I copied and pasted my old hacks code and changed the DrawIndexedPrimitive area to the new stride and removed all the primCount but it plain just doesnt show up ingame, not even the crosshair, yet if I load up the D3D9 model logger dll by strife, it works...
Code:
/* Direct3D9 Device */
#include <windows.h>
#include "main.h"
#include "d3d9.h"
#include "stdio.h"
#define D3DHOOK_TEXTURES //comment this to disable texture hooking
#define PI 3.14159265
bool shoot;
bool shootwall;
bool xhair;
bool Chams;
UINT m_Stride;
UINT modelrec;
ID3DXLine *pLine;
LPD3DXFONT pFont;
LPDIRECT3DDEVICE9 pDevice;
IDirect3DPixelShader9* shaderRed;
IDirect3DPixelShader9* shaderBlue;
D3DVIEWPORT9 Viewport;
D3DCOLOR dCIRCLE = D3DCOLOR_ARGB( 255, 0, 255, 0);//green
D3DCOLOR dCIRCLE2 = D3DCOLOR_ARGB( 255, 255, 0, 0);//red
void TriggerBotWall()
{
COLORREF cPixelb;
COLORREF cPixelb2;
HWND d3dhwnd2;
HDC d3ddc2;
d3dhwnd2 = GetForegroundWindow();
d3ddc2 = GetDC(d3dhwnd2);
{
cPixelb = GetPixel( d3ddc2, (Viewport.Width/2)-3, (Viewport.Height/2)-2);
cPixelb2 = GetPixel( d3ddc2, (Viewport.Width/2)+3, (Viewport.Height/2)-2);
// shootAT BLUE Chams (thru walls)
if(GetRValue(cPixelb)<= 100
&& GetGValue(cPixelb)<= 100
&& GetBValue(cPixelb)>= 200
&& GetRValue(cPixelb2)<= 100
&& GetGValue(cPixelb2)<= 100
&& GetBValue(cPixelb2)>= 200)
{
// QUICKSCOPE METHOD - SORT of works
// keybd_event(VK_RCONTROL, 0xA3, KEYEVENTF_EXTENDEDKEY | 0,0);// assign Right CTRL to scope and toggle aim off
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, NULL, NULL); // Simulate click
mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, NULL, NULL);
// keybd_event(VK_RCONTROL, 0xA3, KEYEVENTF_EXTENDEDKEY | KEYEVENTF_KEYUP,0);
//mouse_event(MOUSEEVENTF_ABSOLUTE,((Viewport.Width/2)* (65535/Viewport.Width)),((Viewport.Height/2)-4* (65535/Viewport.Height)), NULL, NULL);
}
} // End X loop
ReleaseDC(d3dhwnd2,d3ddc2);
}
void TriggerBot()
{
COLORREF cPixelr;
COLORREF cPixelr2;
HWND d3dhwnd;
HDC d3ddc;
d3dhwnd = GetForegroundWindow();
d3ddc = GetDC(d3dhwnd);
{
cPixelr = GetPixel( d3ddc, (Viewport.Width/2)-3, (Viewport.Height/2)-2);
cPixelr2 = GetPixel( d3ddc, (Viewport.Width/2)+3, (Viewport.Height/2)-2);
// AIM AT BLUE Chams
//if(GetRValue(cPixel)<= 74
//&& GetGValue(cPixel)<= 74
//&& GetBValue(cPixel)>= 250)
// AIM AT RED Chams
if(GetRValue(cPixelr)>= 220
&& GetGValue(cPixelr)<= 100
&& GetBValue(cPixelr)<= 100
&& GetRValue(cPixelr2)>= 220
&& GetGValue(cPixelr2)<= 100
&& GetBValue(cPixelr2)<= 100)
{
//keybd_event(VK_RCONTROL, 0xA3, KEYEVENTF_EXTENDEDKEY | 0,0);// bad quickscope attempt assign Right CTRL to scope and toggle aim off
//keybd_event(VK_RCONTROL, 0xA3, KEYEVENTF_EXTENDEDKEY | KEYEVENTF_KEYUP,0);mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, NULL, NULL); // Simulate click
mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, NULL, NULL); // Simulate click
mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, NULL, NULL);
//mouse_event(MOUSEEVENTF_ABSOLUTE,((Viewport.Width/2)* (65535/Viewport.Width)),((Viewport.Height/2)* (65535/Viewport.Height)), NULL, NULL);
//mouse_event(MOUSEEVENTF_ABSOLUTE,((Viewport.Width/2)* (65535/Viewport.Width)),((Viewport.Height/2+2)* (65535/Viewport.Height)), NULL, NULL);
//mouse_event(MOUSEEVENTF_ABSOLUTE,(Viewport.Width/2)+4,(Viewport.Height/2)-4, NULL, NULL);
//mouse_event(MOUSEEVENTF_ABSOLUTE,(Viewport.Width/2)-4,(Viewport.Height/2)+4, NULL, NULL);
//mouse_event(MOUSEEVENTF_ABSOLUTE,(Viewport.Width/2),(Viewport.Height/2)-4, NULL, NULL);
//mouse_event(MOUSEEVENTF_MOVE,0,20,0,0);
//mouse_event(MOUSEEVENTF_MOVE,20,-20,0,0);
//mouse_event(MOUSEEVENTF_MOVE,-20,20,0,0);
//mouse_event(MOUSEEVENTF_MOVE,-20,-20,0,0);
//mouse_event(MOUSEEVENTF_MOVE,20,20,0,0);
//mouse_event(MOUSEEVENTF_MOVE,0,-20,0,0)
}
}
ReleaseDC(d3dhwnd,d3ddc);
} // End X loop
//void DrawCircle(int X, int Y, int radius, int numSides, DWORD Color)
//{
// D3DXVECTOR2 Line[128];
// float Step = PI * 2.0 / numSides;
// int Count = 0;
// for (float a=0; a < PI*2.0; a += Step)
// {
// float X1 = radius * cos(a) + X;
// float Y1 = radius * sin(a) + Y;
// float X2 = radius * cos(a+Step) + X;
// float Y2 = radius * sin(a+Step) + Y;
// Line[Count].x = X1;
// Line[Count].y = Y1;
// Line[Count+1].x = X2;
// Line[Count+1].y = Y2;
// Count += 2;
// }
// pLine->Begin();
// pLine->Draw(Line,Count,Color);
// pLine->End();
// pLine->Release();
//}
HRESULT GenerateShader(IDirect3DDevice9 *pD3Ddev, IDirect3DPixelShader9 **pShader, float r, float g, float b, float a)
{
char szShader[256];
ID3DXBuffer *pShaderBuf = NULL;
sprintf_s (szShader, "ps_2_0\ndef c0, %f, %f, %f, %f\nmov oC0, c0", r, g, b, a);
D3DXAssembleShader(szShader, sizeof(szShader), NULL, NULL, 0, &pShaderBuf, NULL);
if(FAILED(pD3Ddev->CreatePixelShader((const DWORD*)pShaderBuf->GetBufferPointer(), pShader)))
return E_FAIL;
return S_OK;
}
HRESULT CD3DManager::Initialize()
{
/*
initialize Resources such as textures
(managed and unmanaged [D3DPOOL]),
vertex buffers, and other D3D rendering resources
...
m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
*/
GenerateShader(m_pD3Ddev, &shaderRed, 255, 0, 0, 255);
GenerateShader(m_pD3Ddev, &shaderBlue, 0, 0, 255, 255);
return S_OK;
}
HRESULT CD3DManager::PreReset()
{
/*
release all UNMANAGED [D3DPOOL_DEFAULT]
textures, vertex buffers, and other
volitile resources
...
_SAFE_RELEASE(m_pD3Dtexture);
*/
return S_OK;
}
HRESULT CD3DManager::PostReset()
{
/*
re-initialize all UNMANAGED [D3DPOOL_DEFAULT]
textures, vertex buffers, and other volitile
resources
...
m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
*/
GenerateShader(m_pD3Ddev, &shaderRed, 255, 0, 0, 255);
GenerateShader(m_pD3Ddev, &shaderBlue, 0, 0, 255, 255);
return S_OK;
}
HRESULT CD3DManager::Release()
{
/*
Release all textures, vertex buffers, and
other resources
...
