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[TUT] C++ D3D


lula

Rekomendowane odpowiedzi

Opublikowano

CREDITS:

SLICER AND THEKNIGHT

 

Orginalny Temat

Link

 

 

Potrzebujemy:

DX8 - Summer SDK

http://www.microsoft.com/downloads/details...;displaylang=en

Scan

 

The Empty D3D folder!

http://www.mediafire.com/?djoy0btuy0t

Scan

 

Microsoft Visual C++ 6.0

http://www.mediafire.com/download.php?moxtjejad30

Scan

 

lub (nie testowałem)

 

http://peb.pl/inne-programy/181338-rapidsh...udio-6-0-a.html

 

 

 

Pobierz te 3 rzeczy i zainstaluj DX8-Summer.

Zainstaluj też c++6.

 

Kiedy już wypelnisz w.w. (wyzej wymienione) kroki wypakuj 'EmptyD3D folder' i umieść go na pulpicie! Teraz otwórz c++6 i kliknij 'file/Open Workspace'

Następnie wybierz folder 'EmptyD3D' a w nim wybierz plik nazwany "TatniumD3D.dsw" otwórz go - 2x LPM - (lewy przycisk myszy)

 

Teraz musimy musimy załączyć pliki z DX9-summer więc klikamy Tools/Options. Następnie klikamy na "Directories".

 

W okienku "Show Directories for:

powinno być zaznaczone 'Include files"

Teraz poniżej ostatniego "include'a", którym powinno być Visual studio Include

 

w1s6k0.jpg

 

 

Kliknij pod ostatnią linijką i powinny pojawić się 3 kropki, kliknij na nie. Powinno otworzyć się okno w którym musimy znaleść DX8-SummerFolder.

 

30c6gif.jpg

 

Kiedy już znajdziesz DX8-SummerFolder kliknij na "Include folder", wtedy kliknij na OK.

 

Teraz dodamy Library folders.

Naciśnij na okienko pod "Show Directories" - tam gdzie wcześniej powinno być 'Include files" i zmień na Library Files.

Powinno to wyglądać tak:

 

hs3k90.jpg

 

Teraz robimy to samo co wcześniej - klikamy pod ostatnim "included file" aż pojawią się kropki. Znowu wybieramy folder DX8-summer i klikamy 2x na folder "LIB" następnie klikamy OK. Znowu klikamy OK i okno powinno się zamknąć.

 

Teraz postaram się wytłumaczyć podstawy. Postaram się, żeby było to jak najbardziej zrozumiałe. (Nie jestem z mistrzem w D3D)

 

Dobra, teraz przewiń stronę na górę i znajdź kod zaznaczony w kółko.

 

23trqdw.jpg

 

Tutaj dodajemy Addresy do naszego hacka.

Na obrazku mamy:

 

#define ullammo_Addie1 0x000000

#define ullammo_Addie2 0x000000

#define ullammo_Addie3 0x000000

#define boxs_Addie1 0x00000

 

Więc jeśli chcemy dodać nowego hacka napiszemy podobnie tylko zmienimy nazwe. Dla przykładu dodamy "Circles"!

 

#define ullammo_Addie1 0x000000

#define ullammo_Addie2 0x000000

#define ullammo_Addie3 0x000000

#define boxs_Addie1 0x00000

#define circles_Addie1 0x0000

 

Proste!

 

Teraz jeśli przelecisz troszkę na dół powinieneś zobaczyć:

 

bool CH_Unlimammo = false;

bool CH_Boxs = false;

 

Tutaj musimy dodać nasz nowy hack tym samym sposobem jak inne. Więc dodajemy "Circles" do listy:

 

bool CH_Unlimammo = false;

bool CH_Boxs = false;

bool CH_Circles = false;

 

 

Teraz jeśli przelecimy trochę niżej powinieneś zobaczyć to:

 

int highlight[2] = {1,0};

 

Teraz musimy dodać 2 rzeczy. Zmienimy 2 i 1,0.. Powinno to wyglądać tak:

 

int highlight[3] = {1,0,0};

 

 

Pamiętaj, żeby dodawać ',0' zawsze kiedy dodasz nowego hacka. Wyjątkiem jest np. Stamina - bo tam mamy offset. Ale wytłumaczę to później...

 

Mam nadzieję że się nie zgubiłeś?

 

Jedziemy dalej. (niżej :D)

 

Teraz szukamy linijek:

 

char unlimammostring[20] = {NULL};

char boxsstring[20] = {NULL};

 

Znowu dodajemy nasze "Circles". Tak jak na przykładzie poniżej:

 

char unlimammostring[20] = {NULL};

char boxsstring[20] = {NULL};

char circlesstring[20] = {NULL};

 

Teraz musimy przeciągnąć stronę niżej, aż znajdziemy zielony tekst

"ADD HACKS HERE!"

Tak jak na obrazku.

 

rtmk61.jpg

 

Ta część może być trochę trudna dla początkujących ale spróbujemy...

Opublikowano

Dobra.. Powinno to wyglądać tak:

 

 

//----------------------------------------------

//-----------ADD HACKS HERE---------------------

{

if( CH_Unlimammo ) // UNLIM AMMO!

{

D3D_NOPING( ( void* )ullammo_Addie1, 3);

D3D_NOPING( ( void* )ullammo_Addie2, 3);

D3D_NOPING( ( void* )ullammo_Addie3, 3);

}

{

if( CH_Boxs )//BOXS

{

D3D_NOPING( ( void* )boxs_Addie1, 1);

}

 

//Add hack above here

{

return m_pD3Ddev->BeginScene();

}

}

}

//Add anouther } with every hack!

 

Dobra.. Więc dodaj "circles" powyżej linijki

 

"//Add hack above here"

 

A nasz kod do "Circles" to:

 

{

if( CH_Circles )//CIRCLES

{

D3D_NOPING( ( void* )circles_Addie1, 1); //

}

 

Po dodaniu kodu do listy powinno to wyglądać tak:

 

//----------------------------------------------

//-----------ADD HACKS HERE---------------------

{

if( CH_Unlimammo ) // UNLIM AMMO!

{

D3D_NOPING( ( void* )ullammo_Addie1, 3);

D3D_NOPING( ( void* )ullammo_Addie2, 3);

D3D_NOPING( ( void* )ullammo_Addie3, 3);

}

{

if( CH_Boxs )//BOXS

{

D3D_NOPING( ( void* )boxs_Addie1, 1);

}

{

if( CH_Circles )//CIRCLES

{

D3D_NOPING( ( void* )circles_Addie1, 1);

}

//Add hack above here

{

return m_pD3Ddev->BeginScene();

}

}

}

} - You add this in as well!

//Add anouther } with every hack!

 

Sprawdź czy na pewno dobrze to zrobiłeś...

Ok... właśnie dodałeś do twojego hacka kod na "Circles"... Idziemy dalej...

 

Przewiń trochę do dołu i powinieneś zobaczyć kolejny miejsce, gdzie będziemy musieli dodać nasz kod.

 

2r2t0tg.jpg

 

Więc skopiuj kod należący dla "boxs" i wklej go poniżej skopiowanej linijki.

Następnie edytuj go, żeby wyglądał następująco:

 

sprintf(circlesstring, "%s", (CH_Circles ? "Circles ON" : "Circles OFF"));

 

To była linijka dla menu.. Chyba zdążyliście zauważyć do czego służy.. ;)

 

Ok. Teraz trochę pod tym kodem powinieneś zobaczyć to.

 

2a4vnuo.jpg

 

Pod ostatnią linijką w kółku wklej to:

 

if(highlight[3]==1)

m_pFont_INFO->DrawText(15.0f, 140.0f, txtRed, circlesstring);

else

m_pFont_INFO->DrawText(15.0f,140.0f, txtGreen, circlesstring);

 

Zauważ co się zmieniło między tym kodem a kodem boxów. (Zmieniliśmy [2] na [3] - musisz to zmienić po dodaniu każdej kolejne funkcji do twojego hacka. Zauważ też, że zmieniliśym "130" na "140" - jeśli tego nie zmienimy napisy w menu hacka będą na siebie nachodziły.)

 

Więc teraz powinno to wyglądać tak!

(w dużym kółku zaznaczone jest to co dodaliśmy, a w innych kółkach różnice między innymi funkcjami)

 

2sb0tup.jpg

 

Jedziemy dalej! O_O'

 

Przejedź scrollem trochę do dołu, aż zobaczysz to.

 

 

if(GetAsyncKeyState(VK_UP)&1)

{

//ADD +1 to were the 3 is so if its a new hack the 3 will be 4

for(int i=0; i < 3; i++)

{

if (highlight == 1)

{

int a = i-1;

 

if(a < 1)

break;

 

else

{

highlight[a]=1;

highlight=0;

break;

}

}

}

}

 

Ok teraz zobacz na obrazek i zaznaczone kółko!

