Go Back   UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats

  • my d3d8 and d3d9 source code for pSF my d3d8 and d3d9 source code for pSF
    sponsored advertisements
    Authenticator Code
    Reply
     
    Thread Tools

    my d3d8 and d3d9 source code for pSF
    Old 21st January 2010, 10:35 AM   #1
    larongpating
    n00bie

    larongpating's Avatar

    Join Date: Dec 2009
    Posts: 5
    Reputation: 10
    Rep Power: 348
    larongpating has made posts that are generally average in quality
    Points: 6,478, Level: 8
    Points: 6,478, Level: 8 Points: 6,478, Level: 8 Points: 6,478, Level: 8
    Level up: 98%, 22 Points needed
    Level up: 98% Level up: 98% Level up: 98%
    Activity: 0%
    Activity: 0% Activity: 0% Activity: 0%
    Last Achievements my d3d8 and d3d9 source code for pSFmy d3d8 and d3d9 source code for pSF
    Question my d3d8 and d3d9 source code for pSF

    Hello!!! :angel2_old:

    Im sorry about my triple post dont worry i wont do it again.
    i didnt know that multi posting is illegal here.
    I guess i miss the rules.. im sorry

    ahmn well anyway here is a source code that ive compiled for
    Philippine Special force

    ive switched to d3d9 but it seems to be that this code is detected
    this wallhack is only XQZ and i have set its key to F1



    Code:
    // prototype.cpp : Defines the exported functions for the DLL application.
    //
    // prototype.cpp : Defines the exported functions for the DLL application.
    //
    #include "stdafx.h"
    #include <windows.h>
    #include <d3d9.h>
    #pragma comment(lib, "d3d9.lib")
    #include <d3dx9.h>
    #pragma comment(lib, "d3dx9.lib")
    #include <iostream>
    //==================================Defines============================================
    #define ForceRecon (nNumVertices == 83 && nPrimitiveCount == 137 || nNumVertices == 79 && nPrimitiveCount == 105 || nNumVertices == 142 && nPrimitiveCount == 174 || nNumVertices == 278 && nPrimitiveCount == 462 || nNumVertices == 263 && nPrimitiveCount == 290 || nNumVertices == 316 && nPrimitiveCount == 556)
    #define ForceReconAddons (nNumVertices == 432 && nPrimitiveCount == 354 || nNumVertices == 144 && nPrimitiveCount == 136 || nNumVertices == 299 && nPrimitiveCount == 311 || nNumVertices == 167 && nPrimitiveCount == 252 || nNumVertices == 298 && nPrimitiveCount == 506 || nNumVertices == 168 && nPrimitiveCount == 254 || nNumVertices == 860 && nNumVertices == 778 || nNumVertices == 648 && nPrimitiveCount == 710 || nNumVertices == 113 && nPrimitiveCount == 189 || nNumVertices == 142 && nPrimitiveCount == 172 || nNumVertices == 87 && nPrimitiveCount == 90 || nNumVertices == 79 && nPrimitiveCount == 105 || nNumVertices == 84 && nPrimitiveCount == 110 || nNumVertices == 70 && nPrimitiveCount == 70 || nNumVertices == 860 && nPrimitiveCount == 778 || nNumVertices == 85 && nPrimitiveCount == 137)
    #define Mulan (nNumVertices == 118 && nPrimitiveCount == 126|| nNumVertices == 121 && nPrimitiveCount == 180|| nNumVertices == 124 && nPrimitiveCount == 126|| nNumVertices == 295 && nPrimitiveCount == 482|| nNumVertices == 299 && nPrimitiveCount == 452|| nNumVertices == 474 && nPrimitiveCount == 728)
    #define MulanAddons (nNumVertices == 162 && nPrimitiveCount == 200|| nNumVertices == 120 && nPrimitiveCount == 188|| nNumVertices == 167 && nPrimitiveCount == 276|| nNumVertices == 108 && nPrimitiveCount == 198|| nNumVertices == 512 && nPrimitiveCount == 728|| nNumVertices == 790 && nPrimitiveCount == 881|| nNumVertices == 619 && nPrimitiveCount == 800|| nNumVertices == 399 && nPrimitiveCount == 532|| nNumVertices == 402 && nPrimitiveCount == 580|| nNumVertices == 102 && nPrimitiveCount == 170|| nNumVertices == 125 && nPrimitiveCount == 98|| nNumVertices == 116 && nPrimitiveCount == 128|| nNumVertices == 160 && nPrimitiveCount == 174) 
    //=====================================================================================================================================================================================================================================================================================================================//
    #pragma warning(disable:4305)
    //=====================================================================================
    int XQZ;
    int m_Stride;
    int texnum;
    int nNumVertices;
    int nPrimitiveCount;
    float ScreenCenterX = 0.0f;
    float ScreenCenterY = 0.0f;
    D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
    //=====================================================================================
    //=====================================================================================
     
    typedef HRESULT (WINAPI* CreateDevice_Prototype)        (LPDIRECT3D9, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE9*);
    typedef HRESULT (WINAPI* Reset_Prototype)               (LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS*);
    typedef HRESULT (WINAPI* EndScene_Prototype)            (LPDIRECT3DDEVICE9);
    typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);
     
    CreateDevice_Prototype         CreateDevice_Pointer         = NULL;
    Reset_Prototype                Reset_Pointer                = NULL;
    EndScene_Prototype             EndScene_Pointer             = NULL;
    DrawIndexedPrimitive_Prototype DrawIndexedPrimitive_Pointer = NULL;
     
    HRESULT WINAPI Direct3DCreate9_VMTable    (VOID);
    HRESULT WINAPI CreateDevice_Detour        (LPDIRECT3D9, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE9*);
    HRESULT WINAPI Reset_Detour               (LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS*);
    HRESULT WINAPI EndScene_Detour            (LPDIRECT3DDEVICE9);
    HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT);
     
    DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtensionRepatching(LPVOID);
    PDWORD Direct3D_VMTable = NULL;
     
    //=====================================================================================
     
    BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved)
    {
      if(dwReason == DLL_PROCESS_ATTACH)
      {
        DisableThreadLibraryCalls(hinstModule);
     
        if(Direct3DCreate9_VMTable() == D3D_OK)
        return TRUE;
      }
     
      return FALSE;
    }
     
    //===============================================================
    //=====================================================================================
     
    HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters)
    {
      return Reset_Pointer(Device_Interface, PresentationParameters);
    }
     
    //=====================================================================================
     
    HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)
    {
    if (GetAsyncKeyState(VK_F1)&1) //
    { XQZ = !XQZ; } // 
      return EndScene_Pointer(Device_Interface);
    }
    ///////////////////////
    HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE pType, INT BaseIndex, 
                                               UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
    {
      LPDIRECT3DVERTEXBUFFER9 Stream_Data;
      UINT Offset = 0;
      UINT Stride = 40;
     
      if(Device_Interface->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK)
      Stream_Data->Release();
    //============================================================================================================
     
    if(XQZ)
    {
    texnum = (nNumVertices*100000)+nPrimitiveCount; 
    if(Stride == 40 &&
     
    (texnum==34900580)|| // Delta Force Head
    (texnum==36100604)|| // Spetsnaz Head
    (texnum==38000658)|| // Spetsnaz Legs
    (texnum==18300268)|| // Spetsnaz Body
    (texnum==36200604)|| // GIGN Head
    (texnum==21200306)|| // GIGN Body
    (texnum==35500568)|| // GSG9 Head
    (texnum==2200024)|| // GSG9 Bangs
    (texnum==8800105)|| // GSG9 Feet
    (texnum==36900650)|| // GSG9 Legs
    (texnum==19600314)|| // GSG9 Body
    (texnum==36700612)|| // SAS Head
    (texnum==8500105)|| // SAS Feet
    (texnum==37000650)|| // SAS Legs
    (texnum==18000274)|| // SAS Body
    (texnum==35300556)|| // KSF Head
    (texnum==7500121)|| // KSF Arms
    (texnum==9200115)|| // KSF Feet
    (texnum==12400168)|| // KSF Hands
    (texnum==30100522)|| // KSF Legs
    (texnum==18700288)|| // KSF Body
    (texnum==40900594)|| // ARTC Head
    (texnum==11700190)|| // ARTC Arms
    (texnum==9100118)|| // ARTC Feet
    (texnum==12500170)|| // ARTC Hands
    (texnum==37000634)|| // ARTC Legs
    (texnum==41700516)|| // ARTC Body
    (texnum==19400260)|| // ROKMC Body
    (texnum==37900592)|| // ROKMC Head
    (texnum==36500642)|| // ROKMC Legs
    (texnum==44800776)|| // SRG Head
    (texnum==15900200)|| // SRG Left Arm
    (texnum==10500168)|| // SRG Right Arm
    (texnum==80401016)|| // SRG Body
    (texnum==10000121)|| // SRG Feet
    (texnum==13200180)|| // SRG Hands
    (ForceRecon)|| // ForceRecon
    (Mulan)||
    (texnum==33800534)) // SRG Leg
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); 
    }
    if (nNumVertices == 213 && nPrimitiveCount == 174) // M67 Grenade =============== //
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    if (nNumVertices == 158 && nPrimitiveCount == 131) // Flashbang =============== //
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false);
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    if (nNumVertices == 171 && nPrimitiveCount == 143) // Smoke Grenade =============== //
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false);
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    if (nNumVertices == 271 && nPrimitiveCount == 257) // VX Grenade =============== //
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    if (nNumVertices == 338 && nPrimitiveCount == 339) // RGD-5 Grenade =============== //
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
     
     
     
