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[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeby LarsValraz Fri Sep 09, 2022 4:43 pm

» Clean Up On Database
[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeby Vex338 Mon Jul 06, 2020 2:59 pm

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[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeby Vex338 Thu Feb 01, 2018 12:16 pm

» [COC] Clash of Clans
[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeby D'ShadowZRay Thu Jan 28, 2016 12:10 am

» iam new
[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeby D'ShadowZRay Thu Jan 28, 2016 12:06 am

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[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeby akumasan_01 Fri May 01, 2015 1:25 pm

» HELLO GUYS! :))
[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeby Appz-RhastaSix Fri Sep 19, 2014 9:14 am

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[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeby Appz-RhastaSix Wed Sep 10, 2014 9:03 am

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[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeby iRegen Tue May 13, 2014 12:28 am


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 [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333

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IwantCHEATS
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IwantCHEATS

Posts : 1
Join date : 2012-03-19

[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Empty
PostSubject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333   [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeMon Mar 19, 2012 6:48 am

enge po wallhack please
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warrenclark_024
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warrenclark_024

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[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Empty
PostSubject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333   [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeMon Apr 02, 2012 2:54 pm

STAR : CAN U GIVE or POST FULL TUTORIAL of HOW TO MAKE SF DLLs WALLHACK ?
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Joaquin058
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Joaquin058

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Age : 26
Location : Planet Earth

[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Empty
PostSubject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333   [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeTue Apr 03, 2012 12:41 am

I need download link for the code.. pre can u find white walls? for DFI
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http://www.lnlgaming.us
edmondcarreon
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edmondcarreon

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[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Empty
PostSubject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333   [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeThu May 31, 2012 1:17 pm

MrStar wrote:
Special Force D3D9 Update..
Working as of October 20, 2011 SF DFI PH or may work on other version be sure you have updated detour.

This source contains the following hacks...Wallhack, Crosshair, and Naked (XQZ)
All sources ,functions and tutorial in Special Force (Soldier Front) can be found here. Hope this will useful for begineers who interested how to make simple hacks.

Hotkey: Numpad 1-Crosshair; 2- Wallhack; 3- Naked

Source code
Base.h
Code:
 #ifndef _BASE_H
#define _BASE_H

#include "stdafx.h"
#include <d3dx9.h>
#include <vector>

#pragma comment(lib,"d3dx9.lib")

#define PDEVICE    LPDIRECT3DDEVICE9
#define FONT    LPD3DXFONT

typedef HRESULT (WINAPI* oBeginScene)            (LPDIRECT3DDEVICE9 pDevice);
typedef HRESULT (WINAPI* oEndScene)            (PDEVICE pDevice);
typedef HRESULT (WINAPI* oReset )                (LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters );
typedef HRESULT (WINAPI* oDrawIndexedPrimitive) (LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type,INT BaseIndex,UINT MinIndex,UINT NumVertices,UINT StartIndex,UINT PrimitiveCount);


#endif 

Base.cpp
Code:
 //    Project : Basic Special Force Hacks (D3D9)
//    Revised    : starcraft0333
//    Date    : October 20, 2010
#include "stdafx.h"
#include "Base.h"

#define ForceRecon (NumVertices == 83 && PrimitiveCount == 137 || NumVertices == 79 && PrimitiveCount == 105 || NumVertices == 142 && PrimitiveCount == 174 || NumVertices == 278 && PrimitiveCount == 462 || NumVertices == 263 && PrimitiveCount == 290 || NumVertices == 316 && PrimitiveCount == 556)
#define ForceReconAddons (NumVertices == 432 && PrimitiveCount == 354 || NumVertices == 144 && PrimitiveCount == 136 || NumVertices == 299 && PrimitiveCount == 311 || NumVertices == 167 && PrimitiveCount == 252 || NumVertices == 298 && PrimitiveCount == 506 || NumVertices == 168 && PrimitiveCount == 254 || NumVertices == 860 && NumVertices == 778 || NumVertices == 648 && PrimitiveCount == 710 || NumVertices == 113 && PrimitiveCount == 189 || NumVertices == 142 && PrimitiveCount == 172 || NumVertices == 87 && PrimitiveCount == 90 || NumVertices == 79 && PrimitiveCount == 105 || NumVertices == 84 && PrimitiveCount == 110 || NumVertices == 70 && PrimitiveCount == 70 || NumVertices == 860 && PrimitiveCount == 778 || NumVertices == 85 && PrimitiveCount == 137)
#define Mulan (NumVertices == 118 && PrimitiveCount == 126|| NumVertices == 121 && PrimitiveCount == 180|| NumVertices == 124 && PrimitiveCount == 126|| NumVertices == 295 && PrimitiveCount == 482|| NumVertices == 299 && PrimitiveCount == 452|| NumVertices == 474 && PrimitiveCount == 728)
#define MulanAddons (NumVertices == 162 && PrimitiveCount == 200|| NumVertices == 120 && PrimitiveCount == 188|| NumVertices == 167 && PrimitiveCount == 276|| NumVertices == 108 && PrimitiveCount == 198|| NumVertices == 512 && PrimitiveCount == 728|| NumVertices == 790 && PrimitiveCount == 881|| NumVertices == 619 && PrimitiveCount == 800|| NumVertices == 399 && PrimitiveCount == 532|| NumVertices == 402 && PrimitiveCount == 580|| NumVertices == 102 && PrimitiveCount == 170|| NumVertices == 125 && PrimitiveCount == 98|| NumVertices == 116 && PrimitiveCount == 128|| NumVertices == 160 && PrimitiveCount == 174)

