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 Create Wallhack Part 2

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VGM.™ReggaeGasspol™
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Jumlah posting : 44
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Join date : 07.07.12
Age : 28
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Create Wallhack Part 2 Empty
PostSubyek: Create Wallhack Part 2   Create Wallhack Part 2 EmptySat Jul 14, 2012 4:53 pm

nih gan tutor pembuatan wallhack...
-Microsoft Visual C++ 2008
-Microsoft DirectX SDK Summer 2004

oke langsung aja.. buka C++ 2008.. pilih new project/win32/win32 project.
-kemudian masukkan nama terserah anda... Contoh : nama anda.ccp dan klik ok
-klik application setting/ pilih DLL / finish
-kemudian pada (nama anda.ccp) masukkan code di bawah ini :
Code:
#include <windows.h>
#include <detours.h>
#include <d3d8.h>
#include <d3dx8.h>
#include "log.h"
#include <fstream>
#include <iostream>
#pragma comment(lib, "d3dx8.lib")
#pragma comment(lib, "d3d8.lib")
using namespace std;
static DWORD dwBeginScene = 0x6D9D9250;
static DWORD dwEndScene = 0x6d9d93a0;
static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0;
static DWORD dwSetStreamSource = 0x6d9d6760;
static DWORD dwSetViewport = 0x6d9d5b90 ;


int m_Stride;
int texnum;
int nNumVertices;
int nPrimitiveCount;

LPDIRECT3DTEXTURE8 Red,Yellow,Green,Blue,Purple,Pink,Orange;
bool Color = true;
bool Logger = false;
ofstream ofile;
char dlldir[320];
float ScreenCenterX = 0.0f;
float ScreenCenterY = 0.0f;
bool xhair = false;
bool WallHack = false;
bool WallHack2 = false;
HANDLE hand1 =NULL;
HANDLE hand2 =NULL;

DWORD bytes;

//Logger
int texarray[1000];
int arraycounter;
int delarray[500];
int dcount;
unsigned int arrc;
int i=0;


D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );


char *GetDirectoryFile(char *filename)
{
static char path[320];
strcpy(path, dlldir);
strcat(path, filename);
return path;
}

void __cdecl add_log (const char *fmt, ...)
{
if(ofile != NULL)
{
if(!fmt) { return; }

va_list va_alist;
char logbuf[256] = {0};

va_start (va_alist, fmt);
_vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) -
strlen(logbuf), fmt, va_alist);
va_end (va_alist);

ofile << logbuf << endl;
}
}

HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8
**ppD3Dtex, DWORD colour32)
{
if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4,
D3DPOOL_MANAGED, ppD3Dtex)) )
return E_FAIL;

WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
|(WORD)(((colour32>>20)&0xF)<<
|(WORD)(((colour32>>12)&0xF)<<4)
|(WORD)(((colour32>>4)&0xF)<<0);

D3DLOCKED_RECT d3dlr;
(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
WORD *pDst16 = (WORD*)d3dlr.pBits;

for(int xy=0; xy < 8*8; xy++)
*pDst16++ = colour16;

(*ppD3Dtex)->UnlockRect(0);

return S_OK;
}


//=================================EndScene_Start===
==================================================
============================//
typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
oEndScene pEndScene;

HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
{
if(Color)
{
GenerateTexture(pDevice, &Red, D3DCOLOR_ARGB (255 , 255
, 0 , 0 ));
GenerateTexture(pDevice, &Yellow, D3DCOLOR_ARGB (255 , 255
, 255 , 0 ));
GenerateTexture(pDevice, &Green, D3DCOLOR_ARGB (255 , 0
, 255 , 0 ));
GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255 , 0
, 0 , 255 ));
GenerateTexture(pDevice, &Purple, D3DCOLOR_ARGB (255 , 102
, 0 , 153 ));
GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255 , 255
, 20 , 147 ));
GenerateTexture(pDevice, &Orange, D3DCOLOR_ARGB (255 , 255
, 165 , 0 ));
Color=false;
}

if(xhair)
{
D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20,
ScreenCenterY+2};
D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+
2,ScreenCenterY+20};
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0, 0);
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0, 0);
}

//=============================================UnHoo
K_Start=========================================== ========//

if((GetAsyncKeyState(VK_F5)&1))
{
int end =NULL;
int dip =NULL;
int svp =NULL;
int sss =NULL;


BYTE Unhook[5] = {0x8B,0xFF,0x55,0x8B,0xEC};//Original Function Bytes.
hand1 = GetCurrentProcess();
DWORD dwmodualBase=(DWORD)GetModuleHandle("d3d8.dll");
end = 0x6d9d93a0;
dip = 0x6d9d73a0;
svp = 0x6d9d5b90;
sss = 0x6d9d6760;

WriteProcessMemory(hand1, (void*) end, Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) dip, Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) svp ,Unhook, 5, &bytes);
WriteProcessMemory(hand1, (void*) sss,Unhook, 5, &bytes);
}
//=========================================UnHook_En
d================================================= ========//

if((GetAsyncKeyState(VK_F1)&1)){xhair=!xhair;}
if((GetAsyncKeyState(VK_F2)&1)){WallHack=!WallHack ;}

return pEndScene(pDevice);
}
//====================================EndScene_End==
==================================================
========================//




