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Home › Forum › Programming › C++/C Programming › [Tutorial] WallHack COD4 C++ & D3D

Talking[Tutorial] WallHack COD4 C++ & D3D

Posts 1–12 of 12 · Page 1 of 1
'
' [H]eaDs
[Tutorial] WallHack COD4 C++ & D3D
Speak .... another hint of how the WallHack in games
this includes function in D3D is basically vertices. for this I
precizē create a logger to find the value of the vertex ....
encinares in the next tutorial ....

Declare
#define Opfor ((NumVertices == 3124 && primCount == 4132) || (NumVertices == 1970 && primCount == 2186) || (NumVertices == 1252 && primCount == 1160) || (NumVertices == 470 && primCount == 352) || (NumVertices == 3531 && primCount == 4526) || (NumVertices == 2188 && primCount == 2386) || (NumVertices == 1325 && primCount == 1194) || (NumVertices == 499 && primCount == 352) || (NumVertices == 2715 && primCount == 3588) || (NumVertices == 1620 && primCount == 1886) || (NumVertices == 943 && primCount == 908) || (NumVertices == 441 && primCount == 308) || (NumVertices == 2816 && primCount == 3642) || (NumVertices == 1773 && primCount == 2022) || (NumVertices == 1150 && primCount == 1086) || (NumVertices == 435 && primCount == 320) || (NumVertices == 250 && primCount == 304) || (NumVertices == 2818 && primCount == 3672) || (NumVertices == 150 && primCount == 142) || (NumVertices == 1715 && primCount == 1950) || (NumVertices == 1101 && primCount == 1066) || (NumVertices == 481 && primCount == 350) )
#define Marines ((NumVertices == 681 && primCount == 588 ) || (NumVertices == 2613 && primCount == 3248) || (NumVertices == 1842 && primCount == 1978) || (NumVertices == 1144 && primCount == 814) || (NumVertices == 1034 && primCount == 904) || (NumVertices == 447 && primCount == 312) || (NumVertices == 3790 && primCount == 4078) || (NumVertices == 2784 && primCount == 2384) || (NumVertices == 1572 && primCount == 1166) || (NumVertices == 634 && primCount == 372) || (NumVertices == 233 && primCount == 330) || (NumVertices == 3597 && primCount == 4280) || (NumVertices == 2301 && primCount == 2364) || (NumVertices == 1341 && primCount == 1132) || (NumVertices == 580 && primCount == 380) || (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 == 2516 && primCount == 2940) || (NumVertices == 106 && primCount == 114) || (NumVertices == 1726 && primCount == 1760) || (NumVertices == 1020 && primCount == 872) || (NumVertices == 587 && primCount == 370) || (NumVertices==204 && primCount==172) || (NumVertices== 681 && primCount==588) || (NumVertices== 63 && primCount== 62) ||(NumVertices== 822 && primCount== 1084)||(NumVertices== 2516 && primCount== 2940)||(NumVertices== 394 && primCount== 274) ||(NumVertices== 275 && primCount== 322) ||(NumVertices== 1409 && primCount== 868) ||(NumVertices== 716 && primCount== 962) ||(NumVertices== 394 && primCount== 274) ||(NumVertices== 178 && primCount== 166) ||(NumVertices== 1344 && primCount== 944) ||(NumVertices== 599 && primCount== 418) ||(NumVertices== 49 && primCount== 50) ||(NumVertices== 855 && primCount== 1100)||(NumVertices== 56 && primCount== 44) ||(NumVertices== 183 && primCount== 112) ||(NumVertices== 3790 && primCount== 4078)||(NumVertices== 56 && primCount== 44) ||(NumVertices== 34 && primCount== 30) ||(NumVertices== 874 && primCount== 1228) || (NumVertices== 213 && primCount== 282) ||(NumVertices== 367 && primCount== 298) ||(NumVertices== 306 && primCount== 274) ||(NumVertices== 1495 && primCount== 982) ||(NumVertices== 1198 && primCount== 842) ||(NumVertices== 306 && primCount== 274) ||(NumVertices== 4050 && primCount== 4486)|| (NumVertices== 686 && primCount== 952 )||(NumVertices== 828 && primCount== 1300)||(NumVertices== 3597 && primCount== 4280)||(NumVertices== 356 && primCount== 262 )||(NumVertices== 110 && primCount== 122 )||(NumVertices== 2613 && primCount== 3248)||(NumVertices== 1001 && primCount== 964) )
#define Spetz ((NumVertices == 4358 && primCount == 4864) || (NumVertices == 3278 && primCount == 3188) || (NumVertices == 503 && primCount == 704) || (NumVertices == 1633 && primCount == 1332) || (NumVertices == 840 && primCount == 618) || (NumVertices == 783 && primCount == 1168) || (NumVertices == 4242 && primCount == 5028) || (NumVertices == 2391 && primCount == 2488) || (NumVertices == 1689 && primCount == 1422) || (NumVertices == 384 && primCount == 250) || (NumVertices == 969 && primCount == 708) || (NumVertices == 4270 && primCount == 4804) || (NumVertices == 2755 && primCount == 2494) || (NumVertices == 1317 && primCount == 1054) || (NumVertices == 809 && primCount == 590) || (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) || (NumVertices == 726 && primCount == 556) || (NumVertices == 1315 && primCount == 1170) || (NumVertices == 2140 && primCount == 2310) || (NumVertices == 3326 && primCount == 4336) || (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 SAS ((NumVertices == 2334 && primCount == 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) )

Now in its hook in DrawIndexedPrimitive (D3DPRIMITIVETYPE Type, BaseVertexIndex INT, UINT MinVertexIndex, numVertices UINT, UINT startIndex, UINT primCount) (

we use the function ..

