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Home › Forum › MultiPlayer Game Hacks & Cheats › Other Semi-Popular First Person Shooter Hacks › Alliance of Valiant Arms (AVA) Hacks & Cheats › Alliance of Valiant Arms (AVA) Coding / Source Code › [Kinda Release]AVA Chams Source Code

[Kinda Release]AVA Chams Source Code

Posts 1–15 of 15 · Page 1 of 1
noleash
noleash
[Kinda Release]AVA Chams Source Code
Hey guys, I found this in another forum, and I was wondering if it can be used, it might be detected/patched cuz this is from 10-22-2009... I hope I can help some coders, and if someone knows how to code this, please tell me, I wanna learn

Source Code:
Code:
//=====================================================================================

// Credz to CallMeEclipse

#include <windows.h>

#include <d3d9.h>
#pragma comment(lib, "d3d9.lib")

#include <d3dx9.h>
#pragma comment(lib, "d3dx9.lib")
#include <time.h>
#include <stdlib.h>
#include <fstream>
#include <vector>    
#include <D3dx9tex.h>
#include <stdio.h> 
#include <time.h>
#include <tchar.h>
#include <iostream>
#pragma warning(disable:4996)//to disable the sprintf warning in VC++ 2008
//-----------//
bool fCall = true;
bool Chams = false;
IDirect3DPixelShader9 *Front,
                      *Back;
//----------//




HRESULT CreateMyShader(IDirect3DPixelShader9 **pShader, IDirect3DDevice9 *Device, float red, float green, float blue, float alpha )
{
    ID3DXBuffer *MyBuffer = NULL;
    char MyShader[ 256 ];
    sprintf( MyShader, "ps.1.1\ndef c0, %f, %f, %f, %f\nmov r0,c0", red/255, green/255, blue/255, alpha/255 );
    D3DXAssembleShader( MyShader, sizeof( MyShader ), NULL, NULL, 0, &MyBuffer , NULL );
    if( FAILED( Device->CreatePixelShader((const DWORD*)MyBuffer ->GetBufferPointer(), pShader)) )return E_FAIL;
    return S_OK;
}

//=====================================================================================

typedef HRESULT (WINAPI* CreateDevice_Prototype)        (LPDIRECT3D9, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE9*);
typedef HRESULT (WINAPI* Reset_Prototype)               (LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS*);
typedef HRESULT (WINAPI* EndScene_Prototype)            (LPDIRECT3DDEVICE9);
typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);

CreateDevice_Prototype         CreateDevice_Pointer         = NULL;
Reset_Prototype                Reset_Pointer                = NULL;
EndScene_Prototype             EndScene_Pointer             = NULL;
DrawIndexedPrimitive_Prototype DrawIndexedPrimitive_Pointer = NULL;

HRESULT WINAPI Direct3DCreate9_VMTable    (VOID);
HRESULT WINAPI CreateDevice_Detour        (LPDIRECT3D9, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE9*);
HRESULT WINAPI Reset_Detour               (LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS*);
HRESULT WINAPI EndScene_Detour            (LPDIRECT3DDEVICE9);
HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);

DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtensionRepatching(LPVOID);
PDWORD Direct3D_VMTable = NULL;

//=====================================================================================

BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved)
{
  if(dwReason == DLL_PROCESS_ATTACH)
  {
    DisableThreadLibraryCalls(hinstModule);

    if(Direct3DCreate9_VMTable() == D3D_OK)
    return TRUE;
  }

  return FALSE;
}

//=====================================================================================

HRESULT WINAPI Direct3DCreate9_VMTable(VOID)
{
  LPDIRECT3D9 Direct3D_Object = Direct3DCreate9(D3D_SDK_VERSION);

  if(Direct3D_Object == NULL)
  return D3DERR_INVALIDCALL;
  
  Direct3D_VMTable = (PDWORD)*(PDWORD)Direct3D_Object;
  Direct3D_Object->Release();

  DWORD dwProtect;

  if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
  {
    *(PDWORD)&CreateDevice_Pointer = Direct3D_VMTable[16];
    *(PDWORD)&Direct3D_VMTable[16] = (DWORD)CreateDevice_Detour;

    if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), dwProtect, &dwProtect) == 0)
    return D3DERR_INVALIDCALL;
  }
  else
  return D3DERR_INVALIDCALL;

  return D3D_OK;
}

//=====================================================================================

HRESULT WINAPI CreateDevice_Detour(LPDIRECT3D9 Direct3D_Object, UINT Adapter, D3DDEVTYPE DeviceType, HWND FocusWindow, 
                    DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* PresentationParameters, 
                    LPDIRECT3DDEVICE9* Returned_Device_Interface)
{
  HRESULT Returned_Result = CreateDevice_Pointer(Direct3D_Object, Adapter, DeviceType, FocusWindow, BehaviorFlags, 
                                              PresentationParameters, Returned_Device_Interface);
   
