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Witam mam problem, otóż zaczołem dziś robić hacka na unl ammo i na esp, ale występuje taki problem, gdy daje rebuild all to wyskakują mi dwa errory z int highlight. Spójrzcie na kod czy jest wszystko wporządku

 

#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 unlammo_addie1 0x004D6F56

#define unlammo_addie2 0x004D6F67

#define unlammo_addie3 0x004D6F6D

#define esp_addie1 0x004D9983

 

 

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

 

 

UINT m_Stride;

 

bool CH_Menu = true;

bool CH_Unlammo = false;

bool CH_esp = false

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

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

#define unlammo_addie1 0x004D6F56

#define unlammo_addie2 0x004D6F67

#define unlammo_addie3 0x004D6F6D

#define esp_addie1 0x004D9983

 

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

// 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[1] = {1};

//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 unlammostring[20] = {NULL};

char espstring[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)

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

//-----------DODAJ TU KOD SWOJEGO HACKA ---------------------

{

if( CH_Unlammo ) // UNL AMMO!

{

D3D_NOPING( ( void* )ullammo_Addie1, 0x004D6F56);

D3D_NOPING( ( void* )ullammo_Addie2, 0x004D6F67);

D3D_NOPING( ( void* )ullammo_Addie3, 0x004D6F6D);

}

{

if( CH_Esp )//ESP

{

D3D_NOPING( ( void* )esp_Addie1, 0x004D9983);

}

 

 

 

//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 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(unlammostring, "%s", (CH_unlammo ? "unlammo ON" : "unlammo OFF"));

sprintf(espspring, "%s", (CH_ESP ? "ESP ON" : "ESP 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->DrawText(15.0f, 140.0f, txtRed, unlammostring);

else

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

if(highlight[3]==1)

m_pFont_INFO->DrawText(15.0f, 150.0f, txtRed, espstring);

else

m_pFont_INFO->DrawText(15.0f,150.0f, txtGreen, espstring);

 

 

 

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

 

 

////------------------------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 < 2; 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 < 2; i++) //Same again with the 3 add +1 with every hack!

{

if (highlight == 1)

{

int a = i+1;

 

if(a > xxxxx) //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_unlammo = !CH_unlammo;

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

CH_esp = !CH_esp;

 

//---------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);

}

 

 

a tu kod z raportu:

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

--------------------Configuration: TatniumD3D - Win32 Debug--------------------

Compiling...

d3d8dev.cpp

c:\documents and settings\przemekk\moje dokumenty\d3d-empty\d3d-empty(3)\d3d-empty\d3d8dev.cpp(60) : error C2144: syntax error : missing ';' before type 'int'

c:\documents and settings\przemekk\moje dokumenty\d3d-empty\d3d-empty(3)\d3d-empty\d3d8dev.cpp(60) : fatal error C1004: unexpected end of file found

d3d8int.cpp

d3d8tex.cpp

d3d8.cpp

d3dfont.cpp

main.cpp

Error executing cl.exe.

 

TatniumD3D.dll - 2 error(s), 0 warning(s)

Opublikowano

Miałem i tak ten sam problem, no ale zaczołem drugi raz i z łatwiejszym tutkiem (stamina) i takie mam błędy.

 

problemk.jpg

 

i te 3 errory co tu są to mają coś wspólnego z inthighlight[1] = {1};

 

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