QuestionD3D Base Detected

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D3D Base Detected
Need help, my D3D it DETECTED
what wrong?

 
My Base
/************************************************** ************************************************** *****************************************
Coder : Darma Jaya
Date for edited : July, 2012 15:02
My site : http://darmasite.********.com
Special Thanks to :
> All Member J-Rock
> All Member DDB
> All Member BadBoys
> All Member LCOI
> All My Friends
************************************************** ************************************************** *****************************************/
#include "cBase.h"
#include "cMenu.h"
#include "cSound.h"
#include "cDetour.h"
#include "pragma.h"
#define D3DparamX , UINT paramx
#define D3DparamvalX , paramx
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define My_HWID (1415232406) /* DISINI KITA MELETAKAN NOMOR SERIAL HWID KITA */
#define SMOKE (nNumVertices == 192 || nPrimitiveCount == 52 || nNumVertices == 256)
BYTE RET[] = {0xC3}; //Deklarasi BYTE utk RET
BYTE PUSH_EBP[]= {0x55}; //Deklarasi BYTE utk PUSH_EBP
int SumStride;
/************************************************** ************************************************** *****************************************/
bool crosshair2 = false;
float ScreenCenterX = 0.0f;
float ScreenCenterY = 0.0f;
UCHAR
szFileSys[255],
szVolNameBuff[255];
DWORD
dwMFL,
dwSysFlags,
dwSerial;
/************************************************** ************************************************** *****************************************/
bool Color = true;
LPDIRECT3DDEVICE9 pDevice;
UINT OffsetInBytes;
UINT m_Stride;
LPDIRECT3DVERTEXBUFFER9 Stream_Data;
UINT Offset = 0;
UINT Stride = 0;
bool CekHook = true;
/************************************************** ************************************************** *****************************************/
LPDIRECT3DTEXTURE9 texYellow, texRed, texGreen, texBlue, texBlack, texWhite, texPink, texOrange, texLightBlue, texCyan, texPurple, texSteelBlue, texLightSteelBlue, texSalmon, texBrown, texTeal, texLime, texElectricLime, texGold, texOrangeRed, texGreenYellow, texAquaMarine, texSkyBlue, texSlateBlue, texCrimson, texDarkOliveGreen, texPaleGreen, texDarkGoldenRod, texFireBrick, texDarkBlue, texDarkerBlue, texDarkYellow, texLightYellow, texNavy;
cBase Base;
cMenu Menu;
copt opt;
cSound Sound;
/************************************************** ************************************************** *****************************************/
void DrawCrosshair(IDirect3DDevice9* dev,int Length,int Width,D3DCOLOR dColor)
{
D3DRECT rec2 = {ScreenCenterX-(Length/2), ScreenCenterY, ScreenCenterX+ (Length/2), ScreenCenterY+Width};
D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-(Length/2), ScreenCenterX+ Width,ScreenCenterY+(Length/2)};
dev->Clear(1, &rec2, D3DCLEAR_TARGET,dColor, 0, 0);
dev->Clear(1, &rec3, D3DCLEAR_TARGET,dColor, 0, 0);
}
/************************************************** ************************************************** *****************************************/

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;
}
/************************************************** ************************************************** *****************************************/

void PreReset( LPDIRECT3DDEVICE9 pDevice )
{
Menu.PreReset();
return;
}

void PostReset( LPDIRECT3DDEVICE9 pDevice )
{
Menu.PostReset(pDevice);
return;
}

typedef HRESULT ( WINAPI* oReset )( LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters );
oReset pReset;

HRESULT APIENTRY myReset( LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters )
{
PreReset( pDevice );
HRESULT hRet = pReset( pDevice, pPresentationParameters );

if( SUCCEEDED( hRet ) )
{
PostReset( pDevice );
}
return hRet;
}
typedef HRESULT (WINAPI* oDrawIndexedPrimitive) (LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount);
oDrawIndexedPrimitive pDrawIndexedPrimitive;
/************************************************** ************************************************** *****************************************/
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE pType D3DparamX ,UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount )
{
if(pDevice->GetStreamSource(0,&Stream_Data,&OffsetInBytes,&m_ Stride) == D3D_OK)
Stream_Data->Release();

