
Originally Posted by
ShadowPwnz
I think I understand, I should take the original d3dx9_35.dll, find a way to recode it, and make it inject my file? If so, how would I go about recoding d3dx9_35.dll without destroying essential data? And also, is the absolute only problem with gellin's base the injection technique? Because right now the game ends after loading screen.
You don't exactly recode it.
You still keep the functions and such.
here, try this:
Simplified Wrapper and Interface Generator
If you can't figure this out then maybe you
should learn a little more about coding
before you get into this.
Also, Maybe try using a different base,
if you are serious about coding create your
own.
I'll help you out a bit here's a bit of mine:
Code:
#include "Required.h"
namespace CA
{
int Drawing::curX;
int Drawing::curY;
Color Drawing::CurColor;
vgui::HFont Drawing::hCurFont;
void Drawing::Init()
{
hCurFont = EngineInterface::m_pSurface->CreateFont();
EngineInterface::m_pSurface->SetFontGlyphSet( hCurFont, "Tahoma", 12, 450, 0, 0, 0x200 );
}
void Drawing::DrawESPText(const std::string& Text)
{
DrawString( curX, curY, CurColor, Text );
curY += 12;
}
void Drawing::BeginESPDraw(int x, int y, Color color)
{
curX = x;
curY = y;
CurColor = color;
}
That should get you started