LPDIRECT3DTEXTURE9 Red,Yellow,Green,Blue,Purple,Pink,Orange,White,Black;

float ScreenCenterX = 0.0f;
float ScreenCenterY = 0.0f;

FONT        pFont = NULL;
PDEVICE        pDevice;

bool Color = true;
int texnum;
int m_Stride;
int PrimitiveCount;
int NumVertices;

int xhair;
int wallhack;
int xqz;

D3DCOLOR colRed = D3DCOLOR_XRGB(255, 0, 0);
D3DVIEWPORT9 g_ViewPort;

oEndScene                pEndScene;
oDrawIndexedPrimitive    pDrawIndexedPrimitive;


HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
{
    if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) )
        return E_FAIL;
   
    WORD colour16 =    ((WORD)((colour32>>28)&0xF)<<12)
            |(WORD)(((colour32>>20)&0xF)<<8)
            |(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;
}

HRESULT WINAPI myEndScene (PDEVICE pDevice)
{         
pDevice->GetViewport(&g_ViewPort);
ScreenCenterX = (float)g_ViewPort.Width / 2;
ScreenCenterY = (float)g_ViewPort.Height / 2;

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 ));
GenerateTexture(pDevice, &Black, D3DCOLOR_ARGB (255,0 ,0 ,0 ));
GenerateTexture(pDevice, &White, D3DCOLOR_ARGB (255,255,255,255));
Color=false;
}

if (xhair1)
{
D3DRECT rec2 = {ScreenCenterX-10, ScreenCenterY, ScreenCenterX+8, ScreenCenterY+1};
D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-8, ScreenCenterX+1, ScreenCenterY+8};
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,colRed, 0, 0);
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,colRed, 0, 0);
}

if (GetAsyncKeyState(VK_NUMPAD1)&1) //Hotkey for Crosshair
{ xhair = !xhair; }

if (GetAsyncKeyState(VK_NUMPAD2)&1) //Hotkey for Naked
{ xqz = !xqz; }

if (GetAsyncKeyState(VK_NUMPAD3)&1) // Hotkey for Wallhack
{ wallhack = !wallhack; }

 return pEndScene (pDevice);
}


HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseIndex,
UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{
LPDIRECT3DVERTEXBUFFER9 Stream_Data;
UINT Offset = 0;
UINT Stride = 0;