/ / here you can by a cor1 = Red can use color in texture, by byte or pixel shader (I prefer pixel)
MinhaPlaca3D-> SetRenderState (D3DRS_ZENABLE, false disables );<-- buffer .... = Player viewed atraz some object
MinhaPlaca3D-> DrawIndexedPrimitive (Type, BaseVertexIndex, MinVert exIndex, numVertices, startIndex, primCount);
MinhaPlaca3D-> SetRenderState (D3DRS_ZENABLE, true );<-- active buffer = visible when
/ / here can by a cor2 = Green can use color in texture, by byte or pixel shader (I prefer pixel)

Código:
if(WallHack){
MinhaPlaca3D->SetPixelShader(cor.Vermelho );
MinhaPlaca3D->SetRenderState(D3DRS_ZENABLE,false);
MinhaPlaca3D->DrawIndexedPrimitive(Type,BaseVertexIndex,MinVert exIndex,NumVertices,startIndex,primCount);
MinhaPlaca3D->SetRenderState(D3DRS_ZENABLE,true);
MinhaPlaca3D->SetPixelShader(cor.Verde);

this works for any game that is referenced in D3D8 or D3D9 if it has the correct values of Vertices ..

http://img374.imageshack.us/img374/3...3283296vn7.jpg
#1 · 16y ago
Void
Void
Not much of a tutorial if you don't do any explaining. Wrap your code with [ code ][ /code ].
#2 · edited 16y ago · 16y ago
why06
why06
Seems to me it would only work for COD4:

#define Opfor
#define Spetz
etc...
But really the huge defines are messy. Why not just create a seperate data files for the PrimCount and NumVertices and load them up from there.

Another thing... where's the code at that you actually use those huge #defines?

Maybe I'm just a dumbass and don't understand what this means :
Code:
#define Opfor ((NumVertices == 3124 && primCount == 4132) || (NumVertices == 1970 && primCount == 2186) || (NumVertices == 1252 && primCount == 1160) || (NumVertices == 470 && primCount == 352) || (NumVertices == 3531 && primCount == 4526) || (NumVertices == 2188 && primCount == 2386) || (NumVertices == 1325 && primCount == 1194) || (NumVertices == 499 && primCount == 352) || (NumVertices == 2715 && primCount == 3588) || (NumVertices == 1620 && primCount == 1886) || (NumVertices == 943 && primCount == 908) || (NumVertices == 441 && primCount == 308) || (NumVertices == 2816 && primCount == 3642) || (NumVertices == 1773 && primCount == 2022) || (NumVertices == 1150 && primCount == 1086) || (NumVertices == 435 && primCount == 320) || (NumVertices == 250 && primCount == 304) || (NumVertices == 2818 && primCount == 3672) || (NumVertices == 150 && primCount == 142) || (NumVertices == 1715 && primCount == 1950) || (NumVertices == 1101 && primCount == 1066) || (NumVertices == 481 && primCount == 350) )
But Im still pretty sure its poor style...
#3 · 16y ago
~Mafioso~
~Mafioso~
why don't you use [code] makes things much easier to understand. Anyways this is not a tutorial if you don't explain enough. Anyways, thanks.
#4 · 16y ago
crushed
crushed
Don't tell me this is another ''luongoo''. @_@;;
#5 · 16y ago
Hell_Demon
Hell_Demon
*sigh*
His country flag = american
His location = boston
'His' code:
Code:
MinhaPlaca3D-> SetRenderState (D3DRS_ZENABLE, false disables );
MinhaPlaca3D-> DrawIndexedPrimitive (Type, BaseVertexIndex, MinVert exIndex, numVertices, startIndex, primCount);
MinhaPlaca3D-> SetRenderState (D3DRS_ZENABLE, true );

Código:
if(WallHack){
MinhaPlaca3D->SetPixelShader(cor.Vermelho );
MinhaPlaca3D->SetRenderState(D3DRS_ZENABLE,false);
MinhaPlaca3D->DrawIndexedPrimitive(Type,BaseVertexIndex,MinVert exIndex,NumVertices,startIndex,primCount);
MinhaPlaca3D->SetRenderState(D3DRS_ZENABLE,true);
MinhaPlaca3D->SetPixelShader(cor.Verde);
*end of sigh*

spanish code from an american o__O
#6 · 16y ago
zhaoyun333
zhaoyun333
^ DOUBLE POST NOOB

k why06 the defines are a list of the verticies and primcount of a model as part of the character.
#7 · 16y ago
Matrix_NEO006
Matrix_NEO006
make a header file put that in there. then include that header file.
#8 · 16y ago
Hell_Demon
Hell_Demon
BAD ZHAOYUN AND MATRIX! YOU DIDN'T FLAME THE THREAD OWNER *SADFACE*
#9 · 16y ago
falzarex
falzarex
LOL anywayz that's too much numvert and primcount
u could have just used texnum lol
texnum = numVertices*100000 + primcount if I'm not wrong
#10 · 16y ago
XG
XGelite
he prolly just found this somewhere on the Internets 0.0
#11 · 16y ago
LO
lolz_222
It's not spanish, it's portuguese and this code was leeched from a brazilian blog…
#12 · 16y ago
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