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Saturday, March 31, 2018

CREATING D3D WALLHACK

CREATING D3D WALLHACK


ADDING DIRECT-X INCLUDE FILES IN VC++

STEP 1. Install Direct-X SDK
STEP 2. Open VC++
STEP 3. Select Tools -> Option -> Projects and Solutions -> VC++ Directories
STEP 4. In VC ++ Directories, go to the drop-down menu and select Include Files
STEP 5. Add the code below
Code:
Code:
C:Program FilesMicrosoft DirectX 9.0 SDK (Summer 2004)Include
ADDING DIRECT-X LIBRARY FILES IN VC++

STEP 1. Install Direct-X SDK
STEP 2. Open VC++
STEP 3. Select Tools -> Option -> Projects and Solutions -> VC++ Directories
STEP 4. In VC ++ Directories, go to the drop-down menu and select Library Files
STEP 5. Add the code below
Code:
Code:
C:Program FilesMicrosoft DirectX 9.0 SDK (Summer 2004)Lib
Heres a tutorial on how to create a d3d8 / Sudden attack base!

Open up Visual C++ 2008
Create: Project...
Choose Win32 Console Application
If you do not see it, look at Project types and click on Visual C++


Screenshot




You should see the picture below be presented on your Visual C++
Press NEXT


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Do not touch anything else. Application type - Select "DLL"
Press FINISH

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You should see the screenshot below presented on your Visual C++
Right click and remove dllmain.cpp*
* - Remove because it is already defined in the base source I will give you.

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Click the green arrow on the top to debug / release. Alternately, you can just build / rebuild (for those who know how to use C++ IDE)
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Base Source Code

Code:

Code:
#include"stdafx.h"
Code:
Code:
#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);

}


How to add WALLHACK
Look at this piece of code right here in the base


Code:
Code:
HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRIMITIVETYPE Type,link download 

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