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Direct3D hacking programming reversing
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D3D9 Chams some Help
08-08-2010, 08:55 PM
#1 n00bie Join Date: May 2010
Posts: 4
Reputation: 10 Rep Power: 21
D3D9 Chams some Help
I got alot errors when i try to compile this project, i used this tutorial
PHP Code:
www .****. net / forum / 31 - c - c / 28467 - d3d9 - chams - tutorial . html
for chams, somewere is error i need help.
Code:
Compiling...
d3d9dev.cpp
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(97) : error C2143: syntax error : missing ';' before 'if'
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(97) : error C2143: syntax error : missing ';' before 'if'
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(98) : error C2143: syntax error : missing ';' before '{'
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(98) : error C2447: missing function header (old-style formal list?)
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(101) : error C2447: missing function header (old-style formal list?)
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(202) : error C2143: syntax error : missing ';' before 'if'
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(202) : error C2143: syntax error : missing ';' before 'if'
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(203) : error C2143: syntax error : missing ';' before '{'
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(203) : error C2447: missing function header (old-style formal list?)
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(215) : error C2447: missing function header (old-style formal list?)
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(636) : error C2143: syntax error : missing ';' before 'if'
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(636) : error C2143: syntax error : missing ';' before 'if'
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(636) : error C2143: syntax error : missing ';' before '{'
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(636) : error C2447: missing function header (old-style formal list?)
C:\Documents and Settings\nenad\Desktop\D3D_Starterkit_v3.0b\D3D9\d3d9dev.cpp(637) : error C2447: missing function header (old-style formal list?)
Error executing cl.exe.
TatniumD3D.dll - 15 error(s), 0 warning(s)
this is my d3d9dev.cpp
Code:
/* Direct3D9 Device */
#include <windows.h>
#include "main.h"
#include "d3d9.h"
#define D3DHOOK_TEXTURES //comment this to disable texture hooking
bool Chams;
UINT m_Stride;
LPDIRECT3DTEXTURE9 texGreen;
LPDIRECT3DTEXTURE9 texYellow;
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 CD3DManager::Initialize()
{
/*
initialize Resources such as textures
(managed and unmanaged [D3DPOOL]),
vertex buffers, and other D3D rendering resources
...
m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
*/
GenerateTexture(m_pD3Ddev, &texYellow,D3DCOLOR_ARGB(255,255,255,0));
GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0));
return S_OK;
}
HRESULT CD3DManager::PreReset()
{
/*
release all UNMANAGED [D3DPOOL_DEFAULT]
textures, vertex buffers, and other
volitile resources
...
_SAFE_RELEASE(m_pD3Dtexture);
*/
return S_OK;
}
HRESULT CD3DManager::PostReset()
{
/*
re-initialize all UNMANAGED [D3DPOOL_DEFAULT]
textures, vertex buffers, and other volitile
resources
...
m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
*/
return S_OK;
}
HRESULT CD3DManager::Release()
{
/*
Release all textures, vertex buffers, and
other resources
...
