INSTALLING VISUAL C++ 2008
LINK : http://www.microsoft.com/express/Dow...008-Visual-CPPHOW-TO : Select Visual C++ 2008 Express Edition under Visual Studios 2008 Express and click Free Download
INSTALLING DIRECT-X SDK
LINK : http://www.microsoft.com/downloads/d...displaylang=enHOW-TO : Click download and install this SDK
ADDING DIRECT-X INCLUDE FILES IN VC++
LANGKAH 1. Instal Direct-X SDK
LANGKAH 2. Buka VC + +
LANGKAH 3. Pilih Tools -> Option -> Proyek dan Solusi -> VC + + Direktori
LANGKAH 4. Di VC + + Direktori, buka menu drop-down dan pilih Termasuk File
LANGKAH 5. Tambahkan kode di bawah ini
LANGKAH 2. Buka VC + +
LANGKAH 3. Pilih Tools -> Option -> Proyek dan Solusi -> VC + + Direktori
LANGKAH 4. Di VC + + Direktori, buka menu drop-down dan pilih Termasuk File
LANGKAH 5. Tambahkan kode di bawah ini
Code:
C:\Program Files\Microsoft DirectX 9.0 SDK (Summer 2004)\Include
MENAMBAHKAN LANGSUNG-X FILES LIBRARY DI VC + +
LANGKAH 1. Instal Direct-X SDK
LANGKAH 2. Buka VC + +
LANGKAH 3. Pilih Tools -> Option -> Proyek dan Solusi -> VC + + Direktori
LANGKAH 4. Di VC + + Direktori, buka menu drop-down dan pilih File Perpustakaan
LANGKAH 5. Tambahkan kode di bawah ini
LANGKAH 1. Instal Direct-X SDK
LANGKAH 2. Buka VC + +
LANGKAH 3. Pilih Tools -> Option -> Proyek dan Solusi -> VC + + Direktori
LANGKAH 4. Di VC + + Direktori, buka menu drop-down dan pilih File Perpustakaan
LANGKAH 5. Tambahkan kode di bawah ini
Code:
C:\Program Files\Microsoft DirectX 9.0 SDK (Summer 2004)\Lib--------------------------------------
Berikut adalah tutorial tentang cara membuat basis serangan D3D8 / Mendadak!
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Buka Visual C + + 2008
Buat: Proyek ...
Pilih Win32 Console Application
Jika Anda tidak melihat itu, melihat jenis proyek dan klik pada Visual C + +
Buat: Proyek ...
Pilih Win32 Console Application
Jika Anda tidak melihat itu, melihat jenis proyek dan klik pada Visual C + +
Screenshot
Anda harus melihat gambar di bawah ini akan disajikan pada Visual C + +
tekan NEXTScreenshot
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Anda harus melihat gambar di bawah ini akan disajikan pada Visual C + +
tekan NEXTScreenshot
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Jangan sentuh apa pun. Jenis aplikasi - Pilih "DLL"
tekan FINISHcreenshot
Screenshottekan FINISHcreenshot
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Anda harus lihat gambar di bawah disajikan pada Visual C + +
Klik kanan dan menghapus dllmain.cpp *
* - Hapus karena sudah didefinisikan dalam sumber dasar saya akan memberikan.
Klik kanan dan menghapus dllmain.cpp *
* - Hapus karena sudah didefinisikan dalam sumber dasar saya akan memberikan.