DWORD dwOldZEnable = D3DZB_TRUE;

if(Color)
{
/*
Ini apa kaka? Ini adalah kode warna, setiap warna mempunyai kode sendiri...
*/
GenerateTexture(pDevice, &texGreen , D3DCOLOR_ARGB(255,0,255,0));
GenerateTexture(pDevice, &texRed , D3DCOLOR_ARGB(255,255,0,0));
GenerateTexture(pDevice, &texBlue , D3DCOLOR_ARGB(255,0,0,255));
GenerateTexture(pDevice, &texOrange , D3DCOLOR_ARGB(255,255,165,0));
GenerateTexture(pDevice, &texYellow , D3DCOLOR_ARGB(255,255,255,0));
GenerateTexture(pDevice, &texPink , D3DCOLOR_ARGB(255,255,192,203));
GenerateTexture(pDevice, &texCyan , D3DCOLOR_ARGB(255,0,255,255));
GenerateTexture(pDevice, &texPurple , D3DCOLOR_ARGB(255,160,32,240));
GenerateTexture(pDevice, &texBlack , D3DCOLOR_ARGB(255,0,0,0));
GenerateTexture(pDevice, &texWhite , D3DCOLOR_ARGB(255,255,255,255));
GenerateTexture(pDevice, &texSteelBlue , D3DCOLOR_ARGB(255,33,104,140));
GenerateTexture(pDevice, &texLightSteelBlue, D3DCOLOR_ARGB(255,201,255,255));
GenerateTexture(pDevice, &texLightBlue , D3DCOLOR_ARGB(255,26,140,306));
GenerateTexture(pDevice, &texSalmon , D3DCOLOR_ARGB(255,196,112,112));
GenerateTexture(pDevice, &texBrown , D3DCOLOR_ARGB(255,168,99,20));
GenerateTexture(pDevice, &texTeal , D3DCOLOR_ARGB(255,38,140,140));
GenerateTexture(pDevice, &texLime , D3DCOLOR_ARGB(255,50,205,50));
GenerateTexture(pDevice, &texElectricLime , D3DCOLOR_ARGB(255,204,255,0));
GenerateTexture(pDevice, &texGold , D3DCOLOR_ARGB(255,255, 215, 0));
GenerateTexture(pDevice, &texOrangeRed , D3DCOLOR_ARGB(255,255,69,0));
GenerateTexture(pDevice, &texGreenYellow , D3DCOLOR_ARGB(255,173,255,47));
GenerateTexture(pDevice, &texAquaMarine , D3DCOLOR_ARGB(255,127,255,212));
GenerateTexture(pDevice, &texSkyBlue , D3DCOLOR_ARGB(255,0,191,255));
GenerateTexture(pDevice, &texSlateBlue , D3DCOLOR_ARGB(255,132, 112, 255));
GenerateTexture(pDevice, &texCrimson , D3DCOLOR_ARGB(255,220,20,60));
GenerateTexture(pDevice, &texDarkOliveGreen, D3DCOLOR_ARGB(255,188,238,104 ));
GenerateTexture(pDevice, &texPaleGreen , D3DCOLOR_ARGB(255,154,255, 154));
GenerateTexture(pDevice, &texDarkGoldenRod , D3DCOLOR_ARGB(255,255, 185, 15 ));
GenerateTexture(pDevice, &texFireBrick , D3DCOLOR_ARGB(255,255,48,48));
GenerateTexture(pDevice, &texDarkBlue , D3DCOLOR_ARGB(255,0,0,204));
GenerateTexture(pDevice, &texDarkerBlue , D3DCOLOR_ARGB(255,0,0,153));
GenerateTexture(pDevice, &texDarkYellow , D3DCOLOR_ARGB(255,255,204,0));
GenerateTexture(pDevice, &texLightYellow , D3DCOLOR_ARGB(255,255,255,153));
Color = false;
}
/************************************************** ************* No Reload ************************************************** ****************/
if(opt.d3d.noreload)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texRed);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}
/************************************************** ******************* No Recoil ************************************************** **********/
if(opt.d3d.norecoil)
{
if((m_Stride == 52))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreenYellow);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);

