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
Assinar:
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