_SAFE_RELEASE(m_pD3Dtexture);
*/
return S_OK;
}
//-----------------------------------------------------------------------------
HRESULT APIENTRY hkIDirect3DDevice9::QueryInterface(REFIID riid, LPVOID *ppvObj)
{
return m_pD3Ddev->QueryInterface(riid, ppvObj);
}
ULONG APIENTRY hkIDirect3DDevice9::AddRef()
{
m_refCount++;
return m_pD3Ddev->AddRef();
}
HRESULT APIENTRY hkIDirect3DDevice9::BeginScene()
{
m_pD3Ddev->GetViewport(&Viewport);
if (GetAsyncKeyState(VK_INSERT)&1)
{
Chams = !Chams;
}
if (GetAsyncKeyState(VK_HOME)&1)
{
xhair = !xhair;
}
if (GetAsyncKeyState(VK_DELETE)&1)
{
shoot = !shoot;
}
if (GetAsyncKeyState(VK_END)&1)
{
shootwall = !shootwall;
}
return m_pD3Ddev->BeginScene();
}
HRESULT APIENTRY hkIDirect3DDevice9::BeginStateBlock()
{
return m_pD3Ddev->BeginStateBlock();
}
HRESULT APIENTRY hkIDirect3DDevice9::Clear(DWORD Count, CONST D3DRECT *pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil)
{
return m_pD3Ddev->Clear(Count, pRects, Flags, Color, Z, Stencil);
}
HRESULT APIENTRY hkIDirect3DDevice9::ColorFill(IDirect3DSurface9* pSurface,CONST RECT* pRect, D3DCOLOR color)
{
return m_pD3Ddev->ColorFill(pSurface,pRect,color);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *pPresentationParameters, IDirect3DSwapChain9 **ppSwapChain)
{
return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParameters, ppSwapChain);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateDepthStencilSurface(Width, Height, Format, MultiSample, MultisampleQuality,Discard,ppSurface, pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateOffscreenPlainSurface(Width,Height,Format,Pool,ppSurface,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader)
{
return m_pD3Ddev->CreatePixelShader(pFunction, ppShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery)
{
if (m_Stride = 36)
{
if( Type == D3DQUERYTYPE_OCCLUSION )
{
Type = D3DQUERYTYPE_TIMESTAMP;
}
}
return m_pD3Ddev->CreateQuery(Type,ppQuery);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateRenderTarget(Width, Height, Format, MultiSample,MultisampleQuality, Lockable, ppSurface,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateStateBlock(D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB)
{
return m_pD3Ddev->CreateStateBlock(Type, ppSB);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle)
{
HRESULT ret = m_pD3Ddev->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture, pSharedHandle);
#ifdef D3DHOOK_TEXTURES
if(ret == D3D_OK) { new hkIDirect3DTexture9(ppTexture, this, Width, Height, Format); }
#endif
return ret;
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl)
{
return m_pD3Ddev->CreateVertexDeclaration(pVertexElements,ppDecl);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader)
{
return m_pD3Ddev->CreateVertexShader(pFunction, ppShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::DeletePatch(UINT Handle)
{
return m_pD3Ddev->DeletePatch(Handle);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawIndexedPrimitive(D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
if (Chams)
{
if ((m_Stride == 36))
{
m_pD3Ddev->SetRenderState( D3DRS_ZENABLE,false );
m_pD3Ddev->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
m_pD3Ddev->SetTexture( 0, NULL);
m_pD3Ddev->SetPixelShader( NULL );
m_pD3Ddev->SetPixelShader( shaderBlue );
m_pD3Ddev->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
m_pD3Ddev->SetRenderState( D3DRS_ZENABLE, true );
m_pD3Ddev->SetRenderState( D3DRS_FILLMODE,D3DFILL_SOLID );
m_pD3Ddev->SetTexture( 0, NULL );
m_pD3Ddev->SetTexture(0, NULL );
m_pD3Ddev->SetPixelShader( NULL );
m_pD3Ddev->SetPixelShader( shaderRed );
}
}
return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinIndex, UINT NumVertices, UINT PrimitiveCount, CONST void *pIndexData, D3DFORMAT IndexDataFormat, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
return m_pD3Ddev->DrawIndexedPrimitiveUP(PrimitiveType, MinIndex, NumVertices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount)
{
return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawRectPatch(UINT Handle, CONST float *pNumSegs, CONST D3DRECTPATCH_INFO *pRectPatchInfo)
{
return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawTriPatch(UINT Handle, CONST float *pNumSegs, CONST D3DTRIPATCH_INFO *pTriPatchInfo)
{
return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);
}
HRESULT APIENTRY hkIDirect3DDevice9::EndScene()
{
GenerateShader(m_pD3Ddev, &shaderRed, 255, 0, 0, 255);
GenerateShader(m_pD3Ddev, &shaderBlue, 0, 0, 255, 255);