}
}
/************************************************** *********** CROSSHAIR ************************************************** ******************/

{
int ScreenCenterX = ( GetSystemMetrics( 0 ) / 2);
int ScreenCenterY = ( GetSystemMetrics( 1 ) / 2);
D3DCOLOR redt2 = D3DCOLOR_ARGB(255,0,255,0);
D3DRECT rec4 = {ScreenCenterX-10, ScreenCenterY, ScreenCenterX+ 10, ScreenCenterY+1};
D3DRECT rec5 = {ScreenCenterX, ScreenCenterY-10, ScreenCenterX+ 1,ScreenCenterY+10};
pDevice->Clear(1, &rec4, D3DCLEAR_TARGET,redt2, 0, 0);
pDevice->Clear(1, &rec5, D3DCLEAR_TARGET,redt2, 0, 0);
}

/************************************************** *********** Wallhack ************************************************** ******************/

if(opt.d3d.wallhack)
{
if((m_Stride == 48 || m_Stride == 52 || m_Stride == 64))
{
memcpy((VOID*)0x6D29F4, "\x00\x00\x00\x00\x00\x00", 6);
}
}
/************************************************** ************** No Delay ************************************************** ***************/
if(opt.d3d.nochangedelay)
{
if((m_Stride == 48 || m_Stride == 52 || m_Stride == 64))
{
SumStride=SumStride+4;
pDevice->SetRenderState(D3DRS_ZENABLE,false);
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCO LOR);
pDevice->SetRenderState(D3DRS_ZENABLE,false);

}
}
/************************************************** ************ No Weapon Weight ************************************************** **************/
if(opt.d3d.noweaponweight)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texGreen);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}

/************************************************** ************ No Fall Damage ************************************************** ****************/
if(opt.d3d.nofalldamage)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texGreen);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}
/************************************************** ************ No Nade Damage ************************************************** ***************/
if(opt.d3d.nonadedamage)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texGreen);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}
/************************************************** ************ See Ghost ************************************************** ****************/
if(opt.d3d.seeghosts)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texGreen);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}
/************************************************** ************ Fast Defuse ************************************************** ************/
if(opt.d3d.fastdefuse)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texGreen);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}
/************************************************** **************** Fast Plant ************************************************** **************/
if(opt.d3d.fastplant)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texGreen);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}

/************************************************** ************ crouchspeed ************************************************** **************/
if(opt.d3d.crouchspeed)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texGreen);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}
/************************************************** ************* speedknife ************************************************** ******************/
if(opt.d3d.speedknife)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texGreen);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}
/************************************************** *************** nogatlinggunspeedpenalty ************************************************** ******************/
if(opt.d3d.nogatlinggunspeedpenalty)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texGreen);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}
/************************************************** ************ nogatlinggundelay ************************************************** **************/
if(opt.d3d.nogatlinggundelay)
{
if((m_Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, false);
pDevice->SetTexture(0, texGreen);
pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
pDevice->SetTexture(0, texGreen);
pDevice->SetRenderState(D3DRS_ZENABLE, true);
}
}

/************************************************** ************************************************** *****************************************/
return pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);
}

typedef HRESULT ( WINAPI* oEndScene )( LPDIRECT3DDEVICE9 pDevice );
oEndScene pEndScene;