_SAFE_RELEASE(m_pD3Dtexture);
*/
return S_OK;
}
//-----------------------------------------------------------------------------
HRESULT APIENTRY hkIDirect3DDevice9::QueryInterface(REFIID riid, LPVOID *ppvObj)
{
return m_pD3Ddev->QueryInterface(riid, ppvObj);
}
ULONG APIENTRY hkIDirect3DDevice9::AddRef()
{
m_refCount++;
return m_pD3Ddev->AddRef();
}
HRESULT APIENTRY hkIDirect3DDevice9::BeginScene()
if (GetAsyncKeyState(VK_INSERT)&1)
{
Chams = !Chams;
}
{
return m_pD3Ddev->BeginScene();
}
HRESULT APIENTRY hkIDirect3DDevice9::BeginStateBlock()
{
return m_pD3Ddev->BeginStateBlock();
}
HRESULT APIENTRY hkIDirect3DDevice9::Clear(DWORD Count, CONST D3DRECT *pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil)
{
return m_pD3Ddev->Clear(Count, pRects, Flags, Color, Z, Stencil);
}
HRESULT APIENTRY hkIDirect3DDevice9::ColorFill(IDirect3DSurface9* pSurface,CONST RECT* pRect, D3DCOLOR color)
{
return m_pD3Ddev->ColorFill(pSurface,pRect,color);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *pPresentationParameters, IDirect3DSwapChain9 **ppSwapChain)
{
return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParameters, ppSwapChain);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateDepthStencilSurface(Width, Height, Format, MultiSample, MultisampleQuality,Discard,ppSurface, pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateOffscreenPlainSurface(Width,Height,Format,Pool,ppSurface,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader)
{
return m_pD3Ddev->CreatePixelShader(pFunction, ppShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery)
{
return m_pD3Ddev->CreateQuery(Type,ppQuery);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateRenderTarget(Width, Height, Format, MultiSample,MultisampleQuality, Lockable, ppSurface,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateStateBlock(D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB)
{
return m_pD3Ddev->CreateStateBlock(Type, ppSB);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle)
{
HRESULT ret = m_pD3Ddev->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture, pSharedHandle);
#ifdef D3DHOOK_TEXTURES
if(ret == D3D_OK) { new hkIDirect3DTexture9(ppTexture, this, Width, Height, Format); }
#endif
return ret;
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl)
{
return m_pD3Ddev->CreateVertexDeclaration(pVertexElements,ppDecl);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader)
{
return m_pD3Ddev->CreateVertexShader(pFunction, ppShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture,pSharedHandle);
}
HRESULT APIENTRY hkIDirect3DDevice9::DeletePatch(UINT Handle)
{
return m_pD3Ddev->DeletePatch(Handle);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawIndexedPrimitive(D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
if (Chams)
{
if (m_Stride == 64)
{
DWORD dwOldZEnable = D3DZB_TRUE;
m_pD3Ddev->SetTexture(0, texYellow);
m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
m_pD3Ddev->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
m_pD3Ddev->SetTexture(0, texGreen);
}
}
{
return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinIndex, UINT NumVertices, UINT PrimitiveCount, CONST void *pIndexData, D3DFORMAT IndexDataFormat, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
return m_pD3Ddev->DrawIndexedPrimitiveUP(PrimitiveType, MinIndex, NumVertices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount)
{
return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawRectPatch(UINT Handle, CONST float *pNumSegs, CONST D3DRECTPATCH_INFO *pRectPatchInfo)
{
return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);
}
HRESULT APIENTRY hkIDirect3DDevice9::DrawTriPatch(UINT Handle, CONST float *pNumSegs, CONST D3DTRIPATCH_INFO *pTriPatchInfo)
{
return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);
}
HRESULT APIENTRY hkIDirect3DDevice9::EndScene()
{
return m_pD3Ddev->EndScene();
}
HRESULT APIENTRY hkIDirect3DDevice9::EndStateBlock(IDirect3DStateBlock9** ppSB)
{
return m_pD3Ddev->EndStateBlock(ppSB);
}
HRESULT APIENTRY hkIDirect3DDevice9::EvictManagedResources()
{
return m_pD3Ddev->EvictManagedResources();
}
UINT APIENTRY hkIDirect3DDevice9::GetAvailableTextureMem()
{
return m_pD3Ddev->GetAvailableTextureMem();
}
