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| Subject: [C++] How to compiling code into cheats Sun Feb 17, 2013 11:16 am | |
| There is a lot of people who was always asking on how to compile fatboy wallhack source well now....im here to teach you How to Compile Wallhack Follow The Instructions:-
1. Download and Install Visual C++ here is a link Downloads. 2. Download Direct SDK Download details: DirectX SDK - (Summer 2004). 3. Open Visual C++ 2008 Express Edition and Click Create Projects.
4. In Project types Click on Win32 then on the Right side click Win32 Project then Name Your Project and Click Ok.
5. Click Application Settings , Click on dll option and Click Finish.
6. Copy the source and Paste it on your Blank page of your project name (.cpp)
name.cpp - Quote :
- #include
#include #include #include #include "log.h" #include #include #pragma comment(lib, "d3dx8.lib") #pragma comment(lib, "d3d8.lib") using namespace std; static DWORD dwBeginScene = 0x6D9D9250; static DWORD dwEndScene = 0x6d9d93a0; static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0; static DWORD dwSetStreamSource = 0x6d9d6760; static DWORD dwSetViewport = 0x6d9d5b90 ;
int m_Stride; int texnum; int nNumVertices; int nPrimitiveCount;
LPDIRECT3DTEXTURE8 Red,Yellow,Green,Blue,Purple,Pink,Orange; bool Color = true; bool Logger = false; ofstream ofile; char dlldir[320]; float ScreenCenterX = 0.0f; float ScreenCenterY = 0.0f; bool xhair = false; bool WallHack = false; bool WallHack2 = false; HANDLE hand1 =NULL; HANDLE hand2 =NULL;
DWORD bytes;
//Logger int texarray[1000]; int arraycounter; int delarray[500]; int dcount; unsigned int arrc; int i=0;
D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
char *GetDirectoryFile(char *filename) { static char path[320]; strcpy(path, dlldir); strcat(path, filename); return path; }
void __cdecl add_log (const char *fmt, ...) { if(ofile != NULL) { if(!fmt) { return; }
va_list va_alist; char logbuf[256] = {0};
va_start (va_alist, fmt); _vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist); va_end (va_alist);
ofile << logbuf << endl; } }
HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32) { if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) ) return E_FAIL;
WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12) |(WORD)(((colour32>>20)&0xF)<< |(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; }
//=================================EndScene_Start=== ================================================== ============================// typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice ); oEndScene pEndScene;
HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice) { 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 )); Color=false; }
if(xhair) { D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2}; D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20}; pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0, 0); pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0, 0); }
//=============================================UnHoo K_Start=========================================== ========//
if((GetAsyncKeyState(VK_F5)&1)) { int end =NULL; int dip =NULL; int svp =NULL; int sss =NULL;
BYTE Unhook[5] = {0x8B,0xFF,0x55,0x8B,0xEC};//Original Function Bytes. hand1 = GetCurrentProcess(); DWORD dwmodualBase=(DWORD)GetModuleHandle("d3d8.dll"); end = 0x6d9d93a0; dip = 0x6d9d73a0; svp = 0x6d9d5b90; sss = 0x6d9d6760;
WriteProcessMemory(hand1, (void*) end, Unhook, 5, &bytes); WriteProcessMemory(hand1, (void*) dip, Unhook, 5, &bytes); WriteProcessMemory(hand1, (void*) svp ,Unhook, 5, &bytes); WriteProcessMemory(hand1, (void*) sss,Unhook, 5, &bytes); } //=========================================UnHook_En d================================================= ========//
if((GetAsyncKeyState(VK_F1)&1)){xhair=!xhair;} if((GetAsyncKeyState(VK_F2)&1)){WallHack=!WallHack ;}
return pEndScene(pDevice); } //====================================EndScene_End== ================================================== ========================//
//=================================Dip_Start======== ================================================== ==================================// typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount ); oDrawIndexedPrimitive pDrawIndexedPrimitive;
HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount) {
if(WallHack) { texnum = (nNumVertices*100000)+nPrimitiveCount; if(m_Stride==40 &&
(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||(texnum==37000650)|| (texnum==18000274)||(texnum==8800105 )||(texnum==36900650)||(texnum==19600314)|| (texnum==21800306)||(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)|| (texnum==21800306)||(texnum==36900650)||(texnum==7 500121 )||(texnum==37000650)|| (texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==38000658)|| (texnum==22100268)||(texnum==62400752)||(texnum==2 7900456)||(texnum==45700654)|| (texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum ==38100666)|| (texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum ==84900778)|| (texnum==27500442)||(texnum==52100658)||(texnum==6 2400752)||(texnum==33600552)|| (texnum==44100646)||(texnum==18000274)||(texnum==3 7200508)||(texnum==45700654)|| (texnum==37200508)||(texnum==52100658)||(texnum==5 2100658) &&
(nNumVertices == 100 && nPrimitiveCount == 121) || //Foot (nNumVertices == 105 && nPrimitiveCount == 168) || //Right Arm (nNumVertices == 132 && nPrimitiveCount == 180) || //Hand (nNumVertices == 159 && nPrimitiveCount == 200) || //Left Arm (nNumVertices == 338 && nPrimitiveCount == 534) || //Underbody thanks japennese guy =) //(nNumVertices == 448 && nPrimitiveCount == 776) || //Head (nNumVertices == 804 && nPrimitiveCount == 1016) || //Body //SRG Option item (nNumVertices == 109 && nPrimitiveCount == 110) || //Bulletproof Vest (nNumVertices == 336 && nPrimitiveCount == 532)) //Battle Pants
{ pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER); pDevice->SetTexture(0,Orange); //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID ); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); pDevice->SetTexture(0,Pink); }