if(pDevice->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK)
Stream_Data->Release();
//--------------------Player Wallhack ----------------------------------------------
{
if (wallhack)
{
texnum=(NumVertices*100000)+PrimitiveCount;
 if (m_Stride==40 &&
(texnum==11800126)||// MULAN Left Boot
(texnum==12100180)||// MULAN Hands
(texnum==29900452)||// MULAN Legs
(texnum==12400126)||// MULAN Right Boot
(texnum==29500482)||// MULAN Chest
(texnum==47400728)||// MULAN Head
(texnum==16000174)||// MULAN Battle Suit Arms
(texnum==11600128)||// MULAN Battle Suit Boots
(texnum==39900532)||// MULAN Battle Suit Legs
(texnum==40200580)||// MULAN Battle Suit Chest
(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==8300137)||// FORCE RECON Arms
(texnum==7900105)||// FORCE RECON Feet
(texnum==14200174)||// FORCE RECON Hands
(texnum==27800462)||// FORCE RECON Legs
(texnum==26300290)||// FORCE RECON Body
(texnum==31600556)||// FORCE RECON Head
(ForceRecon)|| // ForceRecon
(Mulan)||
(texnum==16200200)||// MULAN Battle Cap
(texnum==12000188)||// MULAN Boonie Hat
(texnum==16700276)||// MULAN Helmet
(texnum==10800198)||// MULAN Beret
(texnum==51200728)||// MULAN Gas Mask
(texnum==79000881)||// MULAN Clan BDU #1
(texnum==900008)||// MULAN Clan BDU #2
(texnum==61900800)||// MULAN Bulletproof Vest
(texnum==10200170)||// MULAN Elbow Protector
(texnum==12500102)||// MULAN Holster
(texnum==7400098)||// MULAN Pouch
(texnum==16700252)||// FORCE RECON Combat Helmet
(texnum==16800254)||// FORCE RECON Clan T-Shirt 1
(texnum==8500137)||// FORCE RECON Clan T-Shirt 2
(texnum==10300170)||// FORCE RECON Red Beret
(texnum==11900192)||// FORCE RECON Red Bandana
(texnum==13500176)||// FORCE RECON Boonie Hat
(texnum==10300170)||// FORCE RECON Beret
(texnum==16700252)||// FORCE RECON Helmet
(texnum==14400136)||// FORCE RECON Mid-Class Sunglasses
(texnum==34100534)||// FORCE RECON Gas Mask
(texnum==33500548)||// FORCE RECON Gas Mask 2
(texnum==29800506)||// FORCE RECON Balaclava
(texnum==86000778)||// FORCE RECON Clan BDU
(texnum==64800710)||// FORCE RECON Bulletproof Vest
(texnum==11300189)||// FORCE RECON Advanced Tattoo
(texnum==14200174)||// FORCE RECON Tactical Gloves
(texnum==8700090)||// FORCE RECON Holster
(texnum==8400110)||// FORCE RECON Pouch
(texnum==7300116)||// FORCE RECON Winter Earflaps
(texnum==18500208)||// FORCE RECON Trooper Hat
(texnum==43200354)||// FORCE RECON Night Vision Goggles
(texnum==29900311)||// FORCE RECON Headset
(texnum==10000153)||// FORCE RECON Winter Parka Sleeves
(texnum==26600406)||// FORCE RECON Winter Parka Jacket
(texnum==20300242)||// FORCE RECON Winter Parka Pockets/Hood
(texnum==7700129)||// FORCE RECON Combat Liner Sleeves
(texnum==25200294)||// FORCE RECON Combat Liner Jacket
(texnum==11900187)||// FORCE RECON Combat Parka Sleeves
(texnum==44700594)||// FORCE RECON Combat Parka Vest
(texnum==12800108)||// FORCE RECON Combat Parka Jacket
(texnum==15500214)||// FORCE RECON Winter Gloves
(texnum==13200212)||// Delta Force Helmet
(texnum==13200212)||// Delta Force Helmet 2
(texnum==34700538)||// Delta Force Gas Mask
(texnum==35200552)||// Delta Force Gas Mask 2
(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==27100484)||// Spetsnaz Gas Mask 2
(texnum==33600552)||// Spetsnaz Body Armor
(texnum==44100646)||// Spetsnaz Tactical Vest
(texnum==44900596)||// Spetsnaz Combat Parka 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==31000470)||// ROKMC Gas Mask 2
(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==19000280)||// ROKMC Combat Liner Jacket
(texnum==37700592)||// GSG9 Skull Mask
(texnum==16400266)||// GSG9 Red Bandana
(texnum==16200243)||// GSG9 Helmet
(texnum==31900466)||// GSG9 Gas Mask
(texnum==33200492)||// GSG9 Gas Mask 2
(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==11000100)||// GSG9 Water Canteen
(texnum==18600210)||// GSG9 Trooper Hat
(texnum==19000280)||// GSG9 Combat Liner Jacket
(texnum==8500137)||// SAS Clan T-Shirt 1
(texnum==16400248)||// SAS Clan T-Shirt 2
(texnum==9600172)||// SAS Boonie Hat
(texnum==14200236)||// SAS Helmet
(texnum==37800552)||// SAS Gas Mask
(texnum==7000070)||// SAS Water Canteen
(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==21000280)||// SAS Combat Liner Jacket
(texnum==15800218)||// SAS Winter Gloves
(texnum==6500110) ||// KSF Boonie Hat
(texnum==8500137) ||// KSF Clan T-Shirt 1
(texnum==16200246) ||// KSF Clan T-Shirt 2
(texnum==12900208)||// KSF Helmet
(texnum==29600448)||// KSF Gas Mask
(texnum==30300460)||// KSF Gas Mask 2
(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==20100240)||// KSF Winter Parka Pockets/Hood
(texnum==20800278)||// KSF Combat Liner Jacket
(texnum==44500592)||// KSF Combat Parka Vest
(texnum==10400190)||// SRG Beret
(texnum==9000146)||// SRG Clan T-Shirt 1
(texnum==39400640)||// SRG Clan T-Shirt 2
(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==56600611)||// SRG Combat Helmet
(texnum==5800084)||// SRG Winter Earflaps
(texnum==18700210)||// SRG Trooper Hat
(texnum==23700288)||// SRG Winter Parka Pockets/Hood
(texnum==38700602)||// SRG Combat Liner Jacket
(ForceReconAddons)||
(MulanAddons)||

