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Most users ever online was 75 on Sun Dec 09, 2012 2:25 pm

PARANORMAL ACTIVITY 4 SOON ON WZG!!!

Sat Oct 27, 2012 8:14 pm by DrSmartGuy



ALRIGHT ALRIGHT ALRIGHT!!!
WEEZYGAMECHEATS IS GOING TO PUT PARANORMAL ACTIVITY 4
ON THE WEBSITE! Btw Its not a Youtube Video this time cus maybe youtube will remove it D: (FUCKING YOUTUBE) Alright lets go on.. We already got the movie and shit but we are going to post it like over 3 weeks on this site or maybe sooner! Tell ur friends about …


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WeezyGameCheats on TWITTER

Fri Oct 12, 2012 2:22 pm by DrSmartGuy

Follow it on Twitter
https://twitter.com/WeezyGameCheats
For the latest game news


GET SOON FIFA 13 FREE ON WZG!

Thu Oct 11, 2012 5:18 pm by DrSmartGuy

Hello WeezyGamers!Your Admin DrSmartGuy here. WeezyGameCheats is working to get a crack for FIFA13. We will get it soon for you Smile We already have it but we're going to wait before posting it. The Game costs $50 If you can't wait before we are posting it? Donate $5 to Paypal - icelesreal@gmail.com for getting FIFA13 Now! Mail me on WZG If you want more infomation. Greetings DrSmartGuy …

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Ghost Online is Back! With SoulSaver Online

Mon Jul 23, 2012 6:08 am by DrSmartGuy

Ghost Online is back! But then with a other name , SoulSaverOnline! Want to play the game? Visit the site
www.soulsaveronline.com People got problem making accounts, If you got a problem to? Reply it and we will PM u a FREE WZG Acc for SoulSaver!



WeezyGameCheats VIDEO WEEK!

Fri Jul 20, 2012 4:42 am by DrSmartGuy

Hello WeezyGameCheats fans!!!
WeezyGameCheats is getting Many Movies this Summer! Stay tuned, and maybe we put ur favorite films?! We take no credit for the movies btw! But the movies we are going to put are Paranomal Activity Tokyo, Blood and Bones and
etc... the other are secret!



Greetings, Admin DrSmartGuy


CallofBow Minecraft Server! My OWN

Thu May 31, 2012 3:41 pm by DrSmartGuy



Hello weezygamecheaters! I made my own MC Server. Its a kinda FPS Razz Soon we will get SDK Gun mods but for now we hold it on BOWS <-- Smile If u want to join the ip is here
----> 5.226.227.131 Smile You will need Hamachi - Hamachi logins are SkyRaft1,2,3,4,5,6,7,8....50 Password : 123

Very Happy The website for more info : www.callofbow.webs.com


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New WZG Movies at WeezyGameCheats!

Thu Mar 08, 2012 12:41 pm by DrSmartGuy

Vampire Suck

How to train you dragon

Dear John




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The Xbox 720 rumor round-up

Wed Feb 22, 2012 1:45 pm by DrSmartGuy


So in the wake of my last article about Nintendo’s next-gen console, here’s one tackling Microsoft’s successor to the mighty Xbox 360. It’s currently known as the Xbox 720 or the Xbox Loop, and there’s a veritable butt-load of rumors out there on the world wide web, so varied in likelihood, paranoia factor, and outright dishonesty, …

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Online Warmongers Interview with Sergey Titov

Wed Feb 22, 2012 1:42 pm by DrSmartGuy


GameZone: Can you tell us about your backgrounds and different games that your development team has worked on?

Sergey Titov: While War Inc. Battle Zone is the first game we’ve worked on together as a team, our employees have worked on some of the world’s best games — both in retail and the online world, including games such as League …

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Soldier Front January Update!

Thu Jan 26, 2012 11:21 am by DrSmartGuy

Atten~tion Soldiers!

We will have a Soldier Front content update on January 18th from 11:00PM to 6:00AM (server time). During this time, the servers will be temporarily unavailable. In this update:

New Weapon Bomb:
- Red Tiger M4A1 (Weapon Bomb)

New Capsule Weapon:
- Thunder K2 (SP Capsule)

New Weapon Shop Item:
- EVL_K2
- Gold MG36 (Moved …

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Kid Icarus Uprising gets European release date

Thu Jan 26, 2012 11:19 am by DrSmartGuy

banana

Nintendo's announced that Kid Icarus Uprising will be available in Europe on March 23, along with a special stand for the game.