if(m_Stride==40 && texnum== 21300174) { pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER); pDevice->SetTexture(0,Green);//GreenNade pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); pDevice->SetTexture(0,Purple); }
if(nNumVertices == 158 && nPrimitiveCount == 131) { pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER); pDevice->SetTexture(0,Red);//GreenNade pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); pDevice->SetTexture(0,Yellow); }
if (nNumVertices == 171 && nPrimitiveCount == 143) {
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER); pDevice->SetTexture(0,Red);//GreenNade pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); pDevice->SetTexture(0,Yellow); }
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)&& (nNumVertices == 448 && nPrimitiveCount == 776))
{ pDevice->SetTexture(0,Blue); }
{ pDevice->SetRenderState(D3DRS_FOGENABLE,false); }
/*Logger if(m_Stride==40){
while(GetAsyncKeyState(VK_NUMPAD1)&1) arrc--; //Used as manual index for adding textures to delarray while(GetAsyncKeyState(VK_NUMPAD3)&1) arrc++; bool alrdy=false; bool inarr=false;
if(texarray[arrc]==texnum) if(delarray==texarray[arrc]) alrdy=true; for(int i=0;i if(delarray[i]==texnum) inarr=true; if(texarray[arrc]==texnum || inarr){ //If true, color model differently LPDIRECT3DTEXTURE8 texCol; DWORD dwOldZEnable = D3DZB_TRUE; pDevice->SetTexture(0, NULL); pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); if(alrdy) //Different colors for selected models that are already being logged (For removal from array) texCol=Blue; else texCol=Red; pDevice->SetTexture(0, texCol); pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount); pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
} } if(GetAsyncKeyState(VK_F5)&1) add_log("Logged tesx: %i", texarray[arrc]); //F5 will print currently selected texnum to logfile if(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to array bool inarr=true; for(int k=0;k if(delarray[k]==texarray[arrc]) { inarr=false;//Found selected texture to already exist delarray[k]=0;//Delete texture break;//Cancel loop } } if(inarr==true) { delarray[dcount]=texarray[arrc];//Add texture dcount++; } } if(GetAsyncKeyState(VK_F7)&1){ int total=1; add_log("omfg values?!? {"); for(int x=0;x if(delarray[x]){ add_log("%i,",delarray[x]); //add_log2==add_log but without endl total++; } add_log("}; %i variables in array",total); } bool found = false; //THIS PART CREDITS TO KRYPTEC for(int y=0; y { if(texnum==texarray[y])found=true; //I JUST CREATED AN INTERFACE FOR IT } if(!found && arraycounter < 1000) { texarray[arraycounter]=texnum; arraycounter++; }*/
} return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount); } //=====================================Dip_End====== ================================================== ===================//
//=====================================Sss_Start==== ================================================== ====================// typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride ); oSetStreamSource pSetStreamSource;
HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride) { if(nStreamNumber==0) m_Stride = nStride;
return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride); } //====================================Sss_End======= ================================================== ===================//
//====================================Svp_Start===== ================================================== ===================// typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport); oSetViewport pSetViewport;
HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport) { ScreenCenterX = ( float )pViewport->Width / 2; ScreenCenterY = ( float )pViewport->Height / 2;
return pSetViewport(pDevice,pViewport); } //===================================Svp_End======== ================================================== ===================//
typedef HRESULT ( WINAPI* oBeginScene ) ( LPDIRECT3DDEVICE8 pDevice ); oBeginScene pBeginScene;
HRESULT WINAPI myBeginScene(LPDIRECT3DDEVICE8 pDevice) { if((GetAsyncKeyState(VK_F6)&1)) { pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene); pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDra wIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive); pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStrea mSource, (PBYTE)mySetStreamSource); pSetViewport=(oSetViewport)DetourFunction((PBYTE)d wSetViewport,(PBYTE)mySetViewport); }
return pBeginScene(pDevice); }
BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved ) { DisableThreadLibraryCalls(hModule);
if ( dwReason == DLL_PROCESS_ATTACH ) {
//=========Log==========================// GetModuleFileName(hModule, dlldir, 512); for(int i = strlen(dlldir); i > 0; i--) { if(dlldir[i] == '\\') { dlldir[i+1] = 0; break; } } ofile.open(GetDirectoryFile("log.txt"), ios::app); //=========Log=========================//
pBeginScene = (oBeginScene)DetourFunction((PBYTE)dwBeginScene, (PBYTE)myBeginScene); pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene); pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDra wIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive); pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStrea mSource, (PBYTE)mySetStreamSource); pSetViewport=(oSetViewport)DetourFunction((PBYTE)d wSetViewport,(PBYTE)mySetViewport);
} return TRUE; } 7.Delete dllmain.cpp You don't Need it.8. Include stdafx.h should be on top of Other Includes. 9. Click on Projects on top, Click Add New Item. 10.Click on Header file (.h), Name it log and Click Add. 11. Copy and Paste the source on the Header file you Created. log.h (a header file) - Quote :
- #define WIN32_LEAN_AND_MEAN
#ifndef _MAIN_H #define _MAIN_H
char *GetDirectoryFile(char *filename); void __cdecl add_log (const char * fmt, ...); #endif 12.go to tools>>option-projects and solution-VC++directories and add direct sdk Summer 2004 includes and library .