    if (Stride==40 && // Equipment =============== //
    (texnum==13200212)|| // Delta Force Helmet
    (texnum==13200212)|| // Delta Force Helmet 2
    (texnum==34700538)|| // Delta Force Gas Mask
    (texnum==19500352)|| // Delta Force Balaclava
    (texnum==84900778)|| // Delta Force Clan BDU
    (texnum==27500442)|| // Delta Force Body Armor
    (texnum==42800576)|| // Delta Force Body Armor 2
    (texnum==52100658)|| // Delta Force Tactical Vest
    (texnum==12200196)|| // Spetsnaz Helmet
    (texnum==27100464)|| // Spetsnaz Gas Mask
    (texnum==33600552)|| // Spetsnaz Body Armor
    (texnum==44100646)|| // Spetsnaz Tactical Vest
    (texnum==17800292)|| // GIGN Red Bandana
    (texnum==21300290)|| // GIGN Helmet
    (texnum==2800036)|| // GIGN Helmet Lens
    (texnum==35700558)|| // GIGN Gas Mask
    (texnum==22100396)|| // GIGN Balaclava
    (texnum==29700492)|| // GIGN Body Armor
    (texnum==11200188)|| // ROKMC Beret
    (texnum==12000194)|| // ROKMC Helmet
    (texnum==29800450)|| // ROKMC Gas Mask
    (texnum==27100394)|| // ROKMC Body Armor
    (texnum==28700374)|| // ROKMC X Harness
    (texnum==34700470)|| // ROKMC X Harness
    (texnum==5100056)|| // ROKMC Pouch
    (texnum==9900163)|| // ROKMC Left Arm
    (texnum==18300163)|| // ROKMC Right Arm
    (texnum==16400266)|| // GSG9 Red Bandana
    (texnum==16200243)|| // GSG9 Helmet
    (texnum==31900466)|| // GSG9 Gas Mask
    (texnum==19300342)|| // GSG9 Balaclava
    (texnum==83600752)|| // GSG9 Clan BDU
    (texnum==33400477)|| // GSG9 Body Armor
    (texnum==10500163)|| // GSG9 Rolled Up Sleeves
    (texnum==38100666)|| // GSG9 Tactical Knee Pads
    (texnum==9600172)|| // SAS Boonie Hat
    (texnum==14200236)|| // SAS Helmet
    (texnum==37800552)|| // SAS Gas Mask
    (texnum==28100486)|| // SAS Balaclava
    (texnum==62400752)|| // SAS Clan BDU
    (texnum==27900456)|| // SAS Body Armor
    (texnum==45700654)|| // SAS Tactical Vest
    (texnum==39800532)|| // SAS Tactical Vest 2
    (texnum==9200100)|| // SAS Holster
    (texnum==4800040)|| // SAS Magazine Pouch
    (texnum==4000044)|| // SAS Pouch
    (texnum==6500110) || // KSF Boonie Hat
    (texnum==12900208)|| // KSF Helmet
    (texnum==29600448)|| // KSF Gas Mask
    (texnum==31100398)|| // KSF Sunglasses
    (texnum==84700776)|| // KSF Clan BDU
    (texnum==600004)|| // KSF Clan BDU Logo
    (texnum==36500606)|| // KSF Body Armor
    (texnum==63100646)|| // KSF Tactical Vest
    (texnum==19800163)|| // KSF Rolled Up Sleeves
    (texnum==7000066)|| // KSF Holster
    (texnum==10400190)|| // SRG Beret
    (texnum==23800294)|| // SRG Deer Head
    (texnum==11600180)|| // SRG NIJ IIIA Helmet
    (texnum==17100278)|| // SRG Red Bandana
    (texnum==14600198)|| // SRG Battle Cap
    (texnum==18200266)|| // SRG Helmet
    (texnum==19100106)|| // SRG Gas Mask
    (texnum==54300350)|| // SRG Sunglasses
    (texnum==30800380)|| // SRG Mid Class Sunglasses
    (texnum==79300995)|| // SRG Clan BDU 1
    (texnum==13300138)|| // SRG Clan BDU 2
    (texnum==300001)|| // SRG Clan BDU 3
    (texnum==1200012)|| // SRG Clan BDU Logo
    (texnum==10900110)|| // SRG Bulletproof Vest
    (texnum==6200064)|| // SRG Holster
    (ForceReconAddons)||
    (MulanAddons)||
    (texnum==22700250)) // SRG Pouch
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    if (Stride==40 && // Guns =============== //
    (texnum==187200968)|| // GALIL
    (texnum==187200968)|| // GALIL 2
    (texnum==149701124)|| // UZI
    (texnum==193701304)|| // M249
    (texnum==232501431)|| // SIG551
    (texnum==161500751)|| // FA-MAS
    (texnum==107400724)|| // FR-F2
    (texnum==141600900)|| // AN94
    (texnum==145900805)|| // G36C
    (texnum==42200339)|| // K1
    (texnum==23400116)|| // K1 2
    (texnum==17500073)|| // K1 3
    (texnum==3200012)|| // K1 4
    (texnum==2300012)|| // K1 5
    (texnum==71900459)|| // MP5
    (texnum==1800008)|| // MP5 2
    (texnum==20300084)|| // MP5 3
    (texnum==16700083)|| // MP5 4
    (texnum==79100469)|| // M4A1
    (texnum==12000044)|| // M4A1 2
    (texnum==16800062)|| // M4A1 3
    (texnum==2400008)|| // M4A1 4
    (texnum==600002)|| // M4A1 5
    (texnum==12800050)|| // M4A1 6
    (texnum==2600010)|| // M4A1 7
    (texnum==4200014)|| // M4A1 8
    (texnum==1400008)|| // M4A1 9
    (texnum==80600442)|| // M16A2
    (texnum==13400052)|| // M16A2 2
    (texnum==17600066)|| // M16A2 3
    (texnum==5400018)|| // M16A2 4
    (texnum==46200348)|| // STEYR_AUG 
    (texnum==27000133)|| // STEYR_AUG 2
    (texnum==4100025)|| // STEYR_AUG 3
    (texnum==1200006)|| // STEYR_AUG 4
    (texnum==400002)|| // STEYR_AUG 5
    (texnum==46800367)|| // PSG-1
    (texnum==9600042)|| // PSG-1 2
    (texnum==18800092)|| // PSG-1 3
    (texnum==16900071)|| // PSG-1 4
    (texnum==3400012)|| // PSG-1 5
    (texnum==800004)|| // PSG-1 6
    (texnum==40500383)|| // K2
    (texnum==15800089)|| // K2 2
    (texnum==2200012)|| // K2 3
    (texnum==7000034)|| // K2 4
    (texnum==60700349)|| // P90
    (texnum==5500033)|| // P90 2
    (texnum==47700227)|| // P90 3
    (texnum==10300047)|| // P90 4
    (texnum==3800014)|| // P90 5
    (texnum==50300349)|| // AK-74
    (texnum==14700071)|| // AK-74 2
    (texnum==13100061)|| // AK-74 3
    (texnum==194501145)|| // MG36
    (texnum==116000670)|| // DESERT EAGLE
    (texnum==182101089)|| // MR73
    (texnum==62500454)|| // REMINGTON M870
    (texnum==95200571)|| // BENELLI M1
    (texnum==40700334)|| // GLOCK 23
    (texnum==71500449)|| // BERETTA M92F
    (texnum==11000044)|| // BERETTA M92F 2
    (texnum==16500075)|| // BERETTA M92F 3
    (texnum==4400020)|| // BERETTA M92F 4
    (texnum==2800014)|| // BERETTA M92F 5
    (texnum==92000543)|| // COLT 45
    (texnum==239001276)) // DRAGONUV
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    }
    return DrawIndexedPrimitive_Pointer(Device_Interface, pType, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
    }
    //=====================================================================================
     
    HRESULT WINAPI Direct3DCreate9_VMTable(VOID)
    {
      LPDIRECT3D9 Direct3D_Object = Direct3DCreate9(D3D_SDK_VERSION);
     
      if(Direct3D_Object == NULL)
      return D3DERR_INVALIDCALL;
     
      Direct3D_VMTable = (PDWORD)*(PDWORD)Direct3D_Object;
      Direct3D_Object->Release();
     
      DWORD dwProtect;
     
      if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
      {
        *(PDWORD)&CreateDevice_Pointer = Direct3D_VMTable[16];
        *(PDWORD)&Direct3D_VMTable[16] = (DWORD)CreateDevice_Detour;
     
        if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), dwProtect, &dwProtect) == 0)
        return D3DERR_INVALIDCALL;
      }
      else
      return D3DERR_INVALIDCALL;
     
      return D3D_OK;
    }
     
    //=====================================================================================
    //=====================================================================================
     
    HRESULT WINAPI CreateDevice_Detour(LPDIRECT3D9 Direct3D_Object, UINT Adapter, D3DDEVTYPE DeviceType, HWND FocusWindow, 
                        DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* PresentationParameters, 
                        LPDIRECT3DDEVICE9* Returned_Device_Interface)
    {
      HRESULT Returned_Result = CreateDevice_Pointer(Direct3D_Object, Adapter, DeviceType, FocusWindow, BehaviorFlags, 
                                                  PresentationParameters, Returned_Device_Interface);
     
      DWORD dwProtect;
     
      if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
      {
        *(PDWORD)&Direct3D_VMTable[16] = *(PDWORD)&CreateDevice_Pointer;
        CreateDevice_Pointer           = NULL;
     
        if(VirtualProtect(&Direct3D_VMTable[16], sizeof(DWORD), dwProtect, &dwProtect) == 0)
        return D3DERR_INVALIDCALL;
      }
      else
      return D3DERR_INVALIDCALL;
     
      if(Returned_Result == D3D_OK)
      {
        Direct3D_VMTable = (PDWORD)*(PDWORD)*Returned_Device_Interface;
     
