WinkHow to make WallHack

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How to make WallHack
Thi is tutorial on how to make wall hack , for PB.


First, we need:
DirectX SDK

Logger textures:

Direct3D StarterKit v3.0b (by Azorbix):

Microsoft Visual Studio

Little knowledge of C + +, D3D - _Google_

Customize D3D
The first thing we establish Microsoft Visual Studio and DirectX SDK

Run the program and go to Tools-> Options-> Projects and Solutions> VC + + Directories


Tab in the Show directories for: Select Include files and add the path to our DirectX SD K to the folder \ Include

Doing the same thing for Library Files (.. \ Lib \ x86), Executable files (.. \)

All we can now otkompilit our Direct3D StarterKit v3.0b

Customize Injector'a:

In main.cpp need to change only 1 line:
Code:

Code:
# Define APP_EXE "target_application.exe" 
Where target_application.exe prescribes the name of your game


For example:

xrEngine.exe, crossfire.exe, pointblank.exe.

Important!

Title. Dll file and the injector should be identical.

How do ordinary vallhak


1. We are looking for a texture that we need using the logger textures.

2. Prescribe them to our Direct3D StarterKit v3.0b in d3d9dev.cpp at the beginning of the file


Example:
Code:

Code:
# Define MyWallhack ((NumVertices == xx & & primCount == xx) | | (NumVertices == xx & & primCount == xx)) 

bool bWallHack = false; 
3. Now go to DrawIndexedPrimitive

and add:
Code:

Code:
if (bWallHack) 
{ 
if (MyWallhack) 
{ 
DWORD dwOldZEnable; 
m_pD3Ddev-> GetRenderState (D3DRS_ZENABLE, & dwOldZEnable); 
m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, D3DZB_FALSE); 
m_pD3Ddev-> DrawIndexedPrimitive (Type, BaseVertexIndex, MinVert exIndex, NumVertices, startIndex, primCount); 
m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, dwOldZEnable); 
} 
} 
4. Come on in and put EndScene vallhak button enable / disable:
Code:

Code:
if (GetAsyncKeyState (VK_NUMPAD1) & 1) 
bWallHack =! bWallHack; 
5. injected, go in the game press NUMPAD 1 and see the result.

How to remove a wall in a game


There is still easier.

On top of the file add:
Code:

Code:
bool bFog = false; 

Code: 

We go into DrawIndexedPrimitive and add this line: 
if (bFog) 
{ 
m_pD3Ddev-> SetRenderState (D3DRS_FOGENABLE, false); 
} 
Now in EndScene
Code:

Code:
if (GetAsyncKeyState (VK_NUMPAD2) & 1) 
bFog =! bFog; 
You're done! When you press the button in the game NUMPAD2, option will be switched on and off.


Now, actually what you need to do to Wallhack worked as desired:
At the very beginning of the code d3d9dev.cpp insert:
Code:

Code:
unsigned int m_Stride;

Next, go to SetStreamSource and put this out there before the return m_pD3Ddev-> SetStreamSource:
Code:

Code:
if (StreamNumber == 0) m_Stride = Stride; 

Now, instead of first lines of code # define MyWallhack ((NumVertices == xx & & primCount == xx) | | (NumVertices == xx & & primCount == xx)) insert the 
Code:

Code:
# Define MyWallhack ((m_Stride == 28)) 
That's it! You'll see other players through walls!
Now, how to make Wallhack'a Chams:
In the early d3d9dev.cpp prescribes:
Code:

Code:
int a = 1; 
Then, after all bool'ov paste this code:
Code:
Code:

LPDIRECT3DTEXTURE9 Pink; 
const BYTE bPink [58] = 
{ 
0x42, 0x4D, 0x3A, 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, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 
0x80, 0x00, 0xFF, 0x00 
}; 
LPDIRECT3DTEXTURE9 Blue; 
const BYTE bBlue [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, 
0xFF, 0x00, 0x00, 0x00, 0x00, 0x00 
}; 
We go into BeginScene () and insert these lines before the return m_pD3Ddev-> BeginScene ();:
Code:

Code:
if (a == 1) 
{ 
D3DXCreateTextureFromFileInMemory (m_pD3Ddev, (LPCVO ID) & bPink, 58, & Pink); 
D3DXCreateTextureFromFileInMemory (m_pD3Ddev, (LPCVO ID) & bBlue, 60, & Blue); 
a = 0; 
} 
Now go to DrawIndexedPrimitive, our volhaku and after the line m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, D3DZB_FALSE); paste this:
Code:

Code:
[COLOR="lime"]m_pD3Ddev-> SetTexture (0, Pink);
And after m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, dwOldZEnable2); this:
Code:


Code:
m_pD3Ddev-> SetTexture (0, Blue);


That's all! Chams is ready! xrEngine.exe dll - it Lieb, who Campiglio from D3D (TatniumD3D.vcproj) Injector - is a program that is injected into the game Lieb (main.cpp / TatniumInjector.vcproj) In general, you should have otkompilino: 1 Lieb, you call TatniumD3D . dll and an EXE file, which call TatniumD3D.exe, lozhesh them side by side (in one folder, do not care where) and run TatniumD3D.exe, click OK, start the game, press 1 for an additional (digital) keyboard, but do not forget to turn on NumLock.
Fix this.
Put the codes in code tags.. You copy and pasted this from somewhere else since "VirusTotal" isn't clickable .. Give credits ..

And nop i didnt to copy this from somewhere els.
thats from my own Wallhack . that i coded few days ago
Why you sensored that link? I cant download and search that file If link has censor.
you not allowed to post link , if i do i get ban .you will have to PM me for link
Do not post outside links to downloads.
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