if (shoot)
{
TriggerBot();
}
if (shootwall)
{
TriggerBotWall();
}
if(xhair)
{
D3DRECT aimdot3 = {(Viewport.Width/2)-1,(Viewport.Height/2)-2, (Viewport.Width/2)+1,(Viewport.Height/2)};
m_pD3Ddev->Clear(1, &aimdot3, D3DCLEAR_TARGET,dCIRCLE2, 0, 0);
}
return m_pD3Ddev->EndScene();
}
HRESULT APIENTRY hkIDirect3DDevice9::EndStateBlock(IDirect3DStateBlock9** ppSB)
{
return m_pD3Ddev->EndStateBlock(ppSB);
}
HRESULT APIENTRY hkIDirect3DDevice9::EvictManagedResources()
{
return m_pD3Ddev->EvictManagedResources();
}
UINT APIENTRY hkIDirect3DDevice9::GetAvailableTextureMem()
{
return m_pD3Ddev->GetAvailableTextureMem();
}
HRESULT APIENTRY hkIDirect3DDevice9::GetBackBuffer(UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer)
{
return m_pD3Ddev->GetBackBuffer(iSwapChain,iBackBuffer, Type, ppBackBuffer);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetClipPlane(DWORD Index, float *pPlane)
{
return m_pD3Ddev->GetClipPlane(Index, pPlane);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetClipStatus(D3DCLIPSTATUS9 *pClipStatus)
{
return m_pD3Ddev->GetClipStatus(pClipStatus);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters)
{
return m_pD3Ddev->GetCreationParameters(pParameters);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetCurrentTexturePalette(UINT *pPaletteNumber)
{
return m_pD3Ddev->GetCurrentTexturePalette(pPaletteNumber);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetDepthStencilSurface(IDirect3DSurface9 **ppZStencilSurface)
{
return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetDeviceCaps(D3DCAPS9 *pCaps)
{
return m_pD3Ddev->GetDeviceCaps(pCaps);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetDirect3D(IDirect3D9 **ppD3D9)
{
HRESULT hRet = m_pD3Ddev->GetDirect3D(ppD3D9);
if( SUCCEEDED(hRet) )
*ppD3D9 = m_pD3Dint;
return hRet;
}
HRESULT APIENTRY hkIDirect3DDevice9::GetDisplayMode(UINT iSwapChain,D3DDISPLAYMODE* pMode)
{
return m_pD3Ddev->GetDisplayMode(iSwapChain,pMode);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface)
{
return m_pD3Ddev->GetFrontBufferData(iSwapChain,pDestSurface);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetFVF(DWORD* pFVF)
{
return m_pD3Ddev->GetFVF(pFVF);
}
void APIENTRY hkIDirect3DDevice9::GetGammaRamp(UINT iSwapChain,D3DGAMMARAMP* pRamp)
{
m_pD3Ddev->GetGammaRamp(iSwapChain,pRamp);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetIndices(IDirect3DIndexBuffer9** ppIndexData)
{
return m_pD3Ddev->GetIndices(ppIndexData);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetLight(DWORD Index, D3DLIGHT9 *pLight)
{
return m_pD3Ddev->GetLight(Index, pLight);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetLightEnable(DWORD Index, BOOL *pEnable)
{
return m_pD3Ddev->GetLightEnable(Index, pEnable);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetMaterial(D3DMATERIAL9 *pMaterial)
{
return m_pD3Ddev->GetMaterial(pMaterial);
}
float APIENTRY hkIDirect3DDevice9::GetNPatchMode()
{
return m_pD3Ddev->GetNPatchMode();
}
unsigned int APIENTRY hkIDirect3DDevice9::GetNumberOfSwapChains()
{
return m_pD3Ddev->GetNumberOfSwapChains();
}
HRESULT APIENTRY hkIDirect3DDevice9::GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY *pEntries)
{
return m_pD3Ddev->GetPaletteEntries(PaletteNumber, pEntries);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShader(IDirect3DPixelShader9** ppShader)
{
return m_pD3Ddev->GetPixelShader(ppShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount)
{
return m_pD3Ddev->GetPixelShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->GetPixelShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->GetPixelShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetRasterStatus(UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus)
{
return m_pD3Ddev->GetRasterStatus(iSwapChain,pRasterStatus);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetRenderState(D3DRENDERSTATETYPE State, DWORD *pValue)
{
return m_pD3Ddev->GetRenderState(State, pValue);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget)
{
return m_pD3Ddev->GetRenderTarget(RenderTargetIndex,ppRenderTarget);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface)
{
return m_pD3Ddev->GetRenderTargetData(pRenderTarget,pDestSurface);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue)
{
return m_pD3Ddev->GetSamplerState(Sampler,Type,pValue);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetScissorRect(RECT* pRect)
{
return m_pD3Ddev->GetScissorRect(pRect);