 

slpah1.jpg

 

Więc widzisz, że zaznaczyłem nr "3". Musimy zmienić ten numer, za każdym razem kiedy dodamy jakąś funkcję - więc teraz zmienimy "3" na "4"!

 

Teraz przejedź jeszcze trochę niżej. Wygląda tak samo jak poprzedni ale tutaj zmienimy 2wie rzeczy... (Spójrz na obrazek)

 

33ej70z.jpg

 

Ok. Widzisz, że zaznaczyłem numer "3". Zasada się powtarza - zwiększamy, za każdym razem kiedy dodajemy jakąś funkcję do naszego hacka - analogicznie znowu zmieniamy "3" na "4"...

 

W drugim kółku zaznaczyłem numer "2". Oznacza on 'ile funkcji ma nasz hack' - zmieniamy "2" na "3" // - (proste :D)

 

Dobra.. Została nam ostatnia rzecz.. (chyba..)

Przejedź trochę niżej aż zobaczysz to!

 

TO

 

 

Żart...

Aż zobaczysz to...

 

40zt1.jpg

 

Teraz skopiuj kod odpowiedzialny za Boxs i wklej poniżej.

Więc powinno to wyglądać tak:

 

 

 

 

if(highlight[1] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))

CH_Unlimammo = !CH_Unlimammo;

 

if(highlight[2] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))

CH_Boxs = !CH_Boxs;

 

if(highlight[2] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))

CH_Boxs = !CH_Boxs;

 

 

Teraz dostosuj to do Circles (zmień z Boxs na Cicrcles)

A będzie to wyglądało tak:

 

 

if(highlight[1] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))

CH_Unlimammo = !CH_Unlimammo;

 

if(highlight[2] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))

CH_Boxs = !CH_Boxs;

 

if(highlight[3] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))

CH_Circles = !CH_Circles;

 

 

To tak jakby koniec.. :)

 

No może trochę tego dużo jak na początek ale teraz z czasem będzie to dla ciebie łatwiejsze :)

 

Dobra. Teraz kliknij na "Build" następnie na 'Rebuild All" !

Jeśli zrobiłeś wszystko dobrze.. // - (I jeśli przetłumaczyłem dobrze :D)

To nie powinieneś mieć żadnych błędów (errors) O_O.

 

Teraz znowu kliknij na "Build" następnie na "Batch Build" i "Rebuild ALL".

Teraz przejdź do twojego folderu "Empty_D3D" następnie do "Release"

Powinieneś zobaczyć nowy plik "Tatnium D3D".

Więc włącz go.

Powinno pisać "wchang.com D3D press End for end the injection" - Naciśnij OK

Teraz włącz Warrocka i zaloguj się. Powinieneś zobaczyć twoje menu D3D po lewej stronie twojego monitora.

 

Używaj przycisków "Up" i "Down", żeby poruszać się po liście.

Żeby ustawić hacka na "On" albo na "Off" kliknij prawą strzałkę.

 

 

Mam nadzieję, że to wam pomogło

 

Credits to slicer for his empty file for me to work from!

CREDITS

 

THE KNIGHT

SLICER

 

 

 

EDIT:

(Podzieliłem na 2wa Posty bo mi pisało, że za dużo cytatów w jednym poście (a chcemy chyba, żeby było w miarę przejrzyście =) )

 

Wszelkie uwagi zgłaszać na PM.

 

(Jeśli macie problemy.. Przykro mi ale ja to tylko przetłumaczyłem.. :|)

Opublikowano

Napisz jeszcze komendy do opcji visualnych tzn colored walls, chams, fullbright, wireframe. Nie dla mnie tylko dla innych (bo ja znam) :P

Edit: Stawiam dyche że ponad połowa będzie miała jakiś problem czy kompilacji (najczęściej zle sdk)

Opublikowano

zrobiłem wszystko dobrze tak jak w tutku dodałem adresy ale i tak są błędy (errors) jest ich 6, a na dodatek jak wchodze do gry i chce włączyć 1 opcje to sie gra wyłacza i wywala na pulpit

trzeba tego tutka dobracować

  • 2 miesiące temu...
  • 1 miesiąc temu...
Znawca
Opublikowano

Przecież linki da się w necie znaleźć, podał link do oryginalnego tematu i temat już stary, więc wiesz....

  • 1 miesiąc temu...
Opublikowano

ja mam problem bo mam 5 errorów

 

mój hack

 

 

 

#include <windows.h>

#include "main.h"

#include "d3d8.h"

#include "graphic_adds.h"

#include <fstream> //

#include <stdio.h> //these are for your sprintf

#include "d3dfont.h" //this is for the font

#define D3DHOOK_TEXTURES //comment this to disable texture hooking

#define ABCPlayer (m_Stride == 44 || m_Stride == 44) // we declared our Player Body

 

HANDLE phandle;

HANDLE Wrrk;

 

CD3DFont* m_pFont_new = NULL;//one for menu

CD3DFont* m_pFont_INFO = NULL;////one for other text (such as a header)

char Display_Line[256];///256 is the max text it will pass

const D3DCOLOR txtRed = D3DCOLOR_ARGB(255, 255, 0, 0);

const D3DCOLOR txtGreen = D3DCOLOR_ARGB(255, 0,255, 0);

 

 

void Write_D3Dmem( void* pxAddress, void* pxBuffer )

{

unsigned long Protection;

VirtualProtect((void*)pxAddress, sizeof( pxBuffer ), PAGE_READWRITE, &Protection);

memcpy((void*)pxAddress, (const void*)pxBuffer, sizeof( pxBuffer ));

VirtualProtect((void*)pxAddress, sizeof( pxBuffer ), Protection, 0);

}

 

///////////////////////////////////////////////// Addies Here!

// Example : #define yourhack_Addie 0x000000

//Add your next hack like the rest

#define cqc_Addie1 0x0051086E

///////////////////////////////////////////////// End of addies

 

 

UINT m_Stride;

 

bool CH_Menu = true;

//-------------------------------------

//You have to add your hack like thses here!

bool CH_Cqc = false;

 

//-------------------------------------

// Add a +1 with every hack in the [*] now its [2] next hack = [3]

// Also add a ,0 - so were {1,0} your next hack = {1,0,0}

int highlight[2] = {1,0,};

//So for next hack it would be - int highlight[3] = {1,0,0}; EASY!

 

 

 

 

// Declare a string here everytime you add a Hack

//Just add your hack like these here! keeping it at 20

char cqcstring[20] = {NULL};

//After you have added to here scroll down untill you find ADD HACKS HERE

//While you scroll also look at the code on way down to get use to it!

 

// Below for your FONT text color

const D3DCOLOR textOrange = D3DCOLOR_ARGB(255, 255, 140, 0);

const D3DCOLOR textRed = D3DCOLOR_ARGB(255, 255, 0, 0);

const D3DCOLOR textGreen = D3DCOLOR_ARGB(255,0,255,0);

const D3DCOLOR textWhite = D3DCOLOR_ARGB(255,255,255,255);

const D3DCOLOR textBlue = D3DCOLOR_ARGB(255,0,0,255);

const D3DCOLOR textYellow = D3DCOLOR_ARGB(255,255,255,0);

const D3DCOLOR textPink = D3DCOLOR_ARGB(255,255,192,203);

const D3DCOLOR textBlack = D3DCOLOR_ARGB(255,0,0,0);

const D3DCOLOR textPurple = D3DCOLOR_ARGB(255,160,32,240);

 

/////////////// Colors ///////////////

LPDIRECT3DTEXTURE8 texRed;

LPDIRECT3DTEXTURE8 texBlue;

LPDIRECT3DTEXTURE8 texGreen;

LPDIRECT3DTEXTURE8 texYellow;

LPDIRECT3DTEXTURE8 texPink;

LPDIRECT3DTEXTURE8 texTur;

LPDIRECT3DTEXTURE8 texOrange;

LPDIRECT3DTEXTURE8 texWhite;

LPDIRECT3DTEXTURE8 texGrenade;

LPDIRECT3DTEXTURE8 texBlack;

 

//////////////////////////////////////////

 

void DrawRect(IDirect3DDevice8* Unidade, int baseX, int baseY, int baseW, int baseH, D3DCOLOR Cor)

{

D3DRECT BarRect = { baseX, baseY, baseX + baseW, baseY + baseH };

Unidade->Clear(1, &BarRect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Cor, 0, 0);

}

 

 

HRESULT CD3DManager::Initialize()

{

/*

initialize Resources such as textures

(managed and unmanaged [D3DPOOL]),

vertex buffers, and other D3D rendering resources

...

m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);

*/

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bRed, 60, &texRed);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bBlue, 60, &texBlue);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bGreen, 60, &texGreen);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bYellow, 60, &texYellow);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bPink, 60, &texPink);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bTur, 60, &texTur);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bOrange, 60, &texOrange);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bWhite, 60, &texWhite);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bYellow, 60, &texGrenade); //bGrenade

///////////these are for creating cham colors(incase you didnt know)

 

// Fonts to show text

m_pFont_new = new CD3DFont("Arial", 13, D3DFONT_BOLD);

m_pFont_new->InitDeviceObjects(m_pD3Ddev);

m_pFont_new->RestoreDeviceObjects();

m_pFont_INFO = new CD3DFont("Arial", 8, D3DFONT_BOLD);

m_pFont_INFO->InitDeviceObjects(m_pD3Ddev);

m_pFont_INFO->RestoreDeviceObjects();

 

//CH_Chams = true;

phandle = NULL;

Wrrk = GetCurrentProcess();

 

return S_OK;

}

 

 

HRESULT CD3DManager::PreReset()

{

/*

release all UNMANAGED [D3DPOOL_DEFAULT]

textures, vertex buffers, and other

volitile resources

...

