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    MW2 Drawing & hooks.
    Old 10th November 2009, 03:30 PM   #1
    King-OrgY
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    MW2 Drawing & hooks.

    for first release of mw2 Version 1.0

    Drawing.

    Code:
    void (__cdecl *CG_DrawStretchPic)(float x, float y, float w, float h, float s1, float t1, float s2, float t2, vec3_t color, qhandle_t hShader) = (void (__cdecl *)(float, float, float, float, float, float, float, float, vec3_t, qhandle_t  ))0x509770;
    void (__cdecl *CG_DrawStretchPicFlipSt)(float x, float y, float w, float h, float s1, float t1, float s2, float t2, vec3_t color, qhandle_t hShader) = (void (__cdecl *)(float, float, float, float, float, float, float, float, vec3_t, qhandle_t  ))0x509880;
    Code:
    typedef struct{
        qhandle_t white;
        qhandle_t killiconsuicide;
        /*...*/
    }Media_t;//size:0x4B(75)
    
    extern Media_t *        Media;
    
    Media_t        *        Media             = (Media_t *) 0x7138B4;
    
    typedef struct{
        void* smallDefFont;
        void* bigDefFont;
        /*...*/
    }Font_t;//size:0x4F( 79 ) 
    
    extern Font_t *        Fonts;
    
    Font_t         *        Fonts             = (Font_t *)  0x8EF7E8;
    Code:
    void CG_DrawPic( float x, float y, float width, float height ,float *Color, qhandle_t hShader )
    {
        CG_DrawStretchPicFlipSt( x, y, width, height, 0, 0, 1,1, Color, hShader );
    }
    
    void CG_FillRect( float x, float y, float width, float height, float *color ) 
    {
        CG_DrawStretchPicFlipSt( x, y, width, height, 0, 0, 0,0, color, Media->white );
    }
    
    void CG_DrawSides( float x, float y, float w, float h, float size,float *color )
    {
        CG_DrawStretchPicFlipSt( x, y, size, h, 0, 0, 0, 0,color, Media->white );
        CG_DrawStretchPicFlipSt( x + w - size, y, size, h, 0, 0, 0, 0,color,  Media->white);
    }
    
    void CG_DrawTopBottom( float x, float y, float w, float h, float size,float *color ) 
    {
        CG_DrawStretchPicFlipSt( x, y, w, size, 0, 0, 0, 0, color,Media->white );
        CG_DrawStretchPicFlipSt( x, y + h - size, w, size, 0, 0, 0, 0, color,Media->white );
    }
    void CG_DrawRect( float x, float y, float width, float height, float size, float *color )
    {
        CG_DrawTopBottom(x, y, width, height, size,color);
        CG_DrawSides(x, y, width, height, size,color);
    }
    hooks.

    Code:
    void _cdecl cEngine_t::RegisterTags( )
    {
        
        #ifdef COD4MW2_BOT_DEBUG
        LOG.Log ( "[DEBUG_LOG]  cEngine_t::RegisterTags( )","Hooked");
        #endif
    
        ENGINE.orig_RegisterTags( );
    
    }    
    void _cdecl cEngine_t::ClientFrame(  )
    {    
    
        #ifdef COD4MW2_BOT_DEBUG
        LOG.Log ( "[DEBUG_LOG]  cEngine_t::ClientFrame( )","Hooked");
        #endif
    
        
        ENGINE.orig_ClientFrame( );
    }
    
    void _cdecl cEngine_t::ShoutDown( int unk )
    {
        #ifdef COD4MW2_BOT_DEBUG
        LOG.Log ( "[DEBUG_LOG]  cEngine_t::ShoutDown( )","Hooked");
        #endif
    
        ENGINE.orig_ShoutDown( unk );
    }    
    void _cdecl cEngine_t::CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum, int unk )
    {
        
        #ifdef COD4MW2_BOT_DEBUG
        LOG.Log ( "[DEBUG_LOG]  cEngine_t::CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum, int unk)","Hooked");
        #endif
    
        ENGINE.orig_CG_Init( serverMessageNum, serverCommandSequence, clientNum, unk  );
    }    
    void _cdecl cEngine_t::CL_Init(  )
    {
        #ifdef COD4MW2_BOT_DEBUG
        LOG.Log ( "[DEBUG_LOG]  cEngine_t::CL_Init(  ), "Hooked";
        #endif
    
        ENGINE.orig_CL_Init(  );
    }    
    
    void _cdecl cEngine_t::CG_FireWeaponRecoil( int a1, int a2, signed int a3, __int16 a4, unsigned int a5, int a6 )
    {    
        
        #ifdef COD4MW2_BOT_DEBUG
        LOG.Log ( "[DEBUG_LOG] cEngine_t::CG_FireWeaponRecoil( int a1, int a2, signed int a3, __int16 a4, unsigned int a5, int a6 )","Hooked");
        #endif
    }
    
