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  1. #1
    Bombsaway707's Avatar
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    To anyone who can code...

    Ok so i am working on a wall hack and if u have worked on a wall hack or have any coding knowledge could u please tell me what is wrong wit my coding? thanks...
    Code:
    *	Direct3D8 Device */
    
    #include <windows.h>
    #include "main.h"
    #include "d3d8.h"
    
    #define D3DHOOK_TEXTURES //comment this to disable texture hooking
    #define bool wallhack; //made by bombsaway707
    UINT m_Stride; //made by bombsaway707
    
    HRESULT CD3DManager::Initialize()
    {
    	/*
    	initialize Resources such as textures 
    	(managed and unmanaged [D3DPOOL]), 
    	vertex buffers, and other D3D rendering resources
    	...
    	m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
    	*/
    	return S_OK;
    }
    
    HRESULT CD3DManager::PreReset()
    {
    	/*
    	release all UNMANAGED [D3DPOOL_DEFAULT] 
    	textures, vertex buffers, and other 
    	volitile resources
    	...
    	_SAFE_RELEASE(m_pD3Dtexture);
    	*/
    	return S_OK;
    }
    
    HRESULT CD3DManager::PostReset()
    {
    	/*
    	re-initialize all UNMANAGED [D3DPOOL_DEFAULT]
    	textures, vertex buffers, and other volitile 
    	resources
    	...
    	m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
    	*/
    	return S_OK;
    }
    
    HRESULT CD3DManager::Release()
    {
    	/*
    	Release all textures, vertex buffers, and 
    	other resources
    	...
    	_SAFE_RELEASE(m_pD3Dtexture);
    	*/
    	return S_OK;
    }
    
    //-----------------------------------------------------------------------------
    
    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(DWORD 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(D3DDEVICE_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(D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain8** pSwapChain)
    {
    	return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParameters, 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_STATUS* 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(IDirect3DBaseTexture8* pSourceTexture,IDirect3DBaseTexture8* pDestinationTexture)
    {
    	return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::GetFrontBuffer(IDirect3DSurface8* pDestSurface)
    {
    	return m_pD3Ddev->GetFrontBuffer(pDestSurface);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::SetRenderTarget(IDirect3DSurface8* pRenderTarget,IDirect3DSurface8* pNewZStencil)
    {
    	return m_pD3Ddev->SetRenderTarget(pRenderTarget, pNewZStencil);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::GetRenderTarget(IDirect3DSurface8** ppRenderTarget)
    {
    	return m_pD3Ddev->GetRenderTarget(ppRenderTarget);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::GetDepthStencilSurface(IDirect3DSurface8** ppZStencilSurface)
    {
    	return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::BeginScene(void)
    {
    	return m_pD3Ddev->BeginScene();
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::EndScene(void)
    {
    	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(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix)
    {
    	return m_pD3Ddev->SetTransform(State, pMatrix);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::GetTransform(D3DTRANSFORMSTATETYPE 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::DeleteStateBlock( 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,DevInfoStructSize);
    }
    
    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::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount)
    {
    	return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::DrawIndexedPrimitive
    {if (wallhack) //If wallhack bool is called.
    {
    if(m_stride == 44) //On the players model.
    {
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); //Then bring to the front
    }
    else
    {
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, TRUE); //Evertyhing else is normal
    } 
    }
    
    if ((GetAsyncKeyState(VK_NUMPAD1)&1) == 1) // If get numpad 1 then
    wallhack = !wallhack; //toggle wallhack
    	return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)
    {
    	return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE 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::DeleteVertexShader(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(DWORD 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(IDirect3DIndexBuffer8* pIndexData,UINT BaseVertexIndex)
    {
    	return m_pD3Ddev->SetIndices(pIndexData, BaseVertexIndex);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::GetIndices(IDirect3DIndexBuffer8** 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::DeletePixelShader(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::DrawRectPatch(UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo)
    {
    	return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::DrawTriPatch(UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo)
    {
    	return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);
    }
    
    HRESULT APIENTRY hkIDirect3DDevice8::DeletePatch(UINT Handle)
    {
    	return m_pD3Ddev->DeletePatch(Handle);
    }

  2. #2
    ^...,^'s Avatar
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    i think it has no end or loop function.

