Variáveis
WallHacker
FullBrilho
PlyerFire
CrossHair
NoFog
GhostChams
ChamsColor
Code:
int wall,full,player,cross,nofog,ghost,color;
Code:
if(wall){ pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE ); }
Code:
if(full){ pDevice->SetRenderState(D3DRS_LIGHTING, false); }
Code:
if(palyer){ pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME); }
Code:
if(cross){ D3DVIEWPORT9 Viewport; pDevice->GetViewport(&Viewport); DWORD ScreenX = Viewport.Width / 2; DWORD ScreenY = Viewport.Height / 2; D3DRECT rec1 = { ScreenX - 12, ScreenY, ScreenX + 12, ScreenY + 2 }; D3DRECT rec2 = { ScreenX, ScreenY - 12, ScreenX + 2, ScreenY + 12 }; pDevice->Clear(1, &rec1, D3DCLEAR_TARGET, Red, 0, 0); pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, Red, 0, 0); }
Code:
if(nofog){ pDevice->SetRenderState(D3DRS_FOGENABLE, false); }
Code:
if(ghost){ pDevice->SetRenderState( D3DRS_SRCBLEND, 3 ); pDevice->SetRenderState( D3DRS_DESTBLEND, 4 ); pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true ); }
Code:
if(color){ pDevice->SetRenderState( D3DRS_AMBIENT, Color ); }
BASE detectada analise e tenha noção
Code:
__declspec( naked ) HRESULT WINAPI DIPMidfunction( ) { static LPDIRECT3DDEVICE9 pDevice; static INT BaseVertexIndex; static UINT MinVertexIndex, NumVertices, startIndex, primCount; __asm { MOV EDX, DWORD PTR DS:[EAX] MOV EDX, DWORD PTR DS:[EDX + 0x148] MOV DWORD PTR DS:[pDevice], EAX PUSHAD } if( GetAsyncKeyState(VK_F4)&1 )//tecla de Ativação wall = !wall; if(wall){//Code do Hacker pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE ); } if( GetAsyncKeyState(VK_F5)&1 )//tecla de Ativação full = !full; if(full){//Code do Hacker pDevice->SetRenderState(D3DRS_LIGHTING, false); } if( GetAsyncKeyState(VK_F6)&1 )//tecla de Ativação palye = !palye; if(palyer){//Code do Hacker pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME); } //E assim vc vai adicionando as funções __asm { POPAD JMP retDIPEngine } }
Print:

Créditos:@We11
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