_SAFE_RELEASE(m_pD3Dtexture);

*/

m_pFont_new->InvalidateDeviceObjects();

m_pFont_new->DeleteDeviceObjects();

m_pFont_new = NULL;

m_pFont_INFO->InvalidateDeviceObjects();

m_pFont_INFO->DeleteDeviceObjects();

m_pFont_INFO = NULL;

 

return S_OK;

}

 

 

 

HRESULT CD3DManager::PostReset()

{

/*

re-initialize all UNMANAGED [D3DPOOL_DEFAULT]

textures, vertex buffers, and other volitile

resources

...

m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);

*/

m_pFont_new = new CD3DFont("Arial", 13, D3DFONT_BOLD);

m_pFont_new->InitDeviceObjects(m_pD3Ddev);

m_pFont_new->RestoreDeviceObjects();

m_pFont_INFO = new CD3DFont("Arial", 8, D3DFONT_BOLD);

m_pFont_INFO->InitDeviceObjects(m_pD3Ddev);

m_pFont_INFO->RestoreDeviceObjects();

 

return S_OK;

}

 

//-------------functions-----------------------------------

void D3D_NOPING( void* pxAddress, int size )

{

unsigned long Protection;

BYTE IWriteNoFunctions[ ] = {0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90};

VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);

memcpy((void*)pxAddress, (const void*)IWriteNoFunctions, size);

VirtualProtect((void*)pxAddress, size, Protection, 0);

}

 

void D3D_NOP( void* pxAddress, int size )

{

unsigned long Protection;

BYTE IWriteNoFunctions[ ] = {0x1C};

VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);

memcpy((void*)pxAddress, (const void*)IWriteNoFunctions, size);

VirtualProtect((void*)pxAddress, size, Protection, 0);

}

 

void D3D_NOPINGS( void* pxAddress, int size )

{

unsigned long Protection;

BYTE IWriteNoFunctions[ ] = {0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99};

VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);

memcpy((void*)pxAddress, (const void*)IWriteNoFunctions, size);

VirtualProtect((void*)pxAddress, size, Protection, 0);

}

//----------------------------------------------------------------

 

HRESULT CD3DManager::Release()

{

/*

Release all textures, vertex buffers, and

other resources

...

_SAFE_RELEASE(m_pD3Dtexture);

*/

m_pFont_new->InvalidateDeviceObjects();

m_pFont_new->DeleteDeviceObjects();

m_pFont_new = NULL;

m_pFont_INFO->InvalidateDeviceObjects();

m_pFont_INFO->DeleteDeviceObjects();

m_pFont_INFO = NULL;

 

CloseHandle(phandle);

phandle = NULL;

 

return S_OK;

}

 

 

 

//-----------------------------------------------------------------------------SteeL

//ok watch now everything under this is waht u were missing...

//-----------------------------------------------------------------------------

 

HRESULT APIENTRY hkIDirect3DDevice8::QueryInterface(REFIID riid, void** ppvObj)

{

return m_pD3Ddev->QueryInterface(riid, ppvObj);

}

 

ULONG APIENTRY hkIDirect3DDevice8::AddRef(void)

{

m_refCount++;

return m_pD3Ddev->AddRef();

}

 

ULONG APIENTRY hkIDirect3DDevice8::Release(void)

{

if( --m_refCount == 0 )

m_pManager->Release();

 

return m_pD3Ddev->Release();

}

 

HRESULT APIENTRY hkIDirect3DDevice8::TestCooperativeLevel(void)

{

return m_pD3Ddev->TestCooperativeLevel();

}

 

UINT APIENTRY hkIDirect3DDevice8::GetAvailableTextureMem(void)

{

return m_pD3Ddev->GetAvailableTextureMem();

}

 

HRESULT APIENTRY hkIDirect3DDevice8::ResourceManagerDiscardBytes(DWORD Bytes)

{

return m_pD3Ddev->ResourceManagerDiscardBytes(Bytes);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetDirect3D(IDirect3D8** ppD3D8)

{

HRESULT hRet = m_pD3Ddev->GetDirect3D(ppD3D8);

if( SUCCEEDED(hRet) )

*ppD3D8 = m_pD3Dint;

return hRet;

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetDeviceCaps(D3DCAPS8* pCaps)

{

return m_pD3Ddev->GetDeviceCaps(pCaps);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetDisplayMode(D3DDISPLAYMODE* pMode)

{

return m_pD3Ddev->GetDisplayMode(pMode);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters)

{

return m_pD3Ddev->GetCreationParameters(pParameters);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetCursorProperties(UINT XHotSpot,UINT YHotSpot,IDirect3DSurface8* pCursorBitmap)

{

return m_pD3Ddev->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap);

}

 

void APIENTRY hkIDirect3DDevice8::SetCursorPosition(int X,int Y,DWORD Flags)

{

m_pD3Ddev->SetCursorPosition(X, Y, Flags);

}

 

BOOL APIENTRY hkIDirect3DDevice8::ShowCursor(BOOL bShow)

{

return m_pD3Ddev->ShowCursor(bShow);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain8** pSwapChain)

{

return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParameters, pSwapChain);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::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 hkIDirect3DDevice8::Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion)

{

return m_pD3Ddev->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetBackBuffer(UINT BackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer)

{

return m_pD3Ddev->GetBackBuffer(BackBuffer, Type, ppBackBuffer);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetRasterStatus(D3DRASTER_STATUS* pRasterStatus)

{

return m_pD3Ddev->GetRasterStatus(pRasterStatus);

}

 

void APIENTRY hkIDirect3DDevice8::SetGammaRamp(DWORD Flags,CONST D3DGAMMARAMP* pRamp)

{

m_pD3Ddev->SetGammaRamp(Flags, pRamp);

}

 

void APIENTRY hkIDirect3DDevice8::GetGammaRamp(D3DGAMMARAMP* pRamp)

{

m_pD3Ddev->GetGammaRamp(pRamp);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture8** ppTexture)

{

HRESULT hRet = m_pD3Ddev->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture);

 

#ifdef D3DHOOK_TEXTURES

if(hRet == D3D_OK) { *ppTexture = new hkIDirect3DTexture8(ppTexture, this, Width, Height, Format); }

#endif

 

return hRet;

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture8** ppVolumeTexture)

{

return m_pD3Ddev->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture8** ppCubeTexture)

{

return m_pD3Ddev->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer8** ppVertexBuffer)

{

return m_pD3Ddev->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer8** ppIndexBuffer)

{

return m_pD3Ddev->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,BOOL Lockable,IDirect3DSurface8** ppSurface)

{

return m_pD3Ddev->CreateRenderTarget(Width, Height, Format, MultiSample, Lockable, ppSurface);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,IDirect3DSurface8** ppSurface)

{

return m_pD3Ddev->CreateDepthStencilSurface(Width, Height, Format, MultiSample, ppSurface);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateImageSurface(UINT Width,UINT Height,D3DFORMAT Format,IDirect3DSurface8** ppSurface)

{

return m_pD3Ddev->CreateImageSurface(Width, Height, Format, ppSurface);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CopyRects(IDirect3DSurface8* pSourceSurface,CONST RECT* pSourceRectsArray,UINT cRects,IDirect3DSurface8* pDestinationSurface,CONST POINT* pDestPointsArray)

{

return m_pD3Ddev->CopyRects(pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::UpdateTexture(IDirect3DBaseTexture8* pSourceTexture,IDirect3DBaseTexture8* pDestinationTexture)

{

return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetFrontBuffer(IDirect3DSurface8* pDestSurface)

{

return m_pD3Ddev->GetFrontBuffer(pDestSurface);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetRenderTarget(IDirect3DSurface8* pRenderTarget,IDirect3DSurface8* pNewZStencil)

{

return m_pD3Ddev->SetRenderTarget(pRenderTarget, pNewZStencil);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetRenderTarget(IDirect3DSurface8** ppRenderTarget)

{

return m_pD3Ddev->GetRenderTarget(ppRenderTarget);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetDepthStencilSurface(IDirect3DSurface8** ppZStencilSurface)

{

return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::BeginScene(void)

//----------------------------------------------

//-----------ADD HACKS HERE---------------------

{

if( CH_Cqc )//CQC

{

D3D_NOPING( ( void* )cqc_Addie1, 1); //

}

 

//Add hack above here

{

return m_pD3Ddev->BeginScene();

}

}

}

//Add anouther } with every hack!

