Error in creating the hacker.
I tried to create a hacker with D3D menu by C + + and this error occurred. Can anyone help me
1>------ Build started: Project: Hacker.D3D, Configuration: Debug Win32 ------
1>LINK : error LNK2001: unresolved external symbol __DllMainCRTStartup@12
1>c:\documents and settings\alex dias.alex-ef9df68971\meus documentos\visual studio 2010\Projects\Hacker.D3D\Debug\Hacker.D3D.dll : fatal error LNK1120: 1 unresolved externals
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
1>------ Build started: Project: Hacker.D3D, Configuration: Debug Win32 ------
1>LINK : error LNK2001: unresolved external symbol __DllMainCRTStartup@12
1>c:\documents and settings\alex dias.alex-ef9df68971\meus documentos\visual studio 2010\Projects\Hacker.D3D\Debug\Hacker.D3D.dll : fatal error LNK1120: 1 unresolved externals
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
Code:
// ================================================ ==================
// http://psykocheats.*********.net/forum
// By.Mlk159
// Agradecimentos especiais para: Isaacki.
// ================================================ ==================
#include "QmoMenuClass.h"
oReset predefinido;
oEndScene pEndScene;
Dmenu QmoMenu;
LPDIRECT3DDEVICE9 g_pDevice = 0;
/ /[font = "Courier New"]
int xFontOffSet = 15;
int hackopt1;
int MenuHeight = 10;
int show = 1;
int b = 0;
// ================================================ ==================
/ Menu / HACK
int hack1 = 0;
int hack2 = 0;
int hack3 = 0;
int hack4 = 0;
int hack5 = 0;
// ================================================ ==================
#include "SystemIncludes.h"
vazio PrintText (char pString [], int x, int y, D3DCOLOR col, ID3DXFont font *)
{
RECT FontRect = {x, y, x 500, y 30};
font-> DrawText (NULL, pString, -1, e FontRect, DT_LEFT | DT_WORDBREAK, col);
}
vazio FillRGB (int x, int y, int w, int h, cor D3DCOLOR, IDirect3DDevice9 * pDevice)
{
if (w <0) w = 1;
if (h <0) h = 1;
if (x <0) x = 1;
if (y <0) y = 1;
D3DRECT rec = {x, y, x + w, y + h};
pDevice-> Clear (1 D3DCLEAR_TARGET, e rec, cor, 0, 0);
}
vazio DrawBorder (int x, int y, int w, int h, int px, D3DCOLOR BorderColor, IDirect3DDevice9 * pDevice)
{
FillRGB (x, (y + h - px), w, px, BorderColor, pDevice);
FillRGB (x, y, px, h, BorderColor, pDevice);
FillRGB (x, y, w, px, BorderColor, pDevice);
FillRGB ((x + w - px), y, px, h, BorderColor, pDevice);
}
vazio DrawBox (int x, int y, int w, int h, D3DCOLOR BoxColor, D3DCOLOR BorderColor, IDirect3DDevice9 * pDevice)
{
FillRGB (x, y, w, h, BoxColor, pDevice);
DrawBorder (x, y, w, h, 1, BorderColor, pDevice);
}
isMouseinRegion bool (int x1, int y1, int x2, int y2)
{
CPOS PONTOS;
GetCursorPos (& CPOS);
if (cPos.x> x1 && cPos.x <x2 && cPos.y> y1 && cPos.y <y2) {
return true;
Else {}
return false;
}
}
bool bCompare (const BYTE * pData, const BYTE * bMask, const char * szMask)
{
for (; * szMask; + + szMask, + + pData, + + bMask)
if (* szMask == 'x' && * Os pData! = * bMask)
return 0;
return (* szMask) == NULL;
}
FindPattern DWORD (DWORD dwAddress, DWORD dwLen, BYTE * bMask, char * szMask)
{
for (DWORD i = 0; i <dwLen; i + +)
if (bCompare (BYTE (*) (dwAddress + i), bMask, szMask))
retorno (DWORD) (dwAddress + i);
retornar 0;
}
void * DetourFunction (BYTE * src, const BYTE * dst, const int len) // edit se você quer trabalhar para o jogo
{
BYTE * jmp = (BYTE *) malloc (len +5);
DWORD dwBack;
VirtualProtect (src, len, PAGE_EXECUTE_READWRITE & dwBack);
memcpy (jmp, src, len);
jmp + = len;
jmp [0] = 0xE9;
* (DWORD *) (jmp +1) = (DWORD) (src + len - jmp) - 5;
src [0] = 0xE9;
* (DWORD *) (src +1) = (DWORD) (dst - src) - 5;
for (int i = 5; i <len; i + +) src [i] = 0x90;
VirtualProtect (src, len, dwBack & dwBack);
retorno (jmp-len);
}
QmoMenu vazio :: RenderMenu () // menu Hotkey
{
if (GetAsyncKeyState (VK_DOWN) & 1)
selector + +;
if (GetAsyncKeyState (VK_UP) & 1)
if (selector> 1)
selector -;
if (GetAsyncKeyState (VK_RIGHT) <0) {
for (int i = 0; i <(hackcount +1); i + +) {
if (selector == HACKITEM [i] índice.) {
if (* HACKITEM [i] hack. <HACKITEM [i] hackmaxval.)
