D3D WallHack / Chams

Posts 1–15 of 15 · Page 1 of 1
D3D WallHack / Chams
Code:
IDirect3DPixelShader9* pShader;
UINT pSizeOfData;

//in dip
if(SUCCEEDED(Device->GetPixelShader(&pShader)))
    if(pShader!=NULL)
    if(SUCCEEDED(pShader->GetFunction(NULL,&pSizeOfData)))
    if( pShader != NULL ){ pShader->Release(); pShader = NULL; }

//wallhack
if(pSizeOfData == 640)//all models
        Device->SetRenderState( D3DRS_ZENABLE, FALSE );
    else
        Device->SetRenderState( D3DRS_ZENABLE, TRUE );


Credits

Citadell
Ctrl+C & Ctrl+V.
Quote Originally Posted by 6ixth View Post
Ctrl+C & Ctrl+V.
A seção está vazia, ninguém posta nada então...
Quote Originally Posted by FlooriDa View Post
A seção está vazia, ninguém posta nada então...
....então estuda ASM e escreve umas funções, e posta na seção.
Quote Originally Posted by 6ixth View Post
....então estuda ASM e escreve umas funções, e posta na seção.
Tenho coisa melhor para fazer do que ficar postando códigos...
isso dai se salva em .exe ou .dll ? podem me explicar ? e onde coloco o arquivo ?
as search PSizeOfData?
What is Dip? how to use? =/ found this code on 2 sites. No explanation, googled Dip code injection, got no results lol.
Nice job but how to use?
I am a beginner, thank you for your source code, how to add color?


Code:
void SetLightChams(float A, float R, float G, float B, IDirect3DDevice9 *pDevice)
{
    D3DMATERIAL9 pMaterial;
    ZeroMemory(&pMaterial, sizeof(D3DMATERIAL9));
	pDevice->SetRenderState(D3DRS_LIGHTING, TRUE); //Enable Lighting
	//Ambient
	pMaterial.Ambient.a     =  (A/255);
    pMaterial.Ambient.r     =  (R/255);
    pMaterial.Ambient.g     =  (G/255);
    pMaterial.Ambient.b     =  (B/255);
	//Diffuse
	pMaterial.Diffuse.a     = (A/255);
    pMaterial.Diffuse.r     = (R/255);
    pMaterial.Diffuse.g     = (G/255);
    pMaterial.Diffuse.b     = (B/255);
	//Specular
	pMaterial.Specular.a = (A/255);
	pMaterial.Specular.r = (R/255);
    pMaterial.Specular.g = (G/255);
    pMaterial.Specular.b = (B/255);
    pDevice->SetMaterial(&pMaterial);
}

Code:
	  if(PSizeOfData == 640)//All Models
      { 
		  pDevice->SetRenderState( D3DRS_ZENABLE, false );
		  SetLightChams(255,60,73,196, pDevice);
		  pDevice->SetTexture( 0, texGreen);
}
In accordance with your code perspective to succeed, but the first game is normal, after the second one, there is no perspective effect. Why?
como eu uso esses codigos? tem como por cor nisso ae?
fail wall. where is color ??
Can someone give a zip of this code source with a exe file , im newbie with those files
Posts 1–15 of 15 · Page 1 of 1
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