Code for Wallhacking

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Code for Wallhacking
This is the Code for Wallhack *Making* .. yes title is wrong NO CREDITS ME ;D U NEED
D3D FOR THIS


Code:
//**Color**//
HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
{
if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) )
return E_FAIL;

WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
|(WORD)(((colour32>>20)&0xF)<<8)
|(WORD)(((colour32>>12)&0xF)<<4)
|(WORD)(((colour32>>4)&0xF)<<0);

D3DLOCKED_RECT d3dlr;
(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
WORD *pDst16 = (WORD*)d3dlr.pBits;

for(int xy=0; xy < 8*8; xy++)
*pDst16++ = colour16;

(*ppD3Dtex)->UnlockRect(0);

return S_OK;
}

struct pixels
{
IDirect3DTexture9 *pBlue, *pRed, *pPurple, *pOrange, *pWhite, *pGreen, *pYellow, *pPink,*pCyan,*pBlack;
}; pixels pi;

#define pchamp( x, b, f )
if( x )
{
YourDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
YourDevice->SetRenderState( D3DRS_ZFUNC, D3DCMP_NEVER );
YourDevice->SetTexture( 0, NULL );
YourDevice->SetTexture( 0, f );
YourDevice->DrawIndexedPrimitive( Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount );
YourDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
YourDevice->SetRenderState( D3DRS_ZFUNC,D3DCMP_LESSEQUAL );
YourDevice->SetTexture( 0, b );
YourDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
return YourDevice->DrawIndexedPrimitive( Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount );
}
//**//
EndScene
Code:
int color = true;
if(color)
{
GenerateTexture(YourDevice,&pi.pRed, D3DCOLOR_ARGB(255,255,0,0 ));
GenerateTexture(YourDevice,&pi.pCyan, D3DCOLOR_ARGB(255,0,255,255 ));
GenerateTexture(YourDevice,&pi.pYellow, D3DCOLOR_ARGB(255,255,255,0 ));
GenerateTexture(YourDevice,&pi.pBlue, D3DCOLOR_ARGB(255,0,0,255 ));
GenerateTexture(YourDevice,&pi.pGreen, D3DCOLOR_ARGB(255,0,255,0 ));
GenerateTexture(YourDevice,&pi.pOrange, D3DCOLOR_ARGB(255,255,165,0 ));
GenerateTexture(YourDevice,&pi.pPurple, D3DCOLOR_ARGB(255,160,32,240 ));
GenerateTexture(YourDevice,&pi.pWhite, D3DCOLOR_ARGB(255,255,255,255 ));
GenerateTexture(YourDevice,&pi.pPink, D3DCOLOR_ARGB(255,255,105,180 ));
GenerateTexture(YourDevice,&pi.pBlack, D3DCOLOR_ARGB(255,0,0,0 ));
color = false;
}
DrawIndexedPrimitive()
Code:
if(chams)
{
pchamp(m_Stride == 44,pi.pBlue,pi.pGreen);
}
How many times will somebody copy paste this hoping to get good feed back or a completed dll.....
Quote Originally Posted by Rickyrudy View Post
How many times will somebody copy paste this hoping to get good feed back or a completed dll.....
WOW im sry for trying help the coders MY BAD maybe i should make bigger letters that says no credits for me!
>.> its 3/4 pages back if they wanted to they could skip through i didn't have to read any part of that as it is an exact replica to that on the third page >.>
Seriously, I doubt YOU even know how to use this. Stop reposting this shit anyway, most people don't know how to use it, and the people that do already have their own.

Srsly gtfo .
Quote Originally Posted by gbitz View Post
Seriously, I doubt YOU even know how to use this. Stop reposting this shit anyway, most people don't know how to use it, and the people that do already have their own.

Srsly gtfo .
thats the reason i said i couldnt L2read moron?
I fiddled with this and fail so much xD O.O
Just wondering, Is this patched?

And do i have permission to use it?

Cuz ive been working on something for a while now and would really like to import d3d into it

just so you guys know CA uses d3d9 not 8.
Just so you know, before you can inject this properly, you need to disable Hackshield, or else it fucks up .
Quote Originally Posted by gbitz View Post
Just so you know, before you can inject this properly, you need to disable Hackshield, or else it fucks up .
Yeah, I've been reading on it and such. Even have my own private trainer. The thing i dont understand is that after i disable HackShield. I get kicked from server or dont load at all. lol
Lol its public its all yours >.>

Edit : O jee i already have enough problems not knowing C++ >.> after getting this to compile theres more problems great :3
Because you can't just 'disable it'. What I meant by that was decompiling shit and having fun. Seriously, it's not easy to do. There are several ways, though.
Ah thanks, maybe we could chat up on msn sometime?

Mine is ken135@gmail.com ( ask me for my hacks and perma blocked.)
This doesn't work, for the last time -_-
mine, i detoured drawindexedprimitive

Code:
UINT STRIDE, KE;
IDirect3DVertexBuffer9* la;
HRESULT __stdcall hkDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE PrimitiveType,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
    pDevice->GetStreamSource(0, &la, &KE, &STRIDE);
    if(STRIDE == 32 || STRIDE == 36 || STRIDE == 44)
    {
        if(cvars.Chams)
        {
            pDevice->SetRenderState(D3DRS_ZENABLE,false);
            pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            pDevice->SetTexture(0, Yellow);
            pDrawIndexedPrimitive(pDevice, PrimitiveType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
            pDevice->SetRenderState(D3DRS_ZENABLE, true);
            pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            pDevice->SetTexture(0, Red);
        }
        if(cvars.Wallhack)
        {
            pDevice->SetRenderState(D3DRS_ZENABLE, false);
            pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
        }
    }

    return pDrawIndexedPrimitive(pDevice, PrimitiveType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
}
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