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    help! make it undetected


    DEISTRO
     Share

    Recommended Posts

    please help me with my problem. im a slow learner and im having a hard time in hooking..

     

    this code is for psf............................ in game error "gameguard d3d8.dll error"

     

    plsss help me!

     

    #include "stdafx.h"

    #include <windows.h>

    #include <d3d8.h>

    #pragma comment(lib, "d3d8.lib")

    #pragma warning(disable:4390)

     

    int m_Stride;

    int nNumVertices;

    int nPrimitiveCount;

     

    //================================================================================

    =====

    typedef HRESULT (WINAPI* CreateDevice_Prototype) (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*);

    typedef HRESULT (WINAPI* EndScene_Prototype) (LPDIRECT3DDEVICE8);

    typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT);

    typedef HRESULT (WINAPI* Reset_Prototype) (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*);

    CreateDevice_Prototype CreateDevice_Pointer = NULL;

    EndScene_Prototype EndScene_Pointer = NULL;

    DrawIndexedPrimitive_Prototype DrawIndexedPrimitive_Pointer = NULL;

    Reset_Prototype Reset_Pointer = NULL;

    HRESULT WINAPI Direct3DCreate8_VMTable (VOID);

    HRESULT WINAPI CreateDevice_Detour (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*);

    HRESULT WINAPI EndScene_Detour (LPDIRECT3DDEVICE8);

    HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT);

    HRESULT WINAPI Reset_Detour (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*);

    PDWORD Direct3D_VMTable = NULL;

    LPDIRECT3DTEXTURE8 Red,Yellow,Green,Blue,Purple,Pink,Orange,White;

    bool Color = true;

    bool Fog = false;

    bool WallHack = false;

    int texnum;

    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);

    }

     

    //================================================================================

    ======

    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)<<O.o

    |(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;

    }

    //================================================================================

    =====

    BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved)

    {

    if(dwReason == DLL_PROCESS_ATTACH)

    {

    MessageBoxA(NULL, "Credits to TIKBUY", "Credits", MB_OK);

    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 DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRIMITIVETYPE Type,

    UINT MinIndex, UINT nNumVertices, UINT StartIndex, UINT nPrimitiveCount)

    {

    LPDIRECT3DVERTEXBUFFER8 Stream_Data;

    UINT Stride = 40;

    if(Device_Interface->GetStreamSource(0, &Stream_Data, &Stride) == D3D_OK)

    Stream_Data->Release();

    if (Fog)

    {

    Device_Interface->SetRenderState(D3DRS_FOGENABLE,false); // Disable Fog

    }

    if (WallHack)

    {

    texnum = (nNumVertices*100000)+nPrimitiveCount;