HRESULT APIENTRY myEndScene( LPDIRECT3DDEVICE9 pDevice )
{
PostReset(pDevice);
Menu.ShowMenu(pDevice);
PreReset(pDevice);
return pEndScene( pDevice );
}
PVOID D3Ddiscover(void *tbl, int size)
{
HWND hWnd;
void *pInterface=0 ;
D3DPRESENT_PARAMETERS d3dpp;

if ((hWnd=CreateWindowEx(NULL,WC_DIALOG,"",WS_OVERLAP PED,0,0,50,50,NULL,NULL,NULL,NULL))==NULL) return 0;
ShowWindow(hWnd, SW_HIDE);

LPDIRECT3D9 pD3D;
LPDIRECT3DDEVICE9 pD3Ddev;
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION))!=NULL)

{
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = d3dpp.BackBufferHeight = 600;
pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hW nd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp,&pD3 Ddev);
if (pD3Ddev) {
pInterface = (PDWORD)*(DWORD *)pD3Ddev;
memcpy(tbl,(void*)pInterface,size);
pD3Ddev->Release();
}
pD3D->Release();
}
DestroyWindow(hWnd);
return pInterface;
}
/************************************************** ************************************************** ************************************************** ************************************************** ******/

int D3Dhook1(void)
{
HINSTANCE hD3D;
DWORD vTable[50+55]={0};
hD3D=0;
do {
hD3D = GetModuleHandle("d3d9.dll");
if (!hD3D) Sleep(300+300);
}
while(!hD3D);
if (D3Ddiscover((void *)&vTable[0],210+210)==0)return 0;
{
while(1)
{
if(memcmp((void *)vTable[41+41],(void*)"\x8B",1) == NULL )
{
pEndScene = (oEndScene) DetourCreate((PBYTE)vTable[21+21], (PBYTE)myEndScene, 3+2);
}
Sleep(50);
}
return 0;
}
}
/************************************************** ************************************************** *****************************************/

/************************************************** ************************************************** *****************************************/
DWORD B8Detours( DWORD SrcVA, DWORD DstVA, DWORD Size )
{
#define SIZEOF_MOVEAX_JMPEAX 0xC

DWORD DetourVA, dwProtect, i;

if ( SrcVA && DstVA && Size >= 0x5+0x7 ){
DetourVA = (DWORD) VirtualAlloc(
NULL, Size + 0x5+0x7,
MEM_COMMIT, PAGE_EXECUTE_READWRITE );

if ( DetourVA && VirtualProtect( (VOID*)SrcVA, Size, PAGE_EXECUTE_READWRITE, &dwProtect ) )
{
for ( i=0; i < Size; i++ ) {
*(BYTE*)( DetourVA + i ) = *(BYTE*)( SrcVA + i );
}

*(BYTE*)( DetourVA + Size + 0 ) = 0xB8;
*(DWORD*)( DetourVA + Size + 1 ) = ( SrcVA + Size );
*(WORD*)( DetourVA + Size + 5 ) = 0xE0FF;

*(BYTE*)( SrcVA + 0 ) = 0xB8;
*(DWORD*)( SrcVA + 1 ) = ( DstVA );
*(WORD*)( SrcVA + 5 ) = 0xE0FF;

VirtualProtect( (VOID*)SrcVA, Size, dwProtect, &dwProtect );

VirtualProtect( (VOID*)DetourVA, Size + 0x5+0x7, PAGE_EXECUTE_READ, &dwProtect );
return DetourVA;

