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Direct3D hacking programming reversing
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Wallhack Detected 5 min
05-23-2010, 03:12 AM
#1 n00bie Join Date: Feb 2010
Posts: 9
Reputation: 10 Rep Power: 25
Last Achievements Wallhack Detected 5 min hey wallhack Special Force Work 5min Detected
Edit D3D8-->D3D9 Code Bug
F1 Xhair F2 Cham Work 5min
Have Bypass Gameguard ?? or Bypass Gameguard TUT ??
I Speak English Noob
Code:
// wallhack.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")
float ScreenCenterX = 0.0f;
float ScreenCenterY = 0.0f;
bool Xhair;
bool Chams;
int texnum;
int m_Stride;
int NumVertices;
int PrimitiveCount;
void *DetourFunc(BYTE *src, const BYTE *dst, const int len)
bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask);
DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask);
//=====================================================================================================================================================================================================================================================================================================================//
//==================================Defines============================================
#define ForceRecon (NumVertices == 83 && PrimitiveCount == 137 || NumVertices == 79 && PrimitiveCount == 105 || NumVertices == 142 && PrimitiveCount == 174 || NumVertices == 278 && PrimitiveCount == 462 || NumVertices == 263 && PrimitiveCount == 290 || NumVertices == 316 && PrimitiveCount == 556)
#define ForceReconAddons (NumVertices == 432 && PrimitiveCount == 354 || NumVertices == 144 && PrimitiveCount == 136 || NumVertices == 299 && PrimitiveCount == 311 || NumVertices == 167 && PrimitiveCount == 252 || NumVertices == 298 && PrimitiveCount == 506 || NumVertices == 168 && PrimitiveCount == 254 || NumVertices == 860 && NumVertices == 778 || NumVertices == 648 && PrimitiveCount == 710 || NumVertices == 113 && PrimitiveCount == 189 || NumVertices == 142 && PrimitiveCount == 172 || NumVertices == 87 && PrimitiveCount == 90 || NumVertices == 79 && PrimitiveCount == 105 || NumVertices == 84 && PrimitiveCount == 110 || NumVertices == 70 && PrimitiveCount == 70 || NumVertices == 860 && PrimitiveCount == 778 || NumVertices == 85 && PrimitiveCount == 137)
#define Mulan (NumVertices == 118 && PrimitiveCount == 126|| NumVertices == 121 && PrimitiveCount == 180|| NumVertices == 124 && PrimitiveCount == 126|| NumVertices == 295 && PrimitiveCount == 482|| NumVertices == 299 && PrimitiveCount == 452|| NumVertices == 474 && PrimitiveCount == 728)
#define MulanAddons (NumVertices == 162 && PrimitiveCount == 200|| NumVertices == 120 && PrimitiveCount == 188|| NumVertices == 167 && PrimitiveCount == 276|| NumVertices == 108 && PrimitiveCount == 198|| NumVertices == 512 && PrimitiveCount == 728|| NumVertices == 790 && PrimitiveCount == 881|| NumVertices == 619 && PrimitiveCount == 800|| NumVertices == 399 && PrimitiveCount == 532|| NumVertices == 402 && PrimitiveCount == 580|| NumVertices == 102 && PrimitiveCount == 170|| NumVertices == 125 && PrimitiveCount == 98|| NumVertices == 116 && PrimitiveCount == 128|| NumVertices == 160 && PrimitiveCount == 174)
//===================================================================================================
LPDIRECT3DTEXTURE9 Red,Yellow,Green,Blue,Purple,Pink,Orange,Black,White;
D3DCOLOR colRed = D3DCOLOR_XRGB(255, 0, 0);
D3DVIEWPORT9 g_ViewPort;
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 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 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;
}
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;
}
HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters)
{
return Reset_Pointer(Device_Interface, PresentationParameters);
}
HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE9 Device_Interface)
{
Device_Interface->GetViewport(&g_ViewPort);
ScreenCenterX = (float)g_ViewPort.Width / 2;
ScreenCenterY = (float)g_ViewPort.Height / 2;
GenerateTexture(Device_Interface, &Red, D3DCOLOR_ARGB (255,255,0 ,0 ));
GenerateTexture(Device_Interface, &Yellow, D3DCOLOR_ARGB (255,255,255,0 ));
GenerateTexture(Device_Interface, &Green, D3DCOLOR_ARGB (255,0 ,255,0 ));
GenerateTexture(Device_Interface, &Blue, D3DCOLOR_ARGB (255,0 ,0 ,255));
GenerateTexture(Device_Interface, &Purple, D3DCOLOR_ARGB (255,102,0 ,153));
GenerateTexture(Device_Interface, &Pink, D3DCOLOR_ARGB (255,255,20 ,147));
GenerateTexture(Device_Interface, &Orange, D3DCOLOR_ARGB (255,255,165,0 ));
GenerateTexture(Device_Interface, &Black, D3DCOLOR_ARGB (255,0 ,0 ,0 ));
GenerateTexture(Device_Interface, &White, D3DCOLOR_ARGB (255,255,255,255));
if (Xhair)
{
D3DRECT rec2 = {ScreenCenterX-8, ScreenCenterY, ScreenCenterX+8, ScreenCenterY+1};
D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-8, ScreenCenterX+1, ScreenCenterY+8};
Device_Interface->Clear(1, &rec2, D3DCLEAR_TARGET,colRed, 0, 0);
Device_Interface->Clear(1, &rec3, D3DCLEAR_TARGET,colRed, 0, 0);
}
if(GetAsyncKeyState(VK_F1)&1){Xhair=!Xhair;}
if(GetAsyncKeyState(VK_F2)&1){Chams=!Chams;}
return EndScene_Pointer(Device_Interface);
}
HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type, 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();
texnum=(NumVertices*100000)+PrimitiveCount;
if (Chams)
{
if(m_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_ZENABLE, D3DZB_FALSE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
Device_Interface->SetTexture(0,Pink);
DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
Device_Interface->SetTexture(0,Orange);
}
if (NumVertices == 213 && PrimitiveCount == 174) // M67 Grenade =============== //
{
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