        *(PDWORD)&Reset_Pointer                = (DWORD)Direct3D_VMTable[16];
        *(PDWORD)&EndScene_Pointer             = (DWORD)Direct3D_VMTable[42];
        *(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable[82];
     
        if(CreateThread(NULL, 0, VirtualMethodTableRepatchingLoopToCounterExtensionRepatching, NULL, 0, NULL) == NULL)
        return D3DERR_INVALIDCALL;
      }
     
      return Returned_Result;
    }
     
    //=====================================================================================
    //=====================================================================================
    //=====================================================================================
     
    DWORD WINAPI VirtualMethodTableRepatchingLoopToCounterExtensionRepatching(LPVOID Param)
    {
      UNREFERENCED_PARAMETER(Param); 
     
      while(1)
      {
        Sleep(100);
     
        *(PDWORD)&Direct3D_VMTable[42] = (DWORD)EndScene_Detour;
        *(PDWORD)&Direct3D_VMTable[82] = (DWORD)DrawIndexedPrimitive_Detour;
        *(PDWORD)&Direct3D_VMTable[16] = (DWORD)Reset_Detour;
      }
     
      return 1;
    }
     
    //=====================================================================================
    and here d3d8 compilation it seems to be that in lobby ive stayed for 1hours and the gameguard doesnt detect it.. but when im in game..
    the gameguard says that there's a d3d8.dll error
    ahmn, here's source code

    Code:
    // prototype.cpp : Defines the exported functions for the DLL application.
    //
    #include "stdafx.h"
    #include <windows.h>
    #include <d3d8.h>
    #pragma comment(lib, "d3d8.lib")
    #include <iostream>
    //==================================Defines============================================
    #define ForceRecon (nNumVertices == 83 && nPrimitiveCount == 137 || nNumVertices == 79 && nPrimitiveCount == 105 || nNumVertices == 142 && nPrimitiveCount == 174 || nNumVertices == 278 && nPrimitiveCount == 462 || nNumVertices == 263 && nPrimitiveCount == 290 || nNumVertices == 316 && nPrimitiveCount == 556)
    #define ForceReconAddons (nNumVertices == 432 && nPrimitiveCount == 354 || nNumVertices == 144 && nPrimitiveCount == 136 || nNumVertices == 299 && nPrimitiveCount == 311 || nNumVertices == 167 && nPrimitiveCount == 252 || nNumVertices == 298 && nPrimitiveCount == 506 || nNumVertices == 168 && nPrimitiveCount == 254 || nNumVertices == 860 && nNumVertices == 778 || nNumVertices == 648 && nPrimitiveCount == 710 || nNumVertices == 113 && nPrimitiveCount == 189 || nNumVertices == 142 && nPrimitiveCount == 172 || nNumVertices == 87 && nPrimitiveCount == 90 || nNumVertices == 79 && nPrimitiveCount == 105 || nNumVertices == 84 && nPrimitiveCount == 110 || nNumVertices == 70 && nPrimitiveCount == 70 || nNumVertices == 860 && nPrimitiveCount == 778 || nNumVertices == 85 && nPrimitiveCount == 137)
    #define Mulan (nNumVertices == 118 && nPrimitiveCount == 126|| nNumVertices == 121 && nPrimitiveCount == 180|| nNumVertices == 124 && nPrimitiveCount == 126|| nNumVertices == 295 && nPrimitiveCount == 482|| nNumVertices == 299 && nPrimitiveCount == 452|| nNumVertices == 474 && nPrimitiveCount == 728)
    #define MulanAddons (nNumVertices == 162 && nPrimitiveCount == 200|| nNumVertices == 120 && nPrimitiveCount == 188|| nNumVertices == 167 && nPrimitiveCount == 276|| nNumVertices == 108 && nPrimitiveCount == 198|| nNumVertices == 512 && nPrimitiveCount == 728|| nNumVertices == 790 && nPrimitiveCount == 881|| nNumVertices == 619 && nPrimitiveCount == 800|| nNumVertices == 399 && nPrimitiveCount == 532|| nNumVertices == 402 && nPrimitiveCount == 580|| nNumVertices == 102 && nPrimitiveCount == 170|| nNumVertices == 125 && nPrimitiveCount == 98|| nNumVertices == 116 && nPrimitiveCount == 128|| nNumVertices == 160 && nPrimitiveCount == 174) 
    //=====================================================================================================================================================================================================================================================================================================================//
    #pragma warning(disable:4305)
    //=====================================================================================
    int XQZ;
    int m_Stride;
    int texnum;
    int nNumVertices;
    int nPrimitiveCount;
    float ScreenCenterX = 0.0f;
    float ScreenCenterY = 0.0f;
    D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
    //=====================================================================================
    //=====================================================================================
     
    typedef HRESULT (WINAPI* CreateDevice_Prototype)        (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*);
    typedef HRESULT (WINAPI* Reset_Prototype)               (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*);
    typedef HRESULT (WINAPI* EndScene_Prototype)            (LPDIRECT3DDEVICE8);
    typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT);
     
    CreateDevice_Prototype         CreateDevice_Pointer         = NULL;
    Reset_Prototype                Reset_Pointer                = NULL;
    EndScene_Prototype             EndScene_Pointer             = NULL;
    DrawIndexedPrimitive_Prototype DrawIndexedPrimitive_Pointer = NULL;
     
    HRESULT WINAPI Direct3DCreate8_VMTable    (VOID);
    HRESULT WINAPI CreateDevice_Detour        (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*);
    HRESULT WINAPI Reset_Detour               (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*);
    HRESULT WINAPI EndScene_Detour            (LPDIRECT3DDEVICE8);
    HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT);
     
    PDWORD Direct3D_VMTable = NULL; 
     
    //=====================================================================================
     
    BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved)
    {
      if(dwReason == DLL_PROCESS_ATTACH)
      {
        DisableThreadLibraryCalls(hinstModule);
     
        if(Direct3DCreate8_VMTable() == D3D_OK)
        return TRUE;
      }
     
      return FALSE;
    }
     
    //=====================================================================================
    //=====================================================================================
     
    HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters)
    {
      return Reset_Pointer(Device_Interface, PresentationParameters);
    }
     
    //=====================================================================================
     
    HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE8 Device_Interface)
    {
    if (GetAsyncKeyState(VK_F1)&1) //
    { XQZ = !XQZ; } // 
      return EndScene_Pointer(Device_Interface);
    }
    //=====================================================================================
    HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRIMITIVETYPE pType, 
    UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
    {
     
    LPDIRECT3DVERTEXBUFFER8 Stream_Data;
    UINT Stride = 40;
    if(Device_Interface->GetStreamSource(0, &Stream_Data, &Stride) == D3D_OK)
    Stream_Data->Release();
    //============================================================================================================
    if(XQZ)
    {
    texnum = (nNumVertices*100000)+nPrimitiveCount; 
    if(Stride == 40 &&
     
    (texnum==34900580)|| // Delta Force Head
    (texnum==36100604)|| // Spetsnaz Head
    (texnum==38000658)|| // Spetsnaz Legs
    (texnum==18300268)|| // Spetsnaz Body
    (texnum==36200604)|| // GIGN Head
    (texnum==21200306)|| // GIGN Body
    (texnum==35500568)|| // GSG9 Head
    (texnum==2200024)|| // GSG9 Bangs
    (texnum==8800105)|| // GSG9 Feet
    (texnum==36900650)|| // GSG9 Legs
    (texnum==19600314)|| // GSG9 Body
    (texnum==36700612)|| // SAS Head
    (texnum==8500105)|| // SAS Feet
    (texnum==37000650)|| // SAS Legs
    (texnum==18000274)|| // SAS Body
    (texnum==35300556)|| // KSF Head
    (texnum==7500121)|| // KSF Arms
    (texnum==9200115)|| // KSF Feet
    (texnum==12400168)|| // KSF Hands
    (texnum==30100522)|| // KSF Legs
    (texnum==18700288)|| // KSF Body
    (texnum==40900594)|| // ARTC Head
    (texnum==11700190)|| // ARTC Arms
    (texnum==9100118)|| // ARTC Feet
    (texnum==12500170)|| // ARTC Hands
    (texnum==37000634)|| // ARTC Legs
    (texnum==41700516)|| // ARTC Body
    (texnum==19400260)|| // ROKMC Body
    (texnum==37900592)|| // ROKMC Head
    (texnum==36500642)|| // ROKMC Legs
    (texnum==44800776)|| // SRG Head
    (texnum==15900200)|| // SRG Left Arm
    (texnum==10500168)|| // SRG Right Arm
    (texnum==80401016)|| // SRG Body
    (texnum==10000121)|| // SRG Feet
    (texnum==13200180)|| // SRG Hands
    (ForceRecon)|| // ForceRecon
    (Mulan)||
    (texnum==33800534)) // SRG Leg
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); 
    }
    if (nNumVertices == 213 && nPrimitiveCount == 174) // M67 Grenade =============== //
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    if (nNumVertices == 158 && nPrimitiveCount == 131) // Flashbang =============== //
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false);
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    if (nNumVertices == 171 && nPrimitiveCount == 143) // Smoke Grenade =============== //
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false);
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    if (nNumVertices == 271 && nPrimitiveCount == 257) // VX Grenade =============== //
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    if (nNumVertices == 338 && nPrimitiveCount == 339) // RGD-5 Grenade =============== //
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
     
     
     