HRESULT APIENTRY hkIDirect3DDevice9::GetBackBuffer(UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer)
{
return m_pD3Ddev->GetBackBuffer(iSwapChain,iBackBuffer, Type, ppBackBuffer);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetClipPlane(DWORD Index, float *pPlane)
{
return m_pD3Ddev->GetClipPlane(Index, pPlane);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetClipStatus(D3DCLIPSTATUS9 *pClipStatus)
{
return m_pD3Ddev->GetClipStatus(pClipStatus);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters)
{
return m_pD3Ddev->GetCreationParameters(pParameters);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetCurrentTexturePalette(UINT *pPaletteNumber)
{
return m_pD3Ddev->GetCurrentTexturePalette(pPaletteNumber);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetDepthStencilSurface(IDirect3DSurface9 **ppZStencilSurface)
{
return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetDeviceCaps(D3DCAPS9 *pCaps)
{
return m_pD3Ddev->GetDeviceCaps(pCaps);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetDirect3D(IDirect3D9 **ppD3D9)
{
HRESULT hRet = m_pD3Ddev->GetDirect3D(ppD3D9);
if( SUCCEEDED(hRet) )
*ppD3D9 = m_pD3Dint;
return hRet;
}
HRESULT APIENTRY hkIDirect3DDevice9::GetDisplayMode(UINT iSwapChain,D3DDISPLAYMODE* pMode)
{
return m_pD3Ddev->GetDisplayMode(iSwapChain,pMode);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface)
{
return m_pD3Ddev->GetFrontBufferData(iSwapChain,pDestSurface);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetFVF(DWORD* pFVF)
{
return m_pD3Ddev->GetFVF(pFVF);
}
void APIENTRY hkIDirect3DDevice9::GetGammaRamp(UINT iSwapChain,D3DGAMMARAMP* pRamp)
{
m_pD3Ddev->GetGammaRamp(iSwapChain,pRamp);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetIndices(IDirect3DIndexBuffer9** ppIndexData)
{
return m_pD3Ddev->GetIndices(ppIndexData);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetLight(DWORD Index, D3DLIGHT9 *pLight)
{
return m_pD3Ddev->GetLight(Index, pLight);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetLightEnable(DWORD Index, BOOL *pEnable)
{
return m_pD3Ddev->GetLightEnable(Index, pEnable);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetMaterial(D3DMATERIAL9 *pMaterial)
{
return m_pD3Ddev->GetMaterial(pMaterial);
}
float APIENTRY hkIDirect3DDevice9::GetNPatchMode()
{
return m_pD3Ddev->GetNPatchMode();
}
unsigned int APIENTRY hkIDirect3DDevice9::GetNumberOfSwapChains()
{
return m_pD3Ddev->GetNumberOfSwapChains();
}
HRESULT APIENTRY hkIDirect3DDevice9::GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY *pEntries)
{
return m_pD3Ddev->GetPaletteEntries(PaletteNumber, pEntries);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShader(IDirect3DPixelShader9** ppShader)
{
return m_pD3Ddev->GetPixelShader(ppShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount)
{
return m_pD3Ddev->GetPixelShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->GetPixelShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->GetPixelShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetRasterStatus(UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus)
{
return m_pD3Ddev->GetRasterStatus(iSwapChain,pRasterStatus);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetRenderState(D3DRENDERSTATETYPE State, DWORD *pValue)
{
return m_pD3Ddev->GetRenderState(State, pValue);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget)
{
return m_pD3Ddev->GetRenderTarget(RenderTargetIndex,ppRenderTarget);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface)
{
return m_pD3Ddev->GetRenderTargetData(pRenderTarget,pDestSurface);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue)
{
return m_pD3Ddev->GetSamplerState(Sampler,Type,pValue);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetScissorRect(RECT* pRect)
{
return m_pD3Ddev->GetScissorRect(pRect);
}
BOOL APIENTRY hkIDirect3DDevice9::GetSoftwareVertexProcessing()
{
return m_pD3Ddev->GetSoftwareVertexProcessing();
}
HRESULT APIENTRY hkIDirect3DDevice9::GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* OffsetInBytes,UINT* pStride)
{
return m_pD3Ddev->GetStreamSource(StreamNumber, ppStreamData,OffsetInBytes, pStride);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetStreamSourceFreq(UINT StreamNumber,UINT* Divider)