(texnum==47700604))// SRG Combat Parka Vest
 
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}

//----------------------
if(m_Stride==40 && texnum== 21300174)   

{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
     
 
if(NumVertices == 158 && PrimitiveCount == 131)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
 
if (NumVertices == 171 && PrimitiveCount == 143)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
 
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)&&
(NumVertices == 448 && PrimitiveCount == 776))
 
 
{
pDevice->SetRenderState(D3DRS_FOGENABLE,false);
}
//----------------
if (NumVertices == 213 && PrimitiveCount == 174) // M67 Grenade =============== //
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
if (NumVertices == 158 && PrimitiveCount == 131) // Flashbang =============== //
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
if (NumVertices == 171 && PrimitiveCount == 143) // Smoke Grenade =============== //
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
if (NumVertices == 271 && PrimitiveCount == 257) // VX Grenade =============== //
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
if (NumVertices == 338 && PrimitiveCount == 339) // RGD-5 Grenade =============== //
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}}

//-------------------  Naked  Start------------------------------------------
{
if(xqz)
{
texnum = (NumVertices*100000)+PrimitiveCount;
if(m_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
(ForceRecon)|| // ForceRecon
(Mulan)||
(texnum==33800534)) // SRG Leg
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
if (NumVertices == 213 && PrimitiveCount == 174) // M67 Grenade =============== //
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
if (NumVertices == 158 && PrimitiveCount == 131) // Flashbang =============== //
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
if (NumVertices == 171 && PrimitiveCount == 143) // Smoke Grenade =============== //
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
if (NumVertices == 271 && PrimitiveCount == 257) // VX Grenade =============== //
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
if (NumVertices == 338 && PrimitiveCount == 339) // RGD-5 Grenade =============== //
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
 
if (m_Stride==40 && // Equipment =============== //
(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
(ForceReconAddons)||
(MulanAddons)||
(texnum==22700250)) // SRG Pouch
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}}

}}
  return pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}



bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
{
    for(;*szMask;++szMask,++pData,++bMask)
        if(*szMask=='x' && *pData!=*bMask) 
        return false;
    return (*szMask) == NULL;
}

DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
{
    for(DWORD i=0; i<dwLen; i++)
        if (bCompare((BYTE*)(dwAddress+i),bMask,szMask)) 
        return (DWORD)(dwAddress+i);
    return 0;
}


int D3Dhook(void){
    DWORD        hD3D, adr, *vTable;

    // wait for the d3dx dll
    hD3D=0;
    do {
        hD3D = (DWORD)GetModuleHandleW("d3d9.dll");
        Sleep(10);
    } while(!hD3D);
    adr = FindPattern(hD3D, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
    if(adr){
        memcpy(&vTable,(void *)(adr+2),4);
        oEndScene              = (pEndScene)                        DetourFunction((PBYTE)vTable[42]    ,(PBYTE)myEndScene    );
        oDrawIndexedPrimitive = (pDrawIndexedPrimitive)            DetourFunction((PBYTE)vTable[82]    ,(PBYTE)myDrawIndexedPrimitive);
      }
   
    return 0;
}
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved ){

    DisableThreadLibraryCalls(hDll);
    if (dwReason == DLL_PROCESS_ATTACH)
    MessageBox(0, "Coded by: starcraft0333 Public Release ","Special Force DFI PH", MB_OK);
    CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)D3Dhook, NULL, NULL, NULL);
    return TRUE;
If you finish it this is the result:
Screenshot
[You must be registered and logged in to see this image.]

