CREATING D3D WALLHACK
ADDING DIRECT-X INCLUDE FILES IN VC++
STEP 1. Install Direct-X SDK
STEP 2. Open VC++
STEP 3. Select Tools -> Option -> Projects and Solutions -> VC++ Directories
STEP 4. In VC ++ Directories, go to the drop-down menu and select Include Files
STEP 5. Add the code below
STEP 1. Install Direct-X SDK
STEP 2. Open VC++
STEP 3. Select Tools -> Option -> Projects and Solutions -> VC++ Directories
STEP 4. In VC ++ Directories, go to the drop-down menu and select Include Files
STEP 5. Add the code below
Code:
Code:
C:\Program Files\Microsoft DirectX 9.0 SDK (Summer 2004)\Include
ADDING DIRECT-X LIBRARY FILES IN VC++
STEP 1. Install Direct-X SDK
STEP 2. Open VC++
STEP 3. Select Tools -> Option -> Projects and Solutions -> VC++ Directories
STEP 4. In VC ++ Directories, go to the drop-down menu and select Library Files
STEP 5. Add the code below
STEP 1. Install Direct-X SDK
STEP 2. Open VC++
STEP 3. Select Tools -> Option -> Projects and Solutions -> VC++ Directories
STEP 4. In VC ++ Directories, go to the drop-down menu and select Library Files
STEP 5. Add the code below
Code:
Code:
C:\Program Files\Microsoft DirectX 9.0 SDK (Summer 2004)\Lib
Here's a tutorial on how to create a d3d8 / Sudden attack base!
Open up Visual C++ 2008
Create: Project...
Choose Win32 Console Application
If you do not see it, look at Project types and click on Visual C++
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Open up Visual C++ 2008
Create: Project...
Choose Win32 Console Application
If you do not see it, look at Project types and click on Visual C++
Screenshot
You should see the picture below be presented on your Visual C++
Press NEXT
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Do not touch anything else. Application type - Select "DLL"
Press FINISH
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You should see the screenshot below presented on your Visual C++
Right click and remove dllmain.cpp*
* - Remove because it is already defined in the base source I will give you.
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Click the green arrow on the top to debug / release. Alternately, you can just build / rebuild (for those who know how to use C++ IDE)
Screenshot
Base Source Code
Code:
Code:
#include"stdafx.h"
Code:
Code:
#include <windows.h> #include <d3d8.h> #pragma comment(lib, "d3d8.lib") typedef HRESULT (WINAPI* CreateDevice_Prototype) (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*); typedef HRESULT (WINAPI* Reset_Prototype) (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*); typedef HRESULT (WINAPI* EndScene_Prototype) (LPDIRECT3DDEVICE8); typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT); CreateDevice_Prototype CreateDevice_Pointer = NULL; Reset_Prototype Reset_Pointer = NULL; EndScene_Prototype EndScene_Pointer = NULL; DrawIndexedPrimitive_Prototype DrawIndexedPrimitive_Pointer = NULL; HRESULT WINAPI Direct3DCreate8_VMTable (VOID); HRESULT WINAPI CreateDevice_Detour (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*); HRESULT WINAPI Reset_Detour (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*); HRESULT WINAPI EndScene_Detour (LPDIRECT3DDEVICE8); HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT); PDWORD Direct3D_VMTable = NULL; BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved) { if(dwReason == DLL_PROCESS_ATTACH) { DisableThreadLibraryCalls(hinstModule); if(Direct3DCreate8_VMTable() == D3D_OK) return TRUE; } return FALSE; } HRESULT WINAPI Direct3DCreate8_VMTable(VOID) { LPDIRECT3D8 Direct3D_Object = Direct3DCreate8(D3D_SDK_VERSION); if(Direct3D_Object == NULL) return D3DERR_INVALIDCALL; Direct3D_VMTable = (PDWORD)*(PDWORD)Direct3D_Object; Direct3D_Object->Release(); DWORD dwProtect; if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0) { *(PDWORD)&CreateDevice_Pointer = Direct3D_VMTable[15]; *(PDWORD)&Direct3D_VMTable[15] = (DWORD)CreateDevice_Detour; if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), dwProtect, &dwProtect) == 0) return D3DERR_INVALIDCALL; } else return D3DERR_INVALIDCALL; return D3D_OK; } HRESULT WINAPI CreateDevice_Detour(LPDIRECT3D8 Direct3D_Object, UINT Adapter, D3DDEVTYPE DeviceType, HWND FocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* PresentationParameters, LPDIRECT3DDEVICE8* Returned_Device_Interface) { HRESULT Returned_Result = CreateDevice_Pointer(Direct3D_Object, Adapter, DeviceType, FocusWindow, BehaviorFlags, PresentationParameters, Returned_Device_Interface); DWORD dwProtect; if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0) { *(PDWORD)&Direct3D_VMTable[15] = *(PDWORD)&CreateDevice_Pointer; CreateDevice_Pointer = NULL; if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), dwProtect, &dwProtect) == 0) return D3DERR_INVALIDCALL; } else return D3DERR_INVALIDCALL; if(Returned_Result == D3D_OK) { Direct3D_VMTable = (PDWORD)*(PDWORD)*Returned_Device_Interface; *(PDWORD)&Reset_Pointer = (DWORD)Direct3D_VMTable[14]; *(PDWORD)&EndScene_Pointer = (DWORD)Direct3D_VMTable[35]; *(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable[71]; *(PDWORD)&Direct3D_VMTable[14] = (DWORD)Reset_Detour; *(PDWORD)&Direct3D_VMTable[35] = (DWORD)EndScene_Detour; *(PDWORD)&Direct3D_VMTable[71] = (DWORD)DrawIndexedPrimitive_Detour; } return Returned_Result; } HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters) { return Reset_Pointer(Device_Interface, PresentationParameters); } HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE8 Device_Interface) { return EndScene_Pointer(Device_Interface); } HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRIMITIVETYPE Type, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount) { LPDIRECT3DVERTEXBUFFER8 Stream_Data; UINT Stride = 0; if(Device_Interface->GetStreamSource(0, &Stream_Data, &Stride) == D3D_OK) Stream_Data->Release(); //code return DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);}
How to add WALLHACK
Look at this piece of code right here in the base
Code:
Look at this piece of code right here in the base
Code:
Code:
HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRIMITIVETYPE Type, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
Code:
Code:
{ LPDIRECT3DVERTEXBUFFER8 Stream_Data; UINT Stride; if(Device_Interface->GetStreamSource(0, &Stream_Data, &Stride) == D3D_OK) Stream_Data->Release(); //code return DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);}
Now, look more closely at the following.
Code:
Code:
//code
INFO
Stride 40 and 44 are the body model of Sudden Attack. (One's upper, one's lower)
WALL HACK ---
Add this below the "//code"
Code:
Code:
bool wallhack;
Code:
Code:
if(Stride == 40 && wallhack || Stride == 44 && wallhack) { Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);}
To make this work, you need to add a hotkey.
Add this below the wallhack code.
Code:
Code:
if((GetAsyncKeyState(VK_NUMPAD1)&1)==1)//Numpad 1
Code:
Code:
wallhack =!wallhack;//Start Wallhack
If you press NUMPAD 1, wallhack will start.
Everything you need to learn is here follow this step
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