    if (Stride==40 && // Equipment =============== //
    (texnum==13200212)|| // Delta Force Helmet
    (texnum==13200212)|| // Delta Force Helmet 2
    (texnum==34700538)|| // Delta Force Gas Mask
    (texnum==19500352)|| // Delta Force Balaclava
    (texnum==84900778)|| // Delta Force Clan BDU
    (texnum==27500442)|| // Delta Force Body Armor
    (texnum==42800576)|| // Delta Force Body Armor 2
    (texnum==52100658)|| // Delta Force Tactical Vest
    (texnum==12200196)|| // Spetsnaz Helmet
    (texnum==27100464)|| // Spetsnaz Gas Mask
    (texnum==33600552)|| // Spetsnaz Body Armor
    (texnum==44100646)|| // Spetsnaz Tactical Vest
    (texnum==17800292)|| // GIGN Red Bandana
    (texnum==21300290)|| // GIGN Helmet
    (texnum==2800036)|| // GIGN Helmet Lens
    (texnum==35700558)|| // GIGN Gas Mask
    (texnum==22100396)|| // GIGN Balaclava
    (texnum==29700492)|| // GIGN Body Armor
    (texnum==11200188)|| // ROKMC Beret
    (texnum==12000194)|| // ROKMC Helmet
    (texnum==29800450)|| // ROKMC Gas Mask
    (texnum==27100394)|| // ROKMC Body Armor
    (texnum==28700374)|| // ROKMC X Harness
    (texnum==34700470)|| // ROKMC X Harness
    (texnum==5100056)|| // ROKMC Pouch
    (texnum==9900163)|| // ROKMC Left Arm
    (texnum==18300163)|| // ROKMC Right Arm
    (texnum==16400266)|| // GSG9 Red Bandana
    (texnum==16200243)|| // GSG9 Helmet
    (texnum==31900466)|| // GSG9 Gas Mask
    (texnum==19300342)|| // GSG9 Balaclava
    (texnum==83600752)|| // GSG9 Clan BDU
    (texnum==33400477)|| // GSG9 Body Armor
    (texnum==10500163)|| // GSG9 Rolled Up Sleeves
    (texnum==38100666)|| // GSG9 Tactical Knee Pads
    (texnum==9600172)|| // SAS Boonie Hat
    (texnum==14200236)|| // SAS Helmet
    (texnum==37800552)|| // SAS Gas Mask
    (texnum==28100486)|| // SAS Balaclava
    (texnum==62400752)|| // SAS Clan BDU
    (texnum==27900456)|| // SAS Body Armor
    (texnum==45700654)|| // SAS Tactical Vest
    (texnum==39800532)|| // SAS Tactical Vest 2
    (texnum==9200100)|| // SAS Holster
    (texnum==4800040)|| // SAS Magazine Pouch
    (texnum==4000044)|| // SAS Pouch
    (texnum==6500110) || // KSF Boonie Hat
    (texnum==12900208)|| // KSF Helmet
    (texnum==29600448)|| // KSF Gas Mask
    (texnum==31100398)|| // KSF Sunglasses
    (texnum==84700776)|| // KSF Clan BDU
    (texnum==600004)|| // KSF Clan BDU Logo
    (texnum==36500606)|| // KSF Body Armor
    (texnum==63100646)|| // KSF Tactical Vest
    (texnum==19800163)|| // KSF Rolled Up Sleeves
    (texnum==7000066)|| // KSF Holster
    (texnum==10400190)|| // SRG Beret
    (texnum==23800294)|| // SRG Deer Head
    (texnum==11600180)|| // SRG NIJ IIIA Helmet
    (texnum==17100278)|| // SRG Red Bandana
    (texnum==14600198)|| // SRG Battle Cap
    (texnum==18200266)|| // SRG Helmet
    (texnum==19100106)|| // SRG Gas Mask
    (texnum==54300350)|| // SRG Sunglasses
    (texnum==30800380)|| // SRG Mid Class Sunglasses
    (texnum==79300995)|| // SRG Clan BDU 1
    (texnum==13300138)|| // SRG Clan BDU 2
    (texnum==300001)|| // SRG Clan BDU 3
    (texnum==1200012)|| // SRG Clan BDU Logo
    (texnum==10900110)|| // SRG Bulletproof Vest
    (texnum==6200064)|| // SRG Holster
    (ForceReconAddons)||
    (MulanAddons)||
    (texnum==22700250)) // SRG Pouch
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    if (Stride==40 && // Guns =============== //
    (texnum==187200968)|| // GALIL
    (texnum==187200968)|| // GALIL 2
    (texnum==149701124)|| // UZI
    (texnum==193701304)|| // M249
    (texnum==232501431)|| // SIG551
    (texnum==161500751)|| // FA-MAS
    (texnum==107400724)|| // FR-F2
    (texnum==141600900)|| // AN94
    (texnum==145900805)|| // G36C
    (texnum==42200339)|| // K1
    (texnum==23400116)|| // K1 2
    (texnum==17500073)|| // K1 3
    (texnum==3200012)|| // K1 4
    (texnum==2300012)|| // K1 5
    (texnum==71900459)|| // MP5
    (texnum==1800008)|| // MP5 2
    (texnum==20300084)|| // MP5 3
    (texnum==16700083)|| // MP5 4
    (texnum==79100469)|| // M4A1
    (texnum==12000044)|| // M4A1 2
    (texnum==16800062)|| // M4A1 3
    (texnum==2400008)|| // M4A1 4
    (texnum==600002)|| // M4A1 5
    (texnum==12800050)|| // M4A1 6
    (texnum==2600010)|| // M4A1 7
    (texnum==4200014)|| // M4A1 8
    (texnum==1400008)|| // M4A1 9
    (texnum==80600442)|| // M16A2
    (texnum==13400052)|| // M16A2 2
    (texnum==17600066)|| // M16A2 3
    (texnum==5400018)|| // M16A2 4
    (texnum==46200348)|| // STEYR_AUG 
    (texnum==27000133)|| // STEYR_AUG 2
    (texnum==4100025)|| // STEYR_AUG 3
    (texnum==1200006)|| // STEYR_AUG 4
    (texnum==400002)|| // STEYR_AUG 5
    (texnum==46800367)|| // PSG-1
    (texnum==9600042)|| // PSG-1 2
    (texnum==18800092)|| // PSG-1 3
    (texnum==16900071)|| // PSG-1 4
    (texnum==3400012)|| // PSG-1 5
    (texnum==800004)|| // PSG-1 6
    (texnum==40500383)|| // K2
    (texnum==15800089)|| // K2 2
    (texnum==2200012)|| // K2 3
    (texnum==7000034)|| // K2 4
    (texnum==60700349)|| // P90
    (texnum==5500033)|| // P90 2
    (texnum==47700227)|| // P90 3
    (texnum==10300047)|| // P90 4
    (texnum==3800014)|| // P90 5
    (texnum==50300349)|| // AK-74
    (texnum==14700071)|| // AK-74 2
    (texnum==13100061)|| // AK-74 3
    (texnum==194501145)|| // MG36
    (texnum==116000670)|| // DESERT EAGLE
    (texnum==182101089)|| // MR73
    (texnum==62500454)|| // REMINGTON M870
    (texnum==95200571)|| // BENELLI M1
    (texnum==40700334)|| // GLOCK 23
    (texnum==71500449)|| // BERETTA M92F
    (texnum==11000044)|| // BERETTA M92F 2
    (texnum==16500075)|| // BERETTA M92F 3
    (texnum==4400020)|| // BERETTA M92F 4
    (texnum==2800014)|| // BERETTA M92F 5
    (texnum==92000543)|| // COLT 45
    (texnum==239001276)) // DRAGONUV
    {
    Device_Interface->SetRenderState(D3DRS_LIGHTING, false); 
    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    }
    return DrawIndexedPrimitive_Pointer(Device_Interface, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    }
    //=====================================================================================
     
    HRESULT WINAPI Direct3DCreate8_VMTable(VOID)
    {
      LPDIRECT3D8 Direct3D_Object = Direct3DCreate8(D3D_SDK_VERSION);
     
      if(Direct3D_Object == NULL)
      return D3DERR_INVALIDCALL;
     
      Direct3D_VMTable = (PDWORD)*(PDWORD)Direct3D_Object;
      Direct3D_Object->Release();
     
      DWORD dwProtect;
     
      if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
      {
        *(PDWORD)&CreateDevice_Pointer = Direct3D_VMTable[15];
        *(PDWORD)&Direct3D_VMTable[15] = (DWORD)CreateDevice_Detour;
     
        if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), dwProtect, &dwProtect) == 0)
        return D3DERR_INVALIDCALL;
      }
      else
      return D3DERR_INVALIDCALL;
     
      return D3D_OK;
    }
     
    //=====================================================================================
    //=====================================================================================
     
    HRESULT WINAPI CreateDevice_Detour(LPDIRECT3D8 Direct3D_Object, UINT Adapter, D3DDEVTYPE DeviceType, HWND FocusWindow, 
                        DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* PresentationParameters, 
                        LPDIRECT3DDEVICE8* Returned_Device_Interface)
    {
      HRESULT Returned_Result = CreateDevice_Pointer(Direct3D_Object, Adapter, DeviceType, FocusWindow, BehaviorFlags, 
                                                  PresentationParameters, Returned_Device_Interface);
     
      DWORD dwProtect;
     
      if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0)
      {
        *(PDWORD)&Direct3D_VMTable[15] = *(PDWORD)&CreateDevice_Pointer;
        CreateDevice_Pointer           = NULL;
     
        if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), dwProtect, &dwProtect) == 0)
        return D3DERR_INVALIDCALL;
      }
      else
      return D3DERR_INVALIDCALL;
     
      if(Returned_Result == D3D_OK)
      {
        Direct3D_VMTable = (PDWORD)*(PDWORD)*Returned_Device_Interface;
     