Kid Icarus Uprising sees angelic hero Pit fight the Queen of the Underworld, Medusa, and her armies both in the air and on the ground.

Since the game requires the left hand to use the Circle Pad and …

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New xBox 720!

Thu Jan 26, 2012 11:12 am by DrSmartGuy


For more opinion and features buy Xbox World online for £4.99 or on Apple Newsstand.

Microsoft has already proved it can outsell Sony, so its biggest concern next generation isn't Sony and PlayStation 4 - it's Apple and Google.

It's on the case. The new Metro dash and apps are turning the 360 into a device capable of halting those …

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Resident Evil Revelations Review

Thu Jan 26, 2012 11:10 am by DrSmartGuy



Noises we don't normally make during portable gaming: argh, wah, yoinks, eeep, brrrr. For one, portable gaming is often done in polite company and the other bus passengers don't want to sit next to a whimpering fruitcake.

Then there's the matter of the handheld's diminutive screen. Can an image the size of a Freddo Frog really give us the …

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Wii U to launch by end of 2012

Thu Jan 26, 2012 11:05 am by DrSmartGuy

Wii U to launch by end of 2012
Will be out by Christmas in all major markets











Nintendo president Satoru Iwata has confirmed the Wii U will be available in Japan, Europe and the US by the end of the year.


Iwata confirmed the release date at the investor meeting following the release of the company's Q3 financial results.

Nintendo …

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Modern Warfare 3 - Released!

Thu Nov 24, 2011 1:10 pm by DrSmartGuy




Release dates are important. They’re important to the publisher, developer, marketing, PR and – of course – the public. With a game like Modern Warfare 3, which will have millions invested in just making sure people know when it’s coming out, let alone its development, a level playing field is absolutely crucial.

Of course, not …

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Minecraft Awesome Spider Mod!

Wed Nov 23, 2011 5:38 pm by DrSmartGuy



Ever wanted to be the spider in minecraft? Wanted to climb over 100m's blocks? THAT CAN!
Download Link : mediafire.com ?130yi4s9du97ydm

Video
---------


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Minecraft 1.0 OFFICIAL RELEASE! ,Read Now!

Wed Nov 23, 2011 5:30 pm by DrSmartGuy




team at Mojang to do prior to the game's official release this coming weekend was some "very minor tweaks".

If you can't wait until the official release date, fear not -- Mojang is more than happy to break its own (virtual) "street date" for the game, and has made the official, non-beta, 1.0 client available for direct …


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Saints Row The Third - Released

Wed Nov 23, 2011 5:16 pm by DrSmartGuy


The time has come Citizens of Steelport. Saints Row 3 has officially been released to the public as of 12:01 AM this morning! We saw tons of you showing up at midnight openings around the United States, and even more of you playing the game throughout the morning.

Once the Saints were an upstart street gang, struggling for every inch of …


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Lucent Heart's first expansion released

Wed Nov 23, 2011 10:44 am by DrSmartGuy

Lucent Heart's first expansion released [/
Gamania Digital Entertainment announced today that Lucent Heart’s “Scaena” expansion is now live. Offering an impressive array of additional content, players will get to choreograph dance moves to their favorite tracks, explore new zones with challenging world bosses, and have huge Guild versus …

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Dc Universe Onnline now free-to-play!

Wed Nov 23, 2011 10:22 am by DrSmartGuy

DC Universe Online now free-to-play


Sony Online Entertainment LLC (SOE) today announced that players can now download and play its popular massively multiplayer online (MMO) action game DC Universe™ Online (DCUO) for free. Starting today, all PC and PlayStation®3 computer entertainment system players can create their own legendary …

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    SF Codes Tutorial

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    IAMBLACK
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    Level 31

    Fame : 3
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    Join date : 2011-06-13

    SF Codes Tutorial

    Post by IAMBLACK on Mon Jun 13, 2011 1:14 pm

    Im just going to point out stuff you should want to know.

    D3D, believe it or not you can color anything in, you want to make a fun little project?

    Color the Wallz in Yellow , Red , Green Whatever!

