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  1. #1
    gusdnide's Avatar
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    Hook D3D + WallHack

    My Hook
    Code:
    /*Hook*/
    
    typedef HRESULT(WINAPI* oDIP)(IDirect3DDevice9* pDevice, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);
    oDIP pDIP;
    typedef HRESULT(WINAPI* f_EndScene)(IDirect3DDevice9*);
    f_EndScene yEndScene;
    
    void Hook()
    {
    	DWORD Soma = 0x0CC9A408; // Update for 1.7 'Credits : Alkatraz
    	LPDIRECT3DDEVICE9 pDevice = NULL;
    	while (pDevice == NULL)
    	{
    		Sleep(450);
    		pDevice = *(LPDIRECT3DDEVICE9*)Soma;
    	}
    	DWORD* pdwNewDevice = (DWORD*)pDevice;
    	pdwNewDevice = (DWORD*)pdwNewDevice[0];
    	pDIP = reinterpret_cast<oDIP>(DetourFunction((PBYTE)pdwNewDevice[82], (PBYTE)Dip)); //DIP
    }
    bool CGame()
    {
    	if (GetModuleHandle("d3d9.dll"))return true;
    	return false;
    }
    HRESULT WINAPI Rotina()
    {
    
    	while (CGame == false){}
    	Hook();
    	return 0;
    }
    BOOL WINAPI DllMain(HMODULE hDll, DWORD dwReason, LPVOID lpReserved)
    {
    	if (dwReason == DLL_PROCESS_ATTACH)
    	{
    		DisableThreadLibraryCalls(hDll);
    		CreateThread(0, 0, (LPTHREAD_START_ROUTINE)Rotina, 0, 0, 0);
    	}
    	return TRUE;
    }
    I use Detours 2.0 (Microsoft)
    Credits: Alkatraz for Device Pointer