Hope you like this guys!
santa
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cuteblue
Newbie

cuteblue

Posts : 2
Join date : 2012-06-14

[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Empty
PostSubject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333   [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeThu Jun 14, 2012 6:08 pm

can i ask for video tut of this coding? and also for detour how can i update the detour? sorry begginers here
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jazmine23
Newbie

jazmine23

Posts : 2
Join date : 2012-06-15

[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Empty
PostSubject: tnt pass po wall   [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeFri Jun 15, 2012 5:22 am

MrStar wrote:
Special Force D3D9 Update..
Working as of October 20, 2011 SF DFI PH or may work on other version be sure you have updated detour.

This source contains the following hacks...Wallhack, Crosshair, and Naked (XQZ)
All sources ,functions and tutorial in Special Force (Soldier Front) can be found here. Hope this will useful for begineers who interested how to make simple hacks.

Hotkey: Numpad 1-Crosshair; 2- Wallhack; 3- Naked

Source code
Base.h
Code:
 #ifndef _BASE_H
#define _BASE_H

#include "stdafx.h"
#include <d3dx9.h>
#include <vector>

#pragma comment(lib,"d3dx9.lib")

#define PDEVICE    LPDIRECT3DDEVICE9
#define FONT    LPD3DXFONT

typedef HRESULT (WINAPI* oBeginScene)            (LPDIRECT3DDEVICE9 pDevice);
typedef HRESULT (WINAPI* oEndScene)            (PDEVICE pDevice);
typedef HRESULT (WINAPI* oReset )                (LPDIRECT3DDEVICE9 pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters );
typedef HRESULT (WINAPI* oDrawIndexedPrimitive) (LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type,INT BaseIndex,UINT MinIndex,UINT NumVertices,UINT StartIndex,UINT PrimitiveCount);


#endif 

Base.cpp
Code:
 //    Project : Basic Special Force Hacks (D3D9)
//    Revised    : starcraft0333
//    Date    : October 20, 2010
#include "stdafx.h"
#include "Base.h"

#define ForceRecon (NumVertices == 83 && PrimitiveCount == 137 || NumVertices == 79 && PrimitiveCount == 105 || NumVertices == 142 && PrimitiveCount == 174 || NumVertices == 278 && PrimitiveCount == 462 || NumVertices == 263 && PrimitiveCount == 290 || NumVertices == 316 && PrimitiveCount == 556)
#define ForceReconAddons (NumVertices == 432 && PrimitiveCount == 354 || NumVertices == 144 && PrimitiveCount == 136 || NumVertices == 299 && PrimitiveCount == 311 || NumVertices == 167 && PrimitiveCount == 252 || NumVertices == 298 && PrimitiveCount == 506 || NumVertices == 168 && PrimitiveCount == 254 || NumVertices == 860 && NumVertices == 778 || NumVertices == 648 && PrimitiveCount == 710 || NumVertices == 113 && PrimitiveCount == 189 || NumVertices == 142 && PrimitiveCount == 172 || NumVertices == 87 && PrimitiveCount == 90 || NumVertices == 79 && PrimitiveCount == 105 || NumVertices == 84 && PrimitiveCount == 110 || NumVertices == 70 && PrimitiveCount == 70 || NumVertices == 860 && PrimitiveCount == 778 || NumVertices == 85 && PrimitiveCount == 137)
#define Mulan (NumVertices == 118 && PrimitiveCount == 126|| NumVertices == 121 && PrimitiveCount == 180|| NumVertices == 124 && PrimitiveCount == 126|| NumVertices == 295 && PrimitiveCount == 482|| NumVertices == 299 && PrimitiveCount == 452|| NumVertices == 474 && PrimitiveCount == 728)
#define MulanAddons (NumVertices == 162 && PrimitiveCount == 200|| NumVertices == 120 && PrimitiveCount == 188|| NumVertices == 167 && PrimitiveCount == 276|| NumVertices == 108 && PrimitiveCount == 198|| NumVertices == 512 && PrimitiveCount == 728|| NumVertices == 790 && PrimitiveCount == 881|| NumVertices == 619 && PrimitiveCount == 800|| NumVertices == 399 && PrimitiveCount == 532|| NumVertices == 402 && PrimitiveCount == 580|| NumVertices == 102 && PrimitiveCount == 170|| NumVertices == 125 && PrimitiveCount == 98|| NumVertices == 116 && PrimitiveCount == 128|| NumVertices == 160 && PrimitiveCount == 174)