* HACKITEM [i] corte + = 1.;
}
}
}
if (GetAsyncKeyState (VK_LEFT) <0) {
for (int i = 0; i <(hackcount +1); i + +) {
if (selector == HACKITEM [i] índice.) {
* HACKITEM [i] = 0 corte.;
Sono (200);
}
}
}
for (int i = 0; i <(hackcount +1); i + +) {
if (selector == HACKITEM [i]. índice)
HACKITEM [i] = HCOLOR VERDE.;
outro
HACKITEM [i] = HCOLOR RED.;
}
for (int i = 1; i <(hackcount +1); i + +) {
if (HACKITEM [i]. hacktype == 0) {
if (* HACKITEM [i] hack. == 1)
// Definir o Menu Atalho alta e baixa
PrintText ("On", xFontOffSet +100, HACKITEM [i] Índice * 15, BRANCO, pFont.);
outro
PrintText ("Off", xFontOffSet +100, HACKITEM [i] Índice * 15, VERMELHO, pFont.);
}
}
if (selector <1)
seletor = 1;
if (selector> hackcount)
seletor = 1;
hackcount = 0;
}
TestThread void () // Aumentar texk se ON / OFF
{
if (hack1 == 1)
PrintText ("Wallhack [ON] de texto mudará de cor", 30, 200, VERDE, dMenu.pFont);
outro
PrintText ("Wallhack [ON] de texto mudará de cor", 30, 200, RED, dMenu.pFont);
} // Personaliza-
vazio ReFont (LPDIRECT3DDEVICE9 pDevice) // Para fontes de substituição
{
if (g_pDevice! = pDevice)
{
g_pDevice = pDevice;
tentar
{
if (dMenu.pFont! = 0)
dMenu.pFont-> Release ();
} Catch (...) {}
dMenu.pFont = 0;
D3DXCreateFontA (pDevice, 14, 0, FW_BOLD, 0, 0, DEFAULT_CHARSET, OUT_TT_ONLY_PRECIS, PROOF_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", e dMenu.pFont);
}
}
HRESULT WINAPI Reset (IDirect3DDevice9 * Os pDevice e D3DPRESENT_PARAMETERS * Os pPresentationParameters)
{
dMenu.pFont-> OnLostDevice ();
HRESULT hRet = Seleção (pDevice, pPresentationParameters);
dMenu.pFont-> OnResetDevice ();
voltar hRet;
}
/ Menu / TITLE
HRESULT WINAPI EndScene (LPDIRECT3DDEVICE9 pDevice)
{
ReFont (pDevice);
dMenu.BuildMenu (" mpgh líquido de 2011. ", 0,0,190,200, VERMELHO, PRETO, VERDE, pDevice);
TestThread ();
voltar pEndScene (pDevice);
}
#define NoChange 0x26A0
#define NoRecoil1 0x1928
#define NoRecoil2 0x20FC
#define NoRecoil3 0x258C
#define NoRecoil4 0x1B00
#define NoRecoil5 0x211C
#define NoRecoil6 0x1F94
#define NoRecoil7 0x2470
#define NoReload 0x269C // NoReload : Value 35
int SingleFire = 1;
int RepeatFire = 2;
int ShrapnelFire = 4;
int DelayFire = 8;
int AlternateFire = 16;
float Change = 100;
DWORD WINAPI Hacks(LPVOID)
{
int szf = sizeof(float);
int szd = sizeof(DWORD);
bool NoRecoil = true;
bool Nochange = true;
bool longknife = true;
bool stw = true;
bool weaponhack = true;
bool nogatlingspeedpenalty = true;
bool nogatlingdelay = true;
while(1)
{
DWORD CShell = (DWORD)GetModuleHandleA("CShell.dll");
DWORD pWeaponMgr = *(DWORD*)(CShell + WeaponMgr);
DWORD pWallClass = *(DWORD*)(CShell + wallclass);
DWORD Playerbasic = *(PDWORD)(CShell + 0xA02398);
