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Old 09-04-2010, 05:36 PM   #1
afg


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iam making a solider front hack i want to make a GG bypaas so it is undetected
any advice people
her is the code

sf.cpp
Code:
// bal.cpp : Defines the exported functions for the DLL application.
//

#include "stdafx.h"
#include <windows.h>
#include <detours.h>
#include <d3d8.h>
#include <d3dx8.h>
#include "log.h"
#include <fstream>
#include <iostream>
#pragma comment(lib, "d3dx8.lib")
#pragma comment(lib, "d3d8.lib")
using namespace std;
static DWORD dwBeginScene            = 0x6D9D9250;
static DWORD dwEndScene                = 0x6d9d93a0;
static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0;
static DWORD dwSetStreamSource        = 0x6d9d6760;
static DWORD dwSetViewport            = 0x6d9d5b90    ;
 
 
int m_Stride;
int texnum;
int nNumVertices;
int nPrimitiveCount;
 
LPDIRECT3DTEXTURE8  Red,Yellow,Green,Blue,Purple,Pink,Orange;
bool Color = true;
bool Logger = false;
ofstream ofile;    
char dlldir[320];
float ScreenCenterX = 0.0f;
float ScreenCenterY = 0.0f;
bool xhair = false;
bool WallHack = false; 
bool WallHack2 = false;
HANDLE hand1       =NULL;
HANDLE hand2       =NULL;
 
DWORD bytes;
 
//Logger
int texarray[1000]; 
int arraycounter; 
int delarray[500]; 
int dcount; 
unsigned int arrc;
int i=0;
 
 
D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
 
 
char *GetDirectoryFile(char *filename)
{
    static char path[320];
    strcpy(path, dlldir);
    strcat(path, filename);
    return path;
}
 
void __cdecl add_log (const char *fmt, ...)
{
    if(ofile != NULL)
    {
        if(!fmt) { return; }
 
        va_list va_alist;
        char logbuf[256] = {0};
 
        va_start (va_alist, fmt);
        _vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
        va_end (va_alist);
 
        ofile << logbuf << endl;
    }
}
 
HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
{
    if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
        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;
}
 
 
//=================================EndScene_Start=================================================================================//
typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
oEndScene pEndScene;
 
HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
{
if(Color)
{ 
GenerateTexture(pDevice, &Red,      D3DCOLOR_ARGB    (255   ,   255  ,     0      ,    0      ));
GenerateTexture(pDevice, &Yellow,   D3DCOLOR_ARGB    (255   ,   255  ,     255    ,    0      ));
GenerateTexture(pDevice, &Green,    D3DCOLOR_ARGB    (255   ,   0    ,     255    ,    0      ));
GenerateTexture(pDevice, &Blue,     D3DCOLOR_ARGB    (255   ,   0    ,     0      ,    255    ));
GenerateTexture(pDevice, &Purple,   D3DCOLOR_ARGB    (255   ,   102  ,     0      ,    153    ));
GenerateTexture(pDevice, &Pink,     D3DCOLOR_ARGB    (255   ,   255  ,     20      ,   147    ));
GenerateTexture(pDevice, &Orange,   D3DCOLOR_ARGB    (255   ,   255  ,     165      ,  0      ));
Color=false; 
}
 
if(xhair)
{
  D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
  D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
  pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0,  0);
  pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0,  0);
}    
 
//=============================================UnHooK_Start===================================================//
 
if((GetAsyncKeyState(VK_F5)&1))        
{    
int end    =NULL;
int dip    =NULL;
int svp    =NULL;
int sss    =NULL;
 
 
BYTE Unhook[5] = {0x8B,0xFF,0x55,0x8B,0xEC};//Original Function Bytes.
hand1 = GetCurrentProcess();
DWORD dwmodualBase=(DWORD)GetModuleHandle("d3d8.dll");
end = 0x6d9d93a0;
dip = 0x6d9d73a0;
svp = 0x6d9d5b90;
sss = 0x6d9d6760;
 
WriteProcessMemory(hand1, (void*) end, Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) dip, Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) svp ,Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) sss,Unhook, 5, &bytes);
}    
//=========================================UnHook_End=========================================================//
 
if((GetAsyncKeyState(VK_F1)&1)){xhair=!xhair;}        
if((GetAsyncKeyState(VK_F2)&1)){WallHack=!WallHack;}        
 
return pEndScene(pDevice);
}
//====================================EndScene_End============================================================================//
 
 
 
 
//=================================Dip_Start============================================================================================//
typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
oDrawIndexedPrimitive pDrawIndexedPrimitive;
 