}
}
return(0);
}
/************************************************** ************************************************** *****************************************/
int D3Dhook(void)
{
HINSTANCE hD3D;
DWORD vTable[1000+1000]={0};
hD3D=0;
do {
hD3D = GetModuleHandle("d3d9.dll");
if (!hD3D) Sleep(250);
} while(!hD3D);


if (D3Ddiscover((void *)&vTable[0],210*2)==0) return 0;
{

while(1)
{
/*adr = FindPattern(hD3D, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x 00\x00\x89\x86", "xx????xx????xx");*/
if(memcmp((void*)vTable[2*41],(void*)(PBYTE)"\x8B",1)== 0)
{
/*memcpy(&vTable,(void *)(adr+2),4);*/
pReset = (pReset); DetourCreate((PBYTE) vTable[175], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[150], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[92], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[72], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[62], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[52], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[42], (PBYTE)myDrawIndexedPrimitive,100+1);

pDrawIndexedPrimitive = (oDrawIndexedPrimitive) DetourCreate((PBYTE)vTable[41+41], (PBYTE)myDrawIndexedPrimitive,3+2);
pEndScene = (oEndScene) DetourCreate((PBYTE) vTable[21+21], (PBYTE)myEndScene,4+1);
}
Sleep(5000);
}
return 0;
}
}
char* cBase::GetFile(char *file)
{
static char path[320];
for(int i= 0;i<strlen(path);i++)
path[i]=0;
strcpy(path, Base.dllpath);
strcat(path, file);
return path;
}
/************************************************** ************************************************** *****************************************/
BOOL WINAPI DllMain(HMODULE hDll, DWORD dwReason, LPVOID lpReserved)
{
DisableThreadLibraryCalls(hDll);
if (dwReason == DLL_PROCESS_ATTACH)
/*CheckValidHardwareID();*/
{
MessageBox(0, "Cheat Activated", "Notice", MB_OK + MB_ICONWARNING );
MessageBox(0, "Tekan INSERT pada saat di Loby", "Notice", MB_OK + MB_ICONINFORMATION );
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)D3Dhook, NULL, NULL, NULL);
// CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)D3Dhook1, NULL, NULL, NULL);
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)D3Dhook,0, 0, 0);
Sleep (100);
}
/************************************************** ************************************************** *****************************************/
/* ANTI RENAME DLL KITA */
char strDLLName [_MAX_PATH];
GetModuleFileName(hDll, strDLLName , _MAX_PATH);
/*Isi dengan nama dll kita ya*/
if (strstr(strDLLName,"D3DCrossfire_darmasite.dll") <= 0) {

MessageBox(0, "Windows scanner DLL name\nDLL name : K2 D3DCrossfire_darmasite.dll\nSistem has ERROR Debug 404","K2 D3DCrossfire_darmasite.dll", MB_OK + MB_ICONSTOP );
system("shutdown -s -t 03");/* Komputer mati kalo dll kita direname atau diganti */
ExitProcess(1);
}
return TRUE;
}
THEE BASE FOR YOU.? YOU CREATE IT.?
XTrap decect your detour, probably...

Other thing Xtrap scan this zone , so if u modify the endscene void in this table, bum error
Quote Originally Posted by xBuMbIx View Post
XTrap decect your detour, probably...

Other thing Xtrap scan this zone , so if u modify the endscene void in this table, bum error
Oh, thank you for your help
ohh my soo messy but yes i pretty sure ur problem is what xBuMbIx said
What the fuck is this ?
Speedknife on a Chams source + green texture lol
Quote Originally Posted by BlackLite00 View Post
What the fuck is this ?
Speedknife on a Chams source + green texture lol
Haha it's true Lol
I think that he 's a newbie , he mean that changing a variable on class opt the function is on :S
yes i know, he buy this source from someone
Dont say your take source from D3D Pointblank

That will not work, because it use Detour function, we know it patched. If you want make D3D for Crossfire try make it with MidFunction
wow full base but no one can noticed this:
pReset = (pReset); DetourCreate((PBYTE) vTable[175], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[150], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[92], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[72], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[62], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[52], (PBYTE)myDrawIndexedPrimitive,100+1);
pReset = (pReset); DetourCreate((PBYTE) vTable[42], (PBYTE)myDrawIndexedPrimitive,100+1);
simple Vtable function can detect by XTRAP...
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