    How you say?
    Code:


    Globals:

    int colored walls;


    Code:

    If(colored walls)//your bool statement in globals

    texnum = (nNumVertices*100000)+nPrimitiveCount;//having it in texnums never hurts, unless its just a stride

    if(m_Stride == model_rec)//Model Recognition, this recognizes what you want to color in, so we would have to get a Model Recognition logger, go in game and find the Stride for the wall/floor
    {

    {
    pDevice->SetTexture( 0, Red ); //we colored it red. How'd we get to color it check out the next shizznet under this, chams..
    }
    return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    }

    Theres our colored, whatever Razz

    Chams however work differently, you have point out whether the person is behind the wall or not, and when in front, and then give it colors... when behind something.

    Here, this is how i color in my chams.

    SO it would be:

    Code:

    //==================================Defines============================================
    #define ForceRecon (nNumVertices == 83 && nPrimitiveCount == 137 || nNumVertices == 79 && nPrimitiveCount == 105 || nNumVertices == 142 && nPrimitiveCount == 174 || nNumVertices == 278 && nPrimitiveCount == 462 || nNumVertices == 263 && nPrimitiveCount == 290 || nNumVertices == 316 && nPrimitiveCount == 556)
    #define ForceReconAddons (nNumVertices == 432 && nPrimitiveCount == 354 || nNumVertices == 144 && nPrimitiveCount == 136 || nNumVertices == 299 && nPrimitiveCount == 311 || nNumVertices == 167 && nPrimitiveCount == 252 || nNumVertices == 298 && nPrimitiveCount == 506 || nNumVertices == 168 && nPrimitiveCount == 254 || nNumVertices == 860 && nNumVertices == 778 || nNumVertices == 648 && nPrimitiveCount == 710 || nNumVertices == 113 && nPrimitiveCount == 189 || nNumVertices == 142 && nPrimitiveCount == 172 || nNumVertices == 87 && nPrimitiveCount == 90 || nNumVertices == 79 && nPrimitiveCount == 105 || nNumVertices == 84 && nPrimitiveCount == 110 || nNumVertices == 70 && nPrimitiveCount == 70 || nNumVertices == 860 && nPrimitiveCount == 778 || nNumVertices == 85 && nPrimitiveCount == 137)
    #define Mulan (nNumVertices == 118 && nPrimitiveCount == 126|| nNumVertices == 121 && nPrimitiveCount == 180|| nNumVertices == 124 && nPrimitiveCount == 126|| nNumVertices == 295 && nPrimitiveCount == 482|| nNumVertices == 299 && nPrimitiveCount == 452|| nNumVertices == 474 && nPrimitiveCount == 728)
    #define MulanAddons (nNumVertices == 162 && nPrimitiveCount == 200|| nNumVertices == 120 && nPrimitiveCount == 188|| nNumVertices == 167 && nPrimitiveCount == 276|| nNumVertices == 108 && nPrimitiveCount == 198|| nNumVertices == 512 && nPrimitiveCount == 728|| nNumVertices == 790 && nPrimitiveCount == 881|| nNumVertices == 619 && nPrimitiveCount == 800|| nNumVertices == 399 && nPrimitiveCount == 532|| nNumVertices == 402 && nPrimitiveCount == 580|| nNumVertices == 102 && nPrimitiveCount == 170|| nNumVertices == 125 && nPrimitiveCount == 98|| nNumVertices == 116 && nPrimitiveCount == 128|| nNumVertices == 160 && nPrimitiveCount == 174)
    //========================================================

    This goes in our defines, new character model recognitions, useful.

    Globals: We have to declare something , so the codes know what we're talking about

    :

    Code:

    int m_Stride;
    int texnum;
    int nNumVertices;
    int nPrimitiveCount;
    LPDIRECT3DTEXTURE8 Red;
    LPDIRECT3DTEXTURE8 Yellow;
    LPDIRECT3DTEXTURE8 Green;
    LPDIRECT3DTEXTURE8 Blue;
    LPDIRECT3DTEXTURE8 Purple;
    LPDIRECT3DTEXTURE8 Orange;
    LPDIRECT3DTEXTURE8 Pink;
    LPDIRECT3DTEXTURE8 White;
    LPDIRECT3DTEXTURE8 Black;
    bool chams = false;
    bool Color = true;

    Now, i should've said this before, but when we color in anything we have to declare the colors too.... But whats going to generate these colors??? I mean just because we say it, doesnt mean we have it right?