 

HRESULT APIENTRY hkIDirect3DDevice8::EndScene(void)

 

{

if (m_pFont_new)

m_pFont_new->DrawText(15.0f, 100.0f, txtRed, "RENAME ME D3D");//Rename Your Hack

 

if (m_pFont_INFO)

{

if (CH_Menu)

{

//-----------------------

//-------OK below here just copy ONE of the lines and change to the hack your adding!

sprintf(circlesstring, "%s", (CH_Cqc ? "Cqc ON" : "Cqc OFF"));

 

 

////--------------------------- this determines if the hack is highlighted -------------//

///--Same again Copy ONE of these and paste under the last one and change to your hack!

if(highlight[3]==1)

m_pFont_INFO->DrawText(15.0f, 140.0f, txtRed, cqcsstring);

else

m_pFont_INFO->DrawText(15.0f,140.0f, txtGreen, cqcsstring);

 

 

////-------------------------------------------------------------------------------------------------//

 

 

////------------------------This is how to use our menu ----------------------------------//

 

if(GetAsyncKeyState(VK_UP)&1)

{

//ADD +1 to were the 3 is so if its a new hack the 3 will be 4

for(int i=0; i < 1; i++)

{

if (highlight == 1)

{

int a = i-1;

 

if(a < 1)

break;

 

else

{

highlight[a]=1;

highlight=0;

break;

}

}

}

}

 

if(GetAsyncKeyState(VK_DOWN)&1)

{

for(int i=0; i < 1; i++) //Same again with the 3 add +1 with every hack!

{

if (highlight == 1)

{

int a = i+1;

 

if(a > 1) //Same with the 2 add +1 with every hack

break;

 

else

{

highlight[a]=1;

highlight=0;

break;

}

}

}

}

 

////------------------------ Activate hacks on/off here ------------------------------------//

 

if (GetAsyncKeyState(VK_INSERT)&1)

CH_Menu = !CH_Menu;

//--------------------------------------------------

//---Copy ONE of these and paste under the last!

//When adding a hack were the numbers are in the [*] Change it each time going in 1,2,3,4 and so on

if(highlight[2] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))

CH_Cqc = !CH_Cqc;

 

//---------Paste above me!

//Once done hit Build then Rebuild to test for erros!

//Then build again and then Batch then rebuld all!

//Any errors then goto www.wr.ruworth.com

//Try to work them out b4 you do!

;}

}

 

 

return m_pD3Ddev->EndScene();

}

 

HRESULT APIENTRY hkIDirect3DDevice8::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 hkIDirect3DDevice8::SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix)

{

return m_pD3Ddev->SetTransform(State, pMatrix);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetTransform(D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix)

{

return m_pD3Ddev->GetTransform(State, pMatrix);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::MultiplyTransform( D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix)

{

return m_pD3Ddev->MultiplyTransform(State,pMatrix);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetViewport( CONST D3DVIEWPORT8* pViewport)

{

return m_pD3Ddev->SetViewport(pViewport);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetViewport( D3DVIEWPORT8* pViewport)

{

return m_pD3Ddev->GetViewport(pViewport);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetMaterial( CONST D3DMATERIAL8* pMaterial)

{

return m_pD3Ddev->SetMaterial(pMaterial);

}

 

 

HRESULT APIENTRY hkIDirect3DDevice8::GetMaterial( D3DMATERIAL8* pMaterial)

{

return m_pD3Ddev->GetMaterial(pMaterial);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetLight( DWORD Index,CONST D3DLIGHT8* pLight)

{

return m_pD3Ddev->SetLight(Index,pLight);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetLight( DWORD Index,D3DLIGHT8* pLight)

{

return m_pD3Ddev->GetLight(Index,pLight);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::LightEnable( DWORD Index,BOOL Enable)

{

return m_pD3Ddev->LightEnable(Index,Enable);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetLightEnable( DWORD Index,BOOL* pEnable)

{

return m_pD3Ddev->GetLightEnable(Index,pEnable);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetClipPlane( DWORD Index,CONST float* pPlane)

{

return m_pD3Ddev->SetClipPlane(Index,pPlane);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetClipPlane( DWORD Index,float* pPlane)

{

return m_pD3Ddev->GetClipPlane(Index,pPlane);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetRenderState( D3DRENDERSTATETYPE State,DWORD Value)

{

return m_pD3Ddev->SetRenderState(State,Value);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetRenderState( D3DRENDERSTATETYPE State,DWORD* pValue)

{

return m_pD3Ddev->GetRenderState(State,pValue);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::BeginStateBlock(void)

{

return m_pD3Ddev->BeginStateBlock();

}

 

HRESULT APIENTRY hkIDirect3DDevice8::EndStateBlock( DWORD* pToken)

{

return m_pD3Ddev->EndStateBlock(pToken);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::ApplyStateBlock( DWORD Token)

{

return m_pD3Ddev->ApplyStateBlock(Token);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CaptureStateBlock( DWORD Token)

{

return m_pD3Ddev->CaptureStateBlock(Token);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DeleteStateBlock( DWORD Token)

{

return m_pD3Ddev->DeleteStateBlock(Token);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateStateBlock( D3DSTATEBLOCKTYPE Type,DWORD* pToken)

{

return m_pD3Ddev->CreateStateBlock(Type,pToken);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetClipStatus( CONST D3DCLIPSTATUS8* pClipStatus)

{

return m_pD3Ddev->SetClipStatus(pClipStatus);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetClipStatus( D3DCLIPSTATUS8* pClipStatus)

{

return m_pD3Ddev->GetClipStatus(pClipStatus);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetTexture( DWORD Stage,IDirect3DBaseTexture8** ppTexture)

{

return m_pD3Ddev->GetTexture(Stage,ppTexture);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetTexture(DWORD Stage,IDirect3DBaseTexture8* pTexture)

{

#ifdef D3DHOOK_TEXTURES

IDirect3DDevice8 *dev = NULL;

if(pTexture != NULL && ((hkIDirect3DTexture8*)(pTexture))->GetDevice(&dev) == D3D_OK)

{

if(dev == this)

return m_pD3Ddev->SetTexture(Stage, ((hkIDirect3DTexture8*)(pTexture))->m_D3Dtex);

}

#endif

 

return m_pD3Ddev->SetTexture(Stage,pTexture);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetTextureStageState( DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue)

{

return m_pD3Ddev->GetTextureStageState(Stage,Type,pValue);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetTextureStageState( DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value)

{

return m_pD3Ddev->SetTextureStageState(Stage,Type,Value);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::ValidateDevice( DWORD* pNumPasses)

{

return m_pD3Ddev->ValidateDevice(pNumPasses);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetInfo( DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize)

{

return m_pD3Ddev->GetInfo(DevInfoID,pDevInfoStruct,DevInfoStructSize);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetPaletteEntries( UINT PaletteNumber,CONST PALETTEENTRY* pEntries)

{

return m_pD3Ddev->SetPaletteEntries(PaletteNumber,pEntries);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetPaletteEntries(UINT PaletteNumber,PALETTEENTRY* pEntries)

{

return m_pD3Ddev->GetPaletteEntries(PaletteNumber, pEntries);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetCurrentTexturePalette(UINT PaletteNumber)

{

return m_pD3Ddev->SetCurrentTexturePalette(PaletteNumber);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetCurrentTexturePalette(UINT *PaletteNumber)

{

return m_pD3Ddev->GetCurrentTexturePalette(PaletteNumber);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount)

{

return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)

{

return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)

{

return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)

{

return m_pD3Ddev->DrawIndexedPrimitiveUP(PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags)

{

return m_pD3Ddev->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer, Flags);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateVertexShader(CONST DWORD* pDeclaration,CONST DWORD* pFunction,DWORD* pHandle,DWORD Usage)