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Klik panah hijau di atas untuk debug / release. Bergantian, Anda hanya dapat membangun / membangun kembali (bagi mereka yang tahu bagaimana menggunakan C + + IDE)Screenshot
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Base Source Code
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Base Source Code
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Code:
#include "stdafx.h" #include <windows.h> #include <d3d8.h> #pragma comment(lib, "d3d8.lib") typedef HRESULT (WINAPI* CreateDevice_Prototype) (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*); typedef HRESULT (WINAPI* Reset_Prototype) (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*); typedef HRESULT (WINAPI* EndScene_Prototype) (LPDIRECT3DDEVICE8); typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT); CreateDevice_Prototype CreateDevice_Pointer = NULL; Reset_Prototype Reset_Pointer = NULL; EndScene_Prototype EndScene_Pointer = NULL; DrawIndexedPrimitive_Prototype DrawIndexedPrimitive_Pointer = NULL; HRESULT WINAPI Direct3DCreate8_VMTable (VOID); HRESULT WINAPI CreateDevice_Detour (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*); HRESULT WINAPI Reset_Detour (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*); HRESULT WINAPI EndScene_Detour (LPDIRECT3DDEVICE8); HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT); PDWORD Direct3D_VMTable = NULL; BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved) { if(dwReason == DLL_PROCESS_ATTACH) { DisableThreadLibraryCalls(hinstModule); if(Direct3DCreate8_VMTable() == D3D_OK) return TRUE; } return FALSE; } HRESULT WINAPI Direct3DCreate8_VMTable(VOID) { LPDIRECT3D8 Direct3D_Object = Direct3DCreate8(D3D_SDK_VERSION); if(Direct3D_Object == NULL) return D3DERR_INVALIDCALL; Direct3D_VMTable = (PDWORD)*(PDWORD)Direct3D_Object; Direct3D_Object->Release(); DWORD dwProtect; if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0) { *(PDWORD)&CreateDevice_Pointer = Direct3D_VMTable[15]; *(PDWORD)&Direct3D_VMTable[15] = (DWORD)CreateDevice_Detour; if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), dwProtect, &dwProtect) == 0) return D3DERR_INVALIDCALL; } else return D3DERR_INVALIDCALL; return D3D_OK; } HRESULT WINAPI CreateDevice_Detour(LPDIRECT3D8 Direct3D_Object, UINT Adapter, D3DDEVTYPE DeviceType, HWND FocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* PresentationParameters, LPDIRECT3DDEVICE8* Returned_Device_Interface) { HRESULT Returned_Result = CreateDevice_Pointer(Direct3D_Object, Adapter, DeviceType, FocusWindow, BehaviorFlags, PresentationParameters, Returned_Device_Interface); DWORD dwProtect; if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0) { *(PDWORD)&Direct3D_VMTable[15] = *(PDWORD)&CreateDevice_Pointer; CreateDevice_Pointer = NULL; if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), dwProtect, &dwProtect) == 0) return D3DERR_INVALIDCALL; } else return D3DERR_INVALIDCALL; if(Returned_Result == D3D_OK) { Direct3D_VMTable = (PDWORD)*(PDWORD)*Returned_Device_Interface; *(PDWORD)&Reset_Pointer = (DWORD)Direct3D_VMTable[14]; *(PDWORD)&EndScene_Pointer = (DWORD)Direct3D_VMTable[35]; *(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable[71]; *(PDWORD)&Direct3D_VMTable[14] = (DWORD)Reset_Detour; *(PDWORD)&Direct3D_VMTable[35] = (DWORD)EndScene_Detour; *(PDWORD)&Direct3D_VMTable[71] = (DWORD)DrawIndexedPrimitive_Detour; } return Returned_Result; } HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters) { return Reset_Pointer(Device_Interface, PresentationParameters); } HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE8 Device_Interface) { return EndScene_Pointer(Device_Interface); } HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRIMITIVETYPE Type, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount) { LPDIRECT3DVERTEXBUFFER8 Stream_Data; UINT Stride = 0; if(Device_Interface->GetStreamSource(0, &Stream_Data, &Stride) == D3D_OK) Stream_Data->Release(); //code return DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, NumVertices, StartIndex, PrimitiveCount); }
Enjoy You Base..
-Darmax Chandra
How to add WALLHACK
Look at this piece of code right here in the base
Code:HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRIMITIVETYPE Type,
UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{
LPDIRECT3DVERTEXBUFFER8 Stream_Data;
UINT Stride;
if(Device_Interface->GetStreamSource(0, &Stream_Data, &Stride) == D3D_OK)
Stream_Data->Release();
//code
return DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
Now, look more closely at the following.
Code://code
INFO
Stride 40 and 44 are the body model of Sudden Attack. (One's upper, one's lower)
WALL HACK ---
Add this below the "//code"
Code:bool wallhack;
if(Stride == 40 && wallhack || Stride == 44 && wallhack)
{
Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}
To make this work, you need to add a hotkey.
Add this below the wallhack code.
Code:if ((GetAsyncKeyState(VK_NUMPAD1)&1) == 1) //Numpad 1
wallhack = !wallhack;//Start Wallhack
If you press NUMPAD 1, wallhack will start.
--Enjoy-- Voltage552
Originally wrote for SANA section , but re-posted here since it fits here too.
__________________
Gw Suka Status Lu Sob ;D . Dan Lagunya Mas berow
BalasHapus