{
return m_pD3Ddev->GetStreamSourceFreq(StreamNumber,Divider);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetSwapChain(UINT iSwapChain,IDirect3DSwapChain9** pSwapChain)
{
return m_pD3Ddev->GetSwapChain(iSwapChain,pSwapChain);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetTexture(DWORD Stage, IDirect3DBaseTexture9 **ppTexture)
{
return m_pD3Ddev->GetTexture(Stage, ppTexture);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD *pValue)
{
return m_pD3Ddev->GetTextureStageState(Stage, Type, pValue);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetTransform(D3DTRANSFORMSTATETYPE State, D3DMATRIX *pMatrix)
{
return m_pD3Ddev->GetTransform(State, pMatrix);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl)
{
return m_pD3Ddev->GetVertexDeclaration(ppDecl);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShader(IDirect3DVertexShader9** ppShader)
{
return m_pD3Ddev->GetVertexShader(ppShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount)
{
return m_pD3Ddev->GetVertexShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->GetVertexShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->GetVertexShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::GetViewport(D3DVIEWPORT9 *pViewport)
{
return m_pD3Ddev->GetViewport(pViewport);
}
HRESULT APIENTRY hkIDirect3DDevice9::LightEnable(DWORD LightIndex, BOOL bEnable)
{
return m_pD3Ddev->LightEnable(LightIndex, bEnable);
}
HRESULT APIENTRY hkIDirect3DDevice9::MultiplyTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix)
{
return m_pD3Ddev->MultiplyTransform(State, pMatrix);
}
HRESULT APIENTRY hkIDirect3DDevice9::Present(CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion)
{
return m_pD3Ddev->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}
HRESULT APIENTRY hkIDirect3DDevice9::ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags)
{
return m_pD3Ddev->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer,pVertexDecl, Flags);
}
ULONG APIENTRY hkIDirect3DDevice9::Release()
{
if( --m_refCount == 0 )
m_pManager->Release();
return m_pD3Ddev->Release();
}
HRESULT APIENTRY hkIDirect3DDevice9::Reset(D3DPRESENT_PARAMETERS *pPresentationParameters)
{
m_pManager->PreReset();
HRESULT hRet = m_pD3Ddev->Reset(pPresentationParameters);
if( SUCCEEDED(hRet) )
{
m_PresentParam = *pPresentationParameters;
m_pManager->PostReset();
}
return hRet;
}
HRESULT APIENTRY hkIDirect3DDevice9::SetClipPlane(DWORD Index, CONST float *pPlane)
{
return m_pD3Ddev->SetClipPlane(Index, pPlane);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetClipStatus(CONST D3DCLIPSTATUS9 *pClipStatus)
{
return m_pD3Ddev->SetClipStatus(pClipStatus);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetCurrentTexturePalette(UINT PaletteNumber)
{
return m_pD3Ddev->SetCurrentTexturePalette(PaletteNumber);
}
void APIENTRY hkIDirect3DDevice9::SetCursorPosition(int X, int Y, DWORD Flags)
{
m_pD3Ddev->SetCursorPosition(X, Y, Flags);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetCursorProperties(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9 *pCursorBitmap)
{
return m_pD3Ddev->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil)
{
return m_pD3Ddev->SetDepthStencilSurface(pNewZStencil);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetDialogBoxMode(BOOL bEnableDialogs)
{
return m_pD3Ddev->SetDialogBoxMode(bEnableDialogs);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetFVF(DWORD FVF)
{
return m_pD3Ddev->SetFVF(FVF);
}
void APIENTRY hkIDirect3DDevice9::SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp)
{
m_pD3Ddev->SetGammaRamp(iSwapChain,Flags, pRamp);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetIndices(IDirect3DIndexBuffer9* pIndexData)
{
return m_pD3Ddev->SetIndices(pIndexData);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetLight(DWORD Index, CONST D3DLIGHT9 *pLight)
{
return m_pD3Ddev->SetLight(Index, pLight);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetMaterial(CONST D3DMATERIAL9 *pMaterial)
{
return m_pD3Ddev->SetMaterial(pMaterial);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetNPatchMode(float nSegments)
{
return m_pD3Ddev->SetNPatchMode(nSegments);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetPaletteEntries(UINT PaletteNumber, CONST PALETTEENTRY *pEntries)