    WallHack:
    Code:
    #define claymore ((NumVertices == 469 && primCount == 316) || (NumVertices == 262 && primCount == 160) || (NumVertices == 68 && primCount == 34))
    #define OpforAssualt ((NumVertices == 3124 && primCount == 4132) || (NumVertices == 1970 && primCount == 2186) || (NumVertices == 1252 && primCount == 1160) || (NumVertices == 470 && primCount == 352))
    #define OpforGunnermen ((NumVertices == 2715 && primCount == 3588) || (NumVertices == 1620 && primCount == 1886) || (NumVertices == 943 && primCount == 908) || (NumVertices == 441 && primCount == 308))
    #define OpforSniper ((NumVertices == 250 && primCount == 304) || (NumVertices == 2818 && primCount == 3672) || (NumVertices == 150 && primCount == 142) || (NumVertices == 1715 && primCount == 1950) || (NumVertices == 1101 && primCount == 1066) || (NumVertices == 481 && primCount == 350)) || ( (NumVertices == 2816 && primCount == 3642) || (NumVertices == 1773 && primCount == 2022) || (NumVertices == 1150 && primCount == 1086) || (NumVertices == 435 && primCount == 320))
    #define Opfor ((NumVertices == 3531 && primCount == 4526) || (NumVertices == 2188 && primCount == 2386) || (NumVertices == 1325 && primCount == 1194) || (NumVertices == 499 && primCount == 352))
    #define MarinesAssault ((NumVertices == 2613 && primCount == 3248) || (NumVertices == 1842 && primCount == 1978) || (NumVertices == 1144 && primCount == 814) || (NumVertices == 1034 && primCount == 904) || (NumVertices == 447 && primCount == 312))
    #define MarinesGunnremen ((NumVertices == 3597 && primCount == 4280) || (NumVertices == 2301 && primCount == 2364) || (NumVertices == 1341 && primCount == 1132) || (NumVertices == 580 && primCount == 380))
    #define MarinesSniper ((NumVertices == 2516 && primCount == 2940) || (NumVertices == 681 && primCount == 588) || (NumVertices == 106 && primCount == 114) || (NumVertices == 1726 && primCount == 1760) || (NumVertices == 1020 && primCount == 872) || (NumVertices == 587 && primCount == 370))
    #define Marines ((NumVertices == 689 && primCount == 1172) || (NumVertices == 367 && primCount == 298) || (NumVertices == 4050 && primCount == 4486) || (NumVertices == 308 && primCount == 212) || (NumVertices == 2540 && primCount == 2444) || (NumVertices == 628 && primCount == 670) || (NumVertices == 1488 && primCount == 1114) || (NumVertices == 105 && primCount == 74) || (NumVertices == 592 && primCount == 374))
    #define Marines2 ((NumVertices == 3790 && primCount == 4078) || (NumVertices == 2784 && primCount == 2384) || (NumVertices == 1572 && primCount == 1166) || (NumVertices == 634 && primCount == 372) || (NumVertices == 233 && primCount == 330))
    #define SpetzAssualt ((NumVertices == 4358 && primCount == 4864) || (NumVertices == 3278 && primCount == 3188) || (NumVertices == 503 && primCount == 704) || (NumVertices == 1633 && primCount == 1332) || (NumVertices == 840 && primCount == 618) || (NumVertices == 783 && primCount == 1168))
    #define SpetzGunnermen ((NumVertices == 4270 && primCount == 4804) || (NumVertices == 2755 && primCount == 2494) || (NumVertices == 1317 && primCount == 1054) || (NumVertices == 809 && primCount == 590))
    #define SPETZ_SNIPER ((NumVertices == 726 && primCount == 556) || (NumVertices == 1315 && primCount == 1170) || (NumVertices == 2140 && primCount == 2310) || (NumVertices == 3326 && primCount == 4336) || (NumVertices == 2578 && primCount == 2192) || (NumVertices == 482 && primCount == 476) || (NumVertices == 3254 && primCount == 4122) || (NumVertices == 1730 && primCount == 1938) || (NumVertices == 398 && primCount == 410) || (NumVertices == 327 && primCount == 500) || (NumVertices == 2388 && primCount == 2040) || (NumVertices == 222 && primCount == 298) || (NumVertices == 1111 && primCount == 986) || (NumVertices == 1186 && primCount == 1184) || (NumVertices == 339 && primCount == 248) || (NumVertices == 994 && primCount == 714))
    #define Spetz ((NumVertices == 4242 && primCount == 5028) || (NumVertices == 2391 && primCount == 2488) || (NumVertices == 1689 && primCount == 1422) || (NumVertices == 384 && primCount == 250) || (NumVertices == 969 && primCount == 708))
    #define Spetz2 ((NumVertices == 793 && primCount == 834) || (NumVertices == 3891 && primCount == 4598) || (NumVertices == 592 && primCount == 532) || (NumVertices == 2510 && primCount == 2470) || (NumVertices == 171 && primCount == 114) || (NumVertices == 1398 && primCount == 1176) || (NumVertices == 384 && primCount == 250) || (NumVertices == 384 && primCount == 250) || (NumVertices == 994 && primCount == 714) || (NumVertices == 529 && primCount == 540) || (NumVertices == 353 && primCount == 346))
    #define SASAssualt ((NumVertices == 447 && primCount == 312) || (NumVertices == 1034 && primCount == 904) || (NumVertices == 1842 && primCount == 1978) || (NumVertices == 2613 && primCount == 3248) || (NumVertices == 1001 && primCount == 964) || (NumVertices == 3935 && primCount == 5226) || (NumVertices == 960 && primCount == 1072) || (NumVertices == 2640 && primCount == 3070) || (NumVertices == 212 && primCount == 288) || (NumVertices == 214 && primCount == 202) || (NumVertices == 1373 && primCount == 1256) || (NumVertices == 585 && primCount == 440))
    #define SASGunnermen ((NumVertices == 193 && primCount == 140) || (NumVertices == 580 && primCount == 380) || (NumVertices == 1341 && primCount == 1132) || (NumVertices == 802 && primCount == 800) || (NumVertices == 2301 && primCount == 2364) || (NumVertices == 275 && primCount == 322) || (NumVertices == 3597 && primCount == 4280) || (NumVertices == 3716 && primCount == 5064) || (NumVertices == 2578 && primCount == 2994) || (NumVertices == 1412 && primCount == 1330) || (NumVertices == 568 && primCount == 470))
    #define SASSniper ((NumVertices == 1615 && primCount == 1706) || (NumVertices == 541 && primCount == 366) || (NumVertices == 3667 && primCount == 4952) || (NumVertices == 2460 && primCount == 2882) || (NumVertices == 1479 && primCount == 1402) || (NumVertices == 552 && primCount == 452)) 
    #define SAS ((NumVertices == 634 && primCount == 372) || (NumVertices == 1572 && primCount == 1166) || (NumVertices == 2784 && primCount == 2384) || (NumVertices == 3790 && primCount == 4078) || (NumVertices == 3585 && primCount == 4858) || (NumVertices == 1498 && primCount == 1304) || (NumVertices == 2525 && primCount == 3022) || (NumVertices == 695 && primCount == 478)) 
    #define SAS2 ((NumVertices == 689 && primCount == 1172) || (NumVertices == 367 && primCount == 298) || (NumVertices == 4050 && primCount == 4486) || (NumVertices == 308 && primCount == 212) || (NumVertices == 2540 && primCount == 2444) || (NumVertices == 628 && primCount == 670) || (NumVertices == 1488 && primCount == 1114) || (NumVertices == 105 && primCount == 74) || (NumVertices == 592 && primCount == 374) || (NumVertices == 3562 && primCount == 4784) || (NumVertices == 2509 && primCount == 2954) || (NumVertices == 1402 && primCount == 1164) || (NumVertices == 628 && primCount == 450))
    #define grenade ((NumVertices == 374 && primCount == 438) || (NumVertices == 30 && primCount == 22) )
    #define c4 ((NumVertices == 899 && primCount == 690) || (NumVertices == 500 && primCount == 328) || (NumVertices == 40 && primCount == 28))rimitiveCount == 2826) || (NumVertices == 438 && primCount == 376) || (NumVertices == 447 && primCount == 312) || (NumVertices == 1034 && primCount == 904) || (NumVertices == 1842 && primCount == 1978) || (NumVertices == 2613 && primCount == 3248) || (NumVertices == 1001 && primCount == 964) || (NumVertices == 3935 && primCount == 5226) || (NumVertices == 960 && primCount == 1072) || (NumVertices == 2640 && primCount == 3070) || (NumVertices == 212 && primCount == 288) || (NumVertices == 214 && primCount == 202) || (NumVertices == 1373 && primCount == 1256) || (NumVertices == 585 && primCount == 440) || (NumVertices == 634 && primCount == 372) || (NumVertices == 1572 && primCount == 1166) || (NumVertices == 2784 && primCount == 2384) || (NumVertices == 3790 && primCount == 4078) || (NumVertices == 3585 && primCount == 4858) || (NumVertices == 1498 && primCount == 1304) || (NumVertices == 2525 && primCount == 3022) || (NumVertices == 695 && primCount == 478) ||  (NumVertices == 193 && primCount == 140) || (NumVertices == 580 && primCount == 380) || (NumVertices == 1341 && primCount == 1132) || (NumVertices == 802 && primCount == 800) || (NumVertices == 2301 && primCount == 2364) || (NumVertices == 275 && primCount == 322) || (NumVertices == 3597 && primCount == 4280) || (NumVertices == 3716 && primCount == 5064) || (NumVertices == 2578 && primCount == 2994) || (NumVertices == 1412 && primCount == 1330) || (NumVertices == 568 && primCount == 470) || (NumVertices == 689 && primCount == 1172) || (NumVertices == 367 && primCount == 298) || (NumVertices == 4050 && primCount == 4486) || (NumVertices == 308 && primCount == 212) || (NumVertices == 2540 && primCount == 2444) || (NumVertices == 628 && primCount == 670) || (NumVertices == 1488 && primCount == 1114) || (NumVertices == 105 && primCount == 74) || (NumVertices == 592 && primCount == 374) || (NumVertices == 3562 && primCount == 4784) || (NumVertices == 2509 && primCount == 2954) || (NumVertices == 1402 && primCount == 1164) || (NumVertices == 628 && primCount == 450) || (NumVertices == 1615 && primCount == 1706) || (NumVertices == 541 && primCount == 366) || (NumVertices == 3667 && primCount == 4952) || (NumVertices == 2460 && primCount == 2882) || (NumVertices == 1479 && primCount == 1402) || (NumVertices == 552 && primCount == 452) )
    #define chams1        ((MarinesAssault) || (MarinesGunnremen) || (MarinesSniper) || (Marines) || (Marines2) || (SAS) || (SAS2) || (SASSniper) || (SASGunnermen) || (SASAssualt) )
    #define chams2        ((OpforAssualt) || (OpforGunnermen) || (OpforSniper) || (Opfor) || (Spetz) || (Spetz2) || (SPETZ_SNIPER) || (SpetzGunnermen) || (SpetzAssualt) )
    Credits for strides: rev0lt