LPDIRECT3DTEXTURE9 Red,Yellow,Green,Blue,Purple,Pink,Orange,White,Black;

float ScreenCenterX = 0.0f;
float ScreenCenterY = 0.0f;

FONT        pFont = NULL;
PDEVICE        pDevice;

bool Color = true;
int texnum;
int m_Stride;
int PrimitiveCount;
int NumVertices;

int xhair;
int wallhack;
int xqz;

D3DCOLOR colRed = D3DCOLOR_XRGB(255, 0, 0);
D3DVIEWPORT9 g_ViewPort;

oEndScene                pEndScene;
oDrawIndexedPrimitive    pDrawIndexedPrimitive;


HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
{
    if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) )
        return E_FAIL;
   
    WORD colour16 =    ((WORD)((colour32>>28)&0xF)<<12)
            |(WORD)(((colour32>>20)&0xF)<<8)
            |(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;
}

HRESULT WINAPI myEndScene (PDEVICE pDevice)
{         
pDevice->GetViewport(&g_ViewPort);
ScreenCenterX = (float)g_ViewPort.Width / 2;
ScreenCenterY = (float)g_ViewPort.Height / 2;

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 ));
GenerateTexture(pDevice, &Black, D3DCOLOR_ARGB (255,0 ,0 ,0 ));
GenerateTexture(pDevice, &White, D3DCOLOR_ARGB (255,255,255,255));
Color=false;
}

if (xhair1)
{
D3DRECT rec2 = {ScreenCenterX-10, ScreenCenterY, ScreenCenterX+8, ScreenCenterY+1};
D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-8, ScreenCenterX+1, ScreenCenterY+8};
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,colRed, 0, 0);
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,colRed, 0, 0);
}

if (GetAsyncKeyState(VK_NUMPAD1)&1) //Hotkey for Crosshair
{ xhair = !xhair; }

if (GetAsyncKeyState(VK_NUMPAD2)&1) //Hotkey for Naked
{ xqz = !xqz; }

if (GetAsyncKeyState(VK_NUMPAD3)&1) // Hotkey for Wallhack
{ wallhack = !wallhack; }

 return pEndScene (pDevice);
}


HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseIndex,
UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{
LPDIRECT3DVERTEXBUFFER9 Stream_Data;
UINT Offset = 0;
UINT Stride = 0;