{
return m_pD3Ddev->SetPaletteEntries(PaletteNumber, pEntries);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShader(IDirect3DPixelShader9* pShader)
{
return m_pD3Ddev->SetPixelShader(pShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount)
{
return m_pD3Ddev->SetPixelShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->SetPixelShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->SetPixelShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
{
return m_pD3Ddev->SetRenderState(State, Value);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget)
{
return m_pD3Ddev->SetRenderTarget(RenderTargetIndex,pRenderTarget);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value)
{
return m_pD3Ddev->SetSamplerState(Sampler,Type,Value);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetScissorRect(CONST RECT* pRect)
{
return m_pD3Ddev->SetScissorRect(pRect);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetSoftwareVertexProcessing(BOOL bSoftware)
{
return m_pD3Ddev->SetSoftwareVertexProcessing(bSoftware);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride)
if( StreamNumber == 0 ){m_Stride = Stride;}
{
return m_pD3Ddev->SetStreamSource(StreamNumber, pStreamData,OffsetInBytes, Stride);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetStreamSourceFreq(UINT StreamNumber,UINT Divider)
{
return m_pD3Ddev->SetStreamSourceFreq(StreamNumber,Divider);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture)
{
#ifdef D3DHOOK_TEXTURES
IDirect3DDevice9 *dev = NULL;
if(pTexture != NULL && ((hkIDirect3DTexture9*)(pTexture))->GetDevice(&dev) == D3D_OK)
{
if(dev == this)
return m_pD3Ddev->SetTexture(Stage, ((hkIDirect3DTexture9*)(pTexture))->m_D3Dtex);
}
#endif
return m_pD3Ddev->SetTexture(Stage, pTexture);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
{
return m_pD3Ddev->SetTextureStageState(Stage, Type, Value);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix)
{
return m_pD3Ddev->SetTransform(State, pMatrix);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl)
{
return m_pD3Ddev->SetVertexDeclaration(pDecl);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShader(IDirect3DVertexShader9* pShader)
{
return m_pD3Ddev->SetVertexShader(pShader);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount)
{
return m_pD3Ddev->SetVertexShaderConstantB(StartRegister,pConstantData,BoolCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->SetVertexShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->SetVertexShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}
HRESULT APIENTRY hkIDirect3DDevice9::SetViewport(CONST D3DVIEWPORT9 *pViewport)
{
return m_pD3Ddev->SetViewport(pViewport);
}
BOOL APIENTRY hkIDirect3DDevice9::ShowCursor(BOOL bShow)
{
return m_pD3Ddev->ShowCursor(bShow);
}
HRESULT APIENTRY hkIDirect3DDevice9::StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter)
{
return m_pD3Ddev->StretchRect(pSourceSurface,pSourceRect,pDestSurface,pDestRect,Filter);
}
HRESULT APIENTRY hkIDirect3DDevice9::TestCooperativeLevel()
{
return m_pD3Ddev->TestCooperativeLevel();
}
HRESULT APIENTRY hkIDirect3DDevice9::UpdateSurface(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint)
{
return m_pD3Ddev->UpdateSurface(pSourceSurface,pSourceRect,pDestinationSurface,pDestPoint);
}
HRESULT APIENTRY hkIDirect3DDevice9::UpdateTexture(IDirect3DBaseTexture9 *pSourceTexture, IDirect3DBaseTexture9 *pDestinationTexture)
{
return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture);
}
HRESULT APIENTRY hkIDirect3DDevice9::ValidateDevice(DWORD *pNumPasses)
{
return m_pD3Ddev->ValidateDevice(pNumPasses);
}
Last edited by nenad94; 08-08-2010 at 09:00 PM .
nenad94 is offline
08-08-2010, 08:57 PM
#2 *_*
Join Date: Apr 2008
Location: H.M.P
Posts: 5,438
Reputation: 92853 Rep Power: 1083
whats up with double threads?
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xTc charging me up like a battery, Like 1000 volts rushing through my body
HOOAH07 is online now
08-08-2010, 09:11 PM
#3 Gathering Stories
Join Date: Mar 2009
Location: University
Posts: 4,440
Reputation: 84290 Rep Power: 966
Please do not make multiple threads with the same topic. I have deleted the other one.