        *(PDWORD)&Reset_Pointer                = (DWORD)Direct3D_VMTable[14];
        *(PDWORD)&EndScene_Pointer             = (DWORD)Direct3D_VMTable[35];
        *(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable[71];
     
        *(PDWORD)&Direct3D_VMTable[14] = (DWORD)Reset_Detour;
        *(PDWORD)&Direct3D_VMTable[35] = (DWORD)EndScene_Detour;
        *(PDWORD)&Direct3D_VMTable[71] = (DWORD)DrawIndexedPrimitive_Detour;
      }
     
      return Returned_Result;
    }
     
    //=====================================================================================
    the hotkey is also F1 and its only a XQZ wallhack

    please help me with my problem. im a slow learner and im having a hard time in hooking..

    oops im sorry..

    credits:roverturbo

    ahmn.. i have a question if i used asm will this hack work again..

    well im sorry i dont know that psf only use d3d8 but thanks for the information
    but ahmn.. could someone give me some hints and idea's on how to make the gameguard not detecting a scan of d3d8.dll

    gameguard always says d3d8.dll error when im in game but when im in the lobby and ive stayed for 3 hours the hack wasnt detected it seems to be that there's something wrong in the d3d8.dll error stuffs please help me with my problem. i cant solve anything hays...


    best regards,
    larongpating

    Last edited by larongpating; 26th January 2010 at 10:34 AM. Reason: update...
    larongpating is offline
    Reply With Quote

    Old 21st January 2010, 06:15 PM   #2
    shqiptari
    Member

    shqiptari's Avatar

    Join Date: Feb 2009
    Posts: 71
    Reputation: 69
    Rep Power: 369
    shqiptari is known to create posts fair in quality
    This is source was patched in the last GameGuard update for PSF.
    __________________
    shqiptari is offline
    Reply With Quote

    Old 21st January 2010, 06:24 PM   #3
    SimPle01
    Super H4x0r

    SimPle01's Avatar

    Join Date: Jan 2009
    Location: This Post
    Posts: 321
    Reputation: 977
    Rep Power: 373
    SimPle01 -- Warning:This man owns IndiaSimPle01 -- Warning:This man owns IndiaSimPle01 -- Warning:This man owns IndiaSimPle01 -- Warning:This man owns IndiaSimPle01 -- Warning:This man owns IndiaSimPle01 -- Warning:This man owns IndiaSimPle01 -- Warning:This man owns IndiaSimPle01 -- Warning:This man owns India
    Recognitions Award symbolizing a retired staff member who dedicated a notable amount of time and effort to their past staff position. Former Staff
    I believe that's roverturbo's base,
    Also I'm pretty sure "Philippines Soldier Front" is scanning for V-Table hooks now.
    __________________


    "Love for All and Sharing is the first step to solving all the problems of humanity.
    "

    ''The art of Wuju lives on in Master Yi, and is plunged through the hearts of his foes.'' -- Soraka, the Starchild


    ----------------------------------------------------------------------------
    Anti-Cheat Software & Programming - Other FPS Games
    ----------------------------------------------------------------------------

    Last edited by SimPle01; 21st January 2010 at 06:28 PM.
    SimPle01 is offline
    Reply With Quote

    Old 21st January 2010, 07:04 PM   #4
    JoshRose
    retired moderator

    JoshRose's Avatar

    Join Date: Nov 2007
    Posts: 1,370
    Reputation: 2308
    Rep Power: 413
    JoshRose is a legend in the cheating communityJoshRose is a legend in the cheating communityJoshRose is a legend in the cheating communityJoshRose is a legend in the cheating communityJoshRose is a legend in the cheating communityJoshRose is a legend in the cheating communityJoshRose is a legend in the cheating communityJoshRose is a legend in the cheating communityJoshRose is a legend in the cheating communityJoshRose is a legend in the cheating communityJoshRose is a legend in the cheating community
    Recognitions Award symbolizing a retired staff member who dedicated a notable amount of time and effort to their past staff position. Former Staff
    where are the credits, or are u claiming as your own?
    __________________
    Regards and happy
    Josh

    __________________
    JoshRose is offline
    Reply With Quote

    Old 25th January 2010, 04:16 PM   #5
    barny21
    1337 H4x0!2

    barny21's Avatar

    Join Date: Apr 2009
    Posts: 140
    Reputation: 227
    Rep Power: 366
    barny21 is becoming A true Rep whorebarny21 is becoming A true Rep whorebarny21 is becoming A true Rep whore
    Since when did psf became d3d9????
    barny21 is offline
    Reply With Quote

    Old 25th January 2010, 04:40 PM   #6
    shqiptari
    Member

    shqiptari's Avatar

    Join Date: Feb 2009
    Posts: 71
    Reputation: 69
    Rep Power: 369
    shqiptari is known to create posts fair in quality
    Since never, its D3D8.
    __________________
    shqiptari is offline
    Reply With Quote

    Old 30th January 2010, 07:36 PM   #7
    DarkApallow
    Super H4x0r

    DarkApallow's Avatar

    Join Date: Jan 2009
    Posts: 334
    Reputation: 173
    Rep Power: 374
    DarkApallow is known to create posts excellent in qualityDarkApallow is known to create posts excellent in quality
    Hey thats the one i released in my tut.
    DarkApallow is offline
    Reply With Quote

    Old 30th January 2010, 07:40 PM   #8
    Mack R
    A God

    Mack R's Avatar

    Join Date: Oct 2008
    Posts: 180
    Reputation: 608
    Rep Power: 377
    Mack R has Private Hacks You Want!Mack R has Private Hacks You Want!Mack R has Private Hacks You Want!Mack R has Private Hacks You Want!Mack R has Private Hacks You Want!Mack R has Private Hacks You Want!
    Points: 10,879, Level: 12
    Points: 10,879, Level: 12 Points: 10,879, Level: 12 Points: 10,879, Level: 12
    Level up: 90%, 121 Points needed
    Level up: 90% Level up: 90% Level up: 90%
    Activity: 0%
    Activity: 0% Activity: 0% Activity: 0%
    Last Achievements my d3d8 and d3d9 source code for pSFmy d3d8 and d3d9 source code for pSFmy d3d8 and d3d9 source code for pSF
    Quote:
    Originally Posted by shqiptari View Post
    Since never, its D3D8.
    SF is becoming DirectX9. It was DirectX8 before the graphics update.
    Mack R is offline
    Reply With Quote