//=================================Dip_Start========
==================================================
==================================//
typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8
pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT
nStartIndex, UINT nPrimitiveCount );
oDrawIndexedPrimitive pDrawIndexedPrimitive;

HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice,
D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT
nStartIndex, UINT nPrimitiveCount)
{




if(WallHack)
{
texnum = (nNumVertices*100000)+nPrimitiveCount;
if(m_Stride==40 &&

(texnum==7500121 )||(texnum==8500105
)||(texnum==12400168)||(texnum==37000650)||
(texnum==18000274)||(texnum==8800105
)||(texnum==36900650)||(texnum==19600314)||
(texnum==21800306)||(texnum==7500121 )||(texnum==8500105
)||(texnum==12400168)||
(texnum==21800306)||(texnum==36900650)||(texnum==7 500121
)||(texnum==37000650)||
(texnum==18000274)||(texnum==7500121 )||(texnum==8500105
)||(texnum==38000658)||
(texnum==22100268)||(texnum==62400752)||(texnum==2
7900456)||(texnum==45700654)||
(texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum
==38100666)||
(texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum
==84900778)||
(texnum==27500442)||(texnum==52100658)||(texnum==6
2400752)||(texnum==33600552)||
(texnum==44100646)||(texnum==18000274)||(texnum==3
7200508)||(texnum==45700654)||
(texnum==37200508)||(texnum==52100658)||(texnum==5 2100658)
&&



(nNumVertices == 100 && nPrimitiveCount == 121) || //Foot
(nNumVertices == 105 && nPrimitiveCount == 168) || //Right
Arm
(nNumVertices == 132 && nPrimitiveCount == 180) || //Hand
(nNumVertices == 159 && nPrimitiveCount == 200) || //Left
Arm
(nNumVertices == 338 && nPrimitiveCount == 534) ||
//Underbody thanks japennese guy =)
//(nNumVertices == 448 && nPrimitiveCount == 776) || //Head

(nNumVertices == 804 && nPrimitiveCount == 1016) || //Body
//SRG Option item
(nNumVertices == 109 && nPrimitiveCount == 110) ||
//Bulletproof Vest
(nNumVertices == 336 && nPrimitiveCount == 532)) //Battle
Pants

{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Orange);
//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );

pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices,
nStartIndex, nPrimitiveCount);

//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Pink);
}

if(m_Stride==40 && texnum== 21300174)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Green);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices,
nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Purple);
}


if(nNumVertices == 158 && nPrimitiveCount == 131)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Red);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices,
nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Yellow);
}

if (nNumVertices == 171 && nPrimitiveCount == 143)
{

pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetTexture(0,Red);//GreenNade
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices,
nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
pDevice->SetTexture(0,Yellow);
}



if(m_Stride==40 &&//face,mask etc...
(texnum==36700612) ||
(texnum==9600172 ) ||
(texnum==14200236) ||
(texnum==37800552) ||
(texnum==28100486) ||
(texnum==35500568) ||
(texnum==2200024 ) ||
(texnum==16200243) ||
(texnum==31900466) ||
(texnum==19300342) ||
(texnum==36200604) ||
(texnum==21300290) ||
(texnum==35700558) ||
(texnum==22100396) ||
(texnum==36100604) ||
(texnum==27100464) ||
(texnum==11400180) ||
(texnum==34900580) ||
(texnum==13200212) ||
(texnum==34700538) ||
(texnum==19500352)&&
(nNumVertices == 448 && nPrimitiveCount == 776))

{
pDevice->SetTexture(0,Blue);
}


{
pDevice->SetRenderState(D3DRS_FOGENABLE,false);
}

/*Logger
if(m_Stride==40){


while(GetAsyncKeyState(VK_NUMPAD1)&1) arrc--; //Used as manual
index for adding textures to delarray
while(GetAsyncKeyState(VK_NUMPAD3)&1) arrc++;
bool alrdy=false;
bool inarr=false;

if(texarray[arrc]==texnum)
if(delarray[i]==texarray[arrc])
alrdy=true;
for(int i=0;i<dcount;i++) //sees if said texture is in delarray
if(delarray[i]==texnum)
inarr=true;
if(texarray[arrc]==texnum || inarr){ //If true, color model
differently
LPDIRECT3DTEXTURE8 texCol;
DWORD dwOldZEnable = D3DZB_TRUE;
pDevice->SetTexture(0, NULL);
pDevice->GetRenderState(D3DRS_ZENABLE,
&dwOldZEnable);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
if(alrdy) //Different colors for selected models that are
already being logged (For removal from array)
texCol=Blue;
else
texCol=Red;
pDevice->SetTexture(0, texCol);
pDrawIndexedPrimitive(pDevice, pType, nMinIndex,
nNumVertices, nStartIndex, nPrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);