    
    DWORD WINAPI cEngine_t::HooK( LPVOID )
    {    
        aERROR.EnableHandler( );
        
        if( ENGINE.isOn == 1 )
        {
           
            DetourFunction( ( PBYTE )0x4E3280, ( PBYTE )&ENGINE.CG_Init );
            __asm MOV [ ENGINE.orig_CG_Init ], EAX;
                
            DetourFunction( ( PBYTE )0x471FC0, ( PBYTE )&ENGINE.RegisterTags );
            __asm MOV [ ENGINE.orig_RegisterTags ], EAX;
            
            DetourFunction( ( PBYTE )0x4AA720, ( PBYTE )&ENGINE.ClientFrame );
            __asm MOV [ ENGINE.orig_ClientFrame ], EAX;    
                
            DetourFunction( ( PBYTE )0x4F5BC0, ( PBYTE )&ENGINE.ShoutDown );
            __asm MOV [ ENGINE.orig_ShoutDown ], EAX;
              
    
            DetourFunction( ( PBYTE )0x4FB1D0, ( PBYTE )&ENGINE.CG_FireWeaponRecoil );
               
    
            LOG.Log ( "HooK","is: Enable" );
        }
        else
        {   
            LOG.Log ( "HooK","is: Disable" );
        }
        return 0;
    }
    others


    RegisterFont: 0x4EB8B0 (2)(const char*, INT )
    RegisterShaderLala: 0x505E60 (2)(const char*, INT )
    RegisterTag: 0x4BC450 (1)(const char*)
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    Old 10th November 2009, 03:44 PM   #2
    cartman1989
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    fack wow you are really fast shit, and the game is since today out

    great work dude awesome:boldyellow:
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    Old 10th November 2009, 03:59 PM   #3
    pinki185
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    wow that was fast coudnt +rep for u ;(( but thakns anyway .
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    Old 10th November 2009, 04:03 PM   #4
    Wieter20
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    Last Achievements MW2 Drawing & hooks.MW2 Drawing & hooks.MW2 Drawing & hooks.MW2 Drawing & hooks.
    good job man :up: +reputation
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    Old 10th November 2009, 04:17 PM   #5
    scrapdizle
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    how about a screeny?
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    Old 10th November 2009, 04:19 PM   #6
    cartman1989
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    he doesnt have the game only exe

    he will able to put it in some days when he have the game
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    Old 10th November 2009, 06:03 PM   #7
    Turv
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    Last Achievements MW2 Drawing & hooks.MW2 Drawing & hooks.MW2 Drawing & hooks.
    I didn't realise the game had even been released yet! Good job King-Orgy, +Rep!
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    Old 10th November 2009, 07:30 PM   #8
    KIDEBR
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    good release King rep+
    now downloading to start base
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    Old 11th November 2009, 08:24 AM   #9
    pinki185
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    here a screeny for u scrapdizle ;P thanks to king-orgy and strife for sharing .

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    Can you inject .rar files into the game? If possible, how?
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    Old 11th November 2009, 08:26 AM   #10
    Jesus.
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    And it begins. nice work like usual King-Orgy
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    Old 11th November 2009, 10:45 AM   #11
    King-OrgY
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    Quote:
    Originally Posted by pinki185 View Post
    here a screeny for u scrapdizle ;P thanks to king-orgy and strife for sharing .



    thanks for the ss lol
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    Old 11th November 2009, 10:46 AM   #12
    d1gitalSLR
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    oooh emmm geeee!

    lol. This is going to be the shit to hack (thats a good thing)

    Thanks K-O and everyone else who helped!
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    Old 11th November 2009, 12:15 PM   #13
    King-OrgY
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    Code:
    boldText -> 0x4376A0 (int a1, int a2, int a3, float a4, float a5, float a6, float a7, int a8, int a9) 
    painText-> 0x49C0D0 (int a1, const char*a2, int a3, int a4, float a5, float a6, int a7, int a8, float a9, int a10, int a11) 
    DrawStringExt-> 0x509D80(int a1, int a2, int a3, const char* a4, float a5, float a6, float a7, float a8, int a9, int a10)
    Code:
    void CG_DrawStringExt( float x, float y, void* font,const char* string, vec3_t color, float sX, float sY, float f1, float f2 ) {    
        DWORD StrechText = 0x509D80;
        __asm push    0
        __asm push    f2 
        __asm push    f1 
        __asm push    sY 
        __asm push    sX 
        __asm push    y 
        __asm push    x 
        __asm push    font 
        __asm push    0x7FFFFFFF 
        __asm push    string 
        __asm mov    ecx, color 
        __asm call    [StrechText] 
        __asm add    esp, 0x24
    }

    hope someone wasn't faster lol
    :cop:
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    Old 11th November 2009, 03:52 PM   #14
    scrapdizle
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    lol HelioS showed up fast! look at um viewing the thread.. haha.