    So to demonstrate how to generate these colors we would use this function:

    Code:

    //======================================================================================================================================================================================================================================================================================================================//
    HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
    {
    if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
    return E_FAIL;

    WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
    |(WORD)(((colour32>>20)&0xF)<<Cool
    |(WORD)(((colour32>>12)&0xF)<<4)
    |(WORD)(((colour32>>4)&0xF)<<0);

    D3DLOCKED_RECT d3dlr;
    (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
    WORD *pDst16 = (WORD*)d3dlr.pBits;

    for(int xy=0; xy < 8*8; xy++)
    *pDst16++ = colour16;

    (*ppD3Dtex)->UnlockRect(0);

    return S_OK;
    }
    //==============================================================================================================

    But wait theres more(R.I.P Billy Mayes), you generate the colors but we still dont have it..

    this is where

    Code:

    bool Color = true;

    In Endscene, which is another D3D function we must define these colors Razz

    Code:

    typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
    oEndScene pEndScene;

    HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
    {
    if(Color)
    {
    GenerateTexture(pDevice, &Red, D3DCOLOR_ARGB (255 , 255 , 0 , 0 ));
    GenerateTexture(pDevice, &Yellow, D3DCOLOR_ARGB (255 , 255 , 255 , 0 ));
    GenerateTexture(pDevice, &Green, D3DCOLOR_ARGB (255 , 0 , 255 , 0 ));
    GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255 , 0 , 0 , 255 ));
    GenerateTexture(pDevice, &Purple, D3DCOLOR_ARGB (255 , 102 , 0 , 153 ));
    GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255 , 255 , 20 , 147 ));
    GenerateTexture(pDevice, &Orange, D3DCOLOR_ARGB (255 , 255 , 165 , 0 ));
    GenerateTexture(pDevice, &Black, D3DCOLOR_ARGB (255 , 0 , 0 , 0 ));
    GenerateTexture(pDevice, &White, D3DCOLOR_ARGB (255 , 255 , 255 , 255 ));
    Color=false;
    }

    return pEndScene(pDevice);
    }

    see how we used GenerateTexture, now you have all your colors(could addd more if you find them(Google))
    Btw we will be adding more to endscene.


    Now where do we draw this? I might have not pointed this out before, but we would color shit in a D3D Function, known as DrawIndexedPrimitive. All the drawing takes place, like our Colored floors and walls... Razz

    Cham Code :

    Code:

    typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
    oDrawIndexedPrimitive pDrawIndexedPrimitive;

    HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
    {

    if(chams)
    {
    texnum = (nNumVertices*100000)+nPrimitiveCount;
    if(m_Stride==40 &&
    (texnum==34900580)|| // Delta Force Head
    (texnum==36100604)|| // Spetsnaz Head
    (texnum==38000658)|| // Spetsnaz Legs
    (texnum==18300268)|| // Spetsnaz Body
    (texnum==36200604)|| // GIGN Head
    (texnum==21200306)|| // GIGN Body
    (texnum==35500568)|| // GSG9 Head
    (texnum==2200024)|| // GSG9 Bangs
    (texnum==8800105)|| // GSG9 Feet
    (texnum==36900650)|| // GSG9 Legs
    (texnum==19600314)|| // GSG9 Body
    (texnum==36700612)|| // SAS Head
    (texnum==8500105)|| // SAS Feet
    (texnum==37000650)|| // SAS Legs
    (texnum==18000274)|| // SAS Body
    (texnum==35300556)|| // KSF Head
    (texnum==7500121)|| // KSF Arms
    (texnum==9200115)|| // KSF Feet
    (texnum==12400168)|| // KSF Hands
    (texnum==30100522)|| // KSF Legs
    (texnum==18700288)|| // KSF Body
    (texnum==40900594)|| // ARTC Head
    (texnum==11700190)|| // ARTC Arms
    (texnum==9100118)|| // ARTC Feet
    (texnum==12500170)|| // ARTC Hands
    (texnum==37000634)|| // ARTC Legs
    (texnum==41700516)|| // ARTC Body
    (texnum==19400260)|| // ROKMC Body
    (texnum==37900592)|| // ROKMC Head
    (texnum==36500642)|| // ROKMC Legs
    (texnum==44800776)|| // SRG Head
    (texnum==15900200)|| // SRG Left Arm
    (texnum==10500168)|| // SRG Right Arm
    (texnum==80401016)|| // SRG Body
    (texnum==10000121)|| // SRG Feet
    (texnum==13200180)|| // SRG Hands
    (ForceRecon)|| // ForceRecon
    (Mulan)||
    (texnum==33800534)) // SRG Leg