    DIP:
    Code:
    bool Wall = true;
    HRESULT WINAPI Dip(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE PrimType, INT BaseVertexIndex, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT primCount)
    {
    	LPDIRECT3DVERTEXBUFFER9 Stream_Data;
    	UINT Stride, offset;
    	if (pDevice->GetStreamSource(0, &Stream_Data, &offset, &Stride) == D3D_OK)
    		Stream_Data->Release();
    	if (chams1 || chams2)
    	{
    		if (Wall)
    		{
    			pDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
    		}
    	}
    	return pDIP(pDevice, PrimType, BaseVertexIndex, MinIndex, NumVertices, StartIndex, primCount);
    }
    Drawing in Endscene:
    Code:
    VOID FillRGB(INT x, INT y, INT w, INT h, D3DCOLOR Color, LPDIRECT3DDEVICE9 pDevice)
    	{
    		D3DRECT rec = { x, y, x + w, y + h };
    		pDevice->Clear(1, &rec, D3DCLEAR_TARGET, Color, 0, 0);
    	} //Fill Space 
    HRESULT WINAPI Endscene(LPDIRECT3DDEVICE9 pDevice)
    {
    FillRGB(0,0,200,200,D3DCOLOR_RGBA(255,0,0,255), pDevice);
    return yEndScene(pDevice);
    }


