handle, pData, pSizeOfData);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride)
    {
    return m_pD3Ddev->SetStreamSource(StreamNumber, pStreamData, Stride);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer8** ppStreamData,UINT* pStride)
    {
    return m_pD3Ddev->GetStreamSource(StreamNumber, ppStreamData, pStride);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetIndices(IDirect3DIndexBuffe r8* pIndexData,UINT BaseVertexIndex)
    {
    return m_pD3Ddev->SetIndices(pIndexData, BaseVertexIndex);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetIndices(IDirect3DIndexBuffe r8** ppIndexData,UINT* pBaseVertexIndex)
    {
    return m_pD3Ddev->GetIndices(ppIndexData, pBaseVertexIndex);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::CreatePixelShader(CONST DWORD* pFunction,DWORD* pHandle)
    {
    return m_pD3Ddev->CreatePixelShader(pFunction, pHandle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetPixelShader(DWORD Handle)
    {
    return m_pD3Ddev->SetPixelShader(Handle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShader(DWORD* pHandle)
    {
    return m_pD3Ddev->GetPixelShader(pHandle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:eletePixelShader(DWORD Handle)
    {
    return m_pD3Ddev->DeletePixelShader(Handle);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::SetPixelShaderConstant(DWORD Register,CONST void* pConstantData,DWORD ConstantCount)
    {
    return m_pD3Ddev->SetPixelShaderConstant(Register, pConstantData, ConstantCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShaderConstant(DWORD Register,void* pConstantData,DWORD ConstantCount)
    {
    return m_pD3Ddev->GetPixelShaderConstant(Register, pConstantData, ConstantCount);
    }

    HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShaderFunction(DWORD Handle,void* pData,DWORD* pSizeOfData)
    {
    return m_pD3Ddev->GetPixelShaderFunction(Handle, pData, pSizeOfData);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawRectPatch(UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo)
    {
    return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:rawTriPatch(UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo)
    {
    return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);
    }

    HRESULT APIENTRY hkIDirect3DDevice8:eletePatch(UINT Handle)
    {
    return m_pD3Ddev->DeletePatch(Handle);
    }
    HELP !!!

    (477) : error C2447: missing function header (old-style formal list?)
    (488) : error C2447: missing function header (old-style formal list?)
    (496) : error C2447: missing function header (old-style formal list?)
    (506) : error C2447: missing function header (old-style formal list?)
    (514) : error C2447: missing function header (old-style formal list?)
    (524) : error C2447: missing function header (old-style formal list?)
    (531) : error C2447: missing function header (old-style formal list?)
    (538) : error C2447: missing function header (old-style formal list?)
    (545) : error C2447: missing function header (old-style formal list?)
    (552) : error C2447: missing function header (old-style formal list?)
    (561) : error C2447: missing function header (old-style formal list?)
    (564) : error C2143: syntax error : missing ';' before '}'
    (564) : error C2143: syntax error : missing ';' before '}'
    (564) : error C2143: syntax error : missing ';' before '}'
    (565) : error C2143: syntax error : missing ';' before '}'
    (565) : error C2143: syntax error : missing ';' before '}'
    (566) : error C2143: syntax error : missing ';' before '}'
    (566) : error C2143: syntax error : missing ';' before '}'
    (567) : error C2143: syntax error : missing ';' before '}'
    (567) : error C2143: syntax error : missing ';' before '}'
    (568) : error C2143: syntax error : missing ';' before '}'
    (568) : error C2143: syntax error : missing ';' before '}'
    (569) : error C2143: syntax error : missing ';' before '}'
    (569) : error C2143: syntax error : missing ';' before '}'
    (570) : error C2143: syntax error : missing ';' before '}'
    (570) : error C2143: syntax error : missing ';' before '}'
    (571) : error C2143: syntax error : missing ';' before '}'
    (571) : error C2143: syntax error : missing ';' before '}'
    (572) : error C2143: syntax error : missing ';' before '}'
    (572) : error C2143: syntax error : missing ';' before '}'
    (573) : error C2143: syntax error : missing ';' before '}'
    (573) : error C2143: syntax error : missing ';' before '}'
    (574) : error C2143: syntax error : missing ';' before '}'
    (574) : error C2143: syntax error : missing ';' before '}'
    (580) : error C2447: missing function header (old-style formal list?)
    even if i add that ';' infront of that '}' it wont do any good, only the errors number will go bigger ... so wtf is going on.. do i really suk that hard in c++ ?