DWORD dwCShell = (DWORD)GetModuleHandleA("CShell.dll");
DWORD pWeaponMgr1 = *(DWORD*)(dwCShell + WeaponMgr);
DWORD Playermgr = *(PDWORD)(dwCShell + 0xA69104);
PDWORD Weapon = (PDWORD)(dwCShell + 0xA69120 );
DWORD pBasicPlayerInfo = *(DWORD*)(CShell + BasicPlayerInfo);
DWORD WeaponClass = *(PDWORD)(CShell + 0xA65EE8);
DWORD* m16 = (DWORD*)((*(DWORD*)(CShell + WeaponMgr))+25*4);
DWORD* m4silver = (DWORD*)((*(DWORD*)(CShell + WeaponMgr))+351*4);
DWORD* k2 = (DWORD*)((*(DWORD*)(CShell + WeaponMgr))+22*4);
DWORD* m4gold = (DWORD*)((*(DWORD*)(CShell + WeaponMgr))+161*4);
DWORD* deagle = (DWORD*)((*(DWORD*)(CShell + WeaponMgr))+20*4);
DWORD* deaglegold = (DWORD*)((*(DWORD*)(CShell + WeaponMgr))+60*4);
DWORD* anaconda = (DWORD*)((*(DWORD*)(CShell + WeaponMgr))+33*4);
DWORD* deaglegold2 = (DWORD*)((*(DWORD*)(CShell + WeaponMgr))+60*4);
if(pWallClass) {
for(int i = 0;i<64;i++) {
*(float*)(pWallClass+(i*0x04F4)+0x4E8) = true;//shoot throught wall
*(float*)(pWallClass+(i*0x04F4)+0x4EC) = true;//shoot throught wall
*(float*)(pWallClass+(i*0x04F4)+0x4F0) = true;//shoot throught wall
}
}
if(Nochange)
{
if (pWeaponMgr)
{
for(int i=0; i<560; i++)
{
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL)
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + 0x7F8) = 120.0f; //Damage hack
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL && (!knives))
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + 0x7EC) = 20000.0f; //Max weapon Range
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL)
*(float*)((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr)) +(4*i))) + 0x26A0) = 100.0f; //No change time
}
}
}
if (NoRecoil)
if (pWeaponMgr){
for(int i=0; i<577; i++){
if((*(DWORD*)((*(DWORD*)(CShell+WeaponMgr))+(4*i)) ) != NULL){
DWORD pNoRecoil = *(DWORD*)(pWeaponMgr + (4*i));
for(int y=0; y<9; y++){
if(pNoRecoil){
*(float*)(pNoRecoil + (NoRecoil1 + (4*y))) = 0.0f;
*(float*)(pNoRecoil + (NoRecoil2 + (4*y))) = 0.0f;
*(float*)(pNoRecoil + (NoRecoil3 + (4*y))) = 0.0f;
*(float*)(pNoRecoil + (NoRecoil4 + (4*y))) = 0.0f;
*(float*)(pNoRecoil + (NoRecoil5 + (4*y))) = 0.0f;
*(float*)(pNoRecoil + (NoRecoil6 + (4*y))) = 0.0f;
*(float*)(pNoRecoil + (NoRecoil7 + (4*y))) = 0.0f;
}
}
}
}
}
int D3Dinit (void) // edit se você quer trabalhar para o jogo
{
DWORD HD3D, adr, * vtbl;
O HD3D = 0;
fazer {
HD3D = (DWORD) GetModuleHandle ("d3d9.dll");
Sono (10);
} While (HD3D!);
adr = FindPattern (HD3D, 0x128000, (PBYTE) " XC7 x06 x00 x00 x00 x00 x89 x86 x00 x00 x00 x00 x89 x86", "xx?? xx? ?? xx ");
if (adr) {
memcpy (& vtbl, (void *) (ADR +2), 4);
predefinido = (oReset) DetourFunction ((PBYTE) vtbl [16], Reset (PBYTE), 5);
pEndScene = (oEndScene) DetourFunction ((PBYTE) vtbl [42], (PBYTE) EndScene, 5);
}
retornar 0;
}
