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  1. #1
    speedy7's Avatar
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    Feb 2013
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    my wallhack code doesn't work

    why does it crash, dword_10B1B2A0 = 0x10B1B2A0 correct?

    Ida:
    Code:
    	mov     eax, dword_10B1B2A0 
    	push    eax
    	push    offset aAutosprite2Sha ; "Autosprite2 shader %s had odd vertex co"...
    	push    2
    	call    dword_10B45200
    	add     esp, 0Ch
    my code:
    Code:
    	char* lpCurrentShader = NULL;
    	lpCurrentShader = *((char **)0x10B1B2A0); //<- crash
    
    
    	if( strstr( lpCurrentShader, "models/players/temperate/allied" ) )
    	teamA = true;
    	else teamA = false;
    	
    	if( strstr( lpCurrentShader, "models/players/temperate/axis" ) )
    	teamB = true;
    	else teamB = false;
    
    	//wallhack
    	glEnable( GL_DEPTH_TEST );
    	if(teamA || teamB)
    	glDisable( GL_DEPTH_TEST );

  2. #2
    speedy7's Avatar
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    My opengl wallhack is working now.

    Code:
    bool StrStr(char *Str, char *SubStr, bool LinearCmp)
    {
    	char *Str2 = Str;
    	char *SubStr2 = SubStr;
    
    	while(*Str2)
    	{
    		char *Str3 = Str2;
    
    		while(*Str3 && *SubStr2 && *Str3 == *SubStr2)
    		{
    			*Str3++;
    			*SubStr2++;
    
    			if(*SubStr2 == NULL)
    				return true;
    		}
    
    		if(LinearCmp) return false;
    
    		*Str2++;
    		SubStr2 = SubStr;
    	}
    
    	return false;
    }
    
    bool StrStrSkipSlashes(char *Str, char *SubStr, bool LinearCmp)
    {
    	char *Str2 = Str;
    	char *SubStr2 = SubStr;
    
    	while(*Str2)
    	{
    		char *Str3 = Str2;
    
    		while(*Str3 && *SubStr2 
    			&& (*Str3 == *SubStr2 || (*Str3 == '\\' || *Str3 == '/') ))
    		{
    			// Mini loop to skip infinite series of slashes in str and substr
    			if(*Str3 == '\\' || *Str3 == '/')
    			{
    				while(*Str3 == '\\' || *Str3 == '/') *Str3++;
    				while(*SubStr2 == '\\' || *SubStr2 == '/') *SubStr2++;
    			}
    
    			*Str3++;
    			*SubStr2++;
    
    			if(*SubStr2 == NULL)
    				return true;
    		}
    
    		if(LinearCmp) return false;
    
    		*Str2++;
    		SubStr2 = SubStr;
    	}
    
    	return false;
    }
    
    void FlagShaders(char *Shader)
    {
    	glEnable( GL_DEPTH_TEST );
    
    	//everything, models, items etc.
    	if(StrStr(Shader, "models", true))
    	{
    		
    		//player models
    		if(StrStrSkipSlashes(Shader, "models/players", true))
    		{
    			glDisable( GL_DEPTH_TEST );
    
    			//Log("Shader == %s", Shader);
    			//Shader == models/players/uriel/blue.tga
    
    			//team blue
    			if( (StrStrSkipSlashes(Shader, "models/players/anarki/Blue.tga", true)) ||
    			(StrStrSkipSlashes(Shader, "models/players/biker/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/bitterman/Blue.tga", true))	||
    			(StrStrSkipSlashes(Shader, "models/players/bones/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/crash/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/doom/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/grunt/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/hunter/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/keel/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/klesk/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/lucy/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/major/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/mynx/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/orbb/Blue.tg", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/ranger/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/razor/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/sarge/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/slash/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/sorlag/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/tankjr/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/uriel/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/visor/Blue.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/xaero/Blue.tga", true)) )
    			{
    				glDisable( GL_DEPTH_TEST );
    			}
    
    			//team red
    			if( (StrStrSkipSlashes(Shader, "models/players/anarki/Red.tga", true))  ||
    			(StrStrSkipSlashes(Shader, "models/players/biker/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/bitterman/Red.tga", true))	||
    			(StrStrSkipSlashes(Shader, "models/players/bones/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/crash/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/doom/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/grunt/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/hunter/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/keel/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/klesk/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/lucy/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/major/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/mynx/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/orbb/Red.tg", true))			||
    			(StrStrSkipSlashes(Shader, "models/players/ranger/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/razor/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/sarge/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/slash/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/sorlag/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/tankjr/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/uriel/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/visor/Red.tga", true))		||
    			(StrStrSkipSlashes(Shader, "models/players/xaero/Red.tga", true)) )
    			{
    				glDisable( GL_DEPTH_TEST );
    			}
    		
    		}
    		
    	}
    }
    in glbindtexture:
    Code:
    DWORD Shader;
    __asm mov Shader, esi
    if(Shader > 0x1000) FlagShaders((char*)Shader);
    credits: sinner

  3. The Following User Says Thank You to speedy7 For This Useful Post:

    [MPGH]Flengo (08-03-2013)

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