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  1. #1
    Ragehax's Avatar
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    Source code for any d3d/memory hack

    hi, i need a source code for any d3d or memory hack for combat arms, i need to show it to my dad, he codes C++, but would like to see a source code for a hack... therefore he can make it easier... thanks!

  2. #2
    startdriveturn's Avatar
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    Lol, if we had a source code we would debug the hack and release it,
    BTW no one will give you....

    it doesnt work like that

  3. #3
    ac1d_buRn's Avatar
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    This tut will hopefully help u learn how to make d3d chams i will show yellow and red player chams.

    open up starter kit and put this under your include files.


    Quote:
    int m_Stride;



    bool onetime = true; // Boolean to only init textures once
    LPDIRECT3DTEXTURE8 texRed; //texture
    LPDIRECT3DTEXTURE8 texYellow; //texture

    next put this


    Quote:
    const BYTE bRed[60] =
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x50};

    const BYTE bGold[60] = //yellow
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0x01 };

    that will add the colors to the players. next u gotta do this


    Quote:
    HRESULT APIENTRY hkIDirect3DDevice8::BeginScene(void)
    {
    if(onetime)
    {
    //create our textures
    onetime = false;
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev,(LPCVO ID)&bRed,60,&texRed) ;
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev,(LPCVO ID)&bGold,60,&texYel low);

    }
    return m_pD3Ddev->BeginScene();
    }


    next its time to do the cham code in the

    hkIDirect3DDevice8:rawIndexedPrimitive(D3DPRIMITIV ETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)

    put this


    Quote:
    if(m_Stride == 80)
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);//Disable
    m_pD3Ddev->SetTexture(0, texYellow);//behind wall color
    m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
    m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount); //return
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);//Re enable
    m_pD3Ddev->SetTexture(0, texRed);//front of wall color
    m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
    it should now look like this


    Quote:
    HRESULT APIENTRY hkIDirect3DDevice8:rawIndexedPrimitive(D3DPRIMITIV ETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)
    {
    if(m_Stride == 80)
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);//Disable
    m_pD3Ddev->SetTexture(0, texYellow);//behind wall color
    m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
    m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount); //return
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);//Re enable
    m_pD3Ddev->SetTexture(0, texRed);//front of wall color
    m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
    return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount


    thats for chams

  4. #4
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    omg... you rule thanks!!!

    hopefully you can teach me a little bit about coding

  5. #5
    whobansme??'s Avatar
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    Quote Originally Posted by ac1d_buRn View Post
    This tut will hopefully help u learn how to make d3d chams i will show yellow and red player chams.

    open up starter kit and put this under your include files.


    Quote:
    int m_Stride;



    bool onetime = true; // Boolean to only init textures once
    LPDIRECT3DTEXTURE8 texRed; //texture
    LPDIRECT3DTEXTURE8 texYellow; //texture

    next put this


    Quote:
    const BYTE bRed[60] =
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x50};

    const BYTE bGold[60] = //yellow
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0x01 };

    that will add the colors to the players. next u gotta do this


    Quote:
    HRESULT APIENTRY hkIDirect3DDevice8::BeginScene(void)
    {
    if(onetime)
    {
    //create our textures
    onetime = false;
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev,(LPCVO ID)&bRed,60,&texRed) ;
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev,(LPCVO ID)&bGold,60,&texYel low);

    }
    return m_pD3Ddev->BeginScene();
    }


    next its time to do the cham code in the

    hkIDirect3DDevice8:rawIndexedPrimitive(D3DPRIMITIV ETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)

    put this


    Quote:
    if(m_Stride == 80)
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);//Disable
    m_pD3Ddev->SetTexture(0, texYellow);//behind wall color
    m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
    m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount); //return
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);//Re enable
    m_pD3Ddev->SetTexture(0, texRed);//front of wall color
    m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
    it should now look like this


    Quote:
    HRESULT APIENTRY hkIDirect3DDevice8:rawIndexedPrimitive(D3DPRIMITIV ETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)
    {
    if(m_Stride == 80)
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);//Disable
    m_pD3Ddev->SetTexture(0, texYellow);//behind wall color
    m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
    m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount); //return
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);//Re enable
    m_pD3Ddev->SetTexture(0, texRed);//front of wall color
    m_pD3Ddev->SetRenderState(D3DRS_LIGHTING,false);
    return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount


    thats for chams

    want to give some CREDIT?
    i can tell you who, but i;ll get banned
    also i bet you dont know what HALF of this shit means,
    Last edited by whobansme??; 10-01-2009 at 08:23 PM. Reason: credits to s0 be it

  6. The Following User Says Thank You to whobansme?? For This Useful Post:

    Hell_Demon (10-02-2009)

  7. #6
    why06's Avatar
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    Your dad won't be able to understand any of that. It makes no sense and it's not specific to Combat Arms. At least post the full source Acid.

    Not to mention there's the whole deal of bypassing Hacksheild. What does your dad do exactly? Because I might be making assumptions.
    Last edited by why06; 10-01-2009 at 09:00 PM.

    "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

  8. #7
    Disturbed's Avatar
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    WriteProcessMemory() & ReadProcessMemory()

    Have fun on MSDN, but you need a bypass to use this method.


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