}
BOOL APIENTRY hkIDirect3DDevice9::GetSoftwareVertexProcessing()
{
return m_pD3Ddev->GetSoftwareVertexProcessing();
}
HRESULT APIENTRY hkIDirect3DDevice9::GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* OffsetInBytes,UINT* pStride)
{
return m_pD3Ddev->GetStreamSource(StreamNumber, ppStreamData,OffsetInBytes, pStride);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetStreamSourceFreq(UINT StreamNumber,UINT* Divider)
{
return m_pD3Ddev->GetStreamSourceFreq(StreamNumber,Divider);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetSwapChain(UINT iSwapChain,IDirect3DSwapChain9** pSwapChain)
{
return m_pD3Ddev->GetSwapChain(iSwapChain,pSwapChain);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetTexture(DWORD Stage, IDirect3DBaseTexture9 **ppTexture)
{
return m_pD3Ddev->GetTexture(Stage, ppTexture);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD *pValue)
{
return m_pD3Ddev->GetTextureStageState(Stage, Type, pValue);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetTransform(D3DTRANSFORMSTATETYPE State, D3DMATRIX *pMatrix)
{
return m_pD3Ddev->GetTransform(State, pMatrix);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl)
{
return m_pD3Ddev->GetVertexDeclaration(ppDecl);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShader(IDirect3DVertexShader9** ppShader)
{
return m_pD3Ddev->GetVertexShader(ppShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount)
{
return m_pD3Ddev->GetVertexShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->GetVertexShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->GetVertexShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetViewport(D3DVIEWPORT9 *pViewport)
{
return m_pD3Ddev->GetViewport(pViewport);
}
HRESULT APIENTRY hkIDirect3DDevice9::LightEnable(DWORD LightIndex, BOOL bEnable)
{
return m_pD3Ddev->LightEnable(LightIndex, bEnable);
}
HRESULT APIENTRY hkIDirect3DDevice9::MultiplyTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix)
{
return m_pD3Ddev->MultiplyTransform(State, pMatrix);
}
HRESULT APIENTRY hkIDirect3DDevice9::Present(CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion)
{
return m_pD3Ddev->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
HRESULT APIENTRY hkIDirect3DDevice9::ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags)
{
return m_pD3Ddev->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer,pVertexDecl, Flags);
}
ULONG APIENTRY hkIDirect3DDevice9::Release()
{
if( --m_refCount == 0 )
m_pManager->Release();
return m_pD3Ddev->Release();
}
HRESULT APIENTRY hkIDirect3DDevice9::Reset(D3DPRESENT_PARAMETERS *pPresentationParameters)
{
m_pManager->PreReset();
HRESULT hRet = m_pD3Ddev->Reset(pPresentationParameters);
if( SUCCEEDED(hRet) )
{
m_PresentParam = *pPresentationParameters;
m_pManager->PostReset();
}
return hRet;
}
HRESULT APIENTRY hkIDirect3DDevice9::SetClipPlane(DWORD Index, CONST float *pPlane)
{
return m_pD3Ddev->SetClipPlane(Index, pPlane);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetClipStatus(CONST D3DCLIPSTATUS9 *pClipStatus)
{
return m_pD3Ddev->SetClipStatus(pClipStatus);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetCurrentTexturePalette(UINT PaletteNumber)
{
return m_pD3Ddev->SetCurrentTexturePalette(PaletteNumber);
}
void APIENTRY hkIDirect3DDevice9::SetCursorPosition(int X, int Y, DWORD Flags)
{
m_pD3Ddev->SetCursorPosition(X, Y, Flags);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetCursorProperties(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9 *pCursorBitmap)
{
return m_pD3Ddev->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil)
{
return m_pD3Ddev->SetDepthStencilSurface(pNewZStencil);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetDialogBoxMode(BOOL bEnableDialogs)
{
return m_pD3Ddev->SetDialogBoxMode(bEnableDialogs);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetFVF(DWORD FVF)
{
return m_pD3Ddev->SetFVF(FVF);
}
void APIENTRY hkIDirect3DDevice9::SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp)
{
m_pD3Ddev->SetGammaRamp(iSwapChain,Flags, pRamp);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetIndices(IDirect3DIndexBuffer9* pIndexData)
{
return m_pD3Ddev->SetIndices(pIndexData);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetLight(DWORD Index, CONST D3DLIGHT9 *pLight)
{
return m_pD3Ddev->SetLight(Index, pLight);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetMaterial(CONST D3DMATERIAL9 *pMaterial)
{