    Error executing cl.exe.

    TatniumD3D.dll - 35 error(s), 0 warning(s)

  2. #2
    muzymuzy's Avatar
    Join Date
    Oct 2007
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    0
    or at least could someone tell me whats wrong with it .....

  3. #3
    JangoSolo's Avatar
    Join Date
    Oct 2008
    Posts
    37
    Reputation
    10
    Thanks
    3
    use a different compiler... and what program are u using..
    Last edited by JangoSolo; 04-14-2009 at 08:43 PM. Reason: had too add a question to help...

  4. #4
    muzymuzy's Avatar
    Join Date
    Oct 2007
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    0
    visual c++ 6,0, and witch compiler then ?

  5. #5
    JangoSolo's Avatar
    Join Date
    Oct 2008
    Posts
    37
    Reputation
    10
    Thanks
    3
    ok.. you need to make different files for all the <includes> at the top... like the header files and what not... have you done that??

  6. #6
    muzymuzy's Avatar
    Join Date
    Oct 2007
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    0
    im a noob... if youd help me ? i could do it... add me msn: Chris-E-Bryan@windowslive.com

  7. #7
    JangoSolo's Avatar
    Join Date
    Oct 2008
    Posts
    37
    Reputation
    10
    Thanks
    3
    download microsoft visual 2008 express editions...

  8. #8
    JangoSolo's Avatar
    Join Date
    Oct 2008
    Posts
    37
    Reputation
    10
    Thanks
    3
    pm me... I dont use msn.. or anything like that..

  9. #9
    muzymuzy's Avatar
    Join Date
    Oct 2007
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    0
    okayh.. i haz visual c++2008 now what ?
    Last edited by muzymuzy; 04-14-2009 at 09:12 PM.

  10. #10
    muzymuzy's Avatar
    Join Date
    Oct 2007
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    0
    okay.. tried this one ... still 6 errors...


    1>------ Build started: Project: TatniumD3D, Configuration: Debug Win32 ------
    1>Compiling...
    1>d3d8tex.cpp
    1>c:\documents and settings\the guy\desktop\d3d-empty\d3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
    1>d3d8int.cpp
    1>c:\documents and settings\the guy\desktop\d3d-empty\d3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
    1>d3d8dev.cpp
    1>c:\documents and settings\the guy\desktop\d3d-empty\d3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
    1>main.cpp
    1>c:\documents and settings\the guy\desktop\d3d-empty\d3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
    1>d3d8.cpp
    1>c:\documents and settings\the guy\desktop\d3d-empty\d3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
    1>Generating Code...
    1>Creating browse information file...
    1>Microsoft Browse Information Maintenance Utility Version 9.00.30729
    1>Copyright (C) Microsoft Corporation. All rights reserved.
    1>BSCMAKE: error BK1506 : cannot open file '.\Debug\main.sbr': No such file or directory
    1>Build log was saved at "file://c:\Documents and Settings\The Guy\Desktop\D3D-Empty\Debug\BuildLog.htm"
    1>TatniumD3D - 6 error(s), 0 warning(s)
    ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
    Last edited by muzymuzy; 04-14-2009 at 09:21 PM.

  11. #11
    muzymuzy's Avatar
    Join Date
    Oct 2007
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    0
    i have that file located in folder... it tells me to fk. off... that it doesnt exist...

  12. #12
    muzymuzy's Avatar
    Join Date
    Oct 2007
    Gender
    male
    Posts
    9
    Reputation
    10
    Thanks
    0
    ok ... hdd reformatted... now lets see if it still gives me some errors...
    Last edited by muzymuzy; 04-15-2009 at 03:43 AM.

  13. #13
    Toymaker's Avatar
    Join Date
    Feb 2008
    Gender
    male
    Location
    Hannah, Montana
    Posts
    659
    Reputation
    14
    Thanks
    193
    My Mood
    Amused
    It's all to common helping someone use another person's code and having no knowledge of their own whatsoever but yeah the ; go after ) and you also probably don't have the file paths to include directories setup properly. That's over half your problems, etc. I don't know how much you've been privately taking care of but I thought i'd try to help some.
    Last edited by Toymaker; 04-15-2009 at 08:46 AM.