    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Yellow);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Red);
    }

    if (nNumVertices == 213 && nPrimitiveCount == 174) // M67 Grenade =============== //
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Green);
    }
    if (nNumVertices == 158 && nPrimitiveCount == 131) // Flashbang =============== //
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Green);
    }
    if (nNumVertices == 171 && nPrimitiveCount == 143) // Smoke Grenade =============== //
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Blue);
    }
    if (nNumVertices == 271 && nPrimitiveCount == 257) // VX Grenade =============== //
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Blue);
    }
    if (nNumVertices == 338 && nPrimitiveCount == 339) // RGD-5 Grenade =============== //
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Yellow);
    }



    if (m_Stride==40 && // Equipment =============== //
    (texnum==13200212)|| // Delta Force Helmet
    (texnum==13200212)|| // Delta Force Helmet 2
    (texnum==34700538)|| // Delta Force Gas Mask
    (texnum==19500352)|| // Delta Force Balaclava
    (texnum==84900778)|| // Delta Force Clan BDU
    (texnum==27500442)|| // Delta Force Body Armor
    (texnum==42800576)|| // Delta Force Body Armor 2
    (texnum==52100658)|| // Delta Force Tactical Vest
    (texnum==12200196)|| // Spetsnaz Helmet
    (texnum==27100464)|| // Spetsnaz Gas Mask
    (texnum==33600552)|| // Spetsnaz Body Armor
    (texnum==44100646)|| // Spetsnaz Tactical Vest
    (texnum==17800292)|| // GIGN Red Bandana
    (texnum==21300290)|| // GIGN Helmet
    (texnum==2800036)|| // GIGN Helmet Lens
    (texnum==35700558)|| // GIGN Gas Mask
    (texnum==22100396)|| // GIGN Balaclava
    (texnum==29700492)|| // GIGN Body Armor
    (texnum==11200188)|| // ROKMC Beret
    (texnum==12000194)|| // ROKMC Helmet
    (texnum==29800450)|| // ROKMC Gas Mask
    (texnum==27100394)|| // ROKMC Body Armor
    (texnum==28700374)|| // ROKMC X Harness
    (texnum==34700470)|| // ROKMC X Harness
    (texnum==5100056)|| // ROKMC Pouch
    (texnum==9900163)|| // ROKMC Left Arm
    (texnum==18300163)|| // ROKMC Right Arm
    (texnum==16400266)|| // GSG9 Red Bandana
    (texnum==16200243)|| // GSG9 Helmet
    (texnum==31900466)|| // GSG9 Gas Mask
    (texnum==19300342)|| // GSG9 Balaclava
    (texnum==83600752)|| // GSG9 Clan BDU
    (texnum==33400477)|| // GSG9 Body Armor
    (texnum==10500163)|| // GSG9 Rolled Up Sleeves
    (texnum==38100666)|| // GSG9 Tactical Knee Pads
    (texnum==9600172)|| // SAS Boonie Hat
    (texnum==14200236)|| // SAS Helmet
    (texnum==37800552)|| // SAS Gas Mask
    (texnum==28100486)|| // SAS Balaclava
    (texnum==62400752)|| // SAS Clan BDU
    (texnum==27900456)|| // SAS Body Armor
    (texnum==45700654)|| // SAS Tactical Vest
    (texnum==39800532)|| // SAS Tactical Vest 2
    (texnum==9200100)|| // SAS Holster
    (texnum==4800040)|| // SAS Magazine Pouch
    (texnum==4000044)|| // SAS Pouch
    (texnum==6500110) || // KSF Boonie Hat
    (texnum==12900208)|| // KSF Helmet
    (texnum==29600448)|| // KSF Gas Mask
    (texnum==31100398)|| // KSF Sunglasses
    (texnum==84700776)|| // KSF Clan BDU
    (texnum==600004)|| // KSF Clan BDU Logo
    (texnum==36500606)|| // KSF Body Armor
    (texnum==63100646)|| // KSF Tactical Vest
    (texnum==19800163)|| // KSF Rolled Up Sleeves
    (texnum==7000066)|| // KSF Holster
