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Reklam

[Tutorial] How to make WallHack

Aşağa gitmek

[Tutorial] How to make WallHack

Mesaj tarafından EMO Bir Çarş. Haz. 01, 2011 8:52 am

[QUOTE=irish4;3583585]Thi is tutorial on how to make wall hack , for PB.


First, we need:
DirectX SDK

Logger textures:

Direct3D StarterKit v3.0b (by Azorbix):

Microsoft Visual Studio

Little knowledge of C + +, D3D - _Google_

Customize D3D
The first thing we establish Microsoft Visual Studio and DirectX SDK

Run the program and go to Tools-> Options-> Projects and Solutions> VC + + Directories


Tab in the Show directories for: Select Include files and add the path to our DirectX SD K to the folder \ Include

Doing the same thing for Library Files (.. \ Lib \ x86), Executable files (.. \)

All we can now otkompilit our Direct3D StarterKit v3.0b

Customize Injector'a:

In main.cpp need to change only 1 line:
Code:

Kod:
[COLOR="lime"]# Define APP_EXE "target_application.exe" [/COLOR]

Where target_application.exe prescribes the name of your game


For example:

xrEngine.exe, crossfire.exe, pointblank.exe.

Important!

Title. Dll file and the injector should be identical.

How do ordinary vallhak


1. We are looking for a texture that we need using the logger textures.

2. Prescribe them to our Direct3D StarterKit v3.0b in d3d9dev.cpp at the beginning of the file


Example:
Code:

Kod:
[COLOR="lime"]# Define MyWallhack ((NumVertices == xx & & primCount == xx) | | (NumVertices == xx & & primCount == xx))

bool bWallHack = false;
[/COLOR]
3. Now go to DrawIndexedPrimitive

and add:
Code:

Kod:
[COLOR="lime"]if (bWallHack)
{
if (MyWallhack)
{
DWORD dwOldZEnable;
m_pD3Ddev-> GetRenderState (D3DRS_ZENABLE, & dwOldZEnable);
m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, D3DZB_FALSE);
m_pD3Ddev-> DrawIndexedPrimitive (Type, BaseVertexIndex, MinVert exIndex, NumVertices, startIndex, primCount);
m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, dwOldZEnable);
}
}
[/COLOR]
4. Come on in and put EndScene vallhak button enable / disable:
Code:

Kod:
[COLOR="lime"]if (GetAsyncKeyState (VK_NUMPAD1) & 1)
bWallHack =! bWallHack;
[/COLOR]
5. injected, go in the game press NUMPAD 1 and see the result.

How to remove a wall in a game


There is still easier.

On top of the file add:
Code:

Kod:
[COLOR="lime"]bool bFog = false;
[/COLOR]
Code:

[COLOR="lime"]We go into DrawIndexedPrimitive and add this line:
if (bFog)
{
m_pD3Ddev-> SetRenderState (D3DRS_FOGENABLE, false);
}
[/COLOR]
Now in EndScene
Code:

Kod:
[COLOR="lime"]if (GetAsyncKeyState (VK_NUMPAD2) & 1)
bFog =! bFog;
[/COLOR]
You're done! When you press the button in the game NUMPAD2, option will be switched on and off.


Now, actually what you need to do to Wallhack worked as desired:
At the very beginning of the code d3d9dev.cpp insert:
Code:

Kod:
unsigned int m_Stride;

Next, go to SetStreamSource and put this out there before the return m_pD3Ddev-> SetStreamSource:
Code:

Kod:
[COLOR="lime"]if (StreamNumber == 0) m_Stride = Stride;

Now, instead of first lines of code # define MyWallhack ((NumVertices == xx & & primCount == xx) | | (NumVertices == xx & & primCount == xx)) insert the [/COLOR]
Code:

Kod:
[COLOR="lime"]# Define MyWallhack ((m_Stride == 28)) [/COLOR]

That's it! You'll see other players through walls!
Now, how to make Wallhack'a Chams:
In the early d3d9dev.cpp prescribes:
Code:

Kod:
[COLOR="Lime"]int a = 1;
[/COLOR]
Then, after all bool'ov paste this code:
Code:
Kod:
[COLOR="lime"]
LPDIRECT3DTEXTURE9 Pink;
const BYTE bPink [58] =
{
0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x80, 0x00, 0xFF, 0x00
};
LPDIRECT3DTEXTURE9 Blue;
const BYTE bBlue [60] =
{
0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0x00, 0x00, 0x00, 0x00, 0x00
};
[/COLOR]

We go into BeginScene () and insert these lines before the return m_pD3Ddev-> BeginScene ();:
Code:

Kod:
[COLOR="lime"]if (a == 1)
{
D3DXCreateTextureFromFileInMemory (m_pD3Ddev, (LPCVO ID) & bPink, 58, & Pink);
D3DXCreateTextureFromFileInMemory (m_pD3Ddev, (LPCVO ID) & bBlue, 60, & Blue);
a = 0;
} [/COLOR]

Now go to DrawIndexedPrimitive, our volhaku and after the line m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, D3DZB_FALSE); paste this:
Code:

Kod:
[COLOR="lime"]m_pD3Ddev-> SetTexture (0, Pink);
And after m_pD3Ddev-> SetRenderState (D3DRS_ZENABLE, dwOldZEnable2); this:
Code:


Kod:
m_pD3Ddev-> SetTexture (0, Blue);



That's all! Chams is ready! xrEngine.exe dll - it Lieb, who Campiglio from D3D (TatniumD3D.vcproj) Injector - is a program that is injected into the game Lieb (main.cpp / TatniumInjector.vcproj) In general, you should have otkompilino: 1 Lieb, you call TatniumD3D . dll and an EXE file, which call TatniumD3D.exe, lozhesh them side by side (in one folder, do not care where) and run TatniumD3D.exe, click OK, start the game, press 1 for an additional (digital) keyboard, but do not forget to turn on NumLock.[/QUOTE]
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