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
{
 
 
 
 
if(WallHack)
{
texnum = (nNumVertices*100000)+nPrimitiveCount; 
    if(m_Stride==40 && 
 
  (texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||(texnum==37000650)||
  (texnum==18000274)||(texnum==8800105 )||(texnum==36900650)||(texnum==19600314)||
  (texnum==21800306)||(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||
  (texnum==21800306)||(texnum==36900650)||(texnum==7500121 )||(texnum==37000650)||
  (texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==38000658)||
  (texnum==22100268)||(texnum==62400752)||(texnum==27900456)||(texnum==45700654)|| 
  (texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum==38100666)|| 
  (texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum==84900778)|| 
  (texnum==27500442)||(texnum==52100658)||(texnum==62400752)||(texnum==33600552)|| 
  (texnum==44100646)||(texnum==18000274)||(texnum==37200508)||(texnum==45700654)|| 
  (texnum==37200508)||(texnum==52100658)||(texnum==52100658) &&
 
 
 
     (nNumVertices == 100 && nPrimitiveCount == 121) || //Foot 
     (nNumVertices == 105 && nPrimitiveCount == 168) || //Right Arm 
     (nNumVertices == 132 && nPrimitiveCount == 180) || //Hand 
     (nNumVertices == 159 && nPrimitiveCount == 200) || //Left Arm 
     (nNumVertices == 338 && nPrimitiveCount == 534) || //Underbody    thanks japennese guy =)
     //(nNumVertices == 448 && nPrimitiveCount == 776) || //Head 
     (nNumVertices == 804 && nPrimitiveCount == 1016) || //Body //SRG Option item 
     (nNumVertices == 109 && nPrimitiveCount == 110) || //Bulletproof Vest 
     (nNumVertices == 336 && nPrimitiveCount == 532)) //Battle Pants
 
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Orange);
//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );
 
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
 
//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Pink);
}            
 
if(m_Stride==40 && texnum== 21300174)    
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Green);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Purple);
}       
 
 
if(nNumVertices == 158 && nPrimitiveCount == 131)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Red);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Yellow);
}
 
if (nNumVertices == 171 && nPrimitiveCount == 143)
{
 
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Red);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Yellow);
}
 
 
 
if(m_Stride==40 &&//face,mask etc...
(texnum==36700612) ||
(texnum==9600172 ) ||
(texnum==14200236) ||
(texnum==37800552) ||
(texnum==28100486) ||
(texnum==35500568) ||
(texnum==2200024 ) ||
(texnum==16200243) ||
(texnum==31900466) ||
(texnum==19300342) ||
(texnum==36200604) ||
(texnum==21300290) ||
(texnum==35700558) ||
(texnum==22100396) ||
(texnum==36100604) ||
(texnum==27100464) ||
(texnum==11400180) ||
(texnum==34900580) ||
(texnum==13200212) ||
(texnum==34700538) ||
(texnum==19500352)&&
(nNumVertices == 448 && nPrimitiveCount == 776))
 
{
pDevice->SetTexture(0,Blue);
}
 
 
{
pDevice->SetRenderState(D3DRS_FOGENABLE,false);
}
 
/*Logger
if(m_Stride==40){
 
 
 while(GetAsyncKeyState(VK_NUMPAD1)&1) arrc--; //Used as manual index for adding textures to delarray
    while(GetAsyncKeyState(VK_NUMPAD3)&1) arrc++;
    bool alrdy=false;
    bool inarr=false;
 
        if(texarray[arrc]==texnum)
            if(delarray[i]==texarray[arrc])
            alrdy=true;
    for(int i=0;i<dcount;i++) //sees if said texture is in delarray
        if(delarray[i]==texnum)
            inarr=true;
    if(texarray[arrc]==texnum || inarr){ //If true, color model differently
        LPDIRECT3DTEXTURE8 texCol;
            DWORD dwOldZEnable = D3DZB_TRUE; 
            pDevice->SetTexture(0, NULL);
            pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable); 
            pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
            if(alrdy) //Different colors for selected models that are already being logged (For removal from array)
                texCol=Blue;
            else
                texCol=Red;
           pDevice->SetTexture(0, texCol);
            pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
            pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
 