    Sick screeny, King-Orgy is hella quick. Im still downloading xD
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    Old 11th November 2009, 04:15 PM   #15
    Strife
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    Quote:
    Originally Posted by King-OrgY View Post
    Code:
    boldText -> 0x4376A0 (int a1, int a2, int a3, float a4, float a5, float a6, float a7, int a8, int a9) 
    painText-> 0x49C0D0 (int a1, const char*a2, int a3, int a4, float a5, float a6, int a7, int a8, float a9, int a10, int a11) 
    DrawStringExt-> 0x509D80(int a1, int a2, int a3, const char* a4, float a5, float a6, float a7, float a8, int a9, int a10)
    Code:
    void CG_DrawStringExt( float x, float y, void* font,const char* string, vec3_t color, float sX, float sY, float f1, float f2 ) {    
        DWORD StrechText = 0x509D80;
        __asm push    0
        __asm push    f2 
        __asm push    f1 
        __asm push    sY 
        __asm push    sX 
        __asm push    y 
        __asm push    x 
        __asm push    font 
        __asm push    0x7FFFFFFF 
        __asm push    string 
        __asm mov    ecx, color 
        __asm call    [StrechText] 
        __asm add    esp, 0x24
    }

    hope someone wasn't faster lol
    :cop:
    You don't need inline use inline assemly with nearly any of the functions in this game now. The use of __fastcall seems to have been removed with the compiler optimizing as needed.

    http://www.unknowncheats.me/forum/460695-post20.html
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    Old 11th November 2009, 05:35 PM   #16
    King-OrgY
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    Quote:
    Originally Posted by Strife View Post
    You don't need inline use inline assemly with nearly any of the functions in this game now. The use of __fastcall seems to have been removed with the compiler optimizing as needed.

    http://www.unknowncheats.me/forum/460695-post20.html
    i know 90% of the functions are cdecl now.
    but inline asm looking better lol
    anyways cg_trace its still a _usercall but there is a other trace(cdecl)


    Code:
    int __cdecl sub_4B16B0(trap_r_trace)(int a1, int a2, int a3, int a4, int a5, int a6)
    {
      return sub_5A1600(a3, a4, a1, a2, a5, a6, 0, 0);//cg_trace
    }

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    Last edited by King-OrgY; 11th November 2009 at 05:44 PM.
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    Old 12th November 2009, 04:56 AM   #17
    Kozmo
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    Quick Question.. How do you do Alpha Blend with vec3_t color? on my COD4 I used
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    which was a float struct of r,g,b,a

    EDIT*** I passed it the struct and can now get alpha blend. I see no diff between DrawStrechPic and DrawStretchPicFlipSt

    Quote:
    Originally Posted by King-OrgY View Post
    for first release of mw2 Version 1.0

    Drawing.

    Code:
    void (__cdecl *CG_DrawStretchPic)(float x, float y, float w, float h, float s1, float t1, float s2, float t2, vec3_t color, qhandle_t hShader) = (void (__cdecl *)(float, float, float, float, float, float, float, float, vec3_t, qhandle_t  ))0x509770;
    void (__cdecl *CG_DrawStretchPicFlipSt)(float x, float y, float w, float h, float s1, float t1, float s2, float t2, vec3_t color, qhandle_t hShader) = (void (__cdecl *)(float, float, float, float, float, float, float, float, vec3_t, qhandle_t  ))0x509880;
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    Last edited by Kozmo; 12th November 2009 at 06:04 AM.
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    Old 12th November 2009, 10:10 AM   #18
    Wieter20
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    Quote:
    Originally Posted by Kozmo View Post
    Quick Question.. How do you do Alpha Blend with vec3_t color? on my COD4 I used
    RGBA_COLOR* color

    which was a float struct of r,g,b,a

    EDIT*** I passed it the struct and can now get alpha blend. I see no diff between DrawStrechPic and DrawStretchPicFlipSt
    vec3_t is type defed as float*
    so u coud do like:
    float *Red[4] = {/*R*/1.0,/*G*/0.0,/*B*/0.0,/*A*/1.0};

    =]

    i find it kinda funny lol that the king-orgy who hasnt got the game is releasing the most lol:P
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    Old 12th November 2009, 10:12 AM   #19
    King-OrgY
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    Quote:
    Originally Posted by Kozmo View Post
    Quick Question.. How do you do Alpha Blend with vec3_t color? on my COD4 I used
    RGBA_COLOR* color

    which was a float struct of r,g,b,a

    EDIT*** I passed it the struct and can now get alpha blend. I see no diff between DrawStrechPic and DrawStretchPicFlipSt
    rgba
    Code:
    vec4_t    colorRed        =    {1, 0, 0, 0.8};
    and with DrawStretchPicFlipSt you can do a anlge rotation.
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    Old 12th November 2009, 01:13 PM   #20
    Kozmo
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    So what your saying is I found a bug in your typedef where you set it as vec3_t

    Quote:
    Originally Posted by King-OrgY View Post
    rgba
    Code:
    vec4_t    colorRed        =    {1, 0, 0, 0.8};
    and with DrawStretchPicFlipSt you can do a anlge rotation.
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