{

return m_pD3Ddev->CreateVertexShader(pDeclaration, pFunction, pHandle, Usage);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetVertexShader(DWORD Handle)

{

return m_pD3Ddev->SetVertexShader(Handle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShader(DWORD* pHandle)

{

return m_pD3Ddev->GetVertexShader(pHandle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DeleteVertexShader(DWORD Handle)

{

return m_pD3Ddev->DeleteVertexShader(Handle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetVertexShaderConstant(DWORD Register,CONST void* pConstantData,DWORD ConstantCount)

{

return m_pD3Ddev->SetVertexShaderConstant(Register, pConstantData, ConstantCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderConstant(DWORD Register,void* pConstantData,DWORD ConstantCount)

{

return m_pD3Ddev->GetVertexShaderConstant(Register, pConstantData, ConstantCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderDeclaration(DWORD Handle,void* pData,DWORD* pSizeOfData)

{

return m_pD3Ddev->GetVertexShaderDeclaration(Handle, pData, pSizeOfData);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderFunction(DWORD Handle,void* pData,DWORD* pSizeOfData)

{

return m_pD3Ddev->GetVertexShaderFunction(Handle, pData, pSizeOfData);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride)

{

return m_pD3Ddev->SetStreamSource(StreamNumber, pStreamData, Stride);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer8** ppStreamData,UINT* pStride)

{

return m_pD3Ddev->GetStreamSource(StreamNumber, ppStreamData, pStride);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetIndices(IDirect3DIndexBuffer8* pIndexData,UINT BaseVertexIndex)

{

return m_pD3Ddev->SetIndices(pIndexData, BaseVertexIndex);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetIndices(IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex)

{

return m_pD3Ddev->GetIndices(ppIndexData, pBaseVertexIndex);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreatePixelShader(CONST DWORD* pFunction,DWORD* pHandle)

{

return m_pD3Ddev->CreatePixelShader(pFunction, pHandle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetPixelShader(DWORD Handle)

{

return m_pD3Ddev->SetPixelShader(Handle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShader(DWORD* pHandle)

{

return m_pD3Ddev->GetPixelShader(pHandle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DeletePixelShader(DWORD Handle)

{

return m_pD3Ddev->DeletePixelShader(Handle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetPixelShaderConstant(DWORD Register,CONST void* pConstantData,DWORD ConstantCount)

{

return m_pD3Ddev->SetPixelShaderConstant(Register, pConstantData, ConstantCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShaderConstant(DWORD Register,void* pConstantData,DWORD ConstantCount)

{

return m_pD3Ddev->GetPixelShaderConstant(Register, pConstantData, ConstantCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShaderFunction(DWORD Handle,void* pData,DWORD* pSizeOfData)

{

return m_pD3Ddev->GetPixelShaderFunction(Handle, pData, pSizeOfData);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawRectPatch(UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo)

{

return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawTriPatch(UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo)

{

return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DeletePatch(UINT Handle)

{

return m_pD3Ddev->DeletePatch(Handle);

}

 

 

 

Prosze bardzo o pomoc!?

no siema

Opublikowano

Usun :

sprintf(unlimammostring, "%s", (CH_Unlimammo ? "Unlim ammo ON" : "Unlim ammo OFF"));
sprintf(boxsstring, "%s", (CH_Boxs ? "Boxs ON" : "Boxs OFF"));

Jeden '}' Nad tesktem "//Add anouther } with every hack!" ( BeginScene)

 

 

if(highlight[1]==1)

m_pFont_INFO->DrawText(15.0f, 140.0f, txtRed, cqcstring);

else

m_pFont_INFO->DrawText(15.0f,140.0f, txtGreen, cqcstring);

Wklej to zamiast wczsniejszego kodu.

 

Gość KrZySiEqq xDD
Opublikowano

N1ghtmare a da się to zrobić w C++ 2008??

Opublikowano

po pierwsze jak ktos ma błędy w kompilacji to niech pokaze błedy kompilacji.. tak jest łatwiej.. a nie odrazu caly kod podawac.w zakladce output na dole jest pokazane jakie błedy mamy w projekcie.

chcesz nauczyc sie programowania czitów do swojej ulubionej gry?? zapraszam na stronke xxx zostan koderem hacków do gier!!! wszystko za darmo są tutki video i krok po kroku co i jak.. uwaga zlamiesz kazda gre!!!!!! tylko troche silnej woli a jak nie umiesz po angielsku to uzywaj przegladarki chrome automatycznie przetumaczy baw sie i publikuj czity tutaj

Opublikowano

@up

 

Bo zwykły D3D Starter Kit jest spatch'owany i musisz zrobić swoją bazę oraz bypass na HackShield.

"There is no other...then Tibia"
00034718xn1.gif
"Obama r0xi"
Opublikowano

nie rozumiem co mam źle

 

zrobiłem tak jak w tutku

 

CONFIG:

#include <windows.h>

#include "main.h"

#include "d3d8.h"

#include "graphic_adds.h"

#include <fstream> //

#include <stdio.h> //these are for your sprintf

#include "d3dfont.h" //this is for the font

#define D3DHOOK_TEXTURES //comment this to disable texture hooking

#define ABCPlayer (m_Stride == 44 || m_Stride == 44) // we declared our Player Body

 

HANDLE phandle;

HANDLE Wrrk;

 

CD3DFont* m_pFont_new = NULL;//one for menu

CD3DFont* m_pFont_INFO = NULL;////one for other text (such as a header)

char Display_Line[256];///256 is the max text it will pass

const D3DCOLOR txtRed = D3DCOLOR_ARGB(255, 255, 0, 0);

const D3DCOLOR txtGreen = D3DCOLOR_ARGB(255, 0,255, 0);

 

 

 

 

void Write_D3Dmem( void* pxAddress, void* pxBuffer )

{

unsigned long Protection;

VirtualProtect((void*)pxAddress, sizeof( pxBuffer ), PAGE_READWRITE, &Protection);

memcpy((void*)pxAddress, (const void*)pxBuffer, sizeof( pxBuffer ));

VirtualProtect((void*)pxAddress, sizeof( pxBuffer ), Protection, 0);

}

 

///////////////////////////////////////////////// Addies Here!

// Example : #define yourhack_Addie 0x000000

//Add your next hack like the rest

 

#define ullammo_Addie1 0x000000

#define ullammo_Addie2 0x000000

#define ullammo_Addie3 0x000000

#define boxs_Addie1 0x00000

#define circles_Addie1 0x0000

 

 

 

///////////////////////////////////////////////// End of addies

 

 

UINT m_Stride;

 

bool CH_Menu = true;

bool CH_Unlimammo = false;

bool CH_Boxs = false;

bool CH_Circles = false;

//-------------------------------------

//You have to add your hack like thses here!

 

xxxxxxxxxxxxxxxx

//-------------------------------------

// Add a +1 with every hack in the [*] now its [2] next hack = [3]

// Also add a ,0 - so were {1,0} your next hack = {1,0,0}

int highlight[3] = {1,0,0};

//So for next hack it would be - int highlight[3] = {1,0,0}; EASY!

 

 

 

 

// Declare a string here everytime you add a Hack

//Just add your hack like these here! keeping it at 20

char unlimammostring[20] = {NULL};

char boxsstring[20] = {NULL};

char circlesstring[20] = {NULL};

//After you have added to here scroll down untill you find ADD HACKS HERE

//While you scroll also look at the code on way down to get use to it!

 

// Below for your FONT text color

const D3DCOLOR textOrange = D3DCOLOR_ARGB(255, 255, 140, 0);

const D3DCOLOR textRed = D3DCOLOR_ARGB(255, 255, 0, 0);

const D3DCOLOR textGreen = D3DCOLOR_ARGB(255,0,255,0);

const D3DCOLOR textWhite = D3DCOLOR_ARGB(255,255,255,255);

const D3DCOLOR textBlue = D3DCOLOR_ARGB(255,0,0,255);

const D3DCOLOR textYellow = D3DCOLOR_ARGB(255,255,255,0);

const D3DCOLOR textPink = D3DCOLOR_ARGB(255,255,192,203);

const D3DCOLOR textBlack = D3DCOLOR_ARGB(255,0,0,0);

const D3DCOLOR textPurple = D3DCOLOR_ARGB(255,160,32,240);

 

/////////////// Colors ///////////////

LPDIRECT3DTEXTURE8 texRed;

LPDIRECT3DTEXTURE8 texBlue;

LPDIRECT3DTEXTURE8 texGreen;

LPDIRECT3DTEXTURE8 texYellow;

LPDIRECT3DTEXTURE8 texPink;

LPDIRECT3DTEXTURE8 texTur;

LPDIRECT3DTEXTURE8 texOrange;

LPDIRECT3DTEXTURE8 texWhite;