if(pDevice->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK)
Stream_Data->Release();
//--------------------Player Wallhack ----------------------------------------------
{
if (wallhack)
{
texnum=(NumVertices*100000)+PrimitiveCount;
 if (m_Stride==40 &&
(texnum==11800126)||// MULAN Left Boot
(texnum==12100180)||// MULAN Hands
(texnum==29900452)||// MULAN Legs
(texnum==12400126)||// MULAN Right Boot
(texnum==29500482)||// MULAN Chest
(texnum==47400728)||// MULAN Head
(texnum==16000174)||// MULAN Battle Suit Arms
(texnum==11600128)||// MULAN Battle Suit Boots
(texnum==39900532)||// MULAN Battle Suit Legs
(texnum==40200580)||// MULAN Battle Suit Chest
(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==8300137)||// FORCE RECON Arms
(texnum==7900105)||// FORCE RECON Feet
(texnum==14200174)||// FORCE RECON Hands
(texnum==27800462)||// FORCE RECON Legs
(texnum==26300290)||// FORCE RECON Body
(texnum==31600556)||// FORCE RECON Head
(ForceRecon)|| // ForceRecon
(Mulan)||
(texnum==16200200)||// MULAN Battle Cap
(texnum==12000188)||// MULAN Boonie Hat
(texnum==16700276)||// MULAN Helmet
(texnum==10800198)||// MULAN Beret
(texnum==51200728)||// MULAN Gas Mask
(texnum==79000881)||// MULAN Clan BDU #1
(texnum==900008)||// MULAN Clan BDU #2
(texnum==61900800)||// MULAN Bulletproof Vest
(texnum==10200170)||// MULAN Elbow Protector
(texnum==12500102)||// MULAN Holster
(texnum==7400098)||// MULAN Pouch
(texnum==16700252)||// FORCE RECON Combat Helmet
(texnum==16800254)||// FORCE RECON Clan T-Shirt 1
(texnum==8500137)||// FORCE RECON Clan T-Shirt 2
(texnum==10300170)||// FORCE RECON Red Beret
(texnum==11900192)||// FORCE RECON Red Bandana
(texnum==13500176)||// FORCE RECON Boonie Hat
(texnum==10300170)||// FORCE RECON Beret
(texnum==16700252)||// FORCE RECON Helmet
(texnum==14400136)||// FORCE RECON Mid-Class Sunglasses
(texnum==34100534)||// FORCE RECON Gas Mask
(texnum==33500548)||// FORCE RECON Gas Mask 2
(texnum==29800506)||// FORCE RECON Balaclava
(texnum==86000778)||// FORCE RECON Clan BDU
(texnum==64800710)||// FORCE RECON Bulletproof Vest
(texnum==11300189)||// FORCE RECON Advanced Tattoo
(texnum==14200174)||// FORCE RECON Tactical Gloves
(texnum==8700090)||// FORCE RECON Holster
(texnum==8400110)||// FORCE RECON Pouch
(texnum==7300116)||// FORCE RECON Winter Earflaps
(texnum==18500208)||// FORCE RECON Trooper Hat
(texnum==43200354)||// FORCE RECON Night Vision Goggles
(texnum==29900311)||// FORCE RECON Headset
(texnum==10000153)||// FORCE RECON Winter Parka Sleeves
(texnum==26600406)||// FORCE RECON Winter Parka Jacket
(texnum==20300242)||// FORCE RECON Winter Parka Pockets/Hood
(texnum==7700129)||// FORCE RECON Combat Liner Sleeves
(texnum==25200294)||// FORCE RECON Combat Liner Jacket
(texnum==11900187)||// FORCE RECON Combat Parka Sleeves
(texnum==44700594)||// FORCE RECON Combat Parka Vest
(texnum==12800108)||// FORCE RECON Combat Parka Jacket
(texnum==15500214)||// FORCE RECON Winter Gloves
(texnum==13200212)||// Delta Force Helmet
(texnum==13200212)||// Delta Force Helmet 2
(texnum==34700538)||// Delta Force Gas Mask
(texnum==35200552)||// Delta Force Gas Mask 2
(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==27100484)||// Spetsnaz Gas Mask 2
(texnum==33600552)||// Spetsnaz Body Armor
(texnum==44100646)||// Spetsnaz Tactical Vest
(texnum==44900596)||// Spetsnaz Combat Parka 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==31000470)||// ROKMC Gas Mask 2
(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==19000280)||// ROKMC Combat Liner Jacket
(texnum==37700592)||// GSG9 Skull Mask
(texnum==16400266)||// GSG9 Red Bandana
(texnum==16200243)||// GSG9 Helmet
(texnum==31900466)||// GSG9 Gas Mask
(texnum==33200492)||// GSG9 Gas Mask 2
(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==11000100)||// GSG9 Water Canteen
(texnum==18600210)||// GSG9 Trooper Hat
(texnum==19000280)||// GSG9 Combat Liner Jacket
(texnum==8500137)||// SAS Clan T-Shirt 1
(texnum==16400248)||// SAS Clan T-Shirt 2
(texnum==9600172)||// SAS Boonie Hat
(texnum==14200236)||// SAS Helmet
(texnum==37800552)||// SAS Gas Mask
(texnum==7000070)||// SAS Water Canteen
(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==21000280)||// SAS Combat Liner Jacket
(texnum==15800218)||// SAS Winter Gloves
(texnum==6500110) ||// KSF Boonie Hat
(texnum==8500137) ||// KSF Clan T-Shirt 1
(texnum==16200246) ||// KSF Clan T-Shirt 2
(texnum==12900208)||// KSF Helmet
(texnum==29600448)||// KSF Gas Mask
(texnum==30300460)||// KSF Gas Mask 2
(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==20100240)||// KSF Winter Parka Pockets/Hood
(texnum==20800278)||// KSF Combat Liner Jacket
(texnum==44500592)||// KSF Combat Parka Vest
(texnum==10400190)||// SRG Beret
(texnum==9000146)||// SRG Clan T-Shirt 1
(texnum==39400640)||// SRG Clan T-Shirt 2
(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==56600611)||// SRG Combat Helmet
(texnum==5800084)||// SRG Winter Earflaps
(texnum==18700210)||// SRG Trooper Hat
(texnum==23700288)||// SRG Winter Parka Pockets/Hood
(texnum==38700602)||// SRG Combat Liner Jacket
(ForceReconAddons)||
(MulanAddons)||

(texnum==47700604))// SRG Combat Parka Vest
 
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}

//----------------------
if(m_Stride==40 && texnum== 21300174)   

{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
     
 
if(NumVertices == 158 && PrimitiveCount == 131)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
 
if (NumVertices == 171 && PrimitiveCount == 143)
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
 