  DWORD dwProtect;

  if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
  {
    *(PDWORD)&Direct3D_VMTable[16] = *(PDWORD)&CreateDevice_Pointer;
    CreateDevice_Pointer           = NULL;

    if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), dwProtect, &dwProtect) == 0)
    return D3DERR_INVALIDCALL;
  }
  else
  return D3DERR_INVALIDCALL;

  if(Returned_Result == D3D_OK)
  {
    Direct3D_VMTable = (PDWORD)*(PDWORD)*Returned_Device_Interface;

    *(PDWORD)&Reset_Pointer                = (DWORD)Direct3D_VMTable[16];
    *(PDWORD)&EndScene_Pointer             = (DWORD)Direct3D_VMTable[42];
    *(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable[82];

    if(CreateThread(NULL, 0, VirtualMethodTableRepatchingLoopToCounterExtensionRepatching, NULL, 0, NULL) == NULL)
    return D3DERR_INVALIDCALL;
  }
    
  return Returned_Result;
}

//=====================================================================================

HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters)
{
  return Reset_Pointer(Device_Interface, PresentationParameters);
}

//=====================================================================================

HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)
{
  return EndScene_Pointer(Device_Interface);
}

//=====================================================================================

HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type, INT BaseIndex, 
                                           UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{
  LPDIRECT3DVERTEXBUFFER9 Stream_Data;
  UINT Offset = 0;
  UINT Stride = 0;

  if(Device_Interface->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK)
  Stream_Data->Release();

  if(fCall)
  {
  CreateMyShader( &Front, Device_Interface,    255,     0,   0,   255 );
  CreateMyShader( &Back,  Device_Interface,    255,   255,   0,   255 );
  fCall = false;
  }

  if ( GetAsyncKeyState ( VK_NUMPAD1 ) &1 )
    {
         Chams = !Chams;
    }  

  if(Chams && (Stride == 32 && StartIndex == 0))
  {
        DWORD dwOldZEnable = D3DZB_TRUE; 
        Device_Interface->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable); 
        Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
        Device_Interface->SetPixelShader( Front );
        DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
        Device_Interface->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
        Device_Interface->SetPixelShader( Back );
  }

  return DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}

//=====================================================================================

DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtensionRepatching(LPVOID Param)
{
  UNREFERENCED_PARAMETER(Param); 

  while(1)
  {
    Sleep(100);

    *(PDWORD)&Direct3D_VMTable[42] = (DWORD)EndScene_Detour;
    *(PDWORD)&Direct3D_VMTable[82] = (DWORD)DrawIndexedPrimitive_Detour;
    *(PDWORD)&Direct3D_VMTable[16] = (DWORD)Reset_Detour;
  }

  return 1;
}

//=====================================================================================
#1 · 16y ago
/B
/b/oss
thanks for sharing base. but it would be better if you would upload whole project... im thinking to do that.. +1
#2 · 16y ago
Skyline.
Skyline.
wow if only i could understand this technical coding, nice find
#3 · 16y ago
/B
/b/oss
Quote Originally Posted by toobanooba View Post
wow if only i could understand this technical coding, nice find
XoaX.net Video Tutorials go go go!!
#4 · 16y ago
noleash
noleash
Quote Originally Posted by m_t_h View Post
thanks for sharing base. but it would be better if you would upload whole project... im thinking to do that.. +1
Sorry bro, I just found this source code, I don't even know how to work with it, that's why I wanted someone to help me or teach me how to code this...
#5 · 16y ago
/B
/b/oss
well, thanks, but this is only base
#6 · 16y ago
noleash
noleash
Ok no problem, but when you learn how to make it work tell me
#7 · 16y ago
Phantazy
Phantazy
we kinda need a ban hammer in AVA section ... for newphags like this ........ leecher + bumper + beggar = can't be worse
#8 · 16y ago
/B
/b/oss
Quote Originally Posted by flamesdevil View Post
we kinda need a ban hammer in AVA section ... for newphags like this ........ leecher + bumper + beggar = can't be worse
dave said i'll get it when AVA section will be more active
#9 · edited 15y ago · 16y ago
Orteez
Orteez
Hey I'm in programming class and I know what 2/3 that shit means and stands for =D
#10 · 16y ago
PR
protyke
I actually have CallMeEclipse's AVA hack on my computer. I could upload the files but I don't want people being like "OMG HAX CAUSE HIS LOW POST COUNT"..

Scan if you think you need to, I didn't touch the file since I've downloaded it so on none of my part is there "viruses". My avast didn't pick it up either.


I attached the file to this post.



Enjoy Let me know if you get it tweaked to work with the new version of AVA or if it was to any help at all.
#11 · edited 15y ago · 15y ago
ZI
zigi
What i need to do with the hacck?
#12 · 15y ago
ZO
Zogolor
from the source code at the beginning of this thread. my compiler found an error in ID3DXBuffer *MyBuffer = NULL; but i cannot figure out why. any help? compiler is Dev-C++
#13 · 15y ago
/B
/b/oss
Provide 2 virusscans so i can approve it.

thanks
#14 · 15y ago
Alen
Alen
Quote Originally Posted by protyke View Post
Scan if you think you need to
I think he made it clear /
#15 · 15y ago
Posts 1–15 of 15 · Page 1 of 1

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