LPDIRECT3DTEXTURE8 texGrenade;

LPDIRECT3DTEXTURE8 texBlack;

 

//////////////////////////////////////////

 

void DrawRect(IDirect3DDevice8* Unidade, int baseX, int baseY, int baseW, int baseH, D3DCOLOR Cor)

{

D3DRECT BarRect = { baseX, baseY, baseX + baseW, baseY + baseH };

Unidade->Clear(1, &BarRect, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Cor, 0, 0);

}

 

 

HRESULT CD3DManager::Initialize()

{

/*

initialize Resources such as textures

(managed and unmanaged [D3DPOOL]),

vertex buffers, and other D3D rendering resources

...

m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);

*/

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bRed, 60, &texRed);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bBlue, 60, &texBlue);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bGreen, 60, &texGreen);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bYellow, 60, &texYellow);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bPink, 60, &texPink);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bTur, 60, &texTur);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bOrange, 60, &texOrange);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bWhite, 60, &texWhite);

D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bYellow, 60, &texGrenade); //bGrenade

///////////these are for creating cham colors(incase you didnt know)

 

// Fonts to show text

m_pFont_new = new CD3DFont("Arial", 13, D3DFONT_BOLD);

m_pFont_new->InitDeviceObjects(m_pD3Ddev);

m_pFont_new->RestoreDeviceObjects();

m_pFont_INFO = new CD3DFont("Arial", 8, D3DFONT_BOLD);

m_pFont_INFO->InitDeviceObjects(m_pD3Ddev);

m_pFont_INFO->RestoreDeviceObjects();

 

//CH_Chams = true;

phandle = NULL;

Wrrk = GetCurrentProcess();

 

return S_OK;

}

 

 

HRESULT CD3DManager::PreReset()

{

/*

release all UNMANAGED [D3DPOOL_DEFAULT]

textures, vertex buffers, and other

volitile resources

...

_SAFE_RELEASE(m_pD3Dtexture);

*/

m_pFont_new->InvalidateDeviceObjects();

m_pFont_new->DeleteDeviceObjects();

m_pFont_new = NULL;

m_pFont_INFO->InvalidateDeviceObjects();

m_pFont_INFO->DeleteDeviceObjects();

m_pFont_INFO = NULL;

 

return S_OK;

}

 

 

 

HRESULT CD3DManager::PostReset()

{

/*

re-initialize all UNMANAGED [D3DPOOL_DEFAULT]

textures, vertex buffers, and other volitile

resources

...

m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);

*/

m_pFont_new = new CD3DFont("Arial", 13, D3DFONT_BOLD);

m_pFont_new->InitDeviceObjects(m_pD3Ddev);

m_pFont_new->RestoreDeviceObjects();

m_pFont_INFO = new CD3DFont("Arial", 8, D3DFONT_BOLD);

m_pFont_INFO->InitDeviceObjects(m_pD3Ddev);

m_pFont_INFO->RestoreDeviceObjects();

 

return S_OK;

}

 

//-------------functions-----------------------------------

 

 

 

 

 

void D3D_NOPING( void* pxAddress, int size )

{

unsigned long Protection;

BYTE IWriteNoFunctions[ ] = {0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90};

VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);

memcpy((void*)pxAddress, (const void*)IWriteNoFunctions, size);

VirtualProtect((void*)pxAddress, size, Protection, 0);

}

 

void D3D_NOP( void* pxAddress, int size )

{

unsigned long Protection;

BYTE IWriteNoFunctions[ ] = {0x1C};

VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);

memcpy((void*)pxAddress, (const void*)IWriteNoFunctions, size);

VirtualProtect((void*)pxAddress, size, Protection, 0);

}

 

void D3D_NOPINGS( void* pxAddress, int size )

{

unsigned long Protection;

BYTE IWriteNoFunctions[ ] = {0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99, 0x99};

VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);

memcpy((void*)pxAddress, (const void*)IWriteNoFunctions, size);

VirtualProtect((void*)pxAddress, size, Protection, 0);

}

//----------------------------------------------------------------

 

HRESULT CD3DManager::Release()

{

/*

Release all textures, vertex buffers, and

other resources

...

_SAFE_RELEASE(m_pD3Dtexture);

*/

m_pFont_new->InvalidateDeviceObjects();

m_pFont_new->DeleteDeviceObjects();

m_pFont_new = NULL;

m_pFont_INFO->InvalidateDeviceObjects();

m_pFont_INFO->DeleteDeviceObjects();

m_pFont_INFO = NULL;

 

CloseHandle(phandle);

phandle = NULL;

 

return S_OK;

}

 

 

 

//-----------------------------------------------------------------------------SteeL

//ok watch now everything under this is waht u were missing...

//-----------------------------------------------------------------------------

 

HRESULT APIENTRY hkIDirect3DDevice8::QueryInterface(REFIID riid, void** ppvObj)

{

return m_pD3Ddev->QueryInterface(riid, ppvObj);

}

 

ULONG APIENTRY hkIDirect3DDevice8::AddRef(void)

{

m_refCount++;

return m_pD3Ddev->AddRef();

}

 

ULONG APIENTRY hkIDirect3DDevice8::Release(void)

{

if( --m_refCount == 0 )

m_pManager->Release();

 

return m_pD3Ddev->Release();

}

 

HRESULT APIENTRY hkIDirect3DDevice8::TestCooperativeLevel(void)

{

return m_pD3Ddev->TestCooperativeLevel();

}

 

UINT APIENTRY hkIDirect3DDevice8::GetAvailableTextureMem(void)

{

return m_pD3Ddev->GetAvailableTextureMem();

}

 

HRESULT APIENTRY hkIDirect3DDevice8::ResourceManagerDiscardBytes(DWORD Bytes)

{

return m_pD3Ddev->ResourceManagerDiscardBytes(Bytes);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetDirect3D(IDirect3D8** ppD3D8)

{

HRESULT hRet = m_pD3Ddev->GetDirect3D(ppD3D8);

if( SUCCEEDED(hRet) )

*ppD3D8 = m_pD3Dint;

return hRet;

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetDeviceCaps(D3DCAPS8* pCaps)

{

return m_pD3Ddev->GetDeviceCaps(pCaps);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetDisplayMode(D3DDISPLAYMODE* pMode)

{

return m_pD3Ddev->GetDisplayMode(pMode);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters)

{

return m_pD3Ddev->GetCreationParameters(pParameters);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetCursorProperties(UINT XHotSpot,UINT YHotSpot,IDirect3DSurface8* pCursorBitmap)

{

return m_pD3Ddev->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap);

}

 

void APIENTRY hkIDirect3DDevice8::SetCursorPosition(int X,int Y,DWORD Flags)

{

m_pD3Ddev->SetCursorPosition(X, Y, Flags);

}

 

BOOL APIENTRY hkIDirect3DDevice8::ShowCursor(BOOL bShow)

{

return m_pD3Ddev->ShowCursor(bShow);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS* pPresentationParameters,IDirect3DSwapChain8** pSwapChain)

{

return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParameters, pSwapChain);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::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 hkIDirect3DDevice8::Present(CONST RECT* pSourceRect,CONST RECT* pDestRect,HWND hDestWindowOverride,CONST RGNDATA* pDirtyRegion)

{

return m_pD3Ddev->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetBackBuffer(UINT BackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface8** ppBackBuffer)

{

return m_pD3Ddev->GetBackBuffer(BackBuffer, Type, ppBackBuffer);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetRasterStatus(D3DRASTER_STATUS* pRasterStatus)

{

return m_pD3Ddev->GetRasterStatus(pRasterStatus);

}

 

void APIENTRY hkIDirect3DDevice8::SetGammaRamp(DWORD Flags,CONST D3DGAMMARAMP* pRamp)

{

m_pD3Ddev->SetGammaRamp(Flags, pRamp);

}

 

void APIENTRY hkIDirect3DDevice8::GetGammaRamp(D3DGAMMARAMP* pRamp)

{

m_pD3Ddev->GetGammaRamp(pRamp);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture8** ppTexture)

{

HRESULT hRet = m_pD3Ddev->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture);

 

#ifdef D3DHOOK_TEXTURES

if(hRet == D3D_OK) { *ppTexture = new hkIDirect3DTexture8(ppTexture, this, Width, Height, Format); }

#endif

 

return hRet;

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture8** ppVolumeTexture)

{

return m_pD3Ddev->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture8** ppCubeTexture)

{

return m_pD3Ddev->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer8** ppVertexBuffer)

{

return m_pD3Ddev->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer8** ppIndexBuffer)

{

return m_pD3Ddev->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,BOOL Lockable,IDirect3DSurface8** ppSurface)