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)&&
(NumVertices == 448 && PrimitiveCount == 776))
 
 
{
pDevice->SetRenderState(D3DRS_FOGENABLE,false);
}
//----------------
if (NumVertices == 213 && PrimitiveCount == 174) // M67 Grenade =============== //
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
if (NumVertices == 158 && PrimitiveCount == 131) // Flashbang =============== //
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
if (NumVertices == 171 && PrimitiveCount == 143) // Smoke Grenade =============== //
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
if (NumVertices == 271 && PrimitiveCount == 257) // VX Grenade =============== //
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}
if (NumVertices == 338 && PrimitiveCount == 339) // RGD-5 Grenade =============== //
{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
}}

//-------------------  Naked  Start------------------------------------------
{
if(xqz)
{
texnum = (NumVertices*100000)+PrimitiveCount;
if(m_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
(ForceRecon)|| // ForceRecon
(Mulan)||
(texnum==33800534)) // SRG Leg
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
if (NumVertices == 213 && PrimitiveCount == 174) // M67 Grenade =============== //
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
if (NumVertices == 158 && PrimitiveCount == 131) // Flashbang =============== //
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
if (NumVertices == 171 && PrimitiveCount == 143) // Smoke Grenade =============== //
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
if (NumVertices == 271 && PrimitiveCount == 257) // VX Grenade =============== //
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
if (NumVertices == 338 && PrimitiveCount == 339) // RGD-5 Grenade =============== //
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
 
if (m_Stride==40 && // Equipment =============== //
(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
(ForceReconAddons)||
(MulanAddons)||
(texnum==22700250)) // SRG Pouch
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}}

}}
  return pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}



bool bCompare(const BYTE* pData, const BYTE* bMask, const char* szMask)
{
    for(;*szMask;++szMask,++pData,++bMask)
        if(*szMask=='x' && *pData!=*bMask) 
        return false;
    return (*szMask) == NULL;
}

DWORD FindPattern(DWORD dwAddress,DWORD dwLen,BYTE *bMask,char * szMask)
{
    for(DWORD i=0; i<dwLen; i++)
        if (bCompare((BYTE*)(dwAddress+i),bMask,szMask)) 
        return (DWORD)(dwAddress+i);
    return 0;
}


int D3Dhook(void){
    DWORD        hD3D, adr, *vTable;

    // wait for the d3dx dll
    hD3D=0;
    do {
        hD3D = (DWORD)GetModuleHandleW("d3d9.dll");
        Sleep(10);
    } while(!hD3D);
    adr = FindPattern(hD3D, 0x128000, (PBYTE)"\xC7\x06\x00\x00\x00\x00\x89\x86\x00\x00\x00\x00\x89\x86", "xx????xx????xx");
    if(adr){
        memcpy(&vTable,(void *)(adr+2),4);
        oEndScene              = (pEndScene)                        DetourFunction((PBYTE)vTable[42]    ,(PBYTE)myEndScene    );
        oDrawIndexedPrimitive = (pDrawIndexedPrimitive)            DetourFunction((PBYTE)vTable[82]    ,(PBYTE)myDrawIndexedPrimitive);
      }
   
    return 0;
}
BOOL WINAPI DllMain ( HMODULE hDll, DWORD dwReason, LPVOID lpReserved ){

    DisableThreadLibraryCalls(hDll);
    if (dwReason == DLL_PROCESS_ATTACH)
    MessageBox(0, "Coded by: starcraft0333 Public Release ","Special Force DFI PH", MB_OK);
    CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)D3Dhook, NULL, NULL, NULL);
    return TRUE;
If you finish it this is the result:
Screenshot
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Hope you like this guys!
santa
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jidjid123
Newbie

jidjid123

Posts : 1
Join date : 2012-09-10

[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Empty
PostSubject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333   [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeSun Sep 16, 2012 2:57 am

may error po yung codes:
fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory
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amroden00
Newbie

amroden00

Posts : 1
Join date : 2012-05-16

[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Empty
PostSubject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333   [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeFri Sep 21, 2012 3:41 am

Hey sire give me a tutorial on how to update detect wallhack in dfi sf thanks
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tokwass
Newbie

tokwass

Posts : 1
Join date : 2012-11-14

[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Empty
PostSubject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333   [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitimeWed Nov 14, 2012 9:06 am

**** you ka pre
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[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Empty
PostSubject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333   [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 - Page 2 Icon_minitime

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[C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333

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