  2. #2
    anon.silince's Avatar
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    how i use it in cod 4 mp

  3. #3
    chriscordovilla's Avatar
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    how to use this code , pls make a tutorial im new btw

  4. #4
    COD3RIN's Avatar
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    Quote Originally Posted by chriscordovilla View Post
    how to use this code , pls make a tutorial im new btw
    Use visual studio c++
    ᚛C☢dℝin3᚜
    Love you.
    ~Kenshit13
    Quote Originally Posted by cheaterman26 View Post
    COD3RIN PUT A BACKDOOR ON HIS OWN CHEAT HE HACK MY COMPUTER AND MY STEAM, DON'T TRUST THIS GUYS !



  5. #5
    luciooo's Avatar
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    how do you use pls?

  6. #6
    BuRn55's Avatar
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    Thanks for sharing

  7. #7
    hammy9331's Avatar
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    bro how to make it work ?

  8. #8
    somebodyawesome's Avatar
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    And you are blind ?
    Answer is above you!
    Use visual studio c++
    Jesus...

  9. #9
    gerherhtherherdhher's Avatar
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    Haaaa, whenever I need a good laugh I look at this code!

    Code:
    bool CGame()
    {
    	if (GetModuleHandle("d3d9.dll"))return true;
    	return false;
    }
    HRESULT WINAPI Rotina()
    {
    
    	while (CGame == false){}
    	Hook();
    	return 0;
    }

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