13. Click on Project And then Click Properties.
14.Click on Configuration Properties , On the Right side on Character set, Change "Use Unicode Character set" to "Use Multi-Byte Character set" and Click Ok.
15. Download the files i attached in this thread and place the detours.h in your Include folder C:\Program Files\Microsoft Visual Studio 9.0\VC\include and Detours.lib in your Library folder C:\Program Files\Microsoft Visual Studio 9.0\VC\lib.
16. Click Build and Build your Project.
17. You will find your DLL file in C:\Documents and Settings\TheIFear\My Documents\Visual Studio 2008\Projects\(name of your dll)\Debug, and you will find your dll.
[size=xx-large] Making cheats Undetected[size=xx-large] - Quote :
- static DWORD dwBeginScene = 0x6D9D9250;
static DWORD dwEndScene = 0x6d9d93a0; static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0; static DWORD dwSetStreamSource = 0x6d9d6760; static DWORD dwSetViewport = 0x6d9d5b90 - Quote :
- int m_Stride;
int texnum; int nNumVertices; int nPrimitiveCount; Were just going to focus on Strides - You will still get a nice wallhack m_Stride has been defined in his code somewhere as a Stride which 30 == players - Quote :
- LPDIRECT3DTEXTURE8 Red,Yellow,Green,Blue,Purple,Pink,Orange;
- Quote :
- This generates the color's we want for our Cham Shading.
Then he just defines all his variables as follows: - Quote :
bool Color = true; bool Logger = false; ofstream ofile; char dlldir[320]; float ScreenCenterX = 0.0f; float ScreenCenterY = 0.0f; bool xhair = false; bool WallHack = false; bool WallHack2 = false; HANDLE hand1 =NULL; HANDLE hand2 =NULL; Just throw away the logger function. You don't really need to log unless your wallhack is commercial Add the Texture Generation code and im going to skip past his crosshair function and all that and we can look at some more useful stuff. We Are now in the cheats DIP, All the fun cheats are here Lets use some info Fatboy provided - he says that the stride for players is 40 "if(m_Stride==40" now we don't want to add all the other info lets keep it simple and close the if ")" Now he has the start of the cham wallhack. - Quote :
- pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER); pDevice->SetTexture(0,Orange); Now we say that here it says (D3DRS_ZENABLE, D3DZB_FALSE); So this is when the player is behind a wall. He then sets the texture of stride 40 (players) to orange - Quote :
/pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );
pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID ); Here he has commented out another nice cheat (WireFrame) probably wanted to keep it private or just let people who can read his source use it.
- Quote :
- pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL); pDevice->SetTexture(0,Pink); This is when there visable to you, the stride then is textured with a pink color. Now we see more objects amungst the 40 stride such as grenades in his next cham code.
Anyway, now that i explained a bit about the wallhack. You will want to make it undetected. This guy provides you all the info! im just going to explain it to you in a bit of depth.
- Quote :
- Createdevice->pointers to the functions
kinda like a class or a struct. and GG scans createdevice right off the back Ok all your D3D hooks go through to be formed into the device. Once this is done and D3D is hooked you can release create device so that it wont be detected. I do so in my base with this code in my CreateDevice Reclass
- Quote :
- //your create device code
//the we move onto //Device Unhooking unsigned long ulProtect; VirtualProtect(&D3D8_object[15], 4, PAGE_EXECUTE_READWRITE, &ulProtect); *(unsigned long*)&D3D8_object[15] = (unsigned long)pCreateDevice; VirtualProtect(&D3D8_object[15], 4, ulProtect, &ulProtect); // Then you will need to initialise your device - Quote :
- YourDevice = *ppReturnedDeviceInterface; //Rename to your Device
ts also a good idea to log this to see if it worked to do that just say
else{ add_log("D3D create device error...\n"); }
Then return to your device.
[color=violet]-Enjoy your wallhack[/size] -Enjoy your wallhack
[i] Credits : crime_llocca for the source. StickleBack me for posting here | |
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