return m_pD3Ddev->SetMaterial(pMaterial);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetNPatchMode(float nSegments)
{
return m_pD3Ddev->SetNPatchMode(nSegments);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetPaletteEntries(UINT PaletteNumber, CONST PALETTEENTRY *pEntries)
{
return m_pD3Ddev->SetPaletteEntries(PaletteNumber, pEntries);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShader(IDirect3DPixelShader9* pShader)
{
return m_pD3Ddev->SetPixelShader(pShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount)
{
return m_pD3Ddev->SetPixelShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->SetPixelShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->SetPixelShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
{
return m_pD3Ddev->SetRenderState(State, Value);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget)
{
return m_pD3Ddev->SetRenderTarget(RenderTargetIndex,pRenderTarget);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value)
{
return m_pD3Ddev->SetSamplerState(Sampler,Type,Value);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetScissorRect(CONST RECT* pRect)
{
return m_pD3Ddev->SetScissorRect(pRect);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetSoftwareVertexProcessing(BOOL bSoftware)
{
return m_pD3Ddev->SetSoftwareVertexProcessing(bSoftware);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride)
{
if( StreamNumber == 0 )
{
m_Stride = Stride;
}
return m_pD3Ddev->SetStreamSource(StreamNumber, pStreamData,OffsetInBytes, Stride);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetStreamSourceFreq(UINT StreamNumber,UINT Divider)
{
return m_pD3Ddev->SetStreamSourceFreq(StreamNumber,Divider);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture)
{
#ifdef D3DHOOK_TEXTURES
IDirect3DDevice9 *dev = NULL;
if(pTexture != NULL && ((hkIDirect3DTexture9*)(pTexture))->GetDevice(&dev) == D3D_OK)
{
if(dev == this)
return m_pD3Ddev->SetTexture(Stage, ((hkIDirect3DTexture9*)(pTexture))->m_D3Dtex);
}
#endif
return m_pD3Ddev->SetTexture(Stage, pTexture);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
{
return m_pD3Ddev->SetTextureStageState(Stage, Type, Value);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix)
{
return m_pD3Ddev->SetTransform(State, pMatrix);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl)
{
return m_pD3Ddev->SetVertexDeclaration(pDecl);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShader(IDirect3DVertexShader9* pShader)
{
return m_pD3Ddev->SetVertexShader(pShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount)
{
return m_pD3Ddev->SetVertexShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->SetVertexShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->SetVertexShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetViewport(CONST D3DVIEWPORT9 *pViewport)
{
return m_pD3Ddev->SetViewport(pViewport);
}
BOOL APIENTRY hkIDirect3DDevice9::ShowCursor(BOOL bShow)
{
return m_pD3Ddev->ShowCursor(bShow);
}
HRESULT APIENTRY hkIDirect3DDevice9::StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter)
{
return m_pD3Ddev->StretchRect(pSourceSurface,pSourceRect,pDestSurface,pDestRect,Filter);
}
HRESULT APIENTRY hkIDirect3DDevice9::TestCooperativeLevel()
{
return m_pD3Ddev->TestCooperativeLevel();
}
HRESULT APIENTRY hkIDirect3DDevice9::UpdateSurface(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint)
{
return m_pD3Ddev->UpdateSurface(pSourceSurface,pSourceRect,pDestinationSurface,pDestPoint);
}
HRESULT APIENTRY hkIDirect3DDevice9::UpdateTexture(IDirect3DBaseTexture9 *pSourceTexture, IDirect3DBaseTexture9 *pDestinationTexture)
{
return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture);
}
HRESULT APIENTRY hkIDirect3DDevice9::ValidateDevice(DWORD *pNumPasses)
{
return m_pD3Ddev->ValidateDevice(pNumPasses);
}
EVEN with all the DIP code removed and replaced with the most simple zbuffer disable code, it still doesnt work... and I even tried matching the source code of strife's model logger (the DIP area) and nothing... this is starting to bug me BECAUSE THE MODEL LOGGER WORKS!
Update: Im downloading an older version of the DirectX SDK in hopes that thats the problem (was using feb '10 but now downloading the suggested summer 2004 version)
Update: old code still didnt work... however I managed to compile the source code for the model logger, and add the Occlusion exploit but now for some reason my game has no sound... so Im thinking thats the game bugged and not the fault of the hacks.