}
}
if(GetAsyncKeyState(VK_F5)&1) add_log("Logged tesx: %i",
texarray[arrc]); //F5 will print currently selected texnum to logfile
if(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to
array
bool inarr=true;
for(int k=0;k<dcount;k++){
if(delarray[k]==texarray[arrc])
{
inarr=false;//Found selected texture to already exist
delarray[k]=0;//Delete texture
break;//Cancel loop
}
}
if(inarr==true)
{
delarray[dcount]=texarray[arrc];//Add texture
dcount++;
}
}
if(GetAsyncKeyState(VK_F7)&1){
int total=1;
add_log("omfg values?!? {");
for(int x=0;x<dcount;x++)//Loops through all recorded variables
and prints them in a nice array based format
if(delarray[x]){
add_log("%i,",delarray[x]); //add_log2==add_log but without
endl
total++;
}
add_log("}; %i variables in array",total);
}
bool found = false; //THIS PART CREDITS TO KRYPTEC
for(int y=0; y<arraycounter; y++) //THIS IS HIS LOGGING FUNCTION
{
if(texnum==texarray[y])found=true; //I JUST CREATED AN INTERFACE FOR
IT
}
if(!found && arraycounter < 1000)
{
texarray[arraycounter]=texnum;
arraycounter++;
}*/


}
return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices,
nStartIndex, nPrimitiveCount);
}
//=====================================Dip_End======
==================================================
===================//


//=====================================Sss_Start====
==================================================
====================//
typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8
pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT
nStride );
oSetStreamSource pSetStreamSource;

HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT
nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
{
if(nStreamNumber==0)
m_Stride = nStride;

return pSetStreamSource(pDevice, nStreamNumber, pStreamData,
nStride);
}
//====================================Sss_End=======
==================================================
===================//

//====================================Svp_Start=====
==================================================
===================//
typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST
D3DVIEWPORT8* pViewport);
oSetViewport pSetViewport;

HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST
D3DVIEWPORT8* pViewport)
{
ScreenCenterX = ( float )pViewport->Width / 2;
ScreenCenterY = ( float )pViewport->Height / 2;

return pSetViewport(pDevice,pViewport);
}
//===================================Svp_End========
==================================================
===================//

typedef HRESULT ( WINAPI* oBeginScene ) ( LPDIRECT3DDEVICE8 pDevice );
oBeginScene pBeginScene;

HRESULT WINAPI myBeginScene(LPDIRECT3DDEVICE8 pDevice)
{
if((GetAsyncKeyState(VK_F6)&1))
{
pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene,
(PBYTE)myEndScene);
pDrawIndexedPrimitive =
(oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDra wIndexedPrimitive,
(PBYTE)myDrawIndexedPrimitive);
pSetStreamSource =
(oSetStreamSource)DetourFunction((PBYTE)dwSetStrea mSource,
(PBYTE)mySetStreamSource);
pSetViewport=(oSetViewport)DetourFunction((PBYTE)d
wSetViewport,(PBYTE)mySetViewport);
}

return pBeginScene(pDevice);
}


BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved
)
{
DisableThreadLibraryCalls(hModule);

if ( dwReason == DLL_PROCESS_ATTACH )
{

//=========Log==========================//
GetModuleFileName(hModule, dlldir, 512);
for(int i = strlen(dlldir); i > 0; i--) { if(dlldir[i] ==
'\') { dlldir[i+1] = 0; break; } }
ofile.open(GetDirectoryFile("log.txt"), ios::app);
//=========Log=========================//

pBeginScene = (oBeginScene)DetourFunction((PBYTE)dwBeginScene,
(PBYTE)myBeginScene);
pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene,
(PBYTE)myEndScene);
pDrawIndexedPrimitive =
(oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDra wIndexedPrimitive,
(PBYTE)myDrawIndexedPrimitive);
pSetStreamSource =
(oSetStreamSource)DetourFunction((PBYTE)dwSetStrea mSource,
(PBYTE)mySetStreamSource);
pSetViewport=(oSetViewport)DetourFunction((PBYTE)d
wSetViewport,(PBYTE)mySetViewport);

}
return TRUE;
}
-berikutnya hapus file yang bernama dllmain.ccp
-tambahkan sebuah project (.h) dan beri nama log.h
-masukkan code pada log.h
log.h
Code:
#define WIN32_LEAN_AND_MEAN

#ifndef _MAIN_H
#define _MAIN_H

char *GetDirectoryFile(char *filename);
void __cdecl add_log (const char * fmt, ...);
#endif

setelah itu klik/tool/option/project & solution/VC ++ directories/include files.
-C:\Program Files\Microsoft DirectX 9.0 SDK (Summer 2004)\Include
-setelah itu klik/tool/option/project & solution/VC ++
directories/ilibrary files
-C:\Program Files\Microsoft DirectX 9.0 SDK (Summer 2004)\lib
Gambar 1:
Create Wallhack Part 2 63947030
Lalu Klik Ok
Gambar2.
Create Wallhack Part 2 77813579

klik project/properties/configuration properties/character set/pilih use Multi-Byte character set.
dan klik ok
yang terakhir klik Build/build (nama Anda)
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