    (texnum==10400190)|| // SRG Beret
    (texnum==23800294)|| // SRG Deer Head
    (texnum==11600180)|| // SRG NIJ IIIA Helmet
    (texnum==17100278)|| // SRG Red Bandana
    (texnum==14600198)|| // SRG Battle Cap
    (texnum==18200266)|| // SRG Helmet
    (texnum==19100106)|| // SRG Gas Mask
    (texnum==54300350)|| // SRG Sunglasses
    (texnum==30800380)|| // SRG Mid Class Sunglasses
    (texnum==79300995)|| // SRG Clan BDU 1
    (texnum==13300138)|| // SRG Clan BDU 2
    (texnum==300001)|| // SRG Clan BDU 3
    (texnum==1200012)|| // SRG Clan BDU Logo
    (texnum==10900110)|| // SRG Bulletproof Vest
    (texnum==6200064)|| // SRG Holster
    (ForceReconAddons)||
    (MulanAddons)||
    (texnum==22700250)) // SRG Pouch
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Green);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Blue);
    }
    if (m_Stride==40 && // Guns =============== //
    (texnum==187200968)|| // GALIL
    (texnum==187200968)|| // GALIL 2
    (texnum==149701124)|| // UZI
    (texnum==193701304)|| // M249
    (texnum==232501431)|| // SIG551
    (texnum==161500751)|| // FA-MAS
    (texnum==107400724)|| // FR-F2
    (texnum==141600900)|| // AN94
    (texnum==145900805)|| // G36C
    (texnum==42200339)|| // K1
    (texnum==23400116)|| // K1 2
    (texnum==17500073)|| // K1 3
    (texnum==3200012)|| // K1 4
    (texnum==2300012)|| // K1 5
    (texnum==71900459)|| // MP5
    (texnum==1800008)|| // MP5 2
    (texnum==20300084)|| // MP5 3
    (texnum==16700083)|| // MP5 4
    (texnum==79100469)|| // M4A1
    (texnum==12000044)|| // M4A1 2
    (texnum==16800062)|| // M4A1 3
    (texnum==2400008)|| // M4A1 4
    (texnum==600002)|| // M4A1 5
    (texnum==12800050)|| // M4A1 6
    (texnum==2600010)|| // M4A1 7
    (texnum==4200014)|| // M4A1 8
    (texnum==1400008)|| // M4A1 9
    (texnum==80600442)|| // M16A2
    (texnum==13400052)|| // M16A2 2
    (texnum==17600066)|| // M16A2 3
    (texnum==5400018)|| // M16A2 4
    (texnum==46200348)|| // STEYR_AUG
    (texnum==27000133)|| // STEYR_AUG 2
    (texnum==4100025)|| // STEYR_AUG 3
    (texnum==1200006)|| // STEYR_AUG 4
    (texnum==400002)|| // STEYR_AUG 5
    (texnum==46800367)|| // PSG-1
    (texnum==9600042)|| // PSG-1 2
    (texnum==18800092)|| // PSG-1 3
    (texnum==16900071)|| // PSG-1 4
    (texnum==3400012)|| // PSG-1 5
    (texnum==800004)|| // PSG-1 6
    (texnum==40500383)|| // K2
    (texnum==15800089)|| // K2 2
    (texnum==2200012)|| // K2 3
    (texnum==7000034)|| // K2 4
    (texnum==60700349)|| // P90
    (texnum==5500033)|| // P90 2
    (texnum==47700227)|| // P90 3
    (texnum==10300047)|| // P90 4
    (texnum==3800014)|| // P90 5
    (texnum==50300349)|| // AK-74
    (texnum==14700071)|| // AK-74 2
    (texnum==13100061)|| // AK-74 3
    (texnum==194501145)|| // MG36
    (texnum==116000670)|| // DESERT EAGLE
    (texnum==182101089)|| // MR73
    (texnum==62500454)|| // REMINGTON M870
    (texnum==95200571)|| // BENELLI M1
    (texnum==40700334)|| // GLOCK 23
    (texnum==71500449)|| // BERETTA M92F
    (texnum==11000044)|| // BERETTA M92F 2
    (texnum==16500075)|| // BERETTA M92F 3
    (texnum==4400020)|| // BERETTA M92F 4
    (texnum==2800014)|| // BERETTA M92F 5
    (texnum==92000543)|| // COLT 45
    (texnum==239001276)) // DRAGONUV
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Blue);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Green);
    }
    }
    return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    }