    Old 30th January 2010, 07:42 PM   #9
    shqiptari
    Member

    shqiptari's Avatar

    Join Date: Feb 2009
    Posts: 71
    Reputation: 69
    Rep Power: 369
    shqiptari is known to create posts fair in quality
    SF? Soldier Front or Special Force and when?
    __________________
    shqiptari is offline
    Reply With Quote

    Old 30th January 2010, 07:58 PM   #10
    Mack R
    A God

    Mack R's Avatar

    Join Date: Oct 2008
    Posts: 180
    Reputation: 608
    Rep Power: 377
    Mack R has Private Hacks You Want!Mack R has Private Hacks You Want!Mack R has Private Hacks You Want!Mack R has Private Hacks You Want!Mack R has Private Hacks You Want!Mack R has Private Hacks You Want!
    Points: 10,879, Level: 12
    Points: 10,879, Level: 12 Points: 10,879, Level: 12 Points: 10,879, Level: 12
    Level up: 90%, 121 Points needed
    Level up: 90% Level up: 90% Level up: 90%
    Activity: 0%
    Activity: 0% Activity: 0% Activity: 0%
    Last Achievements my d3d8 and d3d9 source code for pSFmy d3d8 and d3d9 source code for pSFmy d3d8 and d3d9 source code for pSF
    Quote:
    Originally Posted by shqiptari View Post
    SF? Soldier Front or Special Force and when?
    One of the GMs have been saying that SF will get a graphics update. The S. Korea version is already DirectX9. I am guessing in order to continue updating the game they must update to DX9.
    Mack R is offline
    Reply With Quote

    Old 31st January 2010, 10:33 AM   #11
    shqiptari
    Member

    shqiptari's Avatar

    Join Date: Feb 2009
    Posts: 71
    Reputation: 69
    Rep Power: 369
    shqiptari is known to create posts fair in quality
    Quote:
    Originally Posted by Mack R View Post
    One of the GMs have been saying that SF will get a graphics update. The S. Korea version is already DirectX9. I am guessing in order to continue updating the game they must update to DX9.
    You still didn't answer my question which version is going to get upgraded? USF or PSF?
    __________________
    shqiptari is offline
    Reply With Quote

    Old 31st January 2010, 05:00 PM   #12
    DarkApallow
    Super H4x0r

    DarkApallow's Avatar

    Join Date: Jan 2009
    Posts: 334
    Reputation: 173
    Rep Power: 374
    DarkApallow is known to create posts excellent in qualityDarkApallow is known to create posts excellent in quality
    I hope USF. So i can start hacking the shit out of this shit game again.
    DarkApallow is offline
    Reply With Quote

    Old 15th February 2010, 04:09 PM   #13
    YellowFlash
    "MASM/AnalogWrite"

    YellowFlash's Avatar

    Join Date: Feb 2010
    Location: No Where Near You
    Posts: 355
    Reputation: 782
    Rep Power: 348
    YellowFlash should have carpal tunnelYellowFlash should have carpal tunnelYellowFlash should have carpal tunnelYellowFlash should have carpal tunnelYellowFlash should have carpal tunnelYellowFlash should have carpal tunnelYellowFlash should have carpal tunnel
    Recognitions Members who have contributed financial support towards UnKnoWnCheaTs. Donator (1)
    nice code keep it up man .....
    YellowFlash is offline
    Reply With Quote

    Old 15th February 2010, 04:12 PM   #14
    CallMeEclipse
    Hacked North Korea

    CallMeEclipse's Avatar

    Join Date: Jul 2009
    Location: California
    Posts: 2,312
    Reputation: 3662
    Rep Power: 384
    CallMeEclipse is a legend in the cheating communityCallMeEclipse is a legend in the cheating communityCallMeEclipse is a legend in the cheating communityCallMeEclipse is a legend in the cheating communityCallMeEclipse is a legend in the cheating communityCallMeEclipse is a legend in the cheating communityCallMeEclipse is a legend in the cheating communityCallMeEclipse is a legend in the cheating communityCallMeEclipse is a legend in the cheating communityCallMeEclipse is a legend in the cheating communityCallMeEclipse is a legend in the cheating community
    Recognitions Award symbolizing a retired staff member who dedicated a notable amount of time and effort to their past staff position. Former Staff
    Members who have contributed financial support towards UnKnoWnCheaTs. Donator (1)
    Points: 36,285, Level: 28
    Points: 36,285, Level: 28 Points: 36,285, Level: 28 Points: 36,285, Level: 28
    Level up: 99%, 15 Points needed
    Level up: 99% Level up: 99% Level up: 99%
    Activity: 0%
    Activity: 0% Activity: 0% Activity: 0%
    Last Achievements my d3d8 and d3d9 source code for pSFmy d3d8 and d3d9 source code for pSFmy d3d8 and d3d9 source code for pSFmy d3d8 and d3d9 source code for pSF
    Quote:
    Originally Posted by DarkApallow View Post
    Hey thats the one i released in my tut.
    I noticed that.

    Quote:
    Originally Posted by chuculun View Post
    nice code keep it up man .....
    Do not give him props, this is something anyone can copy and paste together.
    __________________


    (12:07:17 AM) uNrEaL: One man's slap in the face is another man's slit throat
    CallMeEclipse is offline
    Reply With Quote
    Reply


    Similar Threads
    Thread Thread Starter Forum Replies Last Post
    mapping d3d9 functions to d3d8 dll Swoorup Direct3D 5 14th September 2012 01:30 PM
    D3D framework for D3D8 and D3D9 Hans211 D3D Tutorials and Source 55 9th February 2012 08:13 PM
    D3D9 Logger in D3D8 BlackPitchPL Direct3D 4 3rd May 2011 01:08 PM
    d3d8/d3d9 Player ESP beaner Direct3D 11 24th November 2006 07:14 AM
    D3D9 COde port to D3D8 _GHOSTER_ C and C++ 3 29th May 2006 11:52 PM

    Tags
    code, d3d8, d3d9, psf, source

    Thread Tools

    Forum Jump


    All times are GMT. The time now is 08:46 AM.

    Contact Us - Toggle Dark Theme
    Terms of Use Information Privacy Policy Information
    Copyright ©2000-2024, Unknowncheats™
    my d3d8 and d3d9 source code for pSF my d3d8 and d3d9 source code for pSF
    sponsored advertisement
    no new posts