| | [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 | |
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Author | Message |
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MrStar Royal Member
Posts : 4006 Join date : 2011-08-23 Age : 34 Location : Guess?
| Subject: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Sat Dec 10, 2011 11:26 pm | |
| 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 codeBase.h - Code:
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#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:
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// 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!
Last edited by starcraft0333 on Mon Dec 19, 2011 2:09 am; edited 2 times in total |
| | | MrStar Royal Member
Posts : 4006 Join date : 2011-08-23 Age : 34 Location : Guess?
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Sat Dec 10, 2011 11:27 pm | |
| You have to make your own version. To make it work! This is long patch you can try to edit this to make it updated. |
| | | Appz-RhastaSix Super Member
Posts : 217 Join date : 2010-12-01 Age : 27 Location : Iligan City , Philippines
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 19, 2011 1:56 am | |
| nice coding huh , |
| | | MrStar Royal Member
Posts : 4006 Join date : 2011-08-23 Age : 34 Location : Guess?
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 19, 2011 2:01 am | |
| I'm not very expert in C++, I'm more than a .NET expert. xD |
| | | MasterGandeo Senior Member
Posts : 1531 Join date : 2011-11-25 Location : click + in your right if help
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 19, 2011 2:05 am | |
| |
| | | frencer22 Newbie
Posts : 5 Join date : 2011-02-18
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 19, 2011 3:54 am | |
| you have a private wallhack? |
| | | MrStar Royal Member
Posts : 4006 Join date : 2011-08-23 Age : 34 Location : Guess?
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 19, 2011 3:57 am | |
| - frencer22 wrote:
- you have a private wallhack?
You mean VIP hack? I don't do VIP. Just public hacks cause its very hard to make. |
| | | jahnjhan Super Member
Posts : 151 Join date : 2011-11-05 Age : 27 Location : Appzxor City
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 26, 2011 8:00 am | |
| lol..imba ka sir.. Copy+paste tapos Source Code by STARCRAFT? Siguro naman alam mo ung ibig sabihin ng PROPER CREDITS diba?.. Hindi bilang ng post or Rep ang sukatan para maging mod at coder..utak sir..hindi yang post ng post di mo naman alam ibig sabihin ng pinopost mo May THE CODER pa jan sa pic mo kahit isa nga wala ka pa napapakita na apps na ikaw mismo nag code e |
| | | MrStar Royal Member
Posts : 4006 Join date : 2011-08-23 Age : 34 Location : Guess?
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 26, 2011 1:59 pm | |
| Well, dude i know its same as the old one. Cause that's the proper code. Also speak english. Again, why you didn't see any of my work ? Cause you don't use them you just judge them!!! |
| | | MrHazama Mega Member
Posts : 464 Join date : 2011-06-01 Age : 25 Location : Philippines
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 26, 2011 2:01 pm | |
| Nice share "Starcraft the Awesome Coder". |
| | | Appz-RhastaSix Super Member
Posts : 217 Join date : 2010-12-01 Age : 27 Location : Iligan City , Philippines
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 26, 2011 2:01 pm | |
| - jahnjhan wrote:
- lol..imba ka sir.. Copy+paste tapos Source Code by STARCRAFT? Siguro naman alam mo ung ibig sabihin ng PROPER CREDITS diba?.. Hindi bilang ng post or Rep ang sukatan para maging mod at coder..utak sir..hindi yang post ng post di mo naman alam ibig sabihin ng pinopost mo
May THE CODER pa jan sa pic mo kahit isa nga wala ka pa napapakita na apps na ikaw mismo nag code e ENGLISH SIR! |
| | | DeaTheKiD Mega Member
Posts : 255 Join date : 2011-10-29 Age : 27 Location : Your Neighbor
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 26, 2011 2:04 pm | |
| Can You make For Special Force PH? |
| | | MrStar Royal Member
Posts : 4006 Join date : 2011-08-23 Age : 34 Location : Guess?
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Mon Dec 26, 2011 2:32 pm | |
| I really concentrate today in our AIO downloader. |
| | | Rh4dzkillah Addicted Member
Posts : 60 Join date : 2011-12-27 Location : CYB3RG3N3S1S
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Tue Dec 27, 2011 11:54 am | |
| |
| | | markarjaytierra Newbie
Posts : 1 Join date : 2012-01-19
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Thu Jan 19, 2012 10:42 am | |
| Can Anyone Tell Me How To Do That Thing?? What Is That Thing?? C++ What Is This?? |
| | | MrStar Royal Member
Posts : 4006 Join date : 2011-08-23 Age : 34 Location : Guess?
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Thu Jan 19, 2012 10:49 am | |
| Its visual basic C/C++ . It is use for coding dll's. Also programs. |
| | | urgelpogi1 Newbie
Posts : 1 Join date : 2012-01-21
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Sat Jan 21, 2012 7:36 pm | |
| |
| | | GreyPhantom Administrator
Posts : 3058 Join date : 2011-04-19 Age : 27 Location : Place Of Geeks
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Sat Jan 21, 2012 11:24 pm | |
| Means , We have to inject it?
|
| | | GerremeKinTaro Mega Member
Posts : 438 Join date : 2011-06-05 Age : 25 Location : Near At Your Heart
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Sun Jan 22, 2012 1:03 am | |
| Hey Starcraft im asking how i can make an dll file like this can you make a tut. video for me i really cant understand how to start in VB. Acctually i can only make is a Injector. ^^' |
| | | MrStar Royal Member
Posts : 4006 Join date : 2011-08-23 Age : 34 Location : Guess?
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Sun Jan 22, 2012 4:26 am | |
| - GreyPhantom wrote:
- Means , We have to inject it?
Yes , indeed . |
| | | GreyPhantom Administrator
Posts : 3058 Join date : 2011-04-19 Age : 27 Location : Place Of Geeks
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Sun Jan 22, 2012 4:56 am | |
| `that's it . . make it in .dll file xD
|
| | | vsscreamo Newbie
Posts : 1 Join date : 2012-02-02
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Thu Feb 02, 2012 8:36 am | |
| help me sir . .im a newbie and a high school student only , and i dont know how to use c++ , only vb , but some basic parts of vb lang ang alam ko . . ahm ask ko lang po kung paano gawin ito sa c++ , gumagana rin ba po ito sa vb ? at saka po yung update , paano i-update , and anu pu yung sinasabi niyo na " para ma-update kailangan may baguhin ? help me na rin po kung paano gawin ito . .tnx . .
|
| | | MrStar Royal Member
Posts : 4006 Join date : 2011-08-23 Age : 34 Location : Guess?
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Thu Feb 02, 2012 9:12 am | |
| Ok , i will make an update for this thread . I will try to put some instructions. |
| | | jonathanliong Junior Member
Posts : 21 Join date : 2011-08-06
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Thu Feb 16, 2012 4:06 pm | |
| starcraft can u make a wallhack or cashhack for cso(counter strike online)plzzz thx in advance |
| | | Yushey_05 Newbie
Posts : 1 Join date : 2011-11-22
| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 Fri Feb 17, 2012 12:27 pm | |
| sir working po pa ba itong source code? |
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| Subject: Re: [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 | |
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| | | | [C++] DFI PSF (Wallhack, XQZ, Crosshair) [Source code] by starcraft0333 | |
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