    Now ill be explaining a lot... Razz

    Remember these:

    Code:

    int m_Stride;
    int texnum;
    int nNumVertices;
    int nPrimitiveCount;
    bool chams = false;

    The first 4 are different types of model recognitions... Every model, like a player body has a stride, or a Numvertices or Primcount. In Soldierfront case, the Stride is 40, when the Stride is 40, everything would be chammed... but we use numvertices and primcount to point out the things we want colored in. and in all of that, we simplify it to texnums . Most games dont have a stride which recognizes everything like soldierfront and you wont need numverts and primcounts... like crossfire, the player modelrecognition is Stride == 40.

    So texnum is

    Code:

    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Yellow);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Red);

    This is the wallhack code, all you guys need to know is that we enable buffers and switch them enable to see people behind walls.. and

    you see

    Code:

    pDevice->SetTexture(0,Yellow);

    Code:

    pDevice->SetTexture(0,Red);

    This is how we color our texnums(Model Recognition in)

    The first one is behind walls color, the second one, is in front of walls color.. You can change it to any colors we've mentioned in our globals.. since we generated it and declared it.

    The Colors(Just in case you forgot):

    Code:

    LPDIRECT3DTEXTURE8 Red;
    LPDIRECT3DTEXTURE8 Yellow;
    LPDIRECT3DTEXTURE8 Green;
    LPDIRECT3DTEXTURE8 Blue;
    LPDIRECT3DTEXTURE8 Purple;
    LPDIRECT3DTEXTURE8 Orange;
    LPDIRECT3DTEXTURE8 Pink;
    LPDIRECT3DTEXTURE8 White;
    LPDIRECT3DTEXTURE8 Black;

    Now thats our chams, oh and the guns, you can just modify there colors on the wallhack code right under it.. Razz

    SO what i'm trying to say is you can color anything in as long as you have its model recognition.

    Moving on!

    //================================================== ================================================== ================================================== ================================================== ================================================== ================================================== =========//

    Now we have our chams... and anything really.... that we want to color in.. but our recognition comes from a different place SetStreamSource Razz another d3d Function

    Code:

    typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride );
    oSetStreamSource pSetStreamSource;

    HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
    {
    if(nStreamNumber==0)
    m_Stride = nStride;

    return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
    }

    see, the code that says m_Stride = nStride?

    Well nStride is apart of a modelrecognition, and we used m_Stride, by saying that they equal each other.. m_Stride in our chams code = nStride.. now you say, why dontwe just use nStride instead? Well we have to use this function to identify or use the model recognition system Razz

    Now we're almost done, we have to assign it a hotkey.. Razz

    Back to endscene... Now why is Endscene so important? Because it renders every frame per second Razz

    To add a hotkey. we would do it like this..

    Code:


    if (GetAsyncKeyState(VK_F1)&1) // if we click f1
    { chams = !chams; } // chams = on

    Now the hotkeys name has to be exactly like it is.. remember we also use if(colored walls) before?

    Code:

    if (GetAsyncKeyState(VK_F2)&1) // if we click f2
    { colored walls = !colored walls; } // colored walls = on

    The hotkeys name has to be the same as the if function and as it is in the globals, thats why we define shit like

    bool chams = false;

    so we can add a hotkey to chams and recognize it Razz


    phew that was alot


    But theres more(Dam billy mayes)

    Want no fog, xray , fullbright?

    declare them first like chams.. Razz

    Code:

    int nofog;
    int xray;
    int fullbright;

    Now where we could put this, in DIP, or another D3D function SetRenderState... so you have two options.. put it in dip or SRS Razz.. DIP is detected on most games so i'd put it in SetRenderstate, it will help you get used to other functions..