  14. #14
    radnomguywfq3's Avatar
    Join Date
    Jan 2007
    Gender
    male
    Location
    J:\E\T\A\M\A\Y.exe
    Posts
    8,858
    Reputation
    381
    Thanks
    1,823
    My Mood
    Sad
    (477) : error C2447: missing function header (old-style formal list?)
    (488) : error C2447: missing function header (old-style formal list?)
    (496) : error C2447: missing function header (old-style formal list?)
    (506) : error C2447: missing function header (old-style formal list?)
    (514) : error C2447: missing function header (old-style formal list?)
    (524) : error C2447: missing function header (old-style formal list?)
    (531) : error C2447: missing function header (old-style formal list?)
    (538) : error C2447: missing function header (old-style formal list?)
    (545) : error C2447: missing function header (old-style formal list?)
    (552) : error C2447: missing function header (old-style formal list?)
    (561) : error C2447: missing function header (old-style formal list?)

    (564) : error C2143: syntax error : missing ';' before '}'
    (564) : error C2143: syntax error : missing ';' before '}'
    (564) : error C2143: syntax error : missing ';' before '}'
    (565) : error C2143: syntax error : missing ';' before '}'
    (565) : error C2143: syntax error : missing ';' before '}'
    (566) : error C2143: syntax error : missing ';' before '}'
    (566) : error C2143: syntax error : missing ';' before '}'
    (567) : error C2143: syntax error : missing ';' before '}'
    (567) : error C2143: syntax error : missing ';' before '}'
    (568) : error C2143: syntax error : missing ';' before '}'
    (568) : error C2143: syntax error : missing ';' before '}'
    (569) : error C2143: syntax error : missing ';' before '}'
    (569) : error C2143: syntax error : missing ';' before '}'
    (570) : error C2143: syntax error : missing ';' before '}'
    (570) : error C2143: syntax error : missing ';' before '}'
    (571) : error C2143: syntax error : missing ';' before '}'
    (571) : error C2143: syntax error : missing ';' before '}'
    (572) : error C2143: syntax error : missing ';' before '}'
    (572) : error C2143: syntax error : missing ';' before '}'
    (573) : error C2143: syntax error : missing ';' before '}'
    (573) : error C2143: syntax error : missing ';' before '}'
    (574) : error C2143: syntax error : missing ';' before '}'
    (574) : error C2143: syntax error : missing ';' before '}'

    (580) : error C2447: missing function header (old-style formal list?)

    Calling a method before defining it, use method headers.

    You shouldn't be asking us these questions..

    1>------ Build started: Project: TatniumD3D, Configuration: Debug Win32 ------
    1>Compiling...
    1>d3d8tex.cpp
    1>c:documents and settingsthe guydesktopd3d-emptyd3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
    1>d3d8int.cpp
    1>c:documents and settingsthe guydesktopd3d-emptyd3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
    1>d3d8dev.cpp
    1>c:documents and settingsthe guydesktopd3d-emptyd3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
    1>main.cpp
    1>c:documents and settingsthe guydesktopd3d-emptyd3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
    1>d3d8.cpp
    1>c:documents and settingsthe guydesktopd3d-emptyd3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
    Try downloading and setting the DirectX sdk correctly?

    I hate it when people make copy and paste hacks then ask why it's not working.
    Last edited by radnomguywfq3; 04-16-2009 at 09:52 PM.



    There are two types of tragedies in life. One is not getting what you want, the other is getting it.

    If you wake up at a different time in a different place, could you wake up as a different person?


Similar Threads

  1. Noob hack question.
    By skules in forum Combat Arms Europe Hacks
    Replies: 12
    Last Post: 04-07-2009, 06:13 PM
  2. i need the hack maker f=download
    By jd3996 in forum Combat Arms Hacks & Cheats
    Replies: 1
    Last Post: 10-22-2008, 05:49 PM
  3. Legend?Hack Maker?
    By skool in forum Combat Arms Hacks & Cheats
    Replies: 22
    Last Post: 08-29-2008, 10:15 PM
  4. Special noob hack for noobs like THIMOO
    By obsedianpk in forum WarRock - International Hacks
    Replies: 27
    Last Post: 10-22-2007, 04:45 PM
  5. WOOT! look at this hack makers!
    By wedgie1212 in forum WarRock - International Hacks
    Replies: 10
    Last Post: 02-21-2007, 07:24 PM

Tags for this Thread