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    I Tried To Make A D3D Hook


    Rockzz
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    I want to make a D3D hack but i doesnt work if i Press Insert Nothing happens.

    If this is wrong topic move it plz.

     

    Here is my code Maybe Sb can say me what i done wrong

     

    #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
    
    
    float stamina;
    
    #define ullammo_Addie1 0x6845A6
    #define ullammo_Addie2 0x6845B7
    #define ullammo_Addie3 0x6845BD
    //#define boxs_Addie1 0x00000
    #define splowyx_Adlo1 0xBCE110//Serv Pointer
    #define splowyx_Adlo2 0xCC4778//Play Pointer
    #define slot5 0x3EA5C
    #define slot6 0x3EA5D
    #define slot7 0x3EA5E
    #define slot8 0x3EA5F
    #define gm_off 0x35C
    
    
    
    ///////////////////////////////////////////////// End of addies
    
    
    UINT m_Stride;
    
    bool CH_Menu = true;
    //-------------------------------------
    //You have to add your hack like thses here!
    bool CH_Unlimammo = false;
    bool CH_Stamina = false;
    bool CH_Slots = false;
    bool CH_GM = 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[4] = {1,0,0,0}; 
    //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 staminastring[20] = {NULL};
    char slotsstring[20] = {NULL};
    char gmstring[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_Stamina )//BOXS
    {
    //D3D_NOPING( ( void* )boxs_Addie1, 1);
    
    stamina = *(float*)(splowyx_Adlo2 + 0x2A4);
     if(stamina<30)
     {
      *(float*)(splowyx_Adlo2 + 0x2A4) = 30;
    	}
    }
    {
    	if( CH_Slots )//Slot
    	{
    		*(int*)(splowyx_Adlo1 + slot5)= 1;
    		*(int*)(splowyx_Adlo1 + slot6)= 1;
    		*(int*)(splowyx_Adlo1 + slot7)= 1;
    		*(int*)(splowyx_Adlo1 + slot8)= 1;	
    	}
    	{
    		if( CH_GM )
    		{
    			   *(float*)(splowyx_Adlo1 + gm_off) = 5;
    		}
    //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, "NoName");//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(staminastring, "%s", (CH_Stamina ?  "Stamina ON" : "Stamina OFF"));
    sprintf(slotsstring, "%s", (CH_Slots ?  "Slots ON" : "Slots OFF"));
    sprintf(gmstring, "%s", (CH_GM ?  "GM ON" : "GM 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, 120.0f, txtRed, unlimammostring);
    			  else
    		 m_pFont_INFO->DrawText(15.0f,120.0f, txtGreen, unlimammostring);
    
    			  if(highlight[2]==1)
    		  m_pFont_INFO->DrawText(15.0f, 130.0f, txtRed, staminastring);
    			  else
    		 m_pFont_INFO->DrawText(15.0f,130.0f, txtGreen, staminastring);
    
    			  if(highlight[3]==1)
    		  m_pFont_INFO->DrawText(15.0f, 140.0f, txtRed, slotsstring);
    			  else
    		 m_pFont_INFO->DrawText(15.0f,140.0f, txtGreen, slotsstring);
    
    			  if(highlight[4]==1)
    		  m_pFont_INFO->DrawText(15.0f, 150.0f, txtRed, gmstring);
    			  else
    		 m_pFont_INFO->DrawText(15.0f,150.0f, txtGreen, gmstring);
    
    
    
    ////-------------------------------------------------------------------------------------------------//
    
    
    ////------------------------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 < 5; i++)	  
      {
    	  if (highlight[i] == 1)
    	  {
    		  int a = i-1;
    
    		  if(a < 1)
    		  break;
    
    		  else 
    		  {
    			  highlight[a]=1;
    		  highlight[i]=0;
    		  break;
    		  }
    	  }
      }
     }
    
     if(GetAsyncKeyState(VK_DOWN)&1)
     {
      for(int i=0; i < 5; i++)   //Same again with the 3 add +1 with every hack!
      {
    	  if (highlight[i] == 1)
    	  {
    		  int a = i+1;
    
    		  if(a > 4)	//Same with the 2 add +1 with every hack
    		  break;
    
    		  else 
    		  {
    			  highlight[a]=1;
    		  highlight[i]=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_Stamina = !CH_Stamina;
    
    if(highlight[3] == 1 && (GetAsyncKeyState(VK_RIGHT)&1)) 
      CH_Slots = !CH_Slots;
    
    if(highlight[4] == 1 && (GetAsyncKeyState(VK_RIGHT)&1)) 
      CH_GM = !CH_GM;
    
    //---------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);
    }

     

     

    And i Think its not because of the injection because in The ttnlog.txt Stood This

     

    ---------------------
    TatniumD3D Started...
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    TatniumD3D Exiting...
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