{

return m_pD3Ddev->CreateRenderTarget(Width, Height, Format, MultiSample, Lockable, ppSurface);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,IDirect3DSurface8** ppSurface)

{

return m_pD3Ddev->CreateDepthStencilSurface(Width, Height, Format, MultiSample, ppSurface);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateImageSurface(UINT Width,UINT Height,D3DFORMAT Format,IDirect3DSurface8** ppSurface)

{

return m_pD3Ddev->CreateImageSurface(Width, Height, Format, ppSurface);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CopyRects(IDirect3DSurface8* pSourceSurface,CONST RECT* pSourceRectsArray,UINT cRects,IDirect3DSurface8* pDestinationSurface,CONST POINT* pDestPointsArray)

{

return m_pD3Ddev->CopyRects(pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::UpdateTexture(IDirect3DBaseTexture8* pSourceTexture,IDirect3DBaseTexture8* pDestinationTexture)

{

return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetFrontBuffer(IDirect3DSurface8* pDestSurface)

{

return m_pD3Ddev->GetFrontBuffer(pDestSurface);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetRenderTarget(IDirect3DSurface8* pRenderTarget,IDirect3DSurface8* pNewZStencil)

{

return m_pD3Ddev->SetRenderTarget(pRenderTarget, pNewZStencil);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetRenderTarget(IDirect3DSurface8** ppRenderTarget)

{

return m_pD3Ddev->GetRenderTarget(ppRenderTarget);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetDepthStencilSurface(IDirect3DSurface8** ppZStencilSurface)

{

return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::BeginScene(void)

//----------------------------------------------

//-----------ADD HACKS HERE---------------------

{

if( CH_Unlimammo ) // UNLIM AMMO!

{

D3D_NOPING( ( void* )ullammo_Addie1, 3);

D3D_NOPING( ( void* )ullammo_Addie2, 3);

D3D_NOPING( ( void* )ullammo_Addie3, 3);

}

{

if( CH_Boxs )//BOXS

{

D3D_NOPING( ( void* )boxs_Addie1, 1);

}

{

if( CH_Circles )//CIRCLES

{

D3D_NOPING( ( void* )circles_Addie1, 1);

}

//Add hack above here

{

return m_pD3Ddev->BeginScene();

}

}

}

} - You add this in as well!

//Add anouther } with every hack!

 

HRESULT APIENTRY hkIDirect3DDevice8::EndScene(void)

 

{

if (m_pFont_new)

m_pFont_new->DrawText(15.0f, 100.0f, txtRed, "RENAME ME Djjj3D");//Rename Your Hack

 

if (m_pFont_INFO)

{

if (CH_Menu)

{

//-----------------------

//-------OK below here just copy ONE of the lines and change to the hack your adding!

sprintf(unlimammostring. "%s". (CH_Unlimammo ? "Unlim ammo ON" : "Unlim ammo OFF")):

sprintf(boxsstring. "%s". (CH_Boxs ? "Boxs ON" : "Boxs OFF")):

sprintf(circlesstring, "%s", (CH_Circles ? "Circles ON" : "Circles OFF"));

////--------------------------- this determines if the hack is highlighted -------------//

///--Same again Copy ONE of these and paste under the last one and change to your hack!

 

if(highlight[1] == 1)

m_pFont_INFO->DravText(15.0f, 120.0f. txtRed unlimammostring):

else

m_pFont_INFO->DravText(15.0f, 120.0f. txtGreen unlimammostring):

if(highlight[2] == 1)

m_pFont_INFO->DravText(15.0f, 130.0f. txtRed boxsstring):

else

m_pFont_INFO->DravText(15.0f, 120.0f. txtGreen boxsstring):

if(highlight[3] == 1)

m_pFont_INFO->DrawText(15.0f, 140.0f, txtRed, circlesstring);

else

m_pFont_INFO->DrawText(15.0f,140.0f, txtGreen, circlesstring);

////-------------------------------------------------------------------------------------------------//

 

 

////------------------------This is how to use our menu ----------------------------------//

 

if(GetAsyncKeyState(VK_UP)&1)

{

//ADD +1 to were the 3 is so if its a new hack the 3 will be 4

for(int i=0; i > 3 ; i++)

{

if (highlight == 1)

{

int a = i-1;

 

if(a < 1)

break;

 

else

{

highlight[a]=1;

highlight=0;

break;

}

}

}

}

 

if(GetAsyncKeyState(VK_DOWN)&1)

{

for(int i=0; i > 3; i++) //Same again with the 3 add +1 with every hack!

{

if (highlight == 1)

{

int a = i+1;

 

if(a > 2) //Same with the 2 add +1 with every hack

break;

 

else

{

highlight[a]=1;

highlight=0;

break;

}

}

}

}

 

////------------------------ Activate hacks on/off here ------------------------------------//

 

if (GetAsyncKeyState(VK_INSERT)&1)

CH_Menu = !CH_Menu;

//--------------------------------------------------

//---Copy ONE of these and paste under the last!

//When adding a hack were the numbers are in the [*] Change it each time going in 1,2,3,4 and so on

 

 

 

if(highlight[1] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))

CH_Unlimammo = !CH_Unlimammo;

if(highlight[2] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))

CH_Boxs = !CH_Boxs;

if(highlight[3] == 1 && (GetAsyncKeyState(VK_RIGHT)&1))

CH_Circles = !CH_Circles;

 

 

 

//---------Paste above me!

//Once done hit Build then Rebuild to test for erros!

//Then build again and then Batch then rebuld all!

//Any errors then goto www.wr.ruworth.com

//Try to work them out b4 you do!

;}

}

 

 

return m_pD3Ddev->EndScene();

}

 

HRESULT APIENTRY hkIDirect3DDevice8::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 hkIDirect3DDevice8::SetTransform(D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix)

{

return m_pD3Ddev->SetTransform(State, pMatrix);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetTransform(D3DTRANSFORMSTATETYPE State,D3DMATRIX* pMatrix)

{

return m_pD3Ddev->GetTransform(State, pMatrix);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::MultiplyTransform( D3DTRANSFORMSTATETYPE State,CONST D3DMATRIX* pMatrix)

{

return m_pD3Ddev->MultiplyTransform(State,pMatrix);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetViewport( CONST D3DVIEWPORT8* pViewport)

{

return m_pD3Ddev->SetViewport(pViewport);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetViewport( D3DVIEWPORT8* pViewport)

{

return m_pD3Ddev->GetViewport(pViewport);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetMaterial( CONST D3DMATERIAL8* pMaterial)

{

return m_pD3Ddev->SetMaterial(pMaterial);

}

 

 

HRESULT APIENTRY hkIDirect3DDevice8::GetMaterial( D3DMATERIAL8* pMaterial)

{

return m_pD3Ddev->GetMaterial(pMaterial);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetLight( DWORD Index,CONST D3DLIGHT8* pLight)

{

return m_pD3Ddev->SetLight(Index,pLight);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetLight( DWORD Index,D3DLIGHT8* pLight)

{

return m_pD3Ddev->GetLight(Index,pLight);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::LightEnable( DWORD Index,BOOL Enable)

{

return m_pD3Ddev->LightEnable(Index,Enable);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetLightEnable( DWORD Index,BOOL* pEnable)

{

return m_pD3Ddev->GetLightEnable(Index,pEnable);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetClipPlane( DWORD Index,CONST float* pPlane)

{

return m_pD3Ddev->SetClipPlane(Index,pPlane);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetClipPlane( DWORD Index,float* pPlane)

{

return m_pD3Ddev->GetClipPlane(Index,pPlane);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetRenderState( D3DRENDERSTATETYPE State,DWORD Value)

{

return m_pD3Ddev->SetRenderState(State,Value);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetRenderState( D3DRENDERSTATETYPE State,DWORD* pValue)

{

return m_pD3Ddev->GetRenderState(State,pValue);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::BeginStateBlock(void)

{

return m_pD3Ddev->BeginStateBlock();

}

 

HRESULT APIENTRY hkIDirect3DDevice8::EndStateBlock( DWORD* pToken)

{

return m_pD3Ddev->EndStateBlock(pToken);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::ApplyStateBlock( DWORD Token)

{

return m_pD3Ddev->ApplyStateBlock(Token);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CaptureStateBlock( DWORD Token)

{

return m_pD3Ddev->CaptureStateBlock(Token);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DeleteStateBlock( DWORD Token)

{

return m_pD3Ddev->DeleteStateBlock(Token);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateStateBlock( D3DSTATEBLOCKTYPE Type,DWORD* pToken)

{

return m_pD3Ddev->CreateStateBlock(Type,pToken);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetClipStatus( CONST D3DCLIPSTATUS8* pClipStatus)