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disco is offline
08-08-2010, 09:15 PM
#4 *_*
Join Date: Apr 2008
Location: H.M.P
Posts: 5,438
Reputation: 92853 Rep Power: 1083
ok so try fixing the errors yourself.
click the top error and it will take you to the line what has the error.
re-read it, and then fix. its pretty straight forward any more problems just re-post and il let you know but i would prefer you to atleast fix these basic problems first
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xTc charging me up like a battery, Like 1000 volts rushing through my body
HOOAH07 is online now
08-09-2010, 04:51 PM
#5 n00bie Join Date: Jul 2009
Posts: 5
Reputation: 10 Rep Power: 32
Last Achievements This:
Code:
HRESULT APIENTRY hkIDirect3DDevice9::BeginScene()
if (GetAsyncKeyState(VK_INSERT)&1)
{
Chams = !Chams;
}
{
return m_pD3Ddev->BeginScene();
} Should be this:
Code:
HRESULT APIENTRY hkIDirect3DDevice9::BeginScene()
{
if (GetAsyncKeyState(VK_INSERT)&1)
{
Chams = !Chams;
}
return m_pD3Ddev->BeginScene();
} Edit: Look at DIP as well, and everywhere else you pasted the source in.
Cheers, ~iOr.
Last edited by iOr; 08-09-2010 at 04:58 PM .
iOr is offline
08-09-2010, 04:55 PM
#6 *_*
Join Date: Apr 2008
Location: H.M.P
Posts: 5,438
Reputation: 92853 Rep Power: 1083
yes iOr their are a few instances where he missed brackets out.
simply clicking error to go to line would have showed him.
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xTc charging me up like a battery, Like 1000 volts rushing through my body
HOOAH07 is online now
08-09-2010, 09:51 PM
#7 Join Date: Jan 2010
Posts: 48
Reputation: 622 Rep Power: 32
Last Achievements if you know C++, that errors could be solved without making thread
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Why should I have one?
dammic2000 is offline
08-09-2010, 10:35 PM
#8 Join Date: Mar 2010
Location: Germany
Posts: 941
Reputation: 40621 Rep Power: 448
also this :
PHP Code:
HRESULT APIENTRY hkIDirect3DDevice9 :: DrawIndexedPrimitive ( D3DPRIMITIVETYPE Type , INT BaseVertexIndex , UINT MinVertexIndex , UINT NumVertices , UINT startIndex , UINT primCount ) if ( Chams ) { if ( m_Stride == 64 ) { DWORD dwOldZEnable = D3DZB_TRUE ; m_pD3Ddev -> SetTexture ( 0 , texYellow ); m_pD3Ddev -> GetRenderState ( D3DRS_ZENABLE , & dwOldZEnable ); m_pD3Ddev -> SetRenderState ( D3DRS_ZENABLE , D3DZB_FALSE ); m_pD3Ddev -> DrawIndexedPrimitive ( Type , BaseVertexIndex , MinVertexIndex , NumVertices , startIndex , primCount ); m_pD3Ddev -> SetRenderState ( D3DRS_ZENABLE , dwOldZEnable ); m_pD3Ddev -> SetTexture ( 0 , texGreen ); } } { return m_pD3Ddev -> DrawIndexedPrimitive ( Type , BaseVertexIndex , MinVertexIndex , NumVertices , startIndex , primCount ); }
should be this:
PHP Code:
HRESULT APIENTRY hkIDirect3DDevice9 :: DrawIndexedPrimitive ( D3DPRIMITIVETYPE Type , INT BaseVertexIndex , UINT MinVertexIndex , UINT NumVertices , UINT startIndex , UINT primCount ) { if ( Chams ) { if ( m_Stride == 64 ) { DWORD dwOldZEnable = D3DZB_TRUE ; m_pD3Ddev -> SetTexture ( 0 , texYellow ); m_pD3Ddev -> GetRenderState ( D3DRS_ZENABLE , & dwOldZEnable ); m_pD3Ddev -> SetRenderState ( D3DRS_ZENABLE , D3DZB_FALSE ); m_pD3Ddev -> DrawIndexedPrimitive ( Type , BaseVertexIndex , MinVertexIndex , NumVertices , startIndex , primCount ); m_pD3Ddev -> SetRenderState ( D3DRS_ZENABLE , dwOldZEnable ); m_pD3Ddev -> SetTexture ( 0 , texGreen ); } } return m_pD3Ddev -> DrawIndexedPrimitive ( Type , BaseVertexIndex , MinVertexIndex , NumVertices , startIndex , primCount ); }
also be sure to set your compiler to compile a .dll file and set it to releasemode
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