Device_Interface->SetTexture(0,Red);
DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
Device_Interface->SetTexture(0,Green);
}
if (NumVertices == 158 && PrimitiveCount == 131) // Flashbang =============== //
{
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
Device_Interface->SetTexture(0,Red);
DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
Device_Interface->SetTexture(0,Green);
}
if (NumVertices == 171 && PrimitiveCount == 143) // Smoke Grenade =============== //
{
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
Device_Interface->SetTexture(0,Red);
DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
Device_Interface->SetTexture(0,Green);
}
if (NumVertices == 271 && PrimitiveCount == 257) // VX Grenade =============== //
{
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
Device_Interface->SetTexture(0,Red);
DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
Device_Interface->SetTexture(0,Green);
}
if (NumVertices == 338 && PrimitiveCount == 339) // RGD-5 Grenade =============== //
{
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
Device_Interface->SetTexture(0,Red);
DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
Device_Interface->SetTexture(0,Green);
}
if (m_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_ZENABLE, D3DZB_FALSE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
Device_Interface->SetTexture(0,Pink);
DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
Device_Interface->SetTexture(0,Orange);
}
if (m_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_ZENABLE, D3DZB_FALSE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
Device_Interface->SetTexture(0,Pink);
DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
Device_Interface->SetTexture(0,Orange);
}
}
return DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
//==========================================FindPatt======================================================================//
bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
{
for(;*szMask;++szMask,++pData,++bMask)
if(*szMask=='x' && *pData!=*bMask) return 0;
return (*szMask) == NULL;
}
//=======================================================================
DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
{
for(DWORD i=0; i<dwLen; i++)
if (bCompare((BYTE*)(dwAddress+i),bMask,szMask)) return (DWORD)(dwAddress+i);
return 0;
}
//=======================================================================
void *DetourFunc(BYTE *src, const BYTE *dst, const int len)
{
BYTE *jmp = (BYTE*)malloc(len+5);
DWORD dwBack;
VirtualProtect(src, len, PAGE_READWRITE, &dwBack);
memcpy(jmp, src, len);
jmp += len;
jmp[0] = 0xE9;
*(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;
src[0] = 0x90; //50
src[1] = 0x90; // 58
src[2] = 0xE9;
*(DWORD*)(&src[3]) = (DWORD)(dst - src) - 7;
for (int i=7; i<len; i++) src[i] = 0x90;
VirtualProtect(src, len, dwBack, &dwBack);
return (jmp-len);
}
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;
}
jokerjoza555 is offline
05-23-2010, 07:57 AM
#2 Affiliate VIP
Join Date: Aug 2007
Posts: 2,491
Reputation: 73953 Rep Power: 843
It's detected because your doing a straight up VMT hook... You don't need a bypass just a bit more creative with your hooks.
Also don't hook CreateDevice, just find device pointer in game and use it once they create it. The less hooks the better off you are.
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zoomgod is offline
05-23-2010, 10:43 AM
#3 n00bie
Threadstarter Join Date: Feb 2010
Posts: 9
Reputation: 10 Rep Power: 25
Last Achievements Hook D3D9 Sourecode ??
i have code D3D8 Edit D3D9 ??
Code:
//=======================================Vtable Hook====================================================================//
int D3D8BASE (void)
{
HMODULE D3D8BASE = NULL;
for (;D3D8BASE == NULL;Sleep(100))
D3D8BASE = LoadLibrary("d3d8.dll");
DWORD* VTableHook = 0;
DWORD hD3D8 = (DWORD)GetModuleHandle("d3d8.dll");
DWORD VIRTUALTABLE = FindPattern(hD3D8, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
memcpy(&VTableHook, (void*)(VIRTUALTABLE+2), 4);
DWORD dwEndScene = VTableHook[35];
DWORD dwDrawIndexedPrimitive = VTableHook[71];
DWORD dwSetStreamSource = VTableHook[83];
DWORD dwSetViewport = VTableHook[40];
DWORD dwSetRenderState = VTableHook[50];
pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunc((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive, 7);
pSetStreamSource = (oSetStreamSource)DetourFunc((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource, 7);
pEndScene = (oEndScene)DetourFunc((PBYTE)dwEndScene, (PBYTE)myEndScene, 7);
pSetViewport = (oSetViewport)DetourFunc((PBYTE)dwSetViewport, (PBYTE)mySetViewport, 7);
pSetRenderState = (oSetRenderState)DetourFunc((PBYTE)dwSetRenderState, (PBYTE)mySetRenderState, 7);
return 0;
}
jokerjoza555 is offline
05-23-2010, 07:44 PM
#4 Affiliate VIP
Join Date: Aug 2007
Posts: 2,491
Reputation: 73953 Rep Power: 843
To be honest if your just grabbing source you find laying around the chances of it being undetected by GG are slim.
I have no idea what game your messing with, but some games the A/C are more aggressive and updated than others. Perhaps read a forum for the game your working on to get some idea of what others are doing.
__________________
I'm like a virus, you can delete me but I am never really gone.
Links die, searching does not. (Fravia : searchlores.org)
Solving problems requires effort not a college degree.
zoomgod is offline
05-25-2010, 06:50 AM
#5 Join Date: Apr 2010
Posts: 54
Reputation: 1159 Rep Power: 34
Last Achievements you dont need a bypass, just a less detected method of hooking. and unhook reset if you are not going to be using it.
Risky is offline
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