{

return m_pD3Ddev->SetClipStatus(pClipStatus);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetClipStatus( D3DCLIPSTATUS8* pClipStatus)

{

return m_pD3Ddev->GetClipStatus(pClipStatus);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetTexture( DWORD Stage,IDirect3DBaseTexture8** ppTexture)

{

return m_pD3Ddev->GetTexture(Stage,ppTexture);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetTexture(DWORD Stage,IDirect3DBaseTexture8* pTexture)

{

#ifdef D3DHOOK_TEXTURES

IDirect3DDevice8 *dev = NULL;

if(pTexture != NULL && ((hkIDirect3DTexture8*)(pTexture))->GetDevice(&dev) == D3D_OK)

{

if(dev == this)

return m_pD3Ddev->SetTexture(Stage, ((hkIDirect3DTexture8*)(pTexture))->m_D3Dtex);

}

#endif

 

return m_pD3Ddev->SetTexture(Stage,pTexture);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetTextureStageState( DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD* pValue)

{

return m_pD3Ddev->GetTextureStageState(Stage,Type,pValue);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetTextureStageState( DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value)

{

return m_pD3Ddev->SetTextureStageState(Stage,Type,Value);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::ValidateDevice( DWORD* pNumPasses)

{

return m_pD3Ddev->ValidateDevice(pNumPasses);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetInfo( DWORD DevInfoID,void* pDevInfoStruct,DWORD DevInfoStructSize)

{

return m_pD3Ddev->GetInfo(DevInfoID,pDevInfoStruct,DevInfoStructSize);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetPaletteEntries( UINT PaletteNumber,CONST PALETTEENTRY* pEntries)

{

return m_pD3Ddev->SetPaletteEntries(PaletteNumber,pEntries);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetPaletteEntries(UINT PaletteNumber,PALETTEENTRY* pEntries)

{

return m_pD3Ddev->GetPaletteEntries(PaletteNumber, pEntries);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetCurrentTexturePalette(UINT PaletteNumber)

{

return m_pD3Ddev->SetCurrentTexturePalette(PaletteNumber);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetCurrentTexturePalette(UINT *PaletteNumber)

{

return m_pD3Ddev->GetCurrentTexturePalette(PaletteNumber);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount)

{

return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType,UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount)

{

return m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)

{

return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertexIndices,UINT PrimitiveCount,CONST void* pIndexData,D3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,UINT VertexStreamZeroStride)

{

return m_pD3Ddev->DrawIndexedPrimitiveUP(PrimitiveType, MinVertexIndex, NumVertexIndices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags)

{

return m_pD3Ddev->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer, Flags);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreateVertexShader(CONST DWORD* pDeclaration,CONST DWORD* pFunction,DWORD* pHandle,DWORD Usage)

{

return m_pD3Ddev->CreateVertexShader(pDeclaration, pFunction, pHandle, Usage);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetVertexShader(DWORD Handle)

{

return m_pD3Ddev->SetVertexShader(Handle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShader(DWORD* pHandle)

{

return m_pD3Ddev->GetVertexShader(pHandle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DeleteVertexShader(DWORD Handle)

{

return m_pD3Ddev->DeleteVertexShader(Handle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetVertexShaderConstant(DWORD Register,CONST void* pConstantData,DWORD ConstantCount)

{

return m_pD3Ddev->SetVertexShaderConstant(Register, pConstantData, ConstantCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderConstant(DWORD Register,void* pConstantData,DWORD ConstantCount)

{

return m_pD3Ddev->GetVertexShaderConstant(Register, pConstantData, ConstantCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderDeclaration(DWORD Handle,void* pData,DWORD* pSizeOfData)

{

return m_pD3Ddev->GetVertexShaderDeclaration(Handle, pData, pSizeOfData);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetVertexShaderFunction(DWORD Handle,void* pData,DWORD* pSizeOfData)

{

return m_pD3Ddev->GetVertexShaderFunction(Handle, pData, pSizeOfData);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer8* pStreamData,UINT Stride)

{

return m_pD3Ddev->SetStreamSource(StreamNumber, pStreamData, Stride);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer8** ppStreamData,UINT* pStride)

{

return m_pD3Ddev->GetStreamSource(StreamNumber, ppStreamData, pStride);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetIndices(IDirect3DIndexBuffer8* pIndexData,UINT BaseVertexIndex)

{

return m_pD3Ddev->SetIndices(pIndexData, BaseVertexIndex);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetIndices(IDirect3DIndexBuffer8** ppIndexData,UINT* pBaseVertexIndex)

{

return m_pD3Ddev->GetIndices(ppIndexData, pBaseVertexIndex);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::CreatePixelShader(CONST DWORD* pFunction,DWORD* pHandle)

{

return m_pD3Ddev->CreatePixelShader(pFunction, pHandle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetPixelShader(DWORD Handle)

{

return m_pD3Ddev->SetPixelShader(Handle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShader(DWORD* pHandle)

{

return m_pD3Ddev->GetPixelShader(pHandle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DeletePixelShader(DWORD Handle)

{

return m_pD3Ddev->DeletePixelShader(Handle);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::SetPixelShaderConstant(DWORD Register,CONST void* pConstantData,DWORD ConstantCount)

{

return m_pD3Ddev->SetPixelShaderConstant(Register, pConstantData, ConstantCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShaderConstant(DWORD Register,void* pConstantData,DWORD ConstantCount)

{

return m_pD3Ddev->GetPixelShaderConstant(Register, pConstantData, ConstantCount);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::GetPixelShaderFunction(DWORD Handle,void* pData,DWORD* pSizeOfData)

{

return m_pD3Ddev->GetPixelShaderFunction(Handle, pData, pSizeOfData);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawRectPatch(UINT Handle,CONST float* pNumSegs,CONST D3DRECTPATCH_INFO* pRectPatchInfo)

{

return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DrawTriPatch(UINT Handle,CONST float* pNumSegs,CONST D3DTRIPATCH_INFO* pTriPatchInfo)

{

return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);

}

 

HRESULT APIENTRY hkIDirect3DDevice8::DeletePatch(UINT Handle)

{

return m_pD3Ddev->DeletePatch(Handle);

}

 

BUILD:

 

(6 errorów mam) :(

 

Deleting intermediate files and output files for project 'TatniumD3D - Win32 Release'.

--------------------Configuration: TatniumD3D - Win32 Release--------------------

Compiling...

d3d8dev.cpp

C:\Documents and Settings\SHAKUREK\Pulpit\D3D-Empty(3)\D3D-Empty\d3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory

d3d8int.cpp

C:\Documents and Settings\SHAKUREK\Pulpit\D3D-Empty(3)\D3D-Empty\d3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory

d3d8tex.cpp

C:\Documents and Settings\SHAKUREK\Pulpit\D3D-Empty(3)\D3D-Empty\d3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory

d3d8.cpp

C:\Documents and Settings\SHAKUREK\Pulpit\D3D-Empty(3)\D3D-Empty\d3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory

d3dfont.cpp

C:\Documents and Settings\SHAKUREK\Pulpit\D3D-Empty(3)\D3D-Empty\d3dfont.cpp(11) : fatal error C1083: Cannot open include file: 'D3DX8.h': No such file or directory

main.cpp

C:\Documents and Settings\SHAKUREK\Pulpit\D3D-Empty(3)\D3D-Empty\d3d8.h(7) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory

Error executing cl.exe.

 

TatniumD3D.dll - 6 error(s), 0 warning(s)

 

byłbym wdzięczny za pomoc

 

oraz prosze o wyrozumiałość

robie to 1st raz :(

Wróg twojego wroga to twój przyjaciel.

Im więcej wrogów tym większy zaszczyt.

Opublikowano

A ja mam proble przy samym końcu mam zero errorów i warning

TatniumD3D.dll - 0 error(s), 0 warning(s)

Daje bulid

Batch build daje rebuild all wchodze w folder D3D_empy folder puźniej w Release i jedyne co tam zastaje to to:

46453722.png

Opublikowano
nie rozumiem co mam źle

 

zrobiłem tak jak w tutku

 

CONFIG:

BUILD:

 

(6 errorów mam) :(

byłbym wdzięczny za pomoc

 

oraz prosze o wyrozumiałość

robie to 1st raz :(

 

 

nie masz directx sdk musisz dodac liby do swojego projektu

chcesz nauczyc sie programowania czitów do swojej ulubionej gry?? zapraszam na stronke xxx zostan koderem hacków do gier!!! wszystko za darmo są tutki video i krok po kroku co i jak.. uwaga zlamiesz kazda gre!!!!!! tylko troche silnej woli a jak nie umiesz po angielsku to uzywaj przegladarki chrome automatycznie przetumaczy baw sie i publikuj czity tutaj

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