  3. #3
    why06's Avatar
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    Wow that's a lot of code. Did you write all that yourself? I was debating rather to point this out because it might just be a typo when you were copying and pasting the code, but this little part wouldn't compile correctly:
    Code:
    *	Direct3D8 Device */
    maybe it's just a typo idk. there's probably bigger problems in your code then this, but I don't know what they are :L

    "Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone. It is spending the sweat of its laborers, the genius of its scientists, the hopes of its children. The cost of one modern heavy bomber is this: a modern brick school in more than 30 cities. It is two electric power plants, each serving a town of 60,000 population. It is two fine, fully equipped hospitals. It is some fifty miles of concrete pavement. We pay for a single fighter plane with a half million bushels of wheat. We pay for a single destroyer with new homes that could have housed more than 8,000 people. This is, I repeat, the best way of life to be found on the road the world has been taking. This is not a way of life at all, in any true sense. Under the cloud of threatening war, it is humanity hanging from a cross of iron."
    - Dwight D. Eisenhower

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    troubleshooter's Avatar
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    What about posting compiler errors that you are getting? Or is it compiling but the wallhack doesn't work?

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    Bombsaway707's Avatar
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    Quote Originally Posted by troubleshooter View Post
    What about posting compiler errors that you are getting? Or is it compiling but the wallhack doesn't work?
    I can get it to .dll form but when i try to inject it it says this .dll is not recognized as a valid windows image?

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    Zhhot's Avatar
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    way too complex code for me

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    troubleshooter's Avatar
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    I don't think there is anything wrong with the code that you've shown us, especially since it is not generating any errors.

    Can you show us your DLLMAIN ? And possibly any other relevant code.

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    why06's Avatar
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    Quote Originally Posted by bombsaway707 View Post
    I can get it to .dll form but when i try to inject it it says this .dll is not recognized as a valid windows image?
    Wow. I don't think you'll find anyone who's an expert on Windows error codes here >_>....

    It might be the resolution. Try playing around with that...

    "Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone. It is spending the sweat of its laborers, the genius of its scientists, the hopes of its children. The cost of one modern heavy bomber is this: a modern brick school in more than 30 cities. It is two electric power plants, each serving a town of 60,000 population. It is two fine, fully equipped hospitals. It is some fifty miles of concrete pavement. We pay for a single fighter plane with a half million bushels of wheat. We pay for a single destroyer with new homes that could have housed more than 8,000 people. This is, I repeat, the best way of life to be found on the road the world has been taking. This is not a way of life at all, in any true sense. Under the cloud of threatening war, it is humanity hanging from a cross of iron."
    - Dwight D. Eisenhower

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    It's Azorbix starter guise, this is what he has added:

    [php]#define bool wallhack; //made by bombsaway707
    UINT m_Stride; //made by bombsaway707
    [/php]
    [php]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);
    }
    [/php]
    [php]HRESULT APIENTRY hkIDirect3DDevice8:rawIndexedPrimitive
    {if (wallhack) //If wallhack bool is called.
    {
    if(m_stride == 44) //On the players model.
    {
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); //Then bring to the front
    }
    else
    {
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, TRUE); //Evertyhing else is normal
    }
    }

    if ((GetAsyncKeyState(VK_NUMPAD1)&1) == 1) // If get numpad 1 then
    wallhack = !wallhack; //toggle wallhack
    return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
    }
    [/php]

    that's about all i can see that is his anyway, I would try to help you but I've never tried wall hack so don't know how it would work...

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    why06's Avatar
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    o_O...Thanks legendary. I was starting to think he copied this from somebody else, because I've never seen him talk about code that complex. You cant just copy,past,&compile someones code and expect it to work. You have to understand it so you can change it to do what you want in different situations....

    "Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone. It is spending the sweat of its laborers, the genius of its scientists, the hopes of its children. The cost of one modern heavy bomber is this: a modern brick school in more than 30 cities. It is two electric power plants, each serving a town of 60,000 population. It is two fine, fully equipped hospitals. It is some fifty miles of concrete pavement. We pay for a single fighter plane with a half million bushels of wheat. We pay for a single destroyer with new homes that could have housed more than 8,000 people. This is, I repeat, the best way of life to be found on the road the world has been taking. This is not a way of life at all, in any true sense. Under the cloud of threatening war, it is humanity hanging from a cross of iron."
    - Dwight D. Eisenhower

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    Bombsaway707's Avatar
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    Quote Originally Posted by why06 View Post
    o_O...Thanks legendary. I was starting to think he copied this from somebody else, because I've never seen him talk about code that complex. You cant just copy,past,&compile someones code and expect it to work. You have to understand it so you can change it to do what you want in different situations....
    Ya lol i tried copy n paste and tat didnt work so im making chams in VB but i still get the same error any help?

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    troubleshooter's Avatar
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    You're making chams in VB you say, and you get an invalid image error....

    You're not trying to inject a VB.net DLL into the game are you?

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    ^...,^'s Avatar
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    upload it to the site in attachment then well look at it

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