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Posted by : iZTood segunda-feira, 6 de maio de 2013

Achei este Código Livre editado e acho que server para muitos trabalhar e criar suas próprias DLLs, este código e desatualizado então si você e um programador server para atualizar ele e ou ate melhorar, creio que novatos não conseguirão editar.
Ate mais.

OBS: Onde esta **REPRESENTA** isto por questão do filtro de palavras.
#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

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