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    Sample Wallhack for Hl1 Games


    silex
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    Weiß nicht ob ichs hier ins richtige board poste, falls nicht bitte moven ^^

    Hab hier nen kleinen Wallhack source der komplett schon fertig mit einem detours hook funktioniert.

     

    Man benötigt Detours 1.5 um es zu compilen. Sollte in allen Hl1 Games funktionieren. Simpler XQZ und Asus Wallhack.

    Also als DLL compilen und dann injecten xD Hf beim erweitern oder sonstiges O.o

    Asus Wallhack: F1

    XQZ Wallhack: F2

     

    #include <windows.h>
    #include <detours.h>
    #include <stdio.h>
    #include <gl\gl.h>
    #include <gl\glu.h>   
    #include <gl\glaux.h>
    
    #pragma comment (lib, "OpenGL32.lib")
    #pragma comment (lib, "GLaux.lib")
    #pragma comment (lib, "GLu32.lib")
    #pragma comment (lib, "detours.lib")
    
    ////////////////////////////////
    //		Typedefs			//
    ////////////////////////////////
    typedef HRESULT(__stdcall* FUNC_GLBEGIN) (GLenum mode);
    FUNC_GLBEGIN glBegin_o = NULL;
    typedef HRESULT(__stdcall* FUNC_GLCLEAR) (GLbitfield mask);
    FUNC_GLCLEAR glClear_o = NULL;
    
    
    ////////////////////////////////
    //		BOOLS			   //
    ////////////////////////////////
    bool bAsusWallHack = false;
    bool bxqzwh = false;
    
    
    
    HRESULT __stdcall hooked_glBegin(GLenum mode)
    {
    ////////////////////////////////
    //		 Hotkeys			//
    ////////////////////////////////
    
    if(GetAsyncKeyState(VK_F1) & 1)
    {
    	bAsusWallHack = !bAsusWallHack;
    }
    
    
    if(GetAsyncKeyState(VK_F2) &1)
    {
    	bxqzwh = !bxqzwh;
    }
    
    ////////////////////////////////
    //	   Wallhack Codes	   //
    ////////////////////////////////
    
    if(bxqzwh)		  //XQZ Wallhack
    {
    	if(mode==GL_TRIANGLE_STRIP || mode==GL_TRIANGLE_FAN)
    	{
    		glDisable(GL_DEPTH_TEST);
    	}
    	else
    	{
    		glEnable(GL_DEPTH_TEST);
    	}
    }
    
    
    if(bAsusWallHack)	//Asus Wallhack
    {
    	if(mode!=GL_TRIANGLES && mode!=GL_TRIANGLE_STRIP && mode!=GL_TRIANGLE_FAN && mode!=GL_QUADS)
    	{
    		GLfloat ccol[4];
    		glGetFloatv(GL_CURRENT_COLOR, ccol);
    		glDisable(GL_DEPTH_TEST);
    		glEnable(GL_BLEND);
    		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    		glColor4f(ccol[0], ccol[1], ccol[2], 0.5f);
    	}
    	else if((mode==GL_TRIANGLES || mode==GL_TRIANGLE_STRIP || mode==GL_TRIANGLE_FAN))
    	{
    		glEnable(GL_DEPTH_TEST);
    		glDisable(GL_BLEND);
    	}
    }
    
    
    glBegin_o(mode);
    }
    
    
    HRESULT __stdcall hooked_glClear(GLbitfield mask)
    {
    if(bAsusWallHack)
    {
    	if(mask==GL_DEPTH_BUFFER_BIT)
    	{
    		mask+=GL_COLOR_BUFFER_BIT;
    		glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 
    	}
    }
    
    glClear_o(mask);
    }
    
    
    
    HRESULT __stdcall DllMain(HANDLE hModule, DWORD dwReason, LPVOID lpReserved)
    {
    switch(dwReason)
    {
    	case DLL_PROCESS_ATTACH:
    	DisableThreadLibraryCalls((HMODULE)hModule);
    
    	glBegin_o = (FUNC_GLBEGIN) DetourFunction((PBYTE)DetourFindFunction("OpenGl32.dll", "glBegin"),
    	(PBYTE)hooked_glBegin);
    	glClear_o = (FUNC_GLCLEAR) DetourFunction((PBYTE)DetourFindFunction("OpenGl32.dll", "glClear"),
    	(PBYTE)hooked_glClear);
    
    	break;
    
    	case DLL_PROCESS_DETACH:
    	DetourRemove((PBYTE)glBegin_o, (PBYTE)hooked_glBegin);
    	DetourRemove((PBYTE)glClear_o, (PBYTE)hooked_glClear);
    
    	break;
    
    }
    
    return TRUE;
    }

    Edited by silex
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