    }
}
if(GetAsyncKeyState(VK_F5)&1) add_log("Logged tesx: %i", texarray[arrc]); //F5 will print currently selected texnum to logfile
if(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to array
    bool inarr=true;
    for(int k=0;k<dcount;k++){
        if(delarray[k]==texarray[arrc])
        {
            inarr=false;//Found selected texture to already exist
            delarray[k]=0;//Delete texture
            break;//Cancel loop
        }
    }
    if(inarr==true)
    {
    delarray[dcount]=texarray[arrc];//Add texture
    dcount++;
    }
}
if(GetAsyncKeyState(VK_F7)&1){
int total=1;
    add_log("omfg values?!? {");
    for(int x=0;x<dcount;x++)//Loops through all recorded variables and prints them in a nice array based format
        if(delarray[x]){
            add_log("%i,",delarray[x]); //add_log2==add_log but without endl
            total++;
        }
    add_log("}; %i variables in array",total);
}
bool found = false; //THIS PART CREDITS TO KRYPTEC
for(int y=0; y<arraycounter; y++) //THIS IS HIS LOGGING FUNCTION
{
    if(texnum==texarray[y])found=true; //I JUST CREATED AN INTERFACE FOR IT
}
    if(!found && arraycounter < 1000)
    {
    texarray[arraycounter]=texnum;
    arraycounter++;
    }*/
 
 
}
return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
}
//=====================================Dip_End===========================================================================//
 
 
//=====================================Sss_Start==========================================================================//
typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride );
oSetStreamSource pSetStreamSource;
 
HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
{
        if(nStreamNumber==0)
        m_Stride = nStride;
 
    return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
}
//====================================Sss_End============================================================================//
 
//====================================Svp_Start==========================================================================//
typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport);
oSetViewport pSetViewport;
 
HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport)
{
    ScreenCenterX = ( float )pViewport->Width / 2;
    ScreenCenterY = ( float )pViewport->Height / 2;    
 
    return pSetViewport(pDevice,pViewport);
}
//===================================Svp_End=============================================================================//
 
typedef HRESULT ( WINAPI* oBeginScene ) ( LPDIRECT3DDEVICE8 pDevice );
oBeginScene pBeginScene;
 
HRESULT WINAPI myBeginScene(LPDIRECT3DDEVICE8 pDevice)
{
    if((GetAsyncKeyState(VK_F6)&1))    
    {
        pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
        pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
        pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
        pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
    }
 
    return pBeginScene(pDevice);
}
 
 
BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved )
{
    DisableThreadLibraryCalls(hModule);
 
    if ( dwReason == DLL_PROCESS_ATTACH )
    {
 
        //=========Log==========================//
        GetModuleFileName(hModule, dlldir, 512);
        for(int i = strlen(dlldir); i > 0; i--) { if(dlldir[i] == '\\') { dlldir[i+1] = 0; break; } }
        ofile.open(GetDirectoryFile("log.txt"), ios::app);    
        //=========Log=========================//
 
        pBeginScene = (oBeginScene)DetourFunction((PBYTE)dwBeginScene, (PBYTE)myBeginScene);
        pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
        pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
        pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
        pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
 
}
return TRUE;
}
thanks guys if u help +rep and i put ur name in the hack this hack
will have a lot of users i suggest this forum should make a section for solider front.
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Old 09-04-2010, 05:47 PM   #2
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If you are you asking for a bypass for gg i think that no1 will help you..Cause the c&p code won't help you..You have to understand what are you doing..
By the way wrong section then..Look here: http://www.uc-forum.com/forum/anti-cheat-bypass/



Read this:[E-Book] Defeating and Emulating INCA's nProtect GameGuard
Bypassing gameguard isn't too hard now..It's a good guide..You can start from there..
Next time use the search button :P

Last edited by thelick; 09-04-2010 at 05:50 PM.
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Old 09-04-2010, 05:50 PM   #3
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some advice:
don't bullshit us
properly indent your code
give credits to the people you copied this code from.
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Old 09-04-2010, 05:53 PM   #4
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afg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these parts
Quote:
Originally Posted by learn_more View Post
some advice:
don't bullshit us
properly indent your code
give credits to the people you copied this code from.
did i say this my code no red i take no credits
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Old 09-04-2010, 05:54 PM   #5
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did i say this my code no red i take no credits
So give credits dude
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Old 09-04-2010, 05:55 PM   #6
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afg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these partsafg is infamous around these parts
Quote:
Originally Posted by thelick View Post
If you are you asking for a bypass for gg i think that no1 will help you..Cause the c&p code won't help you..You have to understand what are you doing..
By the way wrong section then..Look here: http://www.uc-forum.com/forum/anti-cheat-bypass/



Read this:[E-Book] Defeating and Emulating INCA's nProtect GameGuard
Bypassing gameguard isn't too hard now..It's a good guide..You can start from there..
Next time use the search button :P
thanks should i post this problem in a anti-cheat-bypass and credit to gamerzplant
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Old 09-05-2010, 10:39 AM   #7
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