    Code:

    typedef HRESULT ( WINAPI* oSetRenderState ) ( LPDIRECT3DDEVICE8 pDevice, D3DRENDERSTATETYPE State, DWORD Value);
    oSetRenderState pSetRenderState;
    HRESULT WINAPI mySetRenderState(LPDIRECT3DDEVICE8 pDevice, D3DRENDERSTATETYPE State, DWORD Value)
    {
    if(fullbright)
    {
    pDevice->SetRenderState(D3DRS_LIGHTING, false); //d3d lighting off
    pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255,255,255)); // use all colors to glow up the lighting ingame
    }


    if(nofog) // if nofog on
    { // then
    pDevice->SetRenderState(D3DRS_FOGENABLE, false); // Disable the Fog
    } // end of then
    if(xray)
    {
    if(m_Stride == Modelrecognition) //you can define the stride like this to
    {
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    }
    }

    return pSetRenderState(pDevice,State, Value);
    }

    Now we have three different hacks in SRS(SetRenderState)!

    Like before we just have to set a hotkey for it... IN ENDSCENE!

    Code:

    if (GetAsyncKeyState(VK_F3)&1) // if we click f3
    { //then
    nofog = !nofog; //nofog = on
    } //end of then

    and the same applys to xray and fullbright

    phew a lot of hacks..

    What we've nailed down..

    -Wallhack
    -Chams
    -NoFog
    -Xray
    -FullBright

    whats left?

    Crosshair Razz

    in globals we put:

    Code:

    float ScreenCenterX = 0.0f;
    float ScreenCenterY = 0.0f;
    bool xhair = false;
    D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );

    Centering and declaring the xhair.. also giving it the color of red(You also just use the regular red,or whatever color)

    SO here we are back to endscene again ...

    Code:

    if(xhair)
    {
    D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
    D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
    pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0, 0);
    pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0, 0);
    }

    we're drawing this in endscene... where it says redt, you can change to any of the colors we declared.

    But to adding a crosshair we need screenpositioning... we use the d3d function SetViewPort

    Code:


    typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport);
    oSetViewport pSetViewport;

    HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport)
    {
    ScreenCenterX = ( float )pViewport->Width / 2;
    ScreenCenterY = ( float )pViewport->Height / 2;

    return pSetViewport(pDevice,pViewport);
    }

    it just positions it.. and you know whats next.. back to Endscene...

    add the hotkey


    Code:

    if (GetAsyncKeyState(VK_F8)&1) // if we click f8
    { xhair = !xhair; } // xhair = on

    Now we have

    -WallHack
    -Chams
    -Nofog
    -Xray
    -Fullbright
    -Crosshair

    whats left how about wire frame?

    Code:


    typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
    oDrawIndexedPrimitive pDrawIndexedPrimitive, OriginalDrawIndexedPrimitive;
    HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
    {

    if(WireFame)

    if(m_Stride == modelrecog)
    { // then
    pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
    } // end of then

    This can go either in DIP or SetRenderState.. does it matter.. maybe if dip gets detected.

    You will need a model recognition to choose what you want to wireframe like what you want to color..

    remember in globals


    Code:

    int WireFrame;

    and add the hotkey

    Code:

    if (GetAsyncKeyState(VK_F3)&1) // if we click f3
    { //then
    wireframe = !wireframe; //wireframe = on
    } // end of then

    Now you know whats cool about wire frame.. we can create nosmoke and flash with this...

    But you will need the modelrecognition of the smoke and flash...

    Remember how i said Stride == 40 Renders everything in soldierfront? If we do

    if(m_Stride == 40)
    { // then
    pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
    } // end of then
    [/CODE]

    then everything will be wiredframe..

    Time for uber sexy AsusWallhack

    Globals


    Code:

    int AsusWallhack;

    Code in either SetRenderstate or DIP:

    Example in DIP

    Code:

    typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
    oDrawIndexedPrimitive pDrawIndexedPrimitive, OriginalDrawIndexedPrimitive;
    HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
    {

    if(AsusWallhack)

    if(Model_rec//for walls)
    {
    pDevice->SetRenderState( D3DRS_SRCBLEND, 3 );
    pDevice->SetRenderState( D3DRS_DESTBLEND, 4 );
    pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
    }
    }

    and then add Hotkey

    so now we have

    -WallHack
    -Chams
    -NoFog
    -FullBright
    -Xray
    -NoSmoke(wireFrame)
    -NoFlash(Wireframe)
    -WireFrame(Whole screen)
    -Crosshair
    -Asus Wallhack

      Current date/time is Sun Sep 24, 2017 8:12 pm