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 [Source] WallHack

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PHck4FuN

PHck4FuN


Mensagens : 11
Reputação : 0
Data de inscrição : 15/11/2011

[Source] WallHack Empty
MensagemAssunto: [Source] WallHack   [Source] WallHack EmptyQua Nov 16, 2011 12:15 pm

Esta é uma source antiga de um wallhack para PB, mas é através dela que uso para atualizar qualquer novo wallhack, vou disponibilizar a vocês para quem queira atualizar o wallhacker, mas mexa só quem sabe mesmo.

Código:
#include "stdafx.h"
 
 
#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 Sucess;
}
 
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_VALIDCALL;
 
  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)End_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);
}bool wallhack;
if(Stride == 400 && wallhack || Stride == 41 && wallhack)
{
  Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}if ((GetAsyncKeyState(VK_NUMPAD1)&1) == 1) //Numpad 9 F1
    wallhack = !wallhack;//Start Wallhack

OBS : EU NÃO VO ENSINAR A COMO ATUALIZAR PROCUREM SABER MAIS SOBRE O ASSUNTO QUE VOCÊS VÃO APRENDER FACIL FACIL!
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Jimy
Administrador
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Jimy


Mensagens : 34
Reputação : 12
Data de inscrição : 14/11/2011
Localização : UltraCheatsBrasil

[Source] WallHack Empty
MensagemAssunto: Re: [Source] WallHack   [Source] WallHack EmptyQua Nov 16, 2011 3:18 pm

Movido
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[Source] WallHack
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