    if (Stride == 40 &&

    (texnum==34900580)|| // Delta Force Head

    (texnum==36100604)|| // Spetsnaz Head

    (texnum==38000658)|| // Spetsnaz Legs

    (texnum==18300268)|| // Spetsnaz Body

    (texnum==36200604)|| // GIGN Head

    (texnum==21200306)|| // GIGN Body

    (texnum==35500568)|| // GSG9 Head

    (texnum==2200024)|| // GSG9 Bangs

    (texnum==8800105)|| // GSG9 Feet

    (texnum==36900650)|| // GSG9 Legs

    (texnum==19600314)|| // GSG9 Body

    (texnum==36700612)|| // SAS Head

    (texnum==8500105)|| // SAS Feet

    (texnum==37000650)|| // SAS Legs

    (texnum==18000274)|| // SAS Body

    (texnum==35300556)|| // KSF Head

    (texnum==7500121)|| // KSF Arms

    (texnum==9200115)|| // KSF Feet

    (texnum==12400168)|| // KSF Hands

    (texnum==30100522)|| // KSF Legs

    (texnum==18700288)|| // KSF Body

    (texnum==40900594)|| // ARTC Head

    (texnum==11700190)|| // ARTC Arms

    (texnum==9100118)|| // ARTC Feet

    (texnum==12500170)|| // ARTC Hands

    (texnum==37000634)|| // ARTC Legs

    (texnum==41700516)|| // ARTC Body

    (texnum==19400260)|| // ROKMC Body

    (texnum==37900592)|| // ROKMC Head

    (texnum==36500642)|| // ROKMC Legs

    (texnum==44800776)|| // SRG Head

    (texnum==15900200)|| // SRG Left Arm

    (texnum==10500168)|| // SRG Right Arm

    (texnum==80401016)|| // SRG Body

    (texnum==10000121)|| // SRG Feet

    (texnum==13200180)|| // SRG Hands

    (texnum==33800534)) // SRG Leg

    (texnum==13200212)|| // Delta Force Helmet

    (texnum==13200212)|| // Delta Force Helmet 2

    (texnum==34700538)|| // Delta Force Gas Mask

    (texnum==19500352)|| // Delta Force Balaclava

    (texnum==84900778)|| // Delta Force Clan BDU

    (texnum==27500442)|| // Delta Force Body Armor

    (texnum==42800576)|| // Delta Force Body Armor 2

    (texnum==52100658)|| // Delta Force Tactical Vest

    (texnum==12200196)|| // Spetsnaz Helmet

    (texnum==27100464)|| // Spetsnaz Gas Mask

    (texnum==33600552)|| // Spetsnaz Body Armor

    (texnum==44100646)|| // Spetsnaz Tactical Vest

    (texnum==17800292)|| // GIGN Red Bandana

    (texnum==21300290)|| // GIGN Helmet

    (texnum==2800036)|| // GIGN Helmet Lens

    (texnum==35700558)|| // GIGN Gas Mask

    (texnum==22100396)|| // GIGN Balaclava

    (texnum==29700492)|| // GIGN Body Armor

    (texnum==11200188)|| // ROKMC Beret

    (texnum==12000194)|| // ROKMC Helmet

    (texnum==29800450)|| // ROKMC Gas Mask

    (texnum==27100394)|| // ROKMC Body Armor

    (texnum==28700374)|| // ROKMC X Harness

    (texnum==34700470)|| // ROKMC X Harness

    (texnum==5100056)|| // ROKMC Pouch

    (texnum==9900163)|| // ROKMC Left Arm

    (texnum==18300163)|| // ROKMC Right Arm

    (texnum==16400266)|| // GSG9 Red Bandana

    (texnum==16200243)|| // GSG9 Helmet

    (texnum==31900466)|| // GSG9 Gas Mask

    (texnum==19300342)|| // GSG9 Balaclava

    (texnum==83600752)|| // GSG9 Clan BDU

    (texnum==33400477)|| // GSG9 Body Armor

    (texnum==10500163)|| // GSG9 Rolled Up Sleeves

    (texnum==38100666)|| // GSG9 Tactical Knee Pads

    (texnum==9600172)|| // SAS Boonie Hat

    (texnum==14200236)|| // SAS Helmet

    (texnum==37800552)|| // SAS Gas Mask

    (texnum==28100486)|| // SAS Balaclava

    (texnum==62400752)|| // SAS Clan BDU

    (texnum==27900456)|| // SAS Body Armor

    (texnum==45700654)|| // SAS Tactical Vest

    (texnum==39800532)|| // SAS Tactical Vest 2

    (texnum==9200100)|| // SAS Holster

    (texnum==4800040)|| // SAS Magazine Pouch

    (texnum==4000044)|| // SAS Pouch

    (texnum==6500110) || // KSF Boonie Hat

    (texnum==12900208)|| // KSF Helmet

    (texnum==29600448)|| // KSF Gas Mask

    (texnum==31100398)|| // KSF Sunglasses

    (texnum==84700776)|| // KSF Clan BDU

    (texnum==600004)|| // KSF Clan BDU Logo

    (texnum==36500606)|| // KSF Body Armor

    (texnum==63100646)|| // KSF Tactical Vest

    (texnum==19800163)|| // KSF Rolled Up Sleeves

    (texnum==7000066)|| // KSF Holster

    (texnum==10400190)|| // SRG Beret

    (texnum==23800294)|| // SRG Deer Head

    (texnum==11600180)|| // SRG NIJ IIIA Helmet

    (texnum==17100278)|| // SRG Red Bandana

    (texnum==14600198)|| // SRG Battle Cap

    (texnum==18200266)|| // SRG Helmet

    (texnum==19100106)|| // SRG Gas Mask

    (texnum==54300350)|| // SRG Sunglasses

    (texnum==30800380)|| // SRG Mid Class Sunglasses

    (texnum==79300995)|| // SRG Clan BDU 1

    (texnum==13300138)|| // SRG Clan BDU 2

    (texnum==300001)|| // SRG Clan BDU 3

    (texnum==1200012)|| // SRG Clan BDU Logo

    (texnum==10900110)|| // SRG Bulletproof Vest

    (texnum==6200064)|| // SRG Holster

    (texnum==22700250)|| // SRG Pouch

    (texnum==2800036)|| // Force Recon Helmet Lens

    (texnum==35700558)|| // Force Recon Gas Mask

    (texnum==22100396)|| // Force Recon Balaclava

    (texnum==29700492)|| // Force Recon Body Armor

    (texnum==11200188)|| // Force Recon Beret

    (texnum==12000194)|| // Force Recon Helmet

    (texnum==29800450)|| // Force Recon Gas Mask

    (texnum==27100394)|| // Force Recon Body Armor

    (texnum==28700374)|| // Force Recon X Harness

    (texnum==34700470)|| // Force Recon X Harness

    (texnum==5100056)|| // Force Recon Pouch

    (texnum==9900163)|| // Force ReconLeft Arm

    (texnum==18300163)|| // Force Recon Right Arm

    (texnum==187200968)|| // GALIL

    (texnum==187200968)|| // GALIL 2

    (texnum==149701124)|| // UZI

    (texnum==193701304)|| // M249

    (texnum==232501431)|| // SIG551

    (texnum==161500751)|| // FA-MAS

    (texnum==107400724)|| // FR-F2

    (texnum==141600900)|| // AN94

    (texnum==145900805)|| // G36C

    (texnum==42200339)|| // K1

    (texnum==23400116)|| // K1 2

    (texnum==17500073)|| // K1 3

    (texnum==3200012)|| // K1 4

    (texnum==2300012)|| // K1 5

    (texnum==71900459)|| // MP5

    (texnum==1800008)|| // MP5 2

    (texnum==20300084)|| // MP5 3

    (texnum==16700083)|| // MP5 4

    (texnum==79100469)|| // M4A1

    (texnum==12000044)|| // M4A1 2

    (texnum==16800062)|| // M4A1 3

    (texnum==2400008)|| // M4A1 4

    (texnum==600002)|| // M4A1 5

    (texnum==12800050)|| // M4A1 6

    (texnum==2600010)|| // M4A1 7

    (texnum==4200014)|| // M4A1 8

    (texnum==1400008)|| // M4A1 9

    (texnum==80600442)|| // M16A2

    (texnum==13400052)|| // M16A2 2

    (texnum==17600066)|| // M16A2 3

    (texnum==5400018)|| // M16A2 4

    (texnum==46200348)|| // STEYR_AUG

    (texnum==27000133)|| // STEYR_AUG 2

    (texnum==4100025)|| // STEYR_AUG 3

    (texnum==1200006)|| // STEYR_AUG 4

    (texnum==400002)|| // STEYR_AUG 5

    (texnum==46800367)|| // PSG-1

    (texnum==9600042)|| // PSG-1 2

    (texnum==18800092)|| // PSG-1 3

    (texnum==16900071)|| // PSG-1 4

    (texnum==3400012)|| // PSG-1 5

    (texnum==800004)|| // PSG-1 6

    (texnum==40500383)|| // K2

    (texnum==15800089)|| // K2 2

    (texnum==2200012)|| // K2 3

    (texnum==7000034)|| // K2 4

    (texnum==60700349)|| // P90

    (texnum==5500033)|| // P90 2

    (texnum==47700227)|| // P90 3

    (texnum==10300047)|| // P90 4

    (texnum==3800014)|| // P90 5

    (texnum==50300349)|| // AK-74

    (texnum==14700071)|| // AK-74 2

    (texnum==13100061)|| // AK-74 3

    (texnum==194501145)|| // MG36

    (texnum==116000670)|| // DESERT EAGLE

    (texnum==182101089)|| // MR73

    (texnum==62500454)|| // REMINGTON M870

    (texnum==95200571)|| // BENELLI M1

    (texnum==40700334)|| // GLOCK 23

    (texnum==71500449)|| // BERETTA M92F

    (texnum==11000044)|| // BERETTA M92F 2

    (texnum==16500075)|| // BERETTA M92F 3

    (texnum==4400020)|| // BERETTA M92F 4

    (texnum==2800014)|| // BERETTA M92F 5

    (texnum==92000543)|| // COLT 45

    (texnum==239001276)|| // DRAGONUV

    (nNumVertices == 448 && nPrimitiveCount == 776);

    {

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);

    Device_Interface->SetTexture(0,White);

    DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, nNumVertices, StartIndex, nPrimitiveCount);

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);

    Device_Interface->SetTexture(0,Red);

    }

     

    if (nNumVertices == 213 && nPrimitiveCount == 174) // M67 Grenade =============== //

    {

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);

    Device_Interface->SetTexture(0,Orange);

    DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, nNumVertices, StartIndex, nPrimitiveCount);

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);

    Device_Interface->SetTexture(0,Red);

    }

    if (nNumVertices == 158 && nPrimitiveCount == 131) // Flashbang =============== //

    {

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);

    Device_Interface->SetTexture(0,Orange);

    DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, nNumVertices, StartIndex, nPrimitiveCount);

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);

    Device_Interface->SetTexture(0,Red);

    }

    if (nNumVertices == 171 && nPrimitiveCount == 143) // Smoke Grenade =============== //

    {

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);

    Device_Interface->SetTexture(0,Blue);

    DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, nNumVertices, StartIndex, nPrimitiveCount);

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);

    Device_Interface->SetTexture(0,Red);

    }

    if (nNumVertices == 271 && nPrimitiveCount == 257) // VX Grenade =============== //

    {

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);

    Device_Interface->SetTexture(0,Green);

    DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, nNumVertices, StartIndex, nPrimitiveCount);

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);

    Device_Interface->SetTexture(0,Red);

    }

    if (nNumVertices == 338 && nPrimitiveCount == 339) // RGD-5 Grenade =============== //

    {

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);

    Device_Interface->SetTexture(0,White);

    DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, nNumVertices, StartIndex, nPrimitiveCount);

    Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

    Device_Interface->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);

    Device_Interface->SetTexture(0,Red);

    }

    }

     

     

     

     

    return DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, nNumVertices, StartIndex, nPrimitiveCount);

    }

    //================================================================================

    =====

    HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE8 Device_Interface)

    {

    if(Color)

    {

    GenerateTexture(Device_Interface, &Red, D3DCOLOR_ARGB (255 , 255 , 0 , 0 ));

    GenerateTexture(Device_Interface, &Yellow, D3DCOLOR_ARGB (255 , 255 , 255 , 0 ));

    GenerateTexture(Device_Interface, &Green, D3DCOLOR_ARGB (255 , 0 , 255 , 0 ));

    GenerateTexture(Device_Interface, &Blue, D3DCOLOR_ARGB (255 , 0 , 0 , 255 ));

    GenerateTexture(Device_Interface, &Purple, D3DCOLOR_ARGB (255 , 102 , 0 , 153 ));

    GenerateTexture(Device_Interface, &Pink, D3DCOLOR_ARGB (255 , 255 , 20 , 147 ));

    GenerateTexture(Device_Interface, &Orange, D3DCOLOR_ARGB (255 , 255 , 165 , 0 ));

    Color=false;

    }

     

     

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

    if((GetAsyncKeyState(VK_F2)&1)){Fog=!Fog;}

     

     

    return EndScene_Pointer(Device_Interface);

    }

    //================================================================================

    =====

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    yes i just copy & paste it................ i don't want credit! i just want to know how to make it work and undetected .........plss.. help me

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    • 3 weeks later...
    • 3 weeks later...
    Direct3D_VMTable = (PDWORD)*(PDWORD)Direct3D_Object; <-- What??????????????

     

    (PDWORD) ??? or (DWORD)?

    Yh small error, you gotta change (PDWORD) to *(DWORD)

     

    also your using a base that ahs probably been patched by most of the good fps games out there.

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    thank you....... for helping me!

     

     

    but i compiled it w/out error (PDWORD